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Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
7
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Posted - 2011.11.07 00:53:00 -
[1] - Quote
Look. A solution needs to be KISS (Keep It Simple Stupid!) in order to work very well.
Complicated solutions by adding new modules or giving Gallente built in EW bonuses like Web range (minmatar bonus so no!), Web velocity factor (Serp bonus so no!) or a scram range bonus will not "fix" blaster boats as people will simply put AC's on them and use the EW bonus with AC's. So that rules out EW bonuses.
First lets look at what the traits of Hybrid weapons are or are supposed to be:
Blasters: Extreme short range very high damage
Railguns: Extreme range High RoF
Now lets consider the problems with the weapons relating to their traits and current game tactics and strategies:
Blasters: Gallente hulls are too slow so they are unable to get into range. Blaster boats are total commitment to engagement hulls Blasters struggle to track at their optimal range due to web nerfs. (being addressed with tracking boost) Blasters don't deal significantly more damage compared to their counterparts even at short range. Caldari hulls get a range bonus and lack competitive damage output. Higher tier weapons are very difficult to fit (being addressed with fitting boost)
Railguns: Difficult to fit (being addressed with fitting boost) Deal very little damage in volley (alpha) and DPS Extreme range (>150km) tactics are not viable due to current on grid Probe to Warp tactics/mechanics Very slow tracking (being addressed with tracking boost)
Realistic fixes for the above issues that are not currently being addressed:
Blasters The first fix is to blaster being able to get into range which is addressed simply with speed. Blaster boats, Gallente in particular, should be the fastest straight line speed ships in the game. However the cost of this speed needs to be agility. This is to allow for pilot skill to allow for out manoeuvring. Speed also addresses the engagement commitment issue. With speed you can attempt to break away from the target and outrun your enemy.
If we were to choose agility over speed we will still be in the same situation we are in now. Blaster ships utterly helpless trying to catch ships faster than themselves. It won't matter if they can out accelerate their target because your target will almost certainly have velocity as you land on the grid and will burn away from you as you try to accelerate from zero. It simply won't work and will be a very dull "SPAM APPROACH" and pray you will be able to snag them instead of clever manoeuvres.
If we choose to increase blaster range we begin to leave the blaster trait of extreme close range and start evolving them into lasers or projectiles. Not the ideal route.
Blasters need a little buff to damage output or AC's and Pulses need a little nerf to damage output. Perhaps the best solution is a little of both nerf and buff to prevent the dreaded "power creep".
Caldari hybrid platforms lack, for the most part, the ability to deal competitive damage with blasters. Now changing Caldari hybrid hull range bonuses into damage bonuses will remove a lot of the variation from the game and change the very essence of Caldari battle philosophy. We prefer variation so the optimal range bonus MUST remain. However, inorder to boost damage output of these ships there is a very simple solution. +1 turret hardpoint. Ships like the Ferox and Eagle have a utility hi slot that could be turned into a turret slot. This would boost these ships DPS at the cost of fitting the gun. For example: A Blaster Buffer Ferox would go from 600dps with void to approx 700dps. With a slight boost to Blaster damage output (10%) on top of the this buff the Ferox would be dealing 750-800dps. Only a little less than an armour buffer Blaster Brutix whilst still retaining 62.5k EHP, MWD and tackle. I believe the +1 Turret fix for Caldari hulls will fix a lot of the hulls unable to deal competitive damage.
Railguns Current mechanics allow for ships to on grid warp to targets >150km away. This causes major problems for tactics to use ranges beyond 150km which is the domain of the railgun. If the current minimum warp to range was increased to 250km this would allow for extreme range sniping to occur as it would no longer be as simple to warp on top of these sniper ships without leaving the grid yourself or setting up an inline warp to scout. Current sniper tactics rely heavily on volley damage (Alpha striking). Both lasers and Railguns lack any kind of competitve alpha strike capability. See AMMO FIXES below to address this.
More to follow....................................................................... |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
7
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Posted - 2011.11.07 00:54:00 -
[2] - Quote
AMMO Another issue with Hybrids and Energy turrets compared to Projectiles is versatility. Projectiles can choose their damage type to deal through different choices in ammo. There is also an ammo choice which increases tracking. Hybrids and Lasers are locked into their respective damage types and this won't and should not change. However, their ammo should give them some choices other than slight range and damage differences with a little bit of cap use bonuses thrown in here and there. This current type of ammo design leaves pilots choosing two ammo types from the selection of 8 and only using those. These are almost always max damage + longest range. Projectile users on the other hand tend to carry several types of ammo as they all have a certain use. To that end I propose a rework of Hybrid and Laser T1 ammo to reflect something like what I am Multifrequency (short range EM) : Remains as is except high EM low Thermal Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg Ultraviolet (Mid range Mid dmg) : +25% optimal Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage Infra-red (Short rng Thermal) : As MF but with hi thermal damage Microwave (Sniper/Alpha low RoF): +50% dmg -50% Rof +40% optimal +15% Cap use -30% tracking Radio (Extreme long range) : +60% optimal
Antimatter (Short rng Thermal) : Remains as is High Thermal low Kinetic damage Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff Plutonium (Short rng Hi tracking): -25% optimal & falloff +10% tracking low dmg Thorium (Hi falloff low optimal) : +50% Falloff Iridium (Hi optimal Low falloff) : +50% Optimal Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal Tungsten (Sniper/Alpha low RoF): +50% dmg -50% Rof +40% optimal & falloff +15% Cap use -30% tracking Iron (Extreme long range) : +60% Optimal & fall off |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
9
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Posted - 2011.11.07 11:58:00 -
[3] - Quote
Theron Gyrow wrote:Spugg Galdon wrote: Railguns: Very slow tracking (being addressed with tracking boost)
I don't think that rails' tracking is currently being improved at all. Just blasters'.
Apologies.... overlooked that. Maybe a slight boost to railgun tracking would help.
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Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
9
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Posted - 2011.11.07 15:05:00 -
[4] - Quote
Gecko O'Bac wrote:
They can never acknowledge that. Racial differences is the reason. They probably messed up when they first designed races, or at least the environment was much different, fact is: minmatar is the fast race, gallente are armor tanked blaster wielding hedonites
I disagree... Minmatar are the Mobility race. Hi agility and versatility.
Not speed. Having the highest speed too is a problem and overpowers Minmatar |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
9
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Posted - 2011.11.08 09:56:00 -
[5] - Quote
I think that if we were to slap EW bonuses like scram range or web range onto blaster hulls all you will get is everyone sticking AC's or Pulse lasers on them and holding range because there is no real advantage of fighting in your targets scram/web range when you don't have to.
Seriously. If you give me a long range scram I will be flying a shield tanked Brutix scrambling people from 20km away and shooting them with 425's with barrage all day!
Or long range webs I will be armour tanking my Brutix, fitting Pulse lasers, dual web and a disruptor. Even with the targets MWD going my 24 km webs will let me dictate range and I never have to enter scram/web/neut range.
I'm sorry but EW bonuses to T1 hulls is not the answer. |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
9
|
Posted - 2011.11.09 18:56:00 -
[6] - Quote
Bubanni wrote: And that is ofc true,also why I suggested CCP makes gallente have better agility compared to minimatar, while minimatar still maintains higher speed (that doesn't break the design does it?)
minmatar ships having higher speed and still keeping their excellent agility, even if gall had higher agility, means that they will still kite effortlessly
I maintain speed is a key attribute blaster boats need |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
10
|
Posted - 2011.11.10 00:31:00 -
[7] - Quote
Bubanni wrote:Spugg Galdon wrote:Bubanni wrote: And that is ofc true,also why I suggested CCP makes gallente have better agility compared to minimatar, while minimatar still maintains higher speed (that doesn't break the design does it?)
minmatar ships having higher speed and still keeping their excellent agility, even if gall had higher agility, means that they will still kite effortlessly I maintain speed is a key attribute blaster boats need The suggesting for higher better agility is for those siturations where you can get a quick tackle on the guy before he gets to kiting distance, or if your starting off just a little outside that range, the be able to accelerate towards him, faster than he accelerates away, just for a few sec... that is the main idea...
I understand your concept however the main flaw is that you are completely reliant on always landing right on top of your target. Jumping through a gate you're probably gonna be about 20km away and will never get in range no matter how agile you are. This will be the situation almost everytime. Which is the same situation we have right now.
Remember that agility allows you to turn faster and tighter so if a blaster boat was faster but had lower agility the slower but more agile Minnie ship will be faster in the turns which is really important when kiting. Pilot skill becomes the key factor |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
12
|
Posted - 2011.11.10 16:28:00 -
[8] - Quote
Well if the Ammo is getting reworked I'd like something like this: (as I've already posted before)
Antimatter (Short rng Thermal) : Remains as is High Thermal low Kinetic damage Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal
Two short range hi damage ammo types focusing on one side of the two damage types. Something like a 75% - 25% split between the two. This would at least allow a choice of High Kinetic or Thermal damage.
Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -20% optimal -20% falloff Plutonium (Short rng Hi tracking) : -20% optimal & falloff +10% tracking very low dmg
Two specialised short to medium ranged ammo types. One high RoF low damage and one high tracking low damage. Both would have uses depending on Hull bonuses
Thorium (Hi falloff low optimal) : +50% Falloff Iridium (Hi optimal Low falloff) : +50% Optimal
Two Medium ranged ammo types specialising in falloff (Gallente) or optimal (Caldari).
Tungsten (Sniper/Alpha low RoF): +75% dmg -75% Rof +40% optimal & falloff +75% Cap use Iron (Extreme long range) : +60% Optimal & fall off
Two long ranged ammo types. One extreme range for the beyond 150km sniping (hope that CCP increases warp to ranges to 250km though) and one specialised "Sniper" ammo. The "Sniper" ammo is designed to give Railgun boats that "Alpha" that is required in most sniper fleets however it won't outshine artillery volley damage. For example:
Sniper Muninn Volley: approx 1700 & Range:105 + 36 KM Sniper Deimos (with new Tungsten) Volley: approx 1300 & Range: 91 + 37 KM Sniper Eagle (with new Tungsten) Volley: approx 1100 & Range: 130 + 20 KM
If energy turrets got a similar ammo make over they would also compete in the alpha strike role. However, Artillery will still hold the crown. |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
12
|
Posted - 2011.11.13 02:32:00 -
[9] - Quote
Imrik86 wrote:Moana Pozzi wrote:Nemesor wrote:Gameplay now as a blaster boat pilot is like being the fish and the Minmatar the fisherman. The Fish decides to commit. The fisherman can decide to keep it or let it go.
Make our ships faster. Make our guns hit like hammers. 100% agree. Give gallente some "sprinting" to jump on the victim for showing what short-range power mean. I proposed a way to implement this idea some pages back, I'll repeat it here since everybody seems to agree blasters don't work because you lack "sprinting" ability, as opposed to just increasing Gallente base speed (which would clash with Minmatar proposal). Give Gallente blaster boats both a MWD bonus (like 15% more speed) and a penalty (30% increased capacitor usage). This way the MWD can be activated for a short period of time to rush to your target, without making Gallente OP since they won't be able to kite forever. For the other boats that lean more towards drones, I would give either a good hybrid falloff bonus (like 15-20%) or drone damage bonus in exchange of less useful bonuses we currently see. This way Gallente would have: - Close-range boats that can dash towards an enemy and output damage at it's optimal without dying in the way - More careful, carrier-like boats that can use their already huge armors and structure hit points without resorting to moving fast, where the blasters work more to deny close-range from enemies.
It's just too complicated.
Dial back minnie speed a little Buff blaster boat speed Nerf blaster boat agility BISH BASH BOSH
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Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
12
|
Posted - 2011.11.13 10:35:00 -
[10] - Quote
Imrik86 wrote:Spugg Galdon wrote:
It's just too complicated.
Dial back minnie speed a little Buff blaster boat speed Nerf blaster boat agility BISH BASH BOSH
If you buff blaster boats base speed, people will just fit ACs and have a better kite boat than Minmatar itself. Nerfing Gallente agility also doesn't make sense at all, since they require good enough agility to orbit at the very tight range of blasters. Again, what Gallente lacks is a way to be considerably faster for a brief period of time, just enough to get into blaster range, and be penalized on MWD capacitor usage to force a balance between cap drainage from sprinting vs. cap available to actually shoot the blasters. The MWD bonuses mentioned are a way to achieve this. It's just like the RoF bonus most Minmatar boats get or the capacitor bonuses to Amarr - it's the bonus that gives you an edge when you fly the boat the way it's intended to be flown. Turning Gallente into Minmatar is not the answer to fix blasters. Also, you don't fix the game by nerfing Minmatar.
If you don't have agility but you do have high speed you can't really kite as you can't keep the speed in a turn or an orbit. Blaster boats aren't supposed to signature tank at close range they are simply supposed to utterly out damage anything else at close range. Remember, blaster boats tend to have a very fat arse (sig radius). Like I've said before. Agility is more important than speed when kiting. |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
12
|
Posted - 2011.11.13 17:32:00 -
[11] - Quote
If CCP give us small and medium web drones I will use them to dictate range more while using lasers and ACs. I like the idea of more web drones but it just gives other ships more tools to kite blasters. |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
13
|
Posted - 2011.11.13 23:47:00 -
[12] - Quote
Imrik86 wrote:Hamox wrote:Lets think "out of the box" once more: Why not have drones that increase the speed of my ship or give me energy? Of course this drones would have high bandwidth so mostly Gallente with high bandwidth will benefit from it? Just a thought. WTF people. Stop thinking CCP will code up something magical and introduce in the game. Propose something by just tweaking the current game mechanics and you might get something. Propose a pony and you won't get any this christmas.
Exactly my thought. KEEP IT SIMPLE STUPID!!!! (KISS)
The current buff that Tallest is putting on the guns may be enough (with a bit of an ammo overhaul too). However the ships themselves need to be balanced to the new weapons too. These balances should be BASE STATS balances only. Not new features/new untested bonuses/new crazy wish list stuff.
>Short range guns means you need speed to get into range. If you do not get into range you basically do not have guns. It is that simple. >Minmatar are the MOBILITY race. That means AGILITY, NOT SPEED (AND AGILITY). To that end, in order for Mimatar to keep their current tactics and combat philosophy, blaster boats need to have STRAIGHT LINE speed but not agility. Blaster boats will still be kited by a skilled pilot but a skilled blaster boat pilot will also be very dangerous. A blaster boat with high speed but low agility will not be able to fight like a Minmatar ship does as it will have no speed in the turns. >Blaster boats are brawlers so they need a decent tank but not a stupid tank as tanking is the Amarr way.
RANT MODE OFF
Apologies for the rant. |

Spugg Galdon
APOCALYPSE LEGION The Devil's Warrior Alliance
15
|
Posted - 2011.11.17 10:13:00 -
[13] - Quote
Although I agree with CCP's tentative approach to the rebalancing of the game I also at the same time feel they (only just) haven't done enough to make a difference. In a few months time I have a feeling CCP won't have any real data on what their changes to hybrids have achieved as still no one will be using them.
I few months ago Company of Heroes was getting a major rebalance update and one of the Devs made some comments on the balance process. They mentioned that it was far better, as in more efficient, to make something that was currently very underpowered completely overpowered. Then dial it back gradually until it was where they wanted it to be. This way they found that the balance process was incredibly quick to complete as something that is OMGWTFBBQPWNEDMYASSROFL is very clear and easy to gradually draw back until balance is achieved. Instead we have a buff that is very conservative and everyone on the most part feels that blasters and the hulls designed to fit them are still very "meh".
Now I'm not suggesting that CCP make blasters and their respective ships stupidly OP and FOTM on TQ or even SISI. However if they first made them OP on their internal test server, played with them, nerfed them back down near to balanced status but still a little OP for TQ. It would be far easier for us to test them and say that "A,B and C are too good but X,Y,Z are nearly spot on". This would get us to the Balanced solution far far quicker.
Also. CCP. PLEASE!!! Look at ammo and make it more gooderer. Projectiles have fantastic choice where as Energy and Hybrids have two choices (soon to be 4 but all T2 eurrrgh) I would love something like:
Multifrequency (short range EM) : Remains as is except high EM low Thermal Infra-red (Short rng Thermal) : As MF but with hi thermal damage Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg Ultraviolet (Mid range Mid dmg) : +25% optimal Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage Microwave (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal +15% Cap use Radio (Extreme long range) : +60% optimal
Antimatter (Short rng Thermal) : Remains as is with High Thermal low Kinetic damage (75% Therm 25% Kin) Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal (75% Kin 25% Therm) Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff Plutonium (Short rng Hi tracking) : -25% optimal & falloff +10% tracking low dmg Thorium (Hi falloff low optimal) : +50% Falloff (Mid range ammo that is ship specific [Gallente]) Iridium (Hi optimal Low falloff) : +50% Optimal (Mid range ammo that is ship specific [Caldari]) Tungsten (Sniper/Alpha low RoF) : +50% dmg -50% Rof +40% optimal & falloff +15% Cap use Iron (Extreme long range) : +60% Optimal & fall off |

Spugg Galdon
Callidus Temple Forsaken.Empire
117
|
Posted - 2011.11.22 11:34:00 -
[14] - Quote
Claymores will be the new FOTM with the booster changes. Not active armour tanked ships although active tanking on the whole will become far more prolific amongst small gang and solo PvP.
Extreme boosters plus crystal set and stupidly overpowered ship and weapons (claymore) = fun but not exactly balanced |

Spugg Galdon
Callidus Temple Forsaken.Empire
117
|
Posted - 2011.11.24 21:10:00 -
[15] - Quote
Zarak1 Kenpach1 wrote:the rail prot is viable. that linked fit is terrible.
Only fully agree with the bolded part.
I've been looking into a lot of potential fits with this buff and to be honest, although it is still very conservative, hybrids seem okay. Although medium rails still feel very underpowered.
The biggest issue now I believe is first; the hulls they fit on, and second; the useless ammo. As I've said before, decent versatile ammo is what we need next. And this is what I would love to see:-
2x Short range high damage offering damage choice within the guns limitations Antimatter (Short rng Thermal) : Remains as is High Thermal low Kinetic damage Lead (Short rng Kinetic) : As AM with hi kinetic low Thermal
2x short to mid range "Specialised" ammo Uranium (Short rng Hi RoF) : +50% Rof -50% dmg -25% optimal -25% falloff Plutonium (Short rng Hi tracking) : -25% optimal & falloff +10% tracking low dmg
2x Mid range ammo catering for both Gallente and Caldari hulls Thorium (Hi falloff low optimal) : +50% Falloff Iridium (Hi optimal Low falloff) : +50% Optimal
2x Long range ammo. One for sniping (unless you have alpha you can't really snipe) and the other for extreme long range. Tungsten (Sniper/Alpha low RoF) : +75% dmg -75% Rof +40% optimal & falloff +75% Cap use Iron (Extreme long range) : +60% Optimal & fall off
And something similar for energy turrets:-
2x Short range high damage offering damage choice within the guns limitations Multifrequency (short range EM) : Remains as is except high EM low Thermal Infra-red (Short rng Thermal) : As MF but with hi thermal damage
2x "Specialised" short to mid range ammo Gamma (short range hi RoF) : +50% RoF -50% Damage -50% optimal X-Ray (Short Range hi tracking) : -50% optimal +10% tracking low dmg
2x Mid range ammo Ultraviolet (Mid range Mid dmg) : +25% optimal Standard (V.Low Cap Use Mid Rng) : +25% optimal -50% cap use -20% damage
2x Long range ammo. One for sniping (unless you have alpha you can't really snipe) and the other for extreme long range. Microwave (Sniper/Alpha low RoF) : +75% dmg -75% Rof +40% optimal +75% Cap use Radio (Extreme long range) : +60% optimal |

Spugg Galdon
Callidus Temple Forsaken.Empire
117
|
Posted - 2011.12.06 11:05:00 -
[16] - Quote
Oh well.
Never mind.
Back to using Winmatar, Drakes, and Pulse frikkin' lazors
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