Liang Nuren wrote:Sebastian N Cain wrote:Liang Nuren wrote:I want to point out that Dodixie is sold COMPLETELY out of Magnetic Field Stabilizer IIs. The price of a Proteus is up to 250M and most market regions are totally sold out.
-Liang
It-¦s only to be expected that people want to try out the changes. As soon as they-¦re gotten their asses kicked as easily as before the "buff", that surge will stop.
TBH I'm beginning to think that Hybrids are OP. And yeah - I'm using them.
-Liang
This is because you are just comparing them to their performance before.
Previously they made about 30% of the paper damage on average, now they are doing about 40% of the paper damage. Since the basic damage also increased we are talking about a 50% increase of the real damage you are causing.
There is the point when you are happy about the changes, they seem so huge.
This sounds huge, but there is a logical fallacy involved: You have merely decreased the gap from paper damage to real damage from 30% to 45% on average, so that 50% damage increase is overall relativly pathetic in comparison with the performance of other weapon systems.
While only having slightly less basic damage, ACs can easily transfer 80% of their paper damage to real damage on average (if flown efficiently and the pilots aren-¦t sticking around in deep falloff because there you don-¦t need as much skill and mistakes aren-¦t fatal). They are still doing vastly more damage. they are still immune to nos/neut, they are still on the fastest and most agile ships, they have still multiple damage types, shield tanking is a quite common option for Minmatar ships, so buffer tanks doesn-¦t sacrifice speed, also there are often utility highs for nasty surprises like nos/neut, which can be deadly if your opponent needs the cap.
Minmatar are designed and optimized for close combat and sniping (yup, Artys are the perfect sniping weapons, especially on the fastest and most agile hulls). They are not OP, they are just seen this way because all the stuff you need for close combat and sniping are married to the most flexible engagement range. They are the ones that should cover the Gallente combat roles, because they would excel on it.
The Gallente on the other hand will never work in close combat and sniping. They must not become like the Minmatar, but the Minmatar have what is needed for the roles (The only weapon system working exclusively in nos/neut range needs cap? and another weapon that works outside this range does not? A sniping weapon without huge alpha... there is a good reason why sniping is everywhere high alpha, low rate of fire, and fast and agile units: it just doesn-¦t work otherwise, you can-¦t reasonably implement sniping with low alpha.)
So Gallente needs other combat roles, anything else won-¦t solve any balancing issue.
So just exchange the weapon ranges of ACs/Blasters and Rails/Artys (with adjustments to damage and tracking for complementing the range changes) and you have solved:
Minmatar being OP: they aren-¦t op, they are just designed for another combat role, so they should specialize... and they should -and can- absolutely excel in their specialty.
Gallente being gimped: the most flexible engagement range is enough to offset the many shortcomings, while the latter will make sure they won-¦t be op in their new role. They make a good generalist: not really outstanding anywhere, but a viable alternative everywhere.
Caldari turret ships: they will become useful. Not outstandingly good, but Caldari won-¦t be just only missiles any more.
reintroduced sniping: sniping can only be done with huge alpha, therefore artys (a slight increase of probing time might be neccessary, snipers need just barely enough time to get off one shot and then change position).