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Hamox
The Scope Gallente Federation
24
|
Posted - 2011.11.29 23:43:00 -
[1231] - Quote
thoth rothschild wrote:all bow to the minmatar lords. what's thy bidding ....
So aretha is still using a shotgun but u. bolt switched rifle with a tankkiller mashine gun :p
Don't foget that the shotgun is complicated to use and needs a lot of Arethas brain capacity (CPU), it is heavy to equip (Power grid) and hard to use (cap usage) while Bolt has an easy to use lightweight tank killing riffle :)
I still prefer AC over Blasters on an Ishtar, more range, less CPU, less PG and CAP free while I can also choose damage type easily. ACs just support drones for PVE better than Blasters and you can use a better fit becouse more PG and CPU left for other modules. |

tEcHnOkRaT
Aliastra Gallente Federation
19
|
Posted - 2011.11.30 04:09:00 -
[1232] - Quote
how about adding a big boost to gallente hull resistance as they have to fight at close range |

Autonomous Monster
Paradox Interstellar
43
|
Posted - 2011.11.30 13:10:00 -
[1233] - Quote
Jaigar wrote:I think railguns could be made more unique by decreasing the damage penalty for long range ammos. Interesting, but you can't do that without buffing blasters the same way. Is that a desirable goal? Maybe, maybe not- not wanting to debate that.
I have just had a thought about how you could make it work for one and not the other, though. 
Give hybrids seperate damage modifiers for kinetic and thermal damage, then give close range ammo high % thermal and long range high % kinetic. Example (n.b. I just pulled these numbers out of my ass, they're not going to be balanced ):
Blasters: 1.5x thermal, 0.5x kinetic Rails: 0.5x thermal, 1.5x kinetic
(This is before the gun's normal damage mod is applied. Or after. Whatever. Multiplication is commutative.)
Divide the ammos into 4 range bands, with a high therm/high kin variant in each:
-30% optimal
Antimatter L: 32t + 16k (48); 56 w/Blasters, 40 w/Rails Lead L: 24t + 24k (48); 48 w/Blasters, 48 w/Rails
+0% optimal
Plutonium L: 25 2/3t + 16 1/3k (42); 46 2/3 w/Blasters, 37 1/3 w/Rails Iridium L: 18 2/3t + 23 1/3k (42); 39 2/3 w/Blasters, 44 1/3 w/Rails
+30% optimal
Uranium L: 20t + 16k (36); 38 w/Blasters, 34 w/Rails Tungsten L: 14t + 22k (36); 32 w/Blasters, 40 w/Rails
+60% optimal
Thorium L: 15t + 15k (30); 30 w/Blasters, 30 w/Rails Iron L: 10t + 20k (30); 25 w/Blasters, 35 w/Rails
Advantages:
GÇó More gradual damage falloff with longer range ammo for rails, as discussed above GÇó Stresses the racial damage types (Gallente/Blasters/Thermal; Caldari/Rails/Kinetic) GÇó Hell, it even works fluff-wise; rails shoot the ammo as shells and blasters as fireballs
Disadvantages:
GÇó More or less precludes any of the more interesting ammo-adjustment solutions GÇó There's probably a great gaping hole somewhere I'm not seeing. |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.11.30 13:35:00 -
[1234] - Quote
CCP Tallest wrote: * Active tanking vs passive tanking. And by extension, armor tanking vs shield tanking.
I hope you won't just buff active tanking to the level which will dumb down small-scale PvP ever further, but rather address passive tank and current EHP stupidity instead, will you?
Passive tank needs more penalties and/or less EHP values.
You'll surely need to revise your Dominion changes to arties as well. I do hope this side-task won't prevent you from reaching your goal  Fon Revedhort for CSM 7 |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
|
Posted - 2011.11.30 13:50:00 -
[1235] - Quote
Indeed multiple things will have to be looked into, however a straight buff to active repairing is exactly what is needed. Active repairing doesn't only stink because buffer tanks are better, but also because ships today are generating far more dps than they did a few years ago.
People currently using faction active shield tanks with a full set of hi-grade crystals are having fun in pvp, so perhaps we shuold make crystals do something else and give everybody the feeling of of working active tanks by simply making active reps generate x % more hitpoints pr cycle.
Shield and armor in general are very well balanced with armor having higher resist, using less cap pr hitpoint with shield boosters being nice burst tanks, invuls able to be overheated and EATING cap... Also armor has 1600mm plates which are giving more protection than the biggest shield extender. At the same time passive shield recharge was nerfed a lot in the past.
If anything I would look into fitting and drawbacks of buffer tanks/active tanks, but a straight buff is indeed a very valid buff.
Pinky |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.11.30 14:20:00 -
[1236] - Quote
Increasing repair rates is exactly what they should avoid at all costs.
Since 2006 there's already way too much tank around and this got even worse after introduction of rigs. Generic damage output increased by about 15% (faction ammo) while tank has received massive boosts - several straight HP boosts in 2006 (x2...x3, depending on ship class) plus introduction of current rigs, which promote tank over anything else.
Shooting at stuff and seeing it repping back or slowly losing few pixels of lifebar is not only dull and stupid, but also promotes blobs since it's virtually impossible to kill anything before reinforcements arrive or the situation changes in some other way.
As I said above, address EHP instead. Fon Revedhort for CSM 7 |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
|
Posted - 2011.11.30 15:31:00 -
[1237] - Quote
Active reps doesn't promote blobs - having 100x more people online at the same time than 5 years ago promotes blobs...
But yes rigs has side effects in a negative direction. Also EHP is strong, however CCP wanted to prolong the fights and I agree this buff is in fact working as intended. We just need active tanks to be in line. Active tanks have many reasonable flaws (easier alphaed, weak against neuts, limited space for cap boosters etc). nerfing hitpoints will be counterproductive to the CCP stated inventions where boosting active tanks will promote a viable alternative. Ofcourse I'm not ruling out several tweaks on buffer but with the amount of dps coming from a single BC these days there is nothing wrong with buffing active tanks to match.
The people using active shield tanks in lowsec with implants have great fun and if they seem overpowered it might be because they are often using faction battleships with faction equipment supported with fleet boosters and often logistics/falcons as backup.
Why not make sure everybody can have this fun without needing to pay billions for faction items and implants only to barely making it worth it?
Giving every active tank a boost in hitpoints generated while changing crystal implants to something else will give EVERYBODY an equal oportunity to have a viable active tank without riscing their implants has multiple benefits : 1,5b isk spent on implants will no longer give people the same advantage as now, people might use active tanks out of empire/lowsec without fearing loss of implants to bubbles and people will no longer be forced into faction equipment just to be competible with T2 buffer tanks.
Yes EVERYTHING and especially rigs will need a look into, however I completely disagree with not touching active reps as I believe the hitpoint buff did exactly what it was designed for - CCP just failed to locate all consequences and will need to adress them now (rigs being too strong, buffertank too easy to fit for their HP compared to active tanks and as I mentioned the need for active reps to be repairing more)
Pinky |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.11.30 15:40:00 -
[1238] - Quote
Pinky Denmark wrote: Giving every active tank a boost in hitpoints generated while changing crystal implants to something else will give EVERYBODY an equal oportunity to have a viable active tank without riscing their implants has multiple benefits : 1,5b isk spent on implants will no longer give people the same advantage as now, people might use active tanks out of empire/lowsec without fearing loss of implants to bubbles and people will no longer be forced into faction equipment just to be competible with T2 buffer tanks.
That's slaves which need to be turned into armour-rep bonus implants. Don't fix something which isn't broken. Crystals don't affect capital mods and thus are fine.
What you propose is just silly. Why exactly EVE should drop its fundamental rule risk vs. reward and promote those unwilling to risk their implants? Carebears are already very safe while flying within their endless blobs with gazillion logistic ships on stand-by. There's no need in dragging everyone down to that level.
Enough of this communism. People are NOT equal just like human races are NOT equal etc. And there's no need in this artificial equalizing you propose. Fon Revedhort for CSM 7 |

Magosian
Center for Advanced Studies Gallente Federation
177
|
Posted - 2011.11.30 18:35:00 -
[1239] - Quote
I hope to god CCP is listening, and players for that matter. One will have irrefutable evidence and the other will be able to make a quick buck playing the market.
Hail is going to skyrocket in value. You took away the one thing that makes it less favorable than RF fusion. Now Hail provides the already-insane effective range projectiles are capable of via lack of falloff penalty, and it will hit harder than RF fusion.
There is only one thing to note here. All you did was extend the effective range. Three months from now, you'll be wondering why no one is using hybrids, despite your laughable "buffs" to them. Hail will be selling like hot cakes regardless of its grossly inflated price. Why? Because range is the key here. Range is what you didn't give hybrids, and it's what you gave to Hail. Don't claim you don't know how to balance hybrids months from now. I just told you how. |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
|
Posted - 2011.11.30 18:38:00 -
[1240] - Quote
risc vs reward is a nice legacy, however so is the concept of diminishing returns and currently crystal sets will give the rich people a huge advantage. Also because it is a valuable asset plugged into your clone most people given this option will only use them in parts of Eve where they have a little risc of losing them...
Making slaves work as crystals will solve very few issues compared to fixing it the other way around. Maybe crystals shouldn't be changed to work like slaves, but for sure slaves should never be changed to work like crystals.
Pinky |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.11.30 20:01:00 -
[1241] - Quote
Pinky Denmark wrote:risc vs reward is a nice legacy, however so is the concept of diminishing returns and currently crystal sets will give the rich people a huge advantage. Also because it is a valuable asset plugged into your clone most people given this option will only use them in parts of Eve where they have a little risc of losing them...
Making slaves work as crystals will solve very few issues compared to fixing it the other way around. Maybe crystals shouldn't be changed to work like slaves, but for sure slaves should never be changed to work like crystals.
Pinky There's already a concept of diminishing returns in place there since LG Crystals cost a fraction of HG ones and provide half the bonus.
It's a total heresy to believe Slaves boosting EHP by nearly 50% are OK while Crystals which provide 52% increase for repairing rate are OP.
By your logic we should get rid of ALL pirate sets altogether along with the removal of faction ships. Only these measures can make everyone equal.
Edit: Off topic part removed, CCP Phantom Fon Revedhort for CSM 7 |

Tara Read
Trauma Ward Free Beer.
39
|
Posted - 2011.12.01 06:27:00 -
[1242] - Quote
I find it interesting that people talk about the range of other weapons platforms and expect this to be the main issue. Blasters in particular have always been a close range weapon that is supposed to do excessive damage at close quarters. No one has ever mentioned an issue when your target is within range of your guns but rather before.
The issue with blasters and armor tanked gallente and caldari ships in general (Rokh, Megathron, etc) has always been GETTING to your target and locking them down. Once their in your clutches it's pretty much good night Irene.
I find the solution rather simple. Give a web bonus in range not strength. Make it to where a Megathron can web out to 25 km and at least give it a chance to close in and lock the target down. The reason why the Vindicator is so popular is really because of the ability to lock it's target down with increased web strength.
If you truly want blaster platforms to be viable in a kite fest such as todays combat situations always are, you need to give the slower, brawlers an ability to actually catch something foolish enough to get within it's clutches. You wanna warp disrupt a Megathron? You risk being webbed.
it would certainly make for an interesting element to cat and mouse if you ask me.
|

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.12.01 10:22:00 -
[1243] - Quote
25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic.
As for the risk of being webbed by gallente boats, it's already there. Just don't be stupid and don't stand still - pilot your damn ship instead.
I don't deny some stuff needs tweaking (shield rigs and extenders need to have speed penalties intead of foolish signature ones), but asking for such a long web is just way too much. Fon Revedhort for CSM 7 |

thoth rothschild
First Aid Emergency Service
67
|
Posted - 2011.12.01 12:17:00 -
[1244] - Quote
Iit is the range from 20 km to 30 which is the problem for blaster boats. We need stopping power or range or just continue flying Canes and Lokis :p |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.12.01 12:22:00 -
[1245] - Quote
That's why I say shield overtanking should be penalized as much as armour overtanking - i.e. making your ship slower. In this case typical Cane losts some of its appeal. Fon Revedhort for CSM 7 |

Pinky Denmark
The Cursed Navy Tactical Narcotics Team
97
|
Posted - 2011.12.01 12:51:00 -
[1246] - Quote
First : I am not into making anyone equal or making shield/armor the same. But I want everybody to have a competitive balanced game that does't give billionaires a huge advantage in active shield tanking or passive armor buffer. Especially the first because acitve shield tanking is way underpowered compared to buffer tanks unless you actually invest billions in implants AND faction modules. Spread the love, diversify the game play...
Second : After having clearly asked against anything that brought shield and armor tanks closer together (even if this is not what my proposal would do) you just asked for shield tanking to get the same penalties as armor tanking? Your logic is flawed compared to why you don't like any other suggestions...
Pinky |

Naomi Knight
Imperial Academy Amarr Empire
199
|
Posted - 2011.12.01 13:17:00 -
[1247] - Quote
Fon Revedhort wrote:That's why I say shield overtanking should be penalized as much as armour overtanking - i.e. making your ship slower. In this case typical Cane losts some of its appeal. yeah make caldari even more slower --> they will start move backward ^^ hopefully faster than matar :D |

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.12.01 13:55:00 -
[1248] - Quote
Naomi Knight wrote:Fon Revedhort wrote:That's why I say shield overtanking should be penalized as much as armour overtanking - i.e. making your ship slower. In this case typical Cane losts some of its appeal. yeah make caldari even more slower --> they will start move backward ^^ hopefully faster than matar :D Even slower? Have you flown amarr actually? 
There's nothing wrong with making buffer-tanked Caldari and Matari slower. Matari will still be ahead of any other race while Caldari will stand on pair with Amarr in this regard. Gallente - somewhere in between Matari and the other two. Fon Revedhort for CSM 7 |

Naomi Knight
Imperial Academy Amarr Empire
199
|
Posted - 2011.12.01 13:59:00 -
[1249] - Quote
Fon Revedhort wrote:Naomi Knight wrote:Fon Revedhort wrote:That's why I say shield overtanking should be penalized as much as armour overtanking - i.e. making your ship slower. In this case typical Cane losts some of its appeal. yeah make caldari even more slower --> they will start move backward ^^ hopefully faster than matar :D Even slower? Have you flown amarr actually?  There's nothing wrong with making buffer-tanked Caldari and Matari slower. Matari will still be ahead of any other race while Caldari will stand on pair with Amarr in this regard. Gallente - somewhere in between Matari and the other two. yeah in speed maybe but not in ehp or signature... dumb amarr |

Magosian
Center for Advanced Studies Gallente Federation
177
|
Posted - 2011.12.01 14:40:00 -
[1250] - Quote
Tara Read wrote:I find it interesting that people talk about the range of other weapons platforms and expect this to be the main issue. Blasters in particular have always been a close range weapon that is supposed to do excessive damage at close quarters. No one has ever mentioned an issue when your target is within range of your guns but rather before.
The issue with blasters and armor tanked gallente and caldari ships in general (Rokh, Megathron, etc) has always been GETTING to your target and locking them down. Once their in your clutches it's pretty much good night Irene.
I find the solution rather simple. Give a web bonus in range not strength. Make it to where a Megathron can web out to 25 km and at least give it a chance to close in and lock the target down. The reason why the Vindicator is so popular is really because of the ability to lock it's target down with increased web strength.
If you truly want blaster platforms to be viable in a kite fest such as todays combat situations always are, you need to give the slower, brawlers an ability to actually catch something foolish enough to get within it's clutches. You wanna warp disrupt a Megathron? You risk being webbed.
it would certainly make for an interesting element to cat and mouse if you ask me.
It would, but I think it's rather silly to suggest hybrids get their value from yet another module. There are two problems with using webs to bandaid hybrids:
1) realistically, this only fixes blasters and does nothing for rails 2) if I decided to trick out my ship in mid slots, foregoing a web and just using a scram/disrupt, I'm right back to underperforming hybrids.
I cannot stand using other modules to bandaid poor modules. It doesn't do anything but mask the underlying problems. No, hybrids need to be fixed. |

Magosian
Center for Advanced Studies Gallente Federation
177
|
Posted - 2011.12.01 15:19:00 -
[1251] - Quote
I still think this thread is too cluttered with suggestions that just mask the underlying issues.
PAY VERY CLOSE ATTENTION CCP! THIS IS THE UNDERLYING PROBLEM WITH HYBRIDS!
Lets say we gave blasters an effective range that allowed TEs to boost it into the 20-25km range, much like autocannons and scorched pulses.
Let's also say we gave railguns respectable alpha damage and increased its dps to match either artillery or beams.
This is, by the way, pretty much what the playerbase has been asking for in this thread, as best as I can interpret.
Given these changes were made live, would I use hybrids? HELL NO!
Why not?
-projectiles are cap-free -lasers have instant ammo reload -ships with projectile bonuses provide the pilot with the best speed in the game; this is a passive defensive mechanic -ships with laser bonuses provide the pilot with the best EHP in the game; this is a passive defensive mechanic
If you are not willing to give Gallente/Caldari hybrid ships a native, passive, defensive mechanic, IN ADDITION TO GIVING HYBRID TURRETS MATCHING DPS AND RANGE STATS TO MAKE THEM EQUALLY EFFECTIVE IN COMBAT, then you WILL NOT entice pilots to choose hybrids.
The only thing I learned from the hybrid changes in Crucible is CCP doesn't understand the underlying problem. Well, here it is.
Make hybrids fun. Make them USEFUL. Make sure blasterboat pilots don't have to play the "all-in" game by committing to a fight without any option to run away. Make sure railguns are WORTH the trouble of costing cap, plagued with reload timers, stuck on weak ships, have fixed damage type. Hybrids still have all cons and no pros. You have yet to address this in Crucible. |

Tara Read
Trauma Ward Free Beer.
39
|
Posted - 2011.12.01 16:54:00 -
[1252] - Quote
Fon Revedhort wrote:25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic..
I'm saying this would wind up being the max range with say battleship 5. The bonus would only apply to certain ships like the Megathron and the Bruitx.
Faction webs such as the True Sansha give a bonus to distance not strength. You forget you still have to reach your target even if it's webbed out to 30km in a battleship at only 60% strength.
The only ship I see this being overpowered would be the Vindicator so I wouldn't have the bonus applied to it since it already has a bonus to web strength.
Fon Revedhort wrote:As for the risk of being webbed by gallente boats, it's already there. Just don't be stupid and don't stand still - pilot your damn ship instead..
Wrong. The risk is within 10,000 km which we all know no Minny pilot dares get into especially with the proper gyro and tracking enhancer fitting. Being able to kite your target out to 30km + is the new norm. Orbit, shoot, repeat. That's all it is.
The web range bonus would at least give some Gallente hulls half a chance to reach their target.
Fon Revedhort wrote:I don't deny some stuff needs tweaking (shield rigs and extenders need to have speed penalties intead of foolish signature ones), but asking for such a long web is just way too much.
Oh please.... We all know it's always been closing range and keeping it with gallente is the problem 95% of the time. Your web can't reach your target to slow their kiting and you fit null which hits out to 28km but they still orbit out to 30km +. What happens? You die plain and simple.
|

Tara Read
Trauma Ward Free Beer.
39
|
Posted - 2011.12.01 17:02:00 -
[1253] - Quote
Magosian wrote:It would, but I think it's rather silly to suggest hybrids get their value from yet another module. There are two problems with using webs to bandaid hybrids:
Value? Blasters have ALWAYS been a short range weapon and always should be. The second your change that you've taken away their niche which is close close face melting dps.
Magosian wrote:1) realistically, this only fixes blasters and does nothing for rails
We're focusing on Blasters. Please try to keep up okay?
Magosian wrote:2) if I decided to trick out my ship in mid slots, foregoing a web and just using a scram/disrupt, I'm right back to underperforming hybrids.
What are you talking about? The typical fitting for mids on a Megathron are an MWD, Scram, Web, Cap Injector. Nothing has changed here. And please explain to me how exactly giving a web range bonus to a Megathron hull gimps blasters?
Have you heard nothing of the discussion's over the past 3 months on hybrids. It's not only the guns themselves but the hulls in which they are applied to that need changing as well.
Magosian wrote:I cannot stand using other modules to bandaid poor modules. It doesn't do anything but mask the underlying problems. No, hybrids need to be fixed.
Blasters are working as intended now with the patch update Magosian. A 3 mag stab mega with Void and Ogre's now pumps out 1406 dps with neutrons. The dps is now more than sufficient. Blasters recieved a tracking buff and fitting requirement reduction which is more than ample.
However it has always been applying these weapons to a hull that has hardly any chance of catching it's faster agile target that is the underlying issue.
|

Fon Revedhort
Monks of War DarkSide.
651
|
Posted - 2011.12.01 17:18:00 -
[1254] - Quote
Tara Read wrote:Fon Revedhort wrote:25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic.. I'm saying this would wind up being the max range with say battleship 5. The bonus would only apply to certain ships like the Megathron and the Bruitx. 25 km with free tech2 modules? What I'm saying is: throw in some isk and gang-bonuses and you'll end up with insanity of 50 km webs. Fon Revedhort for CSM 7 |

Tara Read
Trauma Ward Free Beer.
39
|
Posted - 2011.12.01 17:24:00 -
[1255] - Quote
[quote=Magosian]I still think this thread is too cluttered with suggestions that just mask the underlying issues.
PAY VERY CLOSE ATTENTION CCP! THIS IS THE UNDERLYING PROBLEM WITH HYBRIDS!
Lets say we gave blasters an effective range that allowed TEs to boost it into the 20-25km range, much like autocannons and scorched pulses.
God no.... Just.. no... Once you do that you've effectively made blasters nothing more than an over glorified auto cannon. How many of these tracking enhancers would you see on a Megathron? How much would it's dps be gimped? And would the tracking be sufficient at 30 km? I doubt it.
Once you gave blasters range you just showed how ridiculous your ideas are like 95% of the people who whine about blasters being bad. You want a 30 km kite fest like Minny and that just doesn't happen nor should it with Blasters. Ever.
[quote=MagosianLet's also say we gave railguns respectable alpha damage and increased its dps to match either artillery or beams.
Buffing Rails alpha is needed. I agree.
[quote=MagosianThis is, by the way, pretty much what the playerbase has been asking for in this thread, as best as I can interpret.
Playerbase? I don't want a range increase nor ever will with blasters. If I did, I'd just fly with perfectly skilled auto cannons like I can now. You fail to see that given their role, blasters are perfectly fine now. It is CLOSING range and keeping it with a fat armor plated ship that just doesn't cut it anymore unless you have designated tackle and a perfect warp in.
[quote=MagosianGiven these changes were made live, would I use hybrids? HELL NO!
Why not?
projectiles are cap-free -lasers have instant ammo reload -ships with projectile bonuses provide the pilot with the best speed in the game; this is a passive defensive mechanic -ships with laser bonuses provide the pilot with the best EHP in the game; [u][b]this is a passive defensive mechanic
Lasers are also the most cap draining and cannot keep up a barrage for long. That's one major drawback. And your describing ships that have defined roles which are fine. Gallente have face melting dps and tracking with the Megathron. Minny have agility, and Amarr have awesome tanks.
[quote=MagosianIf you are not willing to give Gallente/Caldari hybrid ships a native, passive, defensive mechanic, IN ADDITION TO GIVING HYBRID TURRETS MATCHING DPS AND RANGE STATS TO MAKE THEM EQUALLY EFFECTIVE IN COMBAT, then you WILL NOT entice pilots to choose hybrids.
Passive defense mechanic? What are you talking about? See you want homogenous weapons platforms which will NEVER happen nor should it. God.. stop arguing you want Blasters to do 30 km range and KEEP their awesome dps... Just stop..
The only thing I learned from the hybrid changes in Crucible is CCP doesn't understand the underlying problem. Well, here it is.
Make hybrids fun. Make them USEFUL. Make sure blasterboat pilots don't have to play the "all-in" game by committing to a fight without any option to run away. Make sure railguns are WORTH the trouble of costing cap, plagued with reload timers, stuck on weak ships, have fixed damage type. Hybrids still have all cons and no pros. You have yet to address this in Crucible.
Oh jesus... All I hear is : I fly minny I wanna fly gallente and make it as EZ mode as minny so give me my cake and eat it too! Let me ask you have you ever flown Gallente?
Have you ever flown a armor plated Megathron, had to close range, manage cap, keep optimal and actually pilot the ship instead of just hitting orbit at 30km and drooling? I hardly think you have.
Gallente especially with Blasters have a totally different feel and tactic to doing what they do. Their very situational yet excel every time they are used for that purpose.
Okay NOW I know your a moron. "Make sure blasterboat pilots don't have to play the "all-in" game by committing to a fight without any option to run away."
Yep you have no clue how to fly blaster boats nor the attitude behind flying them. You commit, you KNOW your stuck, you go in with risk and hopefully come out battered but alive. THAT is the risk you take for doing face melting dps. It's been that way since beta and I hope to god never changes.
Just go back to flying Minny. You sound like a top notch pilot for them anyways... |

Tara Read
Trauma Ward Free Beer.
39
|
Posted - 2011.12.01 17:35:00 -
[1256] - Quote
Fon Revedhort wrote:Tara Read wrote:Fon Revedhort wrote:25km? Seriously? And how much will it make when bonused and pimped out? 50? I don't see how this is realistic.. I'm saying this would wind up being the max range with say battleship 5. The bonus would only apply to certain ships like the Megathron and the Bruitx. 25 km with free tech2 modules? What I'm saying is: throw in some isk and gang-bonuses and you'll end up with insanity of 50 km webs.
Insanity? You still have to reach your target in an armor plated battleship that does 900 M/S genius from 50 KM away.... Need I spell out the total stupidity in trying to use that approach? The bonus to webs would be range only NOT strength. And like I mentioned before the Vindicator would not get one since it already has a strength bonus.
You also forget the best web out there does 60% strength. Not 90% like the old days. That's still a bit of wiggle room say for a nano'd Hurricane to get out before the battleship can close the extra 15Km to scram them. It's all situational, yet the web range bonus would give certain hulls half a chance to catch their target.
Now what if you fit dual webs? Well have a stacking penalty or only have the bonus apply to one module in the role bonus so that doesn't happen.
|

Magosian
Center for Advanced Studies Gallente Federation
177
|
Posted - 2011.12.01 17:42:00 -
[1257] - Quote
Tara Read wrote:Value? Blasters have ALWAYS been a short range weapon and always should be. The second your change that you've taken away their niche which is close close face melting dps.
Consider for a moment the philosophy you just stated is "correct" DOES NOT ACTUALLY WORK! And it never will work without highest speed and removal of atrocious speed penalties due to armor rigs and armor tanking. Conversely, you could address this with range.
Tara Read wrote:We're focusing on Blasters. Please try to keep up okay? Maybe you missed the title of the thread. How about you try and keep up.
Tara Read wrote:What are you talking about? The typical fitting for mids on a Megathron are an MWD, Scram, Web, Cap Injector. Nothing has changed here. And please explain to me how exactly giving a web range bonus to a Megathron hull gimps blasters?
Have you heard nothing of the discussion's over the past 3 months on hybrids. It's not only the guns themselves but the hulls in which they are applied to that need changing as well. I like how you omitted the part where I plainly say the ships need changing too:
"If you are not willing to give Gallente/Caldari hybrid ships a native, passive, defensive mechanic, IN ADDITION TO GIVING HYBRID TURRETS MATCHING DPS AND RANGE STATS TO MAKE THEM EQUALLY EFFECTIVE IN COMBAT, then you WILL NOT entice pilots to choose hybrids."
By focusing solely on the mega and using it as an example with a web, you're doing exactly what I said, which is using another module to mask the shortcomings and poor base stats of hybrids in general. This does nothing for a shield brut or a ferox, both of which SHOULD operate in effectiveness like a shield buffered and TE'd cane, i.e. without a web. Even with Crucible hybrid "buffs" they still do not. THAT is a far greater issue than some DPS value in print.
Tara Read wrote:Blasters are working as intended now with the patch update Magosian. A 3 mag stab mega with Void and Ogre's now pumps out 1406 dps with neutrons. The dps is now more than sufficient. Blasters recieved a tracking buff and fitting requirement reduction which is more than ample.
However it has always been applying these weapons to a hull that has hardly any chance of catching it's faster agile target that is the underlying issue.
EFT-warrioring DPS numbers is EXACTLY why nothing is getting fixed! Just because you get monstrous numbers on paper doesn't mean it works in the field. It's the entire problem with this thread, it's how hybrids went overlooked for so long, and it's exactly why Crucible changes to hybrids were implemented and it is EXACTLY why hybrid popularity will NOT increase. Hybrids don't work, and they will continue to be a monumentally distant 4th choice in PVP. If that isn't clear to you by now, then I don't know what else I can say to you.
In addition to all of this, CCP Ytterbium pretty much said there is no way CCP will ever change the speeds of hybrid platforms to outmatch Minmatar ones. As long as they're unwilling to change this, the true philosophy of blasters will never be realized. Might as well try to change the philsophy itself. |

Hamox
The Scope Gallente Federation
24
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Posted - 2011.12.01 17:47:00 -
[1258] - Quote
Magosian wrote:I still think this thread is too cluttered with suggestions that just mask the underlying issues.
PAY VERY CLOSE ATTENTION CCP! THIS IS THE UNDERLYING PROBLEM WITH HYBRIDS!
Lets say we gave blasters an effective range that allowed TEs to boost it into the 20-25km range, much like autocannons and scorched pulses.
Let's also say we gave railguns respectable alpha damage and increased its dps to match either artillery or beams.
This is, by the way, pretty much what the playerbase has been asking for in this thread, as best as I can interpret.
Given these changes were made live, would I use hybrids? HELL NO!
Why not?
-projectiles are cap-free -lasers have instant ammo reload -ships with projectile bonuses provide the pilot with the best speed in the game; this is a passive defensive mechanic -ships with laser bonuses provide the pilot with the best EHP in the game; this is a passive defensive mechanic
If you are not willing to give Gallente/Caldari hybrid ships a native, passive, defensive mechanic, IN ADDITION TO GIVING HYBRID TURRETS MATCHING DPS AND RANGE STATS TO MAKE THEM EQUALLY EFFECTIVE IN COMBAT, then you WILL NOT entice pilots to choose hybrids.
The only thing I learned from the hybrid changes in Crucible is CCP doesn't understand the underlying problem. Well, here it is.
Make hybrids fun. Make them USEFUL. Make sure blasterboat pilots don't have to play the "all-in" game by committing to a fight without any option to run away. Make sure railguns are WORTH the trouble of costing cap, plagued with reload timers, stuck on weak ships, have fixed damage type. Hybrids still have all cons and no pros. You have yet to address this in Crucible.
I fully agree to this post. However, you have forgett to mention that projectiles also have less CPU and PG needs. So EVEN if you would have the same range with blasters to apply the same theoretical damage in real life situations projectiles still would have: - flexibility to choose damage type by ammo - less CPU usage - less CPU and PG usage for medium weapons - cap free usage
Now if I think about it a bit then the main advantage of projectiles is that they don't need CAP. Leaving more energy for active modules and being able to fire them with empty cap is very usefull.
I'm sure CCP knows the real issues, they just don't know how to fix it properly without making hybrids the next FOTM. |

thoth rothschild
First Aid Emergency Service
67
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Posted - 2011.12.01 17:49:00 -
[1259] - Quote
i'm more concerned that they are afraid of touching
a) ship balance because of sub number. a lot of people like what they are used to b) touching the core ui which is terrible out of the same reason.
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Magosian
Center for Advanced Studies Gallente Federation
177
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Posted - 2011.12.01 17:57:00 -
[1260] - Quote
Hamox wrote:I'm sure CCP knows the real issues, they just don't know how to fix it properly without making hybrids the next FOTM.
I do.
Any med/large ship with a hybrid turret bonus gets their base scan resolution and base sensor strength doubled.
In addition to making hybrid ships more popular, this would also: -resurrect the pitiful Eos -resurrect the Gallente employment of Information Warfare (and Caldari to an extent) -take away some of that OP mojo from the Falcon -put Gallente back into the drone-domination throne as they will be able to commands drones faster and kill them quickest.
Fixed.
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