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Thread Statistics | Show CCP posts - 5 post(s) |

Captain Africa
GRIM MARCH SpaceMonkey's Alliance
11
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Posted - 2011.11.24 09:44:00 -
[1201] - Quote
Dev if you want to save the blaster ...then please read this thread ....you might just go WTF !
EVE Forums -+ EVE Technology and Research Center -+ Features & Ideas Discussion -+ "Captain the drone is at 0 "..... Warp |

MooCowofKow
Adhocracy Incorporated Adhocracy
0
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Posted - 2011.11.24 22:57:00 -
[1202] - Quote
Why did you forget about my blaster Tengu? :( |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.25 00:04:00 -
[1203] - Quote
MooCowofKow wrote:Why did you forget about my blaster Tengu? :(
Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?
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MooCowofKow
Adhocracy Incorporated Adhocracy
0
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Posted - 2011.11.25 01:07:00 -
[1204] - Quote
Tanya Powers wrote:MooCowofKow wrote:Why did you forget about my blaster Tengu? :( Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think?
Then what's the point of having a hybrid subsystem on the Tengu? |

Rip Minner
ARMITAGE Logistics Salvage and Industries
65
|
Posted - 2011.11.25 05:08:00 -
[1205] - Quote
MooCowofKow wrote:Tanya Powers wrote:MooCowofKow wrote:Why did you forget about my blaster Tengu? :( Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think? Then what's the point of having a hybrid subsystem on the Tengu?
To prove the Proteus is the best blaster ship in it's class?
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Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.11.25 20:24:00 -
[1206] - Quote
MooCowofKow wrote:Tanya Powers wrote:MooCowofKow wrote:Why did you forget about my blaster Tengu? :( Because he doesn't want to land on top of my Proteus but my Proteus told me he would like to fit HML's, what do you think? Then what's the point of having a hybrid subsystem on the Tengu?
The answer is rails. |

Zepa
Real Indians Bora Alis
0
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Posted - 2011.11.26 00:42:00 -
[1207] - Quote
Explosion Radius Fury Cruise Missile is terrible. |

Verity Sovereign
Pator Tech School Minmatar Republic
142
|
Posted - 2011.11.27 04:55:00 -
[1208] - Quote
http://www.eveonline.com/devblog.asp?a=blog&nbid=3012
Quote:Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): Removed falloff penalty
Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking....
And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail.
Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type). Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS. Caldari rails will be buffed though, yay for only 2 viable races. Drakes and Canes may become Drakes, Feroxs and Canes. Woot!
If you are going to get rid of the falloff penalty to hail, do the same to the penalty to Void, and optimal penalty of gleam. Give null+50% to falloff, what is this +25% BS? |

Liam Mirren
325
|
Posted - 2011.11.27 05:29:00 -
[1209] - Quote
Verity Sovereign wrote:CCP has a hardon for Minmatar and the "hybrid buff" actually buffs projectiles even more, making them more silly than ever. In the mean time the Gallente issues still aren't solved.
PS; Tornado is also pretty LOL
Yup.
Excellence is not a skill, it's an attitude.
My guides: http://mirren.freeforums.org |

MooCowofKow
Adhocracy Incorporated Adhocracy
0
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Posted - 2011.11.27 06:17:00 -
[1210] - Quote
Verity Sovereign wrote:http://www.eveonline.com/devblog.asp?a=blog&nbid=3012 Quote:Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): Removed falloff penalty Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking.... And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail. Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type). Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS. Caldari rails will be buffed though, yay for only 2 viable races. Drakes and Canes may become Drakes, Feroxs and Canes. Woot! If you are going to get rid of the falloff penalty to hail, do the same to the penalty to Void, and optimal penalty of gleam. Give null+50% to falloff, what is this +25% BS?
T2 rails are still bad, hybrid Tengu is useless, Eagle is useless.
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PJRiddick
CherryHill
6
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Posted - 2011.11.27 17:37:00 -
[1211] - Quote
im gonna try this one more time, i replyed to this a bit ago bot for some reason the post didnt post,...>guess im a dumbass<
ANYWAY,...with that in mind,...
ill try to keep this short. I was looking over the specs for the long range T-2 ammo, and from what im seeing, its in the same group as the plutonium if memory serves me. Seeing that the T-2 ammo or SPIKE is a +80 but the tracking is .25, the only real advantge AFTER the patch coming will be the extra damage that the ammmo itself gives. With the Spike ammo and its short comings in the past, being .25 on tracking, ive stuck to the T-1 ammo only because it hits better and is a lot more accurate at range. With the upgrades to the weapons and the ammo, will this long range ammo hit any better?,...will i need to stick to the t-1 ammo or the faction ammo?
CCP,...take the tracking penelties off the SPIKE please,...Thank you |

Verity Sovereign
Pator Tech School Minmatar Republic
142
|
Posted - 2011.11.27 20:32:00 -
[1212] - Quote
a 75% tracking penaly does seem excessive
If one has 1.8x the range, than at optimal one needs 1/1.8 = 0.555 x the tracking speed to have the same hit quality as before.
I would like to see the long range T2 ammo for beams, rails, and arty have a 0.56x tracking multiplier instead of a 0.25 multiplier. |

Diehard Nuck
Diehard Nuck Corp
0
|
Posted - 2011.11.27 23:44:00 -
[1213] - Quote
Came to read about the hybrid buff - really enjoyed reading about a small, practically useless hybrid buff and the nice AC ammo buff.
Looks like CCP has decided that the lore dictates Gallente should crosstrain or become miners. |

Otto Schultzky
Steller Exiles Inc Seventh Sanctum.
1
|
Posted - 2011.11.28 04:51:00 -
[1214] - Quote
After 60+ pages of "discussion" I am not holding my breath that Gallente/ Caldari hybrid weapons "platforms" will get a meaningful improvement.
So to whom it may concern in CCP game balancing department. If you can't make Gallente/ Caldari hybrid ships/ weapons "better" with out braking existing game balance, at least make them cheaper. Where their approximate mineral cost would reflect their combat effectiveness.
In a current state most hybrid ships larger that a frigate and smaller then capitals are like "white elephants that sent to hunt for elephant guns". |

Phoenix Torp
Almost Absolute
5
|
Posted - 2011.11.28 08:02:00 -
[1215] - Quote
There is other thread for testing in SiSi and feedback https://forums.eveonline.com/default.aspx?g=posts&t=29692 http://eveboard.com/pilot/Phoenix_Torp |

quasarabyss
HelpMyMissioners Epsilon Shimmy Alliance
0
|
Posted - 2011.11.29 22:15:00 -
[1216] - Quote
Pattern Clarc wrote:
Also, don't forget caldari...
Caldari Pilot here, I used to train Hybrids until i realized how fruitless it was.
Looks like Hybrids are back on the menu.
Also, CCP have begun to work on CCP, the effect on the game itself is an indicator of a greater trend. A positive trend that I hope remains in place for a long time. Fingers crossed for more expansions like this one.
I read and post to forums because of DT. That is all. If my comments are discombobulated that might be because it is 11pm here. If you don't like it feel free to shoot me down in game, everyone else has. |

d3an0
Doomheim
0
|
Posted - 2011.12.01 12:22:00 -
[1217] - Quote
Blasters need more dps and alpha so when they finally do get the enemy pinned down, they really do face melt.
Gallente ships also need more speed bonuses and buffs so getting into range is actually possible when not warped in at 0. None of the silly falloff and optimal bonuses, that'd just ruin blasters purpose, although null and void could use some work. |

Takeshi Yamato
Ministry of War Amarr Empire
157
|
Posted - 2011.12.01 18:22:00 -
[1218] - Quote
Buffing blaster dps through the roof won't solve anything. The problem is simply that the race with the shortest range does NOT have the fastest ships like it should. It's really basic stuff. Armor rigs and plates reducing speed while being pretty much required in PvP certainly don't help either. Further evidence for what I'm saying can be seen on the frigate level: blaster frigates are and were not gimped because they can catch up to their target, furthermore, combat usually takes place within web range.
Also, once upon a time, Autocannons didn't have ridiculous falloff and had to actually get close to webbing range to deal enough damage. |

Rip Minner
ARMITAGE Logistics Salvage and Industries
65
|
Posted - 2011.12.02 06:12:00 -
[1219] - Quote
Verity Sovereign wrote:a 75% tracking penaly does seem excessive
If one has 1.8x the range, than at optimal one needs 1/1.8 = 0.555 x the tracking speed to have the same hit quality as before.
I would like to see the long range T2 ammo for beams, rails, and arty have a 0.56x tracking multiplier instead of a 0.25 multiplier.
This! The math dont lie. |

Tanya Powers
Science and Trade Institute Caldari State
856
|
Posted - 2011.12.02 16:57:00 -
[1220] - Quote
Takeshi Yamato wrote:Buffing blaster dps through the roof won't solve anything. The problem is simply that the race with the shortest range does NOT have the fastest ships like it should. It's really basic stuff. Armor rigs and plates reducing speed while being pretty much required in PvP certainly don't help either. Further evidence for what I'm saying can be seen on the frigate level: blaster frigates are and were not gimped because they can catch up to their target, furthermore, combat usually takes place within web range.
Also, once upon a time, Autocannons didn't have ridiculous falloff and had to actually get close to webbing range to deal enough damage.
Indeed, as it stands right now it's difficult to ask for more dps on blasters or rails without watching carefully and individually each ship.
Has you rightly said small blasters/rails are fine and by the way they were already before, they were the ones that needed no revamp at all but only ships tweaks.
Proportionally speaking between small and large guns, putting numbers out of my arse (just because I can but I will avoid) I'd say that blaster ships need a lot more speed, maybe a small increase in DPS and rails really a lot of DPS love.
While for blasters I think now that is about tweaking ships bonus that CCP will manage to bring them back to the light, Rails really suffer from the lack of alpha. I don't think the best way to compare rails with other weapon system, or even watching independently each weapon system is to watch numbers over time because of something basic in the game: engagement time You can't compare the dps of rails vs arty when one can instantly pop cruisers and the other one needs 5 shots then say that over time Rails have the biggest DPS.
Who shoots for 1hour a single BS? Who shoots BC's or cruiser for over 30mn? -hell even 3minutes, unless is structures ...
Average fight without logistics is about 30s to about 100sec (self rep bait tanks etc) so in my humble opinion you can't just pick numbers over time (how much time by the way). I guess long range weapons should be balanced around "target X" at "distance Y" with perfect skills and shooting for "Z" seconds based on average life time of ships using that kind of weapon system.
Then we would probably see that missiles need a huge dps improvement (travel time before applying dps) and rails are underground very deep looking for enraged hamsters.
Just some point of view about what actually is already done. More stuff will be done (I hope) so maybe and I hope I'll start using my racial ships and guns in fleets without read "gtfo with that shift and bring something useful" |
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Sebastian N Cain
Aliastra Gallente Federation
122
|
Posted - 2011.12.03 23:31:00 -
[1221] - Quote
The reason hybrids are failures is because they are actually not close-range / sniper weapons. Yet the devs are trying to make them work in a field they are not designed for.
And they can-¦t change that. Because they have already designed someone for these roles: the Minmatar. and since the Gallente mustn-¦t become like the Minmatar, they can-¦t become a dedicated close-combat/sniper race any more.
Cap-free weapons for combat exclusively within nos/neut range, multiple damage types to decrease the time to kill (thus making up for the increase of the ttk due to getting into range), the fastest and most agile ships to get into range (and shield tanks so you don-¦t need to gimp your speed to get EHP)... this is how a close combat race looks like. And yes, it-¦s 100% Minmatar, they are perfectly adapted for close range combat.
For sniping: sniping is everywhere all about fast and agile units, high alpha and low rate of fire (oh look, it-¦s the Minmatar again) There are reasons for it. You really can-¦t have a reasonable sniping mechanic without these characteristics. This is why sniping is pointless now and why the change to probing were needed when sniping was still a thing.
Meaning of course, you can only have sniping together with Artys and Minmatar. Trying to make rails and Gallente to do sniping is complete nonsense.
So, for close combat and sniping you need the Minmatar, and the Gallente will never be able to do it adequately (ironically they are designed to fit into the combat roles the Minmatar are currently covering... seemingly op, because all the advantages needed to make close combat competitive are married with the most flexible engagement ranges).
This is how the devs have designed the races, their ships, their weapons. It might have been unintentionally, the current state is the result of many many small changes over the years after all, so something like this can happen. But unintentionally or not, the devs have done it and now there are so many problems with balancing that you can-¦t ignore it any more. And you can-¦t fix it with a little more dps here and tracking there, because you are trying to go against the basic design of the races, trying to force them into roles they are not suited for and prevent them to fill out roles they are suited for. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Nathan Andersons
Black Talon Aerospace Black Watch.
0
|
Posted - 2011.12.06 03:47:00 -
[1222] - Quote
Just a thought and something to consider,
but why not make rails slow rof and high alpha and artillery higher rof and lower alpha. Dont you think it would take longer for a rail gun to reload then it would an artillery shell^
Just a thought. |

Mekhana
Spiritus Draconis
435
|
Posted - 2011.12.07 20:11:00 -
[1223] - Quote
So CCP are you going to announce some further hybrid guns and boat changes for January or are you waiting for maximum rage quit effect from your players? |

Keen Fallsword
Billionaires Club BLACK-MARK
36
|
Posted - 2011.12.22 11:29:00 -
[1224] - Quote
Ccp ? Anything ??? |

Davon Kastire
Cosmos in Chaos Inc.
0
|
Posted - 2011.12.29 17:24:00 -
[1225] - Quote
Sebastian N Cain's comment should be getting more attention from CCP that it already is...surprisingly it's getting none. |

PinkKnife
PonyWaffe Test Alliance Please Ignore
71
|
Posted - 2011.12.31 04:29:00 -
[1226] - Quote
Sebastian N Cain wrote:The reason hybrids are failures is because they are actually not close-range / sniper weapons. Yet the devs are trying to make them work in a field they are not designed for.
And they can-¦t change that. Because they have already designed someone for these roles: the Minmatar. and since the Gallente mustn-¦t become like the Minmatar, they can-¦t become a dedicated close-combat/sniper race any more.
Cap-free weapons for combat exclusively within nos/neut range, multiple damage types to decrease the time to kill (thus making up for the increase of the ttk due to getting into range), the fastest and most agile ships to get into range (and shield tanks so you don-¦t need to gimp your speed to get EHP)... this is how a close combat race looks like. And yes, it-¦s 100% Minmatar, they are perfectly adapted for close range combat.
For sniping: sniping is everywhere all about fast and agile units, high alpha and low rate of fire (oh look, it-¦s the Minmatar again) There are reasons for it. You really can-¦t have a reasonable sniping mechanic without these characteristics. This is why sniping is pointless now and why the change to probing were needed when sniping was still a thing.
Meaning of course, you can only have sniping together with Artys and Minmatar. Trying to make rails and Gallente to do sniping is complete nonsense.
So, for close combat and sniping you need the Minmatar, and the Gallente will never be able to do it adequately (ironically they are designed to fit into the combat roles the Minmatar are currently covering... seemingly op, because all the advantages needed to make close combat competitive are married with the most flexible engagement ranges).
This is how the devs have designed the races, their ships, their weapons. It might have been unintentionally, the current state is the result of many many small changes over the years after all, so something like this can happen. But unintentionally or not, the devs have done it and now there are so many problems with balancing that you can-¦t ignore it any more. And you can-¦t fix it with a little more dps here and tracking there, because you are trying to go against the basic design of the races, trying to force them into roles they are not suited for and prevent them to fill out roles they are suited for.
This.
The projectile turrets as is, are ridiculously the best weapon in any possible scenario, except maybe structure shooting, and only then because you have to fill a cargo hold full of ammo. |

Nyla Skin
Dark Circle Enforcement Templis Dragonaors
67
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Posted - 2012.01.04 09:11:00 -
[1227] - Quote
Sebastian N Cain wrote:The reason hybrids are failures is because they are actually not close-range / sniper weapons. Yet the devs are trying to make them work in a field they are not designed for.
Great post. I have been saying this ever since we started discussing crucible hybrid changes. Hybrids and gallente in general are just so full of contradictions. |

PinkKnife
PonyWaffe Test Alliance Please Ignore
71
|
Posted - 2012.01.07 22:48:00 -
[1228] - Quote
Nyla Skin wrote:Sebastian N Cain wrote:The reason hybrids are failures is because they are actually not close-range / sniper weapons. Yet the devs are trying to make them work in a field they are not designed for. Great post. I have been saying this ever since we started discussing crucible hybrid changes. Hybrids and gallente in general are just so full of contradictions.
Simple but outrageous solution, switch the falloff of every projetile/hyrbid turret. |

Todd Jaeger
Babylon Knights Controlled Chaos
4
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Posted - 2012.01.11 12:12:00 -
[1229] - Quote
how about amarr buff?
gallente had fitting issues cause of cpu/pg before expansion,amarr still has it until this day. + gallente ships and hybrids seem overpowered to me right now. |

Keen Fallsword
Billionaires Club BLACK-MARK
36
|
Posted - 2012.01.11 12:30:00 -
[1230] - Quote
Todd Jaeger wrote:how about amarr buff?
gallente had fitting issues cause of cpu/pg before expansion,amarr still has it until this day. + gallente ships and hybrids seem overpowered to me right now.
HAHA :) Overpowered :) Ever tried to FLY ANY ? lol GAL SHIP OP !! LOL give me a break bro ... hahahah |
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