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ClusterFook
Science and Trade Institute Caldari State
0
|
Posted - 2011.11.17 07:28:00 -
[1] - Quote
Just want to see how many people think CCP has made Hybrids a desirable weapon system with their finished changes basically if you think they did an acceptable job balancing them. They stated that the changes on Sisi will go live and will be revisited after a few months* to see if further tweaks are needed (so bacially they are done for a long time). Not looking for reasons or suggestions.
+1 if you think CCP has done a good job balancing the hybrids -1 If you think the changes are not enough
For those who dont know here are the final changes (tried to condense) :
All hybrid turrets:
Hybrid turret reload time will be 5 seconds. Hybrid ammo will be 50% smaller (and turret capacity reduced to keep same number of charges) -30% capacitor use -12% Powergrid usage. ** Exceptions: Light Electron Blasters, Light Ion Blasters, 125mm Railguns, 75mm Railguns XL Turrets: -5 CPU L Turrets: -3 CPU M Turrets: -2 CPU S Turrets: -1 CPU ** Exception: 75mm Railguns
Tracking Speed Increase: Blaster tracking: +20% Railgun tracking: +5% ** Exception: XL turrets
Damage Increase: Railgun railgun: +10% to Damage modifier Blaster damage +5% to Damage modifier ** Exception: XL turrets
Tech II Ammo
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): -25% falloff from -50%
Hybrid turret ships: Max Velocity +10 on the following ships:
Arazu, Astarte, Brutix, Catalyst, Deimos, Dominix, Dominix Navy Issue, Enyo, Eos, Falcon, Guardian-Vexor, Helios, Incursus, Ishtar, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant
Max Velocity +5 on the following ships: Cormorant, Federation Navy Comet, Hyperion, Kronos, Sin, Vindicator
Inertia Modifier -5% on the following ships:
Adrestia, Arazu, Ares, Astarte, Atron, Brutix, Catalyst, Celestis, Cormorant, Daredevil, Deimos, Dominix, Dominix Navy Issue, Eagle, Enyo, Eos, Eris, Exequror Navy Issue, Falcon, Federation Navy Comet, Ferox, Guardian-Vexor, Harpy, Helios, Hyperion, Incursus, Ishkur, Ishtar, Kronos, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Merlin, Moa, Phobos, Raptor, Rokh, Sin, Taranis, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant, Vindicator, Vulture |

Malcanis
Vanishing Point. The Initiative.
1157
|
Posted - 2011.11.17 07:38:00 -
[2] - Quote
That's by far the largest boost I've ever seen applied since I started playing in 2006. I think it's enough for now. If CCP Tallest is genuinely committed to iterating on the issue, then what we're looking at is a pretty good starting point to go live with. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Zagdul
Clan Shadow Wolf Fatal Ascension
135
|
Posted - 2011.11.17 07:40:00 -
[3] - Quote
I'll take what I can get.
Is it enough? Only time will tell.
It's not Rocket Surgery |

Shadow Lord77
Shadow Industries I
64
|
Posted - 2011.11.17 07:53:00 -
[4] - Quote
This looks quite good. |

Thorn Galen
Bene Gesserit ChapterHouse Sanctuary Pact
179
|
Posted - 2011.11.17 08:03:00 -
[5] - Quote
These changes are a good start, certainly an improvement over what we have to deal with currently on TQ. I especially welcome the tracking and the ship velocity updates.
+1 For now. The universe is an ancient desert, a vast wasteland with only occasional habitable planets as oases. We Fremen, comfortable with deserts, shall now venture into another. - STILGAR, From the Sietch to the Stars. |

ACE McFACE
Acetech Systems
90
|
Posted - 2011.11.17 08:23:00 -
[6] - Quote
These changes are good and will hopefully make blasters and railguns more viable for PvP +1
INB4 blasters should kill anything in 1 second crowd Real men wear goggles and a Navy shirt! |

Takseen
University of Caille Gallente Federation
15
|
Posted - 2011.11.17 08:23:00 -
[7] - Quote
I'm happy enough with it. Hybrids may not be wtfawesome, but I'll no longer feel like an idiot for choosing them over lasers or projectiles on droneboats like the Vexor and Dominix. |

Handsome Hussein
106
|
Posted - 2011.11.17 08:31:00 -
[8] - Quote
+1
I started training Medium Hybrids V because I Believe.
Actually, I just finished Medium Projectiles V and figured what the hell. Leaves only the fresh scent of pine. |

Dunmur
Next Stage Initiative Trans-Stellar Industries
27
|
Posted - 2011.11.17 08:33:00 -
[9] - Quote
If pipe dreams help you sleep at night. |

Roime
Blue Republic RvB - BLUE Republic
14
|
Posted - 2011.11.17 08:38:00 -
[10] - Quote
+1
I like this buff as it does not change the role of blaster boats, only makes them better in their style of fighting. Will blasters be the answer to fotm kiting? No, blaster pilots need to come up with new tactics, keep the game evolving.
This is certainly not a too small buff, danger of overbuffing ships like Vexor, Myrm and Domi is real. Dominix especially might become a real beast this winter.
Railguns will be very nice for PVE after the buff.
|

Opertone
Signal 7
8
|
Posted - 2011.11.17 08:51:00 -
[11] - Quote
what about us caldari?
We still have the ultimate optimal bonus on all of our ships, now we need the damage. |

JackStraw56
Bayesian Motion Knights of Tomorrow
25
|
Posted - 2011.11.17 08:57:00 -
[12] - Quote
Still not sure medium hybrids will be viable, this does make large hybrids look nicer though. |

Tore Vest
Vikinghall
65
|
Posted - 2011.11.17 09:05:00 -
[13] - Quote
Hybrid re-balance can be good enough... time will tell.. Its blaster boates that needs a look over. Maby 10% more armor hitpoints so ship can survive on its way to optimal range ? I would love a afterburner speed boost... And some better sensor strength 
Dont take away gallentes drones |

baltec1
195
|
Posted - 2011.11.17 09:08:00 -
[14] - Quote
I struggle to think of any issues that have not been fixed and very much look forwards to all of the ships that will now be viable. I have even started training rails so I am going to be having fun experimenting with new setups for months |

DeLaBu
FireStar Inc Curatores Veritatis Alliance
5
|
Posted - 2011.11.17 09:18:00 -
[15] - Quote
After last night painfully chipping away at a covops in my blaster ceptor (yeah, lol), I would say +1.
Have enough been done to make the hybrid platforms that are supposed to carry them better at carrying them? Maybe not.
But it's a good start. Just don't leave it there, and go wandering off after space barbies (too much), please CCP. |

Mag's
the united Negative Ten.
2177
|
Posted - 2011.11.17 09:32:00 -
[16] - Quote
CCP have stated this is not the final, but an on going buff. Time will tell if it's enough, but I say no.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Dr Karsun
Coffee Lovers Brewing Club Care Factor
1
|
Posted - 2011.11.17 09:52:00 -
[17] - Quote
I really love hybrids and find it awesome that finally my primary weapon will get a boost to be in par with others, but ther's one issue:
If that is true, it's quite insane, since it'll bring all gallente battleships using those huge rails in par with minmatar non-cap using ships. I've checked on sisi and my fears were right. Even without any cap mods a pvp-sniper fitted megathron (which used to be quite cap-draining even with my maxed out cap skills) is stable and in fact, very well cap stable to the point where you could mwd and shoot for up to 15 minutes. Mind that I don't have maxed out mwd skills so I guess it could be stable with a lil' bit of work.
And that's without cap rigs, without cap mods of any kind. Keeping the cap booster just for anti-neuting purposes seems silly especially in big fleets with guardians. In small gangs it'll still be in use but just as a precaution against neut fleets.
The rest of the changes, imo, will finally bring the hybrids up to the level of all other primary weapons, so I'm not objecting to those. Not sure if the tracking boost for blastes is enough, but surely it'll make more people use them. "Have you had your morning coffee?" -> the Coffee Lovers Brewing Club is recruiting! |

Poetic Stanziel
Arrakis Technology
305
|
Posted - 2011.11.17 10:02:00 -
[18] - Quote
+1
Are these changes making it into Crucible? I read something the other day that stated the hybrid changes were not going to be part of the Crucible update. It could have just been someone trolling. I was not able to find any post that stated either way with surety. Today I lost my common sense, It slipped away between Amamake and Rens, I think it happened in highsec, Using a Brutix to gank a Providence. -- Flunk |

non judgement
Without Fear Flying Burning Ships Alliance
149
|
Posted - 2011.11.17 10:15:00 -
[19] - Quote
Poetic Stanziel wrote:+1
Are these changes making it into Crucible? I read something the other day that stated the hybrid changes were not going to be part of the Crucible update. It could have just been someone trolling. I was not able to find any post that stated either way with surety. They are making it into the expansion. They are the changes that are on sisi now, I believe.
+1 should be interesting. Some of the ships having more cap recharge means freeing up some slots for other things instead of cap modules. I can't wait to see what happens when they hit TQ. |

Onictus
Legendary Knights Vorpal's Edge
31
|
Posted - 2011.11.17 10:21:00 -
[20] - Quote
For now there is no compelling reason to fly hybrids over projectiles. I will from time to time, but I do anyway.
My frigates (that weren't broken anyway) just got a bit better, so that is nice, and playing with station huggers is going to be a bit easier.
I'll still be in my canes or and stabbers and such a lot. |

Elson Tamar
Lion Investments
35
|
Posted - 2011.11.17 10:21:00 -
[21] - Quote
+1 for now, but until we have seen them in action its hard to tell. |

Ludi Tomina
BALKAN EXPRESS Nulli Secunda
2
|
Posted - 2011.11.17 10:44:00 -
[22] - Quote
+ 1 of course. All aspects(ships AND guns) of fighting with hybrid weapons got buffed, as we can see in nicely done OP.
Maybe it's not enough, but CCP has done it's part in providing us with a new batch of sand for our sandbox. It's up to players to see what can be built with it (or in this case, teared down ) |

Vachir Khan
TriSeq Defence Group
42
|
Posted - 2011.11.17 10:50:00 -
[23] - Quote
Malcanis wrote:That's by far the largest boost I've ever seen applied since I started playing in 2006.
Well that's not true. The Minnie buff (who weren't awful to begin with) got the ammo type changes and sudden falloff bonuses due to TE/TC, without the DEVS giving it some thought if that wouldn't be *slightly* OP if they'd leave the ships as is, which they did.
CCP is still not fearless enough to actually tackle the real problem; pulse+scorch and projectiles, instead they give hybrids some buff that sounds good but changes nothing in regards to their possible strategies. It changes nothing. Excellence is not a skill, it's an attitude. |

Hirana Yoshida
Behavioral Affront
147
|
Posted - 2011.11.17 11:05:00 -
[24] - Quote
Malcanis wrote:That's by far the largest boost I've ever seen applied since I started playing in 2006. I think it's enough for now.... It is very similar to what they did to projectiles in scope, essentially rewriting the usage patterns.
Apart from the reload change it is exactly what I and others suggested be done .. big tracking boost with a slight damage boost on top. Should serve to make them viable on off-race hulls without breaking balance completely (like what happened with projectiles).
Would suggest that first round of iterations focus on hulls and their usage of the hybrids since I don't think the guns can be buffed much more without breaking them irreparably and no one is interested in a FoTM as omni-potent as the minnie turned out to be.
Looking forward to seeing what the Mega's can do with god tracking 
|

Grimpak
Midnight Elites Echelon Rising
149
|
Posted - 2011.11.17 11:13:00 -
[25] - Quote
on the rails case, you could get further but it seems good. the main issue still lingers which is the uselessnes of an optimal bonus on ships that don't need to shoot further than 150km away.
on the blastes case, while any change is a good change, there is still no compelling reason to use them instead an AC or pulse boat, unless you don't have any SP invested beyond hybrids. (cruiser and battleship) blaster ships still lack the mobility and the damage boost they received isn't that special at all.
frigate-level blasters didn't needed a boost at all, since the staple frigate blaster ship, the taranis was already great, and the DD was even better. with these changes, coupled with the dram nerf, it is possible that the DD is now bordering on OP status.
in sum, the changes were half-assed, much more on blasters, but much less on rails. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Daedalus Arcova
Havoc Violence and Chaos BricK sQuAD.
119
|
Posted - 2011.11.17 11:44:00 -
[26] - Quote
-1
Blasters still aren't good enough in their niche. They need higher DPS at short range to make up for all the time wasted, and damage received while getting into range.
Hybrid pilots still lack a weapon system that is competitive at mid-range. Rails are still pointless compared to other weapon systems, particularly the 150mm-250mm calibers. Crap dps, insignificant alpha, and only start to gain superiority at suicidal warp-to ranges. A weapon in want of a role. |

Gypsio III
Dirty Filthy Perverts
109
|
Posted - 2011.11.17 12:18:00 -
[27] - Quote
It's a pretty big buff, but I don't believe that it's made blasters worth using in small-scale combat in a world where AC and Minmatar hulls haven't been changed, or made rails worth using in fleet where Scorch, Tachyons, artillery, the Apoc's range bonus and the 150 km soft cap and 250 km hard cap range limits apply.
Blasterboats are still slower and less agile, and with much less range, than AC hulls. Sniping beyond 150 km is still irrelevant and rails at less than 150 km are still much inferior to other weapons.
The new rail Naga is a model for what rails should be. It has a substantial DPS advantage over the other t3 BCs beyond about 80 km, which is deserved because of its deficiencies in mobiity, sig, scan res and alpha. The tachyon Oracle will have good tracking and great DPS close up; the 1400mm Tornado has mobility, alpha and selectable damage; the Naga has raw DPS at range.
As for blasters, well, AC hulls are a model for what blasterboats should look like. Fast hulls able to get to optimal where they can apply lots of DPS. If you cut AC falloff down to blaster level, then you'd have a good idea of what working blaster hulls would look like. |

Jerick Ludhowe
Shadow Legion Industries Dark Phoenix Rising.
20
|
Posted - 2011.11.17 12:37:00 -
[28] - Quote
I've gotten a chance to log at least 15+ hours of blaster testing on Sisi thus far. At this point I must say that the changes have made a significant improvement most specifically in regards to fitting issues and cap consumption however the changes to tracking, reload, and the 5% dmg buff are most certainly noticeable. While these "Fixes" are a step in the right direction I do think CCP has a fair amount of work to do; more specifically focused at the ship hulls themselves rather than the weapons. I'd like to take a moment and share my findings with the community and hopefully CCP.
Ships:
Enyo - While not a terrible ship this AF has been in the shadow of it's more bad ass cousin the Ishkur since conception. The Enyo trades a mid slot and the capability to field 4 more drones in favor of a turret, and another low slot. While this may sound reasonable on paper it's less than underwhelming in actual practice. The main problem I see with the Enyo at this point is that it does not have enough CPU to take full advantage of that 4th low and is more or less forced to fit a mag stab to reach dps levels close to that of the Ishkur. This results in a ship that has worse damage projection, a worse tank, and the inability to effectively tackle on its own. It's time to bring the Enyo inline with it's big brother.
Suggestion - +25 CPU and + 10m/s
The increased CPU will allow a pilot to take full advantage of that 4th low in the form of an explosive hardener allowing it to tank on par with the Ishkur or a 2nd Mag stab making it the quintessential AF DPS platform for point blank melting (as it should be). The speed increase would make it slightly faster than the Ishkur slightly improving the ships overall damage projection and survivability.
Brutix - Again this is not a terrible ship by any means however due to the introduction of the Naga the Brutix's most useful role (shield buffer gank) will become obsolete due to the significantly increased Dps, Dmg projection, Shield buffer, speed, and alpha that the Naga provides. Essentially the Blaster Naga will do everything the shield gank Brutix does but much much better. Because of this shift I'd like to see the Brutix returned to it's originally intended role, small gang warfare through the use of a powerful active armor tank relative to it's class. For this to happen it is imperative that the slot layout of the ship be addressed as well as a look at the ships current fitting capabilities.
Suggestion - +1 Low slot, +35 Grid.
The additional low slot is obviously to allow for more flexibility in double rep tank setups. Currently if you are to take advantage of the rep bonus you will find that it is pretty much guaranteed that you use all 5 lows if you intend to tank even 1 semi ganky BC. The problem with this is that you have no room for a MFS essentially forcing a trade off between an eanmII/hardener or MFS. W/O the MFs you're going to barley be breaking 550 dps at optimal with void (applied dmg will be much lower), and w/o the extra EANM II or Hardener your tank is going to break against single BCs that are not even that ganky. If this ship could engage and apply dmg at 20km I would see no problem with the current numbers however it's ideal range is realistically sub 5km. As for the grid increase I propose; I believe that this ship should be capable of fielding a full rack of Medium Ion Blasters as well as a double rep tank + support mids. With these improvements the Brutix will retain all it's weaknesses to kiting/focus fire/cap warfare however will actually be a significant threat in small gangs now once inside it's small engagement envelope.
Astarte Ahh the Astarte, one of my favorite ships of all time. While my testing of this ship on Sisi has been extremely successful I still think that the ship could use some small improvements. The ship has been performing very well in hyper specific situations, namely 1v1s with good warp ins however outside of that somewhat unrealistic niche you're better off taking a BS nearly 100% of the time. While I think this ships Achilles heel should be a weakness to alpha the introduction of the tier3 have made this weakness far more apparent. Again, I feel that this ships issues would be best addressed through a change to slots as well as slight fitting improvements.
Suggestion - +1 Low slot, +25 Grid.
Essentially the same reasoning for the changes to the Brutix. The addition of another low slot will improve the ships flexibility as an active armor tanker. The increased grid will allow for an all neutron, double rep setup w/o the need for expensive grid implants. As stated above for the Brutix, I believe that the Naga will even outclass the Astarte as a shield gank platform simply due to the increased alpha, range, and slot configuration. Because of this I think the Astarte needs to be one of the most ferocious ships available for point blank range small gang warfare as it will never be as good as the Absolution or Sleipnir for larger scale fights.
Alright folks that's all I have for you now however I intend to address a few more ships in the near future. Namely the Hyperion and to a lesser extent the Deimos and Thorax.
-Jerick |

Autonomous Monster
Paradox Interstellar
27
|
Posted - 2011.11.17 13:06:00 -
[29] - Quote
Pretty happy with it. At least, I think if there are any remaining problems, they need to be addressed elsewhere- projectiles, scorch, hulls, etc.
Jerick: nice post. Eagerly awaiting your next one.
(I think the Enyo could do with dropping that launcher slot for another turret, myself). |

Bubanni
SniggWaffe
17
|
Posted - 2011.11.17 13:46:00 -
[30] - Quote
I think it's great changes to blasters and rails, and their stats look decent now :P so personly I don't think they need to tweak them much
The ships however could still use more tweaking, this might even be tweaks in fundemental stuff like how armor rigs effect your ships (maybe instead of a speed penalty, they could do something else? like use powegrid, or something less severe like shield rigs)
And armor plates should be effect the speed and agility "LESS!!! MUCH LESS" :3 |

Mr Kidd
Center for Advanced Studies Gallente Federation
169
|
Posted - 2011.11.17 13:50:00 -
[31] - Quote
Gypsio III wrote:It's a pretty big buff, but I don't believe that it's made blasters worth using in small-scale combat in a world where AC and Minmatar hulls haven't been changed, or made rails worth using in fleet where Scorch, Tachyons, artillery, the Apoc's range bonus and the 150 km soft cap and 250 km hard cap range limits apply.
Blasterboats are still slower and less agile, and with much less range, than AC hulls. Sniping beyond 150 km is still irrelevant and rails at less than 150 km are still much inferior to other weapons.
The new rail Naga is a model for what rails should be. It has a substantial DPS advantage over the other t3 BCs beyond about 80 km, which is deserved because of its deficiencies in mobiity, sig, scan res and alpha. The tachyon Oracle will have good tracking and great DPS close up; the 1400mm Tornado has mobility, alpha and selectable damage; the Naga has raw DPS at range.
As for blasters, well, AC hulls are a model for what blasterboats should look like. Fast hulls able to get to optimal where they can apply lots of DPS. If you cut AC falloff down to blaster level, then you'd have a good idea of what working blaster hulls would look like.
Yeah, I'm disappointed that the Proteus didn't get a speed or inertia modifier. It certainly needs it. You being a Proteus pilot might sympathize. 
We want breast augmentations and sluttier clothing in the NeX! |

Benilopax
The Ashen Lion Syndicate
34
|
Posted - 2011.11.17 14:02:00 -
[32] - Quote
These are not the final changes, more will take place after crucible comes, therefore I will wait and see. |

Grimpak
Midnight Elites Echelon Rising
149
|
Posted - 2011.11.17 14:04:00 -
[33] - Quote
Bubanni wrote:I think it's great changes to blasters and rails, and their stats look decent now :P so personly I don't think they need to tweak them much
tbh I still think they need more damage (coupled with a range cut to keep things balanced), and the hulls definitely need more mobility.
there's still no reason to use a blaster ship over a pulse or AC ship. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

OT Smithers
Buccaneer's Den
9
|
Posted - 2011.11.17 14:17:00 -
[34] - Quote
Mag's wrote:CCP have stated this is not the final, but an on going buff. Time will tell if it's enough, but I say no.
CCP can say whatever they like. Whatever "fix" they released now -- balanced or not -- is pretty much it for the forseeable future. They have a HUGE list of things in desperate need of correction and balancing, and once hybrids are 'finished' they are off the list.
Are these changes enough? I have no clue. Whether they are or not, players will make do just as they have up to this point. The test is in the game, and the proof is useage. We can see what works well and what does not simply by observing what the players use in game.
|

Vertisce Soritenshi
Varion Galactic Tragedy.
184
|
Posted - 2011.11.17 14:26:00 -
[35] - Quote
Honestly I almost feel stupid for spending all this time training up Lasers...I will not regret that however. I refuse...especially when I was full Caldari, max shields, with good missile and hybrid skills for the longest time. Then I was convinced training up armor to max and working on lasers was the way to go. No...I will not regret that...****...I can pretty much do anything now...lol Support our boobies!-áLINKY! |

Morganta
Peripheral Madness The Midget Mafia
335
|
Posted - 2011.11.17 15:44:00 -
[36] - Quote
welp
if they can keep up with tweeking it to a finished state, you have to start somewhere, and this looks about as good a starting point as any.
its never going to be right on the first pass, and only full out live play will reveal all the flaws. The American public's reaction to the change was poor and the new cola was a major marketing failure. The subsequent reintroduction of Coke's original formula, re-branded as "Coca-Cola Classic", resulted in a significant gain in sales, leading to speculation that the introduction of the New Coke formula was just a marketing ploy |

Alara IonStorm
RvB - BLUE Republic
437
|
Posted - 2011.11.17 15:48:00 -
[37] - Quote
I was really hoping they would Balance Hybrids and Rails. But instead they shortcut the testing for an Early release.
What I would not give to get this expansion mid January full of useful Hybrid Changes, Assault Frig Bonuses, Faction Warfare Updates and all the other meat that made up what this expansion was supposed to be.
|

baltec1
196
|
Posted - 2011.11.17 16:19:00 -
[38] - Quote
Dr Karsun wrote:Keeping the cap booster just for anti-neuting purposes seems silly especially in big fleets with guardians. In small gangs it'll still be in use but just as a precaution against neut fleets.
Yea I might drop the cap booster on my mega and hype. It takes up a valuble mid which I could be using for either more tank, a point or a sebo so I can lock things before the canes destroy it |

AlleyKat
The Unwanted.
42
|
Posted - 2011.11.17 16:30:00 -
[39] - Quote
Dissatisfied.
They could have increased the damage output by 100% and it still doesn't correct the mistake of the speed nerf, which was a mistake based on the agility & hull upgrade buff, which was only implemented because Destiny couldn't handle the Math required (DEV CITATION WELCOMED).
So long as you can stop a blaster ship getting inside its optimal by switching off its MWD - what's the point?
IF this was removed and webs slowed down ships 90% as they were designed to do, then I'd be happy - hell, if this was done, you could even reduce the blaster damage by 25% and I'd still be happy.
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥
Reynir Hardarson, founding member of CCP Games, 2002. |

Corina Jarr
Spazzoid Enterprises Purpose Built
39
|
Posted - 2011.11.17 16:35:00 -
[40] - Quote
I think blaster ships will become a new favorite in station games (where you tend to be less than 5km from your target and neither one moves much). |

Havegun Willtravel
Mobile Alcohol Processing Units
4
|
Posted - 2011.11.17 16:51:00 -
[41] - Quote
I'll give it a +1.
Tallest already admitted that this isn't a solution to the issue but a starting point.
The ships themselves are where the hard work needs to be done. Not enough PG or CPU for most Gal hulls, and less cap than comparable Amar ships holds them back
Almost every Amar ship has more lows than Gallente. Combine that will resist and HP bonus's and it's no wonder they're the favored race of armor tankers by far. Shift the resist bonus to Gal so they don't need to fly plated and they'll still have speed and the problems solved.
Looking forward to seeing if my Tristan can finally put up a decent showing vs a riffter or punisher. I think it's gonna take more than this to have an enyo v wolf- jag- vengeance fight be anything other than predictable but it's a good start. I'll take what i can get.
The less frequently asked question is how does this effect the Caldari gun boats ? Moa, ferox, rokh, were never super popular due to cross training but they were never bad ships overall. The lower pg requirements for shield extenders vs plates with no loss of speed gave then decent tank with good dps. How much better they get from these improvements will be interesting to watch. |

Opertone
Signal 7
10
|
Posted - 2011.11.17 17:11:00 -
[42] - Quote
They buffed Gallente, but they didn't give Caldari any chance
Caldari still have optimal instead of damage, which sucks... Boost our hybrid platfroms. |

Large Collidable Object
morons.
581
|
Posted - 2011.11.17 17:15:00 -
[43] - Quote
+1
At least they didn't go completely out of whack like they did with projectiles. Now all we need is a buff to lasers and projectiles may be in balance again, provided the changes to hail get axed as they make projectiles better at being blasters than blasters themselves. morons- sting like a butterfly and-ápost like a bee. |

Nimrod Nemesis
Royal Amarr Institute Amarr Empire
118
|
Posted - 2011.11.17 17:46:00 -
[44] - Quote
Malcanis wrote:That's by far the largest boost I've ever seen applied since I started playing in 2006. Agreed
Malcanis wrote:I think it's enough for now. Disagree.
Malcanis wrote:If CCP Tallest is genuinely committed to iterating on the issue, then what we're looking at is a pretty good starting point to go live with. Unlikely to happen, but I hope you're right. |

Drifterin Thedark
13
|
Posted - 2011.11.17 18:08:00 -
[45] - Quote
NO!
AND BECAUSE YOU ASKED OUR DEMANDS WILL NOW BE EVEN MORE RIDICULOUS!!!
MWAHAHA |

Jack bubu
GK inc. Pandemic Legion
76
|
Posted - 2011.11.17 18:28:00 -
[46] - Quote
Opertone wrote:They buffed Gallente, but they didn't give Caldari any chance
Caldari still have optimal instead of damage, which sucks... Boost our hybrid platfroms.
Rails got a 10%dmg and a tracking boost together with the reload time reduce, cap reduce and fitting reduce.
m8 the r0kh 0wnz now, you will see soon enough on PL battlerecords |

InVictus Kell
The Scope Gallente Federation
62
|
Posted - 2011.11.17 18:42:00 -
[47] - Quote
I think rails got a good buff, and blasters got a good start. The reload time is the biggest improvement to me, to be able to sustain dps more efficiently is always a good thing.
i think they will very quickly reach a point of diminishing returns and hopefully will focus on the core of the problem, the Gallente hulls themselves that are too slow and not very agile for being blaster boats. |

Poetic Stanziel
Arrakis Technology
305
|
Posted - 2011.11.17 18:49:00 -
[48] - Quote
non judgement wrote:Poetic Stanziel wrote:+1
Are these changes making it into Crucible? I read something the other day that stated the hybrid changes were not going to be part of the Crucible update. It could have just been someone trolling. I was not able to find any post that stated either way with surety. They are making it into the expansion. They are the changes that are on sisi now, I believe. Phew. Thanks. I was looking forward most to Crucible for the hybrid changes. Glad they are part of the Nov 29 update.
Today I lost my common sense, It slipped away between Amamake and Rens, I think it happened in highsec, Using a Brutix to gank a Providence. -- Flunk |

Ion Fury
Blue Republic RvB - BLUE Republic
0
|
Posted - 2011.11.17 20:01:00 -
[49] - Quote
I appreciate the effort CCP is putting into this issue. The fitting and ammo reload buffs defiantly help to differentiate hybrids from their laser/projectile counterparts. However I still don't feel it addresses what I see as the core issue.
Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.
Blasters (medium and larger) are still incompatible with slow armor tanked ships. In order to bring their full DPS to bear, a blaster boat must close well within web and scramble range where other "short range" (pulse/autocannon) weapons can do 70-90% of the damage from from 200-600% the range and still have the possibility of escape. Combined with the incompatibility between slow and unwieldy armor tanked ships (Gallente) and such short ranged weapons and I see a problem that can't be fixed with stat buffs alone. |

Hungry Eyes
Ministry of War Amarr Empire
175
|
Posted - 2011.11.17 20:20:00 -
[50] - Quote
anyone who knows anything about Gallente ships, this game, or pvp in general will say that these changes barely even scratch the surface. sure, better than nothing. but anyone saying that these changes are "great" or "enough" doesnt know wtf theyre talking about.
there is still no reason to get into a hybrid boat over a Drake, AC, or pulse boat. it pisses me off that we have to wait for months of metrics to "prove" this. and Tallest simply withdrew from this discussion, which definitely doesnt help. i hope he agrees that the rest will come from individual ship buffs. |

Hungry Eyes
Ministry of War Amarr Empire
175
|
Posted - 2011.11.17 20:22:00 -
[51] - Quote
Ion Fury wrote:
Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.
who the hell cares about extreme ranges? hybrids cant even do damage comparable to pulses, arties or AC's from 30-40km. why dont we work on this little problem first? |

Grath Telkin
Sniggerdly Pandemic Legion
205
|
Posted - 2011.11.17 21:04:00 -
[52] - Quote
Hungry Eyes wrote:Ion Fury wrote:
Railguns are unable to make use of their extreme (150km+) ranges. With the buffs to probing speed and the minimum warp distance of 150km, a competent enemy can cover the distance very easily. I think that the buff to reload times, tracking speed and damage will allow railboats to deal better with this problem, but I think it's just a bandaid to the larger issue.
who the hell cares about extreme ranges? hybrids cant even do damage comparable to pulses, arties or AC's from 30-40km. why dont we work on this little problem first?
Hey look, you haven't tested anything on the test server, yet you post anyway!
They actually do compete, because at the ranges you're looking at the pulse and ac's have to use a longer ranged ammo, while the hybrids still have anti matter loaded.
This basically works out to **** levels of DPS, with really fast reload times (meaning less down time between DPS cycles) at the ranges that pulse and AC's are operating in.
I've spent a minimum of 6 hours a day running tests on hybrid platforms since its hit sisi (haven't gone on yet today) and I've wracked up about 200 kills personally in Blaster and Rail platforms.
The changes are awesome, the Naga is amazing, the Talos is amazing, even the diemos performs well now.
To all the people crying about needing to get into scram range to do optimal DPS, scram range is basically 10km, most blaster platforms can easily do a lot of damage at 10km.
Right now, if you're 10km from a blaster ship on SiSi (cruiser hull or larger) you are in a world of hurt. The over tracking issue is gone, the ships move faster (let me tell you about 1500m/s trimarked 1600 plated ships) and they hit harder.
And if you're worried about ships like the brutix being useless beside the Naga or Talos, ask anybody who's tested one of those what happens when a frigate gets near one.
It dies, alone, to a single frigate, so the BC platforms are still really useful in gangs, as the new BC's are completely defenseless against frigates. |

Hungry Eyes
Ministry of War Amarr Empire
175
|
Posted - 2011.11.17 21:22:00 -
[53] - Quote
youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.
the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.
what have you been testing, im just curious? did you actually test any of these ships against their Minnie and Amarr counterparts? against the Drake? the Deimos is ok only in your fantasies. the Talos is the shittiest tier 3 BC, and while the Naga might be "ok", large rails dont even compare to mega pulses (with scorch), arties, and even large AC's at 70km (LAWL). stop spreading misinformation. |

Zircon Dasher
Zirconia Trade Group
27
|
Posted - 2011.11.17 21:37:00 -
[54] - Quote
:popcorn:
They mad! |

Hungry Eyes
Ministry of War Amarr Empire
175
|
Posted - 2011.11.17 21:39:00 -
[55] - Quote
so f'in mad bro |

baltec1
196
|
Posted - 2011.11.17 21:48:00 -
[56] - Quote
Hungry Eyes wrote:youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.
the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.
So fit blasters... |

Grath Telkin
Sniggerdly Pandemic Legion
206
|
Posted - 2011.11.17 21:53:00 -
[57] - Quote
Hungry Eyes wrote:youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.
the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.
what have you been testing, im just curious? did you actually test any of these ships against their Minnie and Amarr counterparts? against the Drake? the Deimos is ok only in your fantasies. the Talos is the shittiest tier 3 BC, and while the Naga might be "ok", large rails dont even compare to mega pulses (with scorch), arties, and even large AC's at 70km (LAWL). stop spreading misinformation.
Learn to fit?
Why would i spread misinformation, what purpose would it possibly serve me?
I can fly anything, so with this patch all my hybrid skills and galente ship training are finally worth something.
I tell you what, you tell me when, and we'll start running through set ups on the test server.
I'm offering you a chance to put your money where your mouth is.
|

Naga Elohim
Southern Cross Empire Flying Dangerous
0
|
Posted - 2011.11.17 22:00:00 -
[58] - Quote
Can I haz blaster Rokh now?
|

Mariner6
EVE University Ivy League
34
|
Posted - 2011.11.17 22:09:00 -
[59] - Quote
-1
Improvement yes, but not enough. Though perhaps not specifically to the hybrids themselves. Many Gallente ships still have a bonus that is completely worthless for a close in brawler....that horrible armor repair bonus. Include the Thorax's mwd cap bonus to that. In my opinion buffer is better for armor in PVP particularly if you must fight in close. Yes, I know it has its applications, mostly in solo or very small gangs, but buffer is just more flexible and neuting doesn't lead to instant death with a buffer fit. Buffer is also the way to go if being supported by logi, and god knows you need it since you don't see the effect till the end of the cycle.
So Gallente hulls need some work, first and foremost--- get rid of that bonus and do something meaningful to it. Something to help Gallente ships control range in a fight. Such as a bonus to SCRAM range or WEB range. Or whatever works. They don't need to be crazy fast, I got it. Tactics must be used to overcome the speed/kiting problem (ie warp ins, punting etc) The agility increase is appreciated so that when you get that warp in you can hopefully accelerate enough to keep in range until target lock is achieved and scram/web applied. Agility increase will hep also when switching direction in fleet fights as primaries change and you have to move into range. All the talk of changes to rigs, sprinting etc etc just in the end would make other platforms that much better as they would use those mods. Just make the second bonus useful for controlling range.
But yes its a start. The proof will be in how many Gallente ships are flown after the initial surge that comes from checking them out. But as it stands the stats prove that with few exceptions Gallente ships are hardly flown. There is just no reason to when other ships so much much better, in many ways because the bonuses they get actually complement their purpose. |

Grath Telkin
Sniggerdly Pandemic Legion
207
|
Posted - 2011.11.17 22:23:00 -
[60] - Quote
I guess he didn't want to prove his points. |

Thomas Orca
Intaki Armaments Important Internet Spaceship League
18
|
Posted - 2011.11.17 22:56:00 -
[61] - Quote
Hungry Eyes wrote:youre completely wrong about the Deimos, and i dont have to justify myself to you, and "prove" that i was testing as well.
the Deimos does a pithy ~300dps with antimatter in a full rack of 200's at about 15-20km, with next to no tank, and a crapload of tracking and damage mods. u have any idea how easily a shield-tanked Cynabal tears up a rail Deimos? u wanna compare it to the pulse Zealot? dont even try noob.
what have you been testing, im just curious? did you actually test any of these ships against their Minnie and Amarr counterparts? against the Drake? the Deimos is ok only in your fantasies. the Talos is the shittiest tier 3 BC, and while the Naga might be "ok", large rails dont even compare to mega pulses (with scorch), arties, and even large AC's at 70km (LAWL). stop spreading misinformation.
The Deimos actually is Ok with current Gallente buffs. It finally has the room to fit what needs to actually function in a PVP HAC role.
|

zama118
FACTS on EVE RED.OverLord
5
|
Posted - 2011.11.17 22:58:00 -
[62] - Quote
+1 for sure
lots more fun now glent ships are |

Caulk H0lster
Kazakh Ministry of Wealth Redistribution
36
|
Posted - 2011.11.17 23:12:00 -
[63] - Quote
I really don't see how CCP can do more without running the risk of really unbalancing the game going the other direction, making hybrids TOO powerful. Maybe more will need to be done in the future to futher buff hybrids, but only time will tell.
In the meantime, I've dusted off my Vindicator and Vigilant, (and my Rokh), and I'm ready to own. |

ClusterFook
Science and Trade Institute Caldari State
3
|
Posted - 2011.11.18 00:06:00 -
[64] - Quote
Well personally i think if they switched TE stats and nerfed scorch a tad* the problems would be less severe.
so switch TE from 15% optimal and 30% falloff to 30% optimal and 15% falloff, then nerf scorch a bit would be just fine with me :) |

London
27
|
Posted - 2011.11.18 00:33:00 -
[65] - Quote
After years of waiting for this, I just want to see how it will play out in the real sandbox of tranquillity before passing full judgement.
It looks good so far.
EVE: Create a Starship - Naga Frigate |

Grimpak
Midnight Elites Echelon Rising
149
|
Posted - 2011.11.18 02:51:00 -
[66] - Quote
Corina Jarr wrote:I think blaster ships will become a new favorite in station games (where you tend to be less than 5km from your target and neither one moves much).
you mean as it is now? station games is the only place where blaster ships can be used because you don't have to die trying to get close to the target.
Thomas Orca wrote:The Deimos actually is Ok with current Gallente buffs. It finally has the room to fit what needs to actually function in a PVP HAC role.
but, will there be a reason to use it over a pulse zealot? or a vagabond? or even a beam zealot or munnin if you try to go rail with it? hell, for sniping is there a reason to even use it over a cerberus? [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Hebsley
Dark Riders Games of Divinity
0
|
Posted - 2011.11.18 03:35:00 -
[67] - Quote
Hybrid changes are definitely improvements, However amar and Minmitar are still better suited for pvp. With all the game changes in the last few years the entire Hybrid platform can be thrown out and rewritten from scratch.
Nice to see effort, but it might be to little to late. |

Miang Sun
University of Caille Gallente Federation
0
|
Posted - 2011.11.18 04:34:00 -
[68] - Quote
The only fix for hybrids is a redesign. |

Spider Fiona
Thunder Mercenary Army
1
|
Posted - 2011.11.18 04:42:00 -
[69] - Quote
Not sure about the change but at least it is a good thing for the forgotten stuff. +1 |

Grath Telkin
Sniggerdly Pandemic Legion
208
|
Posted - 2011.11.18 05:04:00 -
[70] - Quote
Grimpak wrote:
but, will there be a reason to use it over a pulse zealot? or a vagabond? or even a beam zealot or munnin if you try to go rail with it? hell, for sniping is there a reason to even use it over a cerberus?
Why use it over a cerberus: Instant damage
Why use it over one of the other ships:
1) its all you can fly
2) at what is long range for beams its got higher DPS because it uses a shorter range ammo
3) shorter reload cycles means less down time between DPS
4) its short range guns can actually now compete dps wise with AC's, since most often times AC's are trying to shoot from deep fall off. Couple that with the fact that smart fitters will realize that most gallent ships have a built in damage bonus and a smart fitter will actually go towards buffing range (TE's) instead of DPS to better apply their already higher DPS.
Basically if you can alter the way you think about fitting from what is considered 'traditional' fitting, you'll find the Blaster ships competing nicely with their counterparts.
Caldari will fit Mag Stabs, Gallente will fit Tracking Enhancers (and still come out doing sweet DPS), Rails, well rails just pretty much own right now, the ability to use AntiMatter out to extreme ranges means that no, you don't use all the range potential of the rail, but the range you do use, will put out SIGNIFICANTLY higher DPS numbers than the beam or artillery counterparts, with the side effect of Rails out tracking Arty by a mile. |

Nova Fox
Novafox Shipyards
358
|
Posted - 2011.11.18 05:06:00 -
[71] - Quote
CCP said these wherent final they're just at an uncomfortable point where they dont know if they need to tweak it more or not.
|

Hungry Eyes
Ministry of War Amarr Empire
176
|
Posted - 2011.11.18 07:03:00 -
[72] - Quote
Grath Telkin wrote: Learn to fit?
dont be a troll. you know perfectly well that there's no reason to fly a rail Deimos over a pulse Zealot, Cane, Cynabal, Vaga, etc. this is my point. if i cant fit a 1600mm with EANM's in the lows, and maintain 400-500 turret dps at 20-30km, then im not flying the Deimos.
if im gonna mount blasters on the Deimos, i might as well a BC, or the navy vex with sentries, which gives me more applied dps for the same EHP. |

FlameGlow
GoonWaffe Goonswarm Federation
18
|
Posted - 2011.11.18 07:46:00 -
[73] - Quote
Eagle is still short on PG, it should be boosted if there are any chances of it seeing any use - fit rails and T2 MWD on it and it's short by 10 grid, do same on Deimos - 130 grid free, arty Munnin - 50 grid free, heavy beam Zealot - 70 grid free I think it needs about 40-60 base grid more at least, reduce CPU in exchange by 20-30, there is too much
|

Milo Caman
Anshar Incorporated
16
|
Posted - 2011.11.18 08:53:00 -
[74] - Quote
Would say I'm fairly content if those are the final changes. Railguns are now slightly more viable in a PvE situation. The reduced cap and fitting requirements are a major relief.
In combination with the destroyer buffs that are rolling in on the 29th, I can see Rail Catalysts and Rail Cormorants actually playing a role in small fleet situations. |

Justine Valentine
Unknown Unnamed Corp
1
|
Posted - 2011.11.18 09:16:00 -
[75] - Quote
I am happy, because my Rokh, Megathron, Vindicator and Proteus will do more dmg. Simple as that.
Is there any EFT like tool updated with the new hybrid changes so I can see theoretical DPS increase vs present numbers on these ships? |

DarkAegix
Blue Republic RvB - BLUE Republic
344
|
Posted - 2011.11.18 09:21:00 -
[76] - Quote
Justine Valentine wrote: Is there any EFT like tool updated with the new hybrid changes so I can see theoretical DPS increase vs present numbers on these ships?
pyfa has some pretty recent numbers. Add 5% to blaster DPS, 10% to rail tracking, ignore the Naga and add a 25m3 drone bay to the Talos. http://dl.evefit.org/eve-test/singularity-311120/pyfa-1.0.6-singularity-311120-win32.zip
All the fitting requirements are correctly updated, though. Some Gallentean ships look really nice. Unfortunately, most Caldari hybrid ships are still terrible. |

Justine Valentine
Unknown Unnamed Corp
1
|
Posted - 2011.11.18 09:28:00 -
[77] - Quote
DarkAegix wrote:Justine Valentine wrote: Is there any EFT like tool updated with the new hybrid changes so I can see theoretical DPS increase vs present numbers on these ships?
pyfa has some pretty recent numbers. Add 5% to blaster DPS, 10% to rail tracking, ignore the Naga and add a 25m3 drone bay to the Talos. http://dl.evefit.org/eve-test/singularity-311120/pyfa-1.0.6-singularity-311120-win32.zipAll the fitting requirements are correctly updated, though. Some Gallentean ships look really nice. Unfortunately, most Caldari hybrid ships are still terrible.
Thanks alot :) I was observing their thread and I am gonna change my EFT with PYFA today. Too bad their website is currently down :( Can't download it for now. |

Rod Blaine
Gilded Goose Brokerage
6
|
Posted - 2011.11.18 09:33:00 -
[78] - Quote
Miang Sun wrote:The only fix for hybrids is a redesign. this
but ccp never redesigns anything, they just add useless shiny **** to distract you. |

Grath Telkin
Sniggerdly Pandemic Legion
224
|
Posted - 2011.11.18 09:35:00 -
[79] - Quote
Hungry Eyes wrote:Grath Telkin wrote: Learn to fit?
dont be a troll. you know perfectly well that there's no reason to fly a rail Deimos over a pulse Zealot, Cane, Cynabal, Vaga, etc. this is my point. if i cant fit a 1600mm with EANM's in the lows, and maintain 400-500 turret dps at 20-30km, then im not flying the Deimos. if im gonna mount blasters on the Deimos, i might as well fly a BC, or the navy vex with sentries, which gives me more applied dps for the same EHP.
Hey I flat out offered to go toe to toe testing with anybody who wants right now on the test server, set a time and a date and we can buy hundreds of ships and fight over and over until you feel you've seen enough of the hybrid changes.
If you're for some reason scared to or worried about losing on the test server theres not much i can do to help you out, but I'm willing to go the extra mile because I actually believe what I put in print.
I believe your failures are in your fitting, I'm willing to go round and round to prove it, in actual fights.
Fly as many hurricanes as you want, I killed about 9 yesterday in buffer tanked deimos's.
Evemail me the time and day you want to do it and we'll see how you fare.
EDIT: And i guess you don't fly a cane cynabal or pulse zealot either because none of those holds 500 dps at 30km in any realistic environment. |

Grimpak
Midnight Elites Echelon Rising
149
|
Posted - 2011.11.18 12:45:00 -
[80] - Quote
Grath Telkin wrote: 4) its short range guns can actually now compete dps wise with AC's, since most often times AC's are trying to shoot from deep fall off. Couple that with the fact that smart fitters will realize that most gallent ships have a built in damage bonus and a smart fitter will actually go towards buffing range (TE's) instead of DPS to better apply their already higher DPS.
Basically if you can alter the way you think about fitting from what is considered 'traditional' fitting, you'll find the Blaster ships competing nicely with their counterparts.
Caldari will fit Mag Stabs, Gallente will fit Tracking Enhancers (and still come out doing sweet DPS), Rails, well rails just pretty much own right now, the ability to use AntiMatter out to extreme ranges means that no, you don't use all the range potential of the rail, but the range you do use, will put out SIGNIFICANTLY higher DPS numbers than the beam or artillery counterparts, with the side effect of Rails out tracking Arty by a mile.
so from your view that means that:
A) basically blaster ships with damage mods are bad fits now? since I'll need to cram TE's on them and in the case of the deimos that means 2-3 lowslots of the 6 it has, so that it becomes a bad version of the vagabond? I mean it still has mobility issues, so that means that the lowslots are either for damage mods (and still be slower and have less damage projection than the vagabond) or nano (which will need 2 slots for to even compete with a vaga without any kind of nano even after changes), or going with tank and simply failing to reach the vaga every time.
ok it is a bit of a pigeonholing, a vaga vs deimos competition, but with a 2TE deimos + null and HAC 4, the falloff + optimal for a deimos is on the 24km range, and on the vaga is at about 40km range, and that's comparing a deimos with neutrons and a vagabond with 220's. atm without any speed changes, the vaga is a whole 800m/sec faster than the deimos, and that's not even using any speed mod besides a mwd in it. The zealot, as a counterpoint, will be doing, disregarding tracking, full damage with HPL and scorch aaaaaaaaallll the way till 40km and you still have about 8km falloff, while maintaining similar base speed with mwd. this using just 2 TE's. damage wise, with just guns, we're looking at a range between 222dps of the barrage vaga all the way to 280dps of the null neutron deimos, with the zealot sitting confortably on the 260dps range. The 5% damage boost on the blasters might pull it to the 300dps damage barrier when using neutrons+null, and the more relaxed fittings might make it actually able to slam neutrons on it without running out grid, but the very same core issues that plagued blaster ships are still there: not enough damage for a point blank weapon (which you're trying to transform into a poor man's version of the autocannon btw), coupled with hulls that don't have enough mobility to bring the minimal damage advantage to bear.
B) gallente are now a sniper race? ok then, better forget about blasters then!
 [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

AlleyKat
The Unwanted.
42
|
Posted - 2011.11.18 13:13:00 -
[81] - Quote
Grath Telkin wrote:
Evemail me the time and day you want to do it and we'll see how you fare.
Sir,
I must give props for the balls - so rare it is in the current climate to see someone actually come to forums and convincingly show guts where others show stains in underwear.
May you and your ilk never leave New Eden.
/bows
OT; In your opinion, has the blasterthron been 'fixed'?
AK GÇ£You go into combat, and itGÇÖs NOT going to be WagnerGǪindustrial techno or really hard drum and bassGÇ¥
Reynir Hardarson, founding member of CCP Games, 2002. |

Wacktopia
Sicarius. Legion of The Damned.
34
|
Posted - 2011.11.18 13:26:00 -
[82] - Quote
It's enough to see what kind of effect it will have without creating another FOTM.
Whilst part of me would love to see more range and even more damage, tracking I know this would not bring balance.
I'm glad CCP have learned from what occurred with the projectile "balance", where they wrote off hybrids almost completely as a weapons system.
I'm happy and looking forward to playing with the changes. If they're not enough then hopefully they will be looked into again. |

baltec1
196
|
Posted - 2011.11.18 13:34:00 -
[83] - Quote
AlleyKat wrote:
OT; In your opinion, has the blasterthron been 'fixed'?
AK
My mega is gonna be pimpdaddy with these changes. I might even celebrate by getting a navy mega. |

Tanya Powers
Science and Trade Institute Caldari State
212
|
Posted - 2011.11.18 13:40:00 -
[84] - Quote
I'm still waiting you to post your super Deimost fit on SISI, most of all I'm still waiting to see more Diemost be flown over Vigilants on SISI. -if there's not price difference like in SISI, everyone with half brains working will always pick the vigilant over the diemost at his current state.
Now if you're trying to say, witch you are, once the expansion released suddenly Diemost will become top dog, my Cynabal still laughs at it.
|

Jaroslav Unwanted
Brutor Tribe Minmatar Republic
62
|
Posted - 2011.11.18 13:42:00 -
[85] - Quote
Tanya Powers wrote:I'm still waiting you to post your super Deimost fit on SISI, most of all I'm still waiting to see more Diemost be flown over Vigilants on SISI. -if there's not price difference like in SISI, everyone with half brains working will always pick the vigilant over the diemost at his current state. Now if you're trying to say, witch you are, once the expansion released suddenly Diemost will become top dog, my Cynabal still laughs at it.
and ?
Its like my 100 man drake fleet laugh at your cynabal.. totally irrelevant
|

baltec1
196
|
Posted - 2011.11.18 13:53:00 -
[86] - Quote
Tanya Powers wrote: my Cynabal still laughs at it.
Cynabals laugh at just about every cruiser hull, whats you're point? |

Vincent Gaines
Macabre Votum Morsus Mihi
124
|
Posted - 2011.11.18 14:18:00 -
[87] - Quote
FlameGlow wrote:Eagle is still short on PG, it should be boosted if there are any chances of it seeing any use - fit rails and T2 MWD on it and it's short by 10 grid, do same on Deimos - 130 grid free, arty Munnin - 50 grid free, heavy beam Zealot - 70 grid free I think it needs about 40-60 base grid more at least, reduce CPU in exchange by 20-30, there is too much
I agree, I wonder if CCP is trying to gimp 250s on the Eagle? 
I keep hearing how super and great rails are, yes you can pull range with Antimatter but damage still isn't much. Lock time is sluggish even against a BS. I'm not sure if it's because I have become accustomed to engaging larger targets in small ships lately or what but I am tempted to use a range script for a scan res.
I switched to a Brokh (t1 modal and thorium) and it went okay.
I need to eventually grab large blaster spec. |

Vincent Gaines
Macabre Votum Morsus Mihi
124
|
Posted - 2011.11.18 14:19:00 -
[88] - Quote
Wacktopia wrote:It's enough to see what kind of effect it will have without creating another FOTM.
The Cynabal is the current FOTM, and it's growing. |

Ryans Revenge
V0LTA VOLTA Corp
7
|
Posted - 2011.11.18 14:45:00 -
[89] - Quote
The thread title makes no sense. It isn't "final" it's the current balance. They said they will then tweak it some more if need be but want to see if this is enough of a change first. |

LarpingBard
Pendragon Exploration STR8NGE BREW
1
|
Posted - 2011.11.18 15:09:00 -
[90] - Quote
Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....
Weapons that use no ammo should be weaker....weapons that use no cap should be weaker.... Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)
How would I change it without changing the DPS? Alpha.
Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately. |

Jill Antaris
Imperial Academy Amarr Empire
25
|
Posted - 2011.11.18 15:57:00 -
[91] - Quote
So far? Not really, it doesn't specifically address lots of problems on caldari hulls(pg, cpu, odd slot allocation, lack of turrets on the ferrox, speed, low effect of the optimal bonus with blasters etc.) and it doesn't address the reason why bigger blaster hulls are so bad(poor close range performance by her issues to project DPS there) in a meaning full way. As long as CCP don't address web/scram range mechanics or give blaster ships the ability to ignore/overcome them you will not see them coming back. |

Opertone
Signal 7
11
|
Posted - 2011.11.18 17:21:00 -
[92] - Quote
pls, disallow warp off for 60 seconds after initiation of player agression or attacking back a player.
This solves the problem for PvP. No way back, snipers get a chance to snipe from afar, MWD pilots get a chance to catch them or be caught.
Introduce warp engine instability after PvP initiation. More massive battles - less tears (omg, he warped)
In this case you either accept the fight or avoid it, not hit and run. Stupid, not tactical, if you think you are smart, you are just rolling in a lol boat. |

Vincent Gaines
Macabre Votum Morsus Mihi
125
|
Posted - 2011.11.18 17:25:00 -
[93] - Quote
Opertone wrote:pls, disallow warp off for 60 seconds after initiation of player agression or attacking back a player.
This solves the problem for PvP. No way back, snipers get a chance to snipe from afar, MWD pilots get a chance to catch them or be caught.
Introduce warp engine instability after PvP initiation. More massive battles - less tears (omg, he warped)
In this case you either accept the fight or avoid it, not hit and run. Stupid, not tactical, if you think you are smart, you are just rolling in a lol boat.
A "tactical withdraw" (i.e. GTFO as it's labelled in my overview) is a frustrating, yes, but viable means of combat or combat resolution. |

Vincent Gaines
Macabre Votum Morsus Mihi
125
|
Posted - 2011.11.18 17:27:00 -
[94] - Quote
LarpingBard wrote:Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....
Weapons that use no ammo should be weaker....weapons that use no cap should be weaker.... Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)
How would I change it without changing the DPS? Alpha.
Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately.
Rails= low RoF Alpha Blasters = high RoF sustained hurt I like. |

Jack bubu
GK inc. Pandemic Legion
76
|
Posted - 2011.11.18 17:32:00 -
[95] - Quote
Vincent Gaines wrote:LarpingBard wrote:Of course this is not enough. I know CCP thinks of blasters and rails from a paper-rock-scissors mentality based on DPS....but I think it should think of paper rock scissors based on two things....
Weapons that use no ammo should be weaker....weapons that use no cap should be weaker.... Weapons that use BOTH ammo and cap should be the strongest...simple as that. :)
How would I change it without changing the DPS? Alpha.
Specifically Caldari Railgunships....I would change the SHIPS to be very high alpha. How? Think of the Railgun as a highpowered sniper rifle. Double the volley....double the rate of fire.... so instead of a 500dmg volley every 7 seconds, a 1000dmg volley ever 14. The nature of a sniper in real military applications is 1 shot 1 kill. So to balance this new higher alpha, perhaps only 1/2 the charges before reloading as well. Blasters should have the opposite....1/2 the volley but halfing the rate of fire. Since gallente ships have actual DAMAGE bonuses, I would balance them seperately. Rails= low RoF Alpha Blasters = high RoF sustained hurt I like. aha so you want to make rails into artillery with less fitting req and more tracking?
yeah, oh wait no. |

Grath Telkin
Sniggerdly Pandemic Legion
236
|
Posted - 2011.11.18 20:22:00 -
[96] - Quote
Grimpak wrote:Grath Telkin wrote: 4) its short range guns can actually now compete dps wise with AC's, since most often times AC's are trying to shoot from deep fall off. Couple that with the fact that smart fitters will realize that most gallent ships have a built in damage bonus and a smart fitter will actually go towards buffing range (TE's) instead of DPS to better apply their already higher DPS.
Basically if you can alter the way you think about fitting from what is considered 'traditional' fitting, you'll find the Blaster ships competing nicely with their counterparts.
Caldari will fit Mag Stabs, Gallente will fit Tracking Enhancers (and still come out doing sweet DPS), Rails, well rails just pretty much own right now, the ability to use AntiMatter out to extreme ranges means that no, you don't use all the range potential of the rail, but the range you do use, will put out SIGNIFICANTLY higher DPS numbers than the beam or artillery counterparts, with the side effect of Rails out tracking Arty by a mile.
so from your view that means that: A) basically blaster ships with damage mods are bad fits now? since I'll need to cram TE's on them and in the case of the deimos that means 2-3 lowslots of the 6 it has, so that it becomes a bad version of the vagabond? I mean it still has mobility issues, so that means that the lowslots are either for damage mods (and still be slower and have less damage projection than the vagabond) or nano (which will need 2 slots for to even compete with a vaga without any kind of nano even after changes), or going with tank and simply failing to reach the vaga every time. ok it is a bit of a pigeonholing, a vaga vs deimos competition, but with a 2TE deimos + null and HAC 4, the falloff + optimal for a deimos is on the 24km range, and on the vaga is at about 40km range, and that's comparing a deimos with neutrons and a vagabond with 220's. atm without any speed changes, the vaga is a whole 800m/sec faster than the deimos, and that's not even using any speed mod besides a mwd in it. The zealot, as a counterpoint, will be doing, disregarding tracking, full damage with HPL and scorch aaaaaaaaallll the way till 40km and you still have about 8km falloff, while maintaining similar base speed with mwd. this using just 2 TE's. damage wise, with just guns, we're looking at a range between 222dps of the barrage vaga all the way to 280dps of the null neutron deimos, with the zealot sitting confortably on the 260dps range. The 5% damage boost on the blasters might pull it to the 300dps damage barrier when using neutrons+null, and the more relaxed fittings might make it actually able to slam neutrons on it without running out grid, but the very same core issues that plagued blaster ships are still there: not enough damage for a point blank weapon (which you're trying to transform into a poor man's version of the autocannon btw), coupled with hulls that don't have enough mobility to bring the minimal damage advantage to bear. B)
I'm not going to go through all this point by point because i just woke up, but you keep talking about the agility issues.
Have you even logged in to see how agile they are, because it doesn't sound like you have.
Also if you're so sure of yourself why haven't you taken up my offer to run tests on the test server, I mean the ships are 100 isk each, theres no actual barier to stop you, the killmails aren't really killmails, and all you lose is 100 isk.
I'm literally challenging all the naysayers to back it up on the test server any time they want, but none of you are even considering the option?
You can spread sheet all the numbers you want, but in the end if you don't back it up with actual game play then whats the point?
|

FeralShadow
Black Storm Cartel
18
|
Posted - 2011.11.18 20:48:00 -
[97] - Quote
+1, from my testing hybrid turrets are MUCH better and can stand toe-to-toe with other ships of the same class. For example a blaster talos vs. a pulse laser Oracle, my talos won (fully dps setup) but JUST barely. The oracle died, and my talos was in half structure. Prior to the changes I did the same test and the Oracle won with hardly any shield damage. |

Grimpak
Midnight Elites Echelon Rising
150
|
Posted - 2011.11.19 02:25:00 -
[98] - Quote
Grath Telkin wrote:I'm not going to go through all this point by point because i just woke up, but you keep talking about the agility issues.
Have you even logged in to see how agile they are, because it doesn't sound like you have.
Also if you're so sure of yourself why haven't you taken up my offer to run tests on the test server, I mean the ships are 100 isk each, theres no actual barier to stop you, the killmails aren't really killmails, and all you lose is 100 isk.
I'm literally challenging all the naysayers to back it up on the test server any time they want, but none of you are even considering the option?
You can spread sheet all the numbers you want, but in the end if you don't back it up with actual game play then whats the point?
I said mobility, not just agility. mobility, afaik, comprehends both speed and agility.
if a vagabond is faster than a deimos, moves better than a deimos, and hits farther than a deimos for a negligable damage diference, isn't the vagabond better? [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Sebastian N Cain
Aliastra Gallente Federation
21
|
Posted - 2011.11.19 09:32:00 -
[99] - Quote
baltec1 wrote:I struggle to think ...
confirming that....
"You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Sebastian N Cain
Aliastra Gallente Federation
21
|
Posted - 2011.11.19 10:05:00 -
[100] - Quote
Hybrids aren-¦t fixed. Can-¦t be done this way, because they aren-¦t designed for the roles they try to fit in.
Close combat: cap-free because of nos/neut, multiple damage types to make the hits count, the fastest and most agile ships to close in.
Sniping: low rof, high alpha, multiple damage types to make every hit count, fast and agile ships...
Minmatar and their weapons are designed for this.
So hybrids and gallente need another role they are suited for. they could do medium range without being overpowered. reliable but not outstanding dps and tracking with a flexible engagement range, their ships neither the fastest nor the slowest, they would make good generalists, with the many shortcomings of hybrids they wouldn-¦t be op.
just exchange ranges from AC/blaster and Arties/rails (with dps and tracking adjusted to the range changes) and:
Gallente and hybrids would be fixed without them being over- or underpowered Minmatar and projectiles wouldn-¦t be op any more, because being outstanding is fine if it-¦s not everywhere but in a few areas Caldari turretships would be fixed because they would be useful... not outstanding, but useful.
this is how you fix balancing issues like this, not some bandaid changes... "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Grath Telkin
Sniggerdly Pandemic Legion
244
|
Posted - 2011.11.19 12:41:00 -
[101] - Quote
Grimpak wrote:
I said mobility, not just agility. mobility, afaik, comprehends both speed and agility.
if a vagabond is faster than a deimos, moves better than a deimos, and hits farther than a deimos for a negligable damage diference, isn't the vagabond better?
A vaga at 20km is already doing half damage as he's at his first full falloff marker. So if you had barrage loaded your doing a whopping 150-200 dps at 20km. That doesn't count tracking bringing the damage down.
A null loaded Deimos can easily pull that at that exact same range, and he's firing into the Vaga's resist hole.
If the Vaga really wants to hurt the deimos with any real form of damage he needs to close inside 20km, where the Deimos's damage will be significantly worse for him to bear.
If the vaga wants to stay out of the Deimos's damage envelope he'll be skating a very thin line trying to stay inside point range. If he cuts his MWD to avoid tracking issues or save cap he's in danger of getting buffalo charged by the deimos (a plated Deimos can jump up around 2k with heat). If he choses to apply damage at 30km with barrage thats fine too, because even if its wet noodle paper bag DPS its outside of warp disruptor range and the Deimos just warps off.
I've flat out offered to PROVE to you on the TEST server over and over again about the changes, but you chose to ignore it, so all you're doing at this point is talking a lot.
Either show up or wait for the 29th, but you're theories on space ships are flawed and you're evidently scared to have it proved to you. |

Soddington Smythe
A Big Enough Lever Numquam Ambulare Solus
0
|
Posted - 2011.11.19 12:49:00 -
[102] - Quote
Essentially CCP have kindly consented to stop standing on my windpipe for a while ,as well as looking into the possibility of ceasing to urinate in my coffee.
At the risk of sounding like a domestic violence victim, I'm a little bit thankful about the Hybrid buff.
|

Grimpak
Midnight Elites Echelon Rising
150
|
Posted - 2011.11.19 12:57:00 -
[103] - Quote
Grath Telkin wrote:Either show up or wait for the 29th, but you're theories on space ships are flawed and you're evidently scared to have it proved to you.
I prefer to wait for the 29th and be completely wrong than going to the test server and engage in an artificial mock battle. I do hope you're right, but from personal experience with these same hulls, the boosts do feel like were simply not enough. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Mag's
the united Negative Ten.
2179
|
Posted - 2011.11.19 13:01:00 -
[104] - Quote
Grath Telkin wrote:TEST server...................scared............... 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Autonomous Monster
Paradox Interstellar
29
|
Posted - 2011.11.19 13:40:00 -
[105] - Quote
Grimpak wrote:I prefer to wait for the 29th and be completely wrong than going to the test server and engage in an artificial mock battle. Why? 
Is it just straight up not giving enough of a **** or what? |

Grimpak
Midnight Elites Echelon Rising
150
|
Posted - 2011.11.19 14:32:00 -
[106] - Quote
Autonomous Monster wrote:Grimpak wrote:I prefer to wait for the 29th and be completely wrong than going to the test server and engage in an artificial mock battle. Why?  Is it just straight up not giving enough of a **** or what? mostly that.
been asking for a coherent boost to hybrids for a fuckton of time, and all they came up was with an half-assed response.
oh well, at least the naga seems to be a nice hybrid ship. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

LarpingBard
Pendragon Exploration STR8NGE BREW
2
|
Posted - 2011.12.02 01:17:00 -
[107] - Quote
Railguns need to have silly high alpha because of the usage of expensive ammo and capacitor. Think about it...think about a sniper rifle. One shot, high alpha, but maybe just a double tap and a small magazine. I like x2 volley but double time to shoot. Just saying.
|

Nova Fox
Novafox Shipyards
475
|
Posted - 2011.12.02 01:25:00 -
[108] - Quote
I think the blasters are okay now. I mean when I warp on top of my target it reall rips into them now.
As others said though there needs to be something for blaster ships to get closer to thier targets.
Maybe a skip drive or something?
|

Nova Fox
Novafox Shipyards
475
|
Posted - 2011.12.02 01:25:00 -
[109] - Quote
Artilery > Sniper.
|

Drew Solaert
University of Caille Gallente Federation
8
|
Posted - 2011.12.02 01:34:00 -
[110] - Quote
I feel like the changes have bridged the gap, yes more can be done, but being a hybrid user I'm always going to be biased about that. |

Pestilent Industries
Pestilent Industries Amalgamated
8
|
Posted - 2011.12.02 01:55:00 -
[111] - Quote
I think it is okay for now, if it isnt enough they can buff them again. CCP has a history of over buffing or over nerfing so this is a good start. I am amazed actually |

Renge Ukyo
Point of No Return Waterboard
2
|
Posted - 2011.12.10 02:50:00 -
[112] - Quote
(Continued)
In addition to that, because it's got such ******** power, the cap use of a hybrid turret would be phenomenal, and well above that of the laser systems.
And lastly we come to the blasters. Not only is the science fiction and science fact information sketchy at best as to -how- this would theoretically operate, let me just say that a rapid discharge of power coming from a focused emitter would severely deplete its power source and the emp emitted from that kind of system would basically crash any sort of electrical system on the craft it was attached too. Additionally, because it's such a short weapon, it should theoretically be able to shoot the fly off an apple from 500 meters, and again because it's got this whole near-light-speed-plasma-based-projectile thing going on, it really should be a mean son of a ***** from about 0-10kilomters.
Unless of courser you -really- think that you're gonna get a 200m projectile to move fast enough in space to do any real damage, let alone an 800mm one... CCP you astound me with your stupidity.
So lets stop wasting our time on hybrids, or alternatively just give them comparably stats of other turret systems since we're ignoring anything that resembles reality anyway, and give the Gallente a fighting chance, instead of this years version of the ford pinto. |

Nova Fox
Novafox Shipyards
570
|
Posted - 2011.12.10 06:11:00 -
[113] - Quote
Arrrg.
Blasters predetonate the cores and contain the explosion in a magnetic field before railgunning the entire slag out the vent. This forms a shotgun pattern as the magnetic fields fail shortly after range leaving the magnetizied peices of slag to contain the ingited mediums.
The means of detonation can be easily contained in the shell itself, just the shell isnt let go in blaster's case where a railgun only detonates as it hits which is why its so much lower damage becuase the shape charge only does so much like a firecracker on a flat hand. Where the blaster is litterally raining molten plasma embuned bolts at the enemy and with the fields disspiating into the target forcing the exciement to fuse with the surface of the target. Hence Hybrid there is some energy in the shell and it takes power to make full use of it.
Railgunning by either methoods in thoery are lower energy cost compared the need of containing a nuclear explosion catalysted into a barreled array down range within a crystal matrix to electron strip the material and then obtain focal onto target and have nothing get destroyed in the process.
Remember Sir Issac Newton is the third deadliest son-of-a-freedo after Murphy and Darwin in the holy space trinity.
Overall I think blasters are okay for PVE now as they down ships pertty fast and almost competiviely against others provided you start timing from first possible shooting.
Which means that more help is required for the ships than there when it comes to covering distnaces.
Though I wouldnt mind seeing railguns being made into the longest ranged sniper wepaon in the game. While you let lasers retain the best short ranged engagement envelope.
|

Ka P'lah
Tadakastu-Obata Corporation The Honda Accord
1
|
Posted - 2011.12.10 07:56:00 -
[114] - Quote
Yep, +1...for now... |

Ranger 1
Ranger Corp
510
|
Posted - 2011.12.10 09:25:00 -
[115] - Quote
A bit of a necro on this thread, but I think it's a good start as well.
They have said that they might re-envision hybrids at some point. I've been kind of thinking about that.
If they do decide to do more fundamental changes to them one idea that would not call for a lot of additional elements to be designed would be to switch up their traditional way of doing damage. I think it would be interesting if they became some what the opposite of projectile weaponry.
Give blasters a much slower rate of fire, but tremendous alpha. Point blank range artillery if you will (more like a mortar).
Give Rails a much higher rate of fire, with moderate but accurate (and near continuous) damage at range. Strong DPS potential but minimal alpha. Think of it as a long range auto cannon that instead rapidly cycles magnetic pulses up the rails to fire their charges at the enemy.
To me this fits the prime fiction of the weapons a bit more accurately, and opens up some new options in tactics and fleet composition. Revenge should not stop at the ship!
It's not so much a mission statement,-áit's more like a family motto. |

Baden Luskan
Center for Advanced Studies Gallente Federation
32
|
Posted - 2011.12.10 10:58:00 -
[116] - Quote
Numerically, a hybrid platform does comparable dps now. But the way it is applied makes railguns very useless for PvP. DPS is a simple number derived form damage per a bullet divided by rate of fire. So, you can high the same DPS from railguns (small damage, but high rate of fire) that you can have from artilery (BIG damage but a very slow rate of fire). Seeing as alpha is king in PvP thanks to logistics, the railgun turret is very inefficient in acomplishing anything in fleet battles. Its does so little damage per volley fo fire, but its rate of fire is not fast enough to make up for it when repping is involved.
A logistics ship will respond to a ship needing repping within 5 seconds. This means that any useful DPS needs to be applied before then. Even if you stack rate of fire modules on a railgun platform, the weapon still does not fire fast enough to compensate for the lack of volley damage it does. In other words, all the damage they do will be repped before the ship dies. This makes using them in PvP pointless, especially when artilery does the job SO MUCH BETTER.
This would not be a big issue, but Caldari are also gimped in PvP with their other weapon system. I love missiles. They are easy to use, versitle, and pack a good punch and have great range. Unfortunatly, their travel time to target makes them have simular issues with alpha damage. The delay between launchig them and the missile landing on target makes them less deseraible than projectiles or lasers.
This means the most deseriable weapon platforms for PvP, from best to worst, are projectiles, lasers, missiles, and finally hybrids. So the Caldari have the 2 least popular platforms for PvP. Well, atleast Caldari are great for PvE or they would be as rare as Gallante.
In my opinion, tweak the rate of fire and damage so they fire even faster while still keeping the same DPS. This would allow them to be more useful in PvP while not affecting their usefullness in PvE.
Also, I think there needs to be more variation in ammo. Part of the reason Hybrids do not fare as well in PvP is because they do only kinetic and thermal damage. Most ships come with a high kinetic resist, so alot of their damage is mitigated. If a player had more combonations to choose from for ammo, he could curtail weapon systems to fit his needs. Allowing each race to have access to 3 damage types as opposed to just 2, would go a long way in making rarely used turret systems more popular again without causing balance issues. |
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