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Gin'no Taki
Aliastra Gallente Federation
1
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Posted - 2011.09.07 17:38:00 -
[1] - Quote
I hear about it every time, since my returning in EVE, in the late 2010. I hear about it here and there, but nothing was specified and backed by facts. So, what backs these rumors? Is it only wishful thinking or we have something more solid about it from CCP?
Thanks in advance for any new info about it. |

MichaelWest
Angels of Asteroid Destruction Fire Ice and Steel
0
|
Posted - 2011.09.07 17:45:00 -
[2] - Quote
In all honest all I have heard is players talk, then again I havent looked into it very much.
I think its mostly wishful thinking. |

Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.07 17:56:00 -
[3] - Quote
Gin'no Taki wrote:I hear about it every time, since my returning in EVE, in the late 2010. I hear about it here and there, but nothing was specified and backed by facts. So, what backs these rumors? Is it only wishful thinking or we have something more solid about it from CCP?
Thanks in advance for any new info about it.
you kinda missed the argument then.
I'm not gonna post it again, since it's much more complex than it looks. try eve-search on the old forums for the relevant threads. [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 |

Ineka
Center for Advanced Studies Gallente Federation
16
|
Posted - 2011.09.07 18:30:00 -
[4] - Quote
Hybrids and hybrid platforms suffer from different buffs/nerfs to different races/mods/ships and from a long time now.
CCP finally and after over 3 years of threads with hundreds posts decided they must take a close look at, so, the Hybrids and Gallente dossier is now in the hands of our beloved CCP Tallest in the pile of "stuff to do".
He has enough "stuff to do" before he gets in to our concerns (gallente and caldari hybrid pilots), supercaps logistics etc so we will most probably not see any change before next year since it's a very difficult problem to solve.
Be patient, for the meanwhile use eve-search and have some fun reading some of the best peeps you can cross al around explaining with numbers graphs etc, known pvp'rs explaining the different reasons why between "paper" numbers and what actually happens playing is so different.
Very interesting if you really want to know more about this. |

Dorian Tormak
M0N0LITH
0
|
Posted - 2011.09.07 18:42:00 -
[5] - Quote
As soon as this hybrid buff comes out, you morons are gonna be complaining about how OP they are.
1. No one flies Gallente; no one catches Minmatar ships with Gallente ships BECAUSE no one flies Gallente. 2. Hybrid buff. 3. People start flying Gallente. 4. "Wah wah wah, I can't kite with Minmatar ships any more; CCP what did you do???"
Of course, this doesn't apply to your ***** "everybody wins" blob pvp. _____________________________
|

Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.07 18:52:00 -
[6] - Quote
Dorian Tormak wrote:As soon as this hybrid buff comes out, you morons are gonna be complaining about how OP they are.
1. No one flies Gallente; no one catches Minmatar ships with Gallente ships BECAUSE no one flies Gallente. 2. Hybrid buff. 3. People start flying Gallente. 4. "Wah wah wah, I can't kite with Minmatar ships any more; CCP what did you do???"
Of course, this doesn't apply to your ***** "everybody wins" blob pvp.
you know that depends on how CCP buffs hybrids (which does not equate to gallente only).
also, said buff could be the minmatar nerf many are screaming for. [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 |

Mysa
EVIL PLANKTON
0
|
Posted - 2011.09.07 19:01:00 -
[7] - Quote
Gin'no Taki wrote:I hear about it every time, since my returning in EVE, in the late 2010. I hear about it here and there, but nothing was specified and backed by facts. So, what backs these rumors? Is it only wishful thinking or we have something more solid about it from CCP?
Thanks in advance for any new info about it.
Since Blaster dont get the same falloff bonus as projectiles people are getting mad and forcing ccp to take actions! Some were the player base has forgotten how to fly these top dmg drones armor plated bastards..
I for one hope that nothing happens at all! |

Cambarus
Malicious Destruction War Against the Manifest
3
|
Posted - 2011.09.07 19:40:00 -
[8] - Quote
Mysa wrote:Gin'no Taki wrote:I hear about it every time, since my returning in EVE, in the late 2010. I hear about it here and there, but nothing was specified and backed by facts. So, what backs these rumors? Is it only wishful thinking or we have something more solid about it from CCP?
Thanks in advance for any new info about it. Since Blaster dont get the same falloff bonus as projectiles people are getting mad and forcing ccp to take actions! Some were the player base has forgotten how to fly these top dmg drones armor plated bastards.. I for one hope that nothing happens at all! Typically speaking you balance the shortest range builds in any game by also making them the fastest, with a slight damage increase or some other advantage that makes up for lost time burning into range. CCP did not do this, and it's far too late to change that. Consequently, blasters need to do more than the tiny amount of extra DPS they do now to make up for the fact that there's no reasonable way to actually USE said damage.
Also, just sayin, a geddon does more damage than a mega at 8km, which is certainly what I would consider short range (WELL inside web/scram range, before even overheating), so the idea that gallente are some sort of damage wtfpwnmobiles is more than a little misleading. |

Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.07 20:19:00 -
[9] - Quote
Cambarus wrote:Also, just sayin, a geddon does more damage than a mega at 8km, which is certainly what I would consider short range (WELL inside web/scram range, before even overheating), so the idea that gallente are some sort of damage wtfpwnmobiles is more than a little misleading.
gank torp raven does more damage than a gank b-thron too, and at higher ranges.
granted it's somewhat balanced by the fact that it can only do that damage to a perfect still and very fat target, but yeah. [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 |

Mysa
EVIL PLANKTON
0
|
Posted - 2011.09.07 20:27:00 -
[10] - Quote
Cambarus wrote:Mysa wrote:Gin'no Taki wrote:I hear about it every time, since my returning in EVE, in the late 2010. I hear about it here and there, but nothing was specified and backed by facts. So, what backs these rumors? Is it only wishful thinking or we have something more solid about it from CCP?
Thanks in advance for any new info about it. Since Blaster dont get the same falloff bonus as projectiles people are getting mad and forcing ccp to take actions! Some were the player base has forgotten how to fly these top dmg drones armor plated bastards.. I for one hope that nothing happens at all! Typically speaking you balance the shortest range builds in any game by also making them the fastest, with a slight damage increase or some other advantage that makes up for lost time burning into range. CCP did not do this, and it's far too late to change that. Consequently, blasters need to do more than the tiny amount of extra DPS they do now to make up for the fact that there's no reasonable way to actually USE said damage. Also, just sayin, a geddon does more damage than a mega at 8km, which is certainly what I would consider short range (WELL inside web/scram range, before even overheating), so the idea that gallente are some sort of damage wtfpwnmobiles is more than a little misleading.
7 Neutrons whit 2 mag stabs does 875 eft "dmg" 7 pulse whit 2 heat sinks does 747 eft "dmg" 7 tachyons whit 2 heat sinks does 705 eft "dps" (also wont fit whit any tank) whit laser spec 4s and blaster spec 4, gunnery spec max "my" mega will pop your gaddeon on what ever similar fitt we use at 8km and not counting webs and ogre IIs.. ill even do it at 15km :) 25 whit null??
|
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Cambarus
Malicious Destruction War Against the Manifest
3
|
Posted - 2011.09.07 22:25:00 -
[11] - Quote
Mysa wrote: 7 Neutrons whit 2 mag stabs does 875 eft "dmg" 7 pulse whit 2 heat sinks does 747 eft "dmg" 7 tachyons whit 2 heat sinks does 705 eft "dps" (also wont fit whit any tank) whit laser spec 4s and blaster spec 4, gunnery spec max "my" mega will pop your gaddeon on what ever similar fitt we use at 8km and not counting webs and ogre IIs.. ill even do it at 15km :) 25 whit null??
Learn to use eft properly: Use maxed skills for both, as your skills obviously skew the results: Max skills, faction ammo, 2 damage mods, no drones (remember, they have the same drone bays): Mega: 832 DPS @ 4.5+13 Geddon: 760 @ 15+10 Point at which the mega does only 760 DPS because of falloff: 8km
But wait, there's still null! Mega with null: 663 DPS @ 11+16  Point at which a mega ODs a geddon using null vs multifreq: 24km (doing 350 DPS each)
And to add insult to injury, the geddon has the option of instantly switching to scorch, allowing it to do 606 DPS @ 45+10, which ODs the mega at all ranges past 17km.
Basically with null you will never OD a geddon, ever. With faction ammo you lose out at anything past 8km (which is still well within web range, as I've mentioned before). Not only that, but even in optimal of the blasters the difference is a pathetic ~9.4% extra DPS, and that's WITHOUT drones (with drones it's about 6.6% extra DPS)
|

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.08 10:07:00 -
[12] - Quote
You can't really argue with Cambarus there...
Blaster damage needs to be increased or blaster boats need to be faster. |

Shadowsword
The Rough Riders Ares Protectiva
0
|
Posted - 2011.09.08 11:08:00 -
[13] - Quote
I agree that hybrids need a buff (though I'd go with an optimal/falloll increase for blasters rather than a pure damage increase), but I feel that they shoudl rather be compared with projectiles, as pulses are a mid-range weapon, while blasters and autocanons are close-range. |

Lady Go Diveher
The Independent Troll Society
12
|
Posted - 2011.09.08 11:23:00 -
[14] - Quote
If blasters were what they were meant to be, there would be little issue. They should be a weapon system that gives you OMGWTF damage at very close ranges, but has severe range issues.
At the moment, they do a little more paper DPS, and have a load of issues with range and tracking.
If a mega did, say, twice the damage of a Geddon within 5km then you would find the fight would be won or lost on the effectiveness of dictating range, either solo or through excellent gang composition.
The side effect would be that EVERY battleship hugging the highsec docking rings would be a blasterboat, but you shouldn't factor in highsec wanna-be PVPers in your balance equation. |

Rek Seven
Zandathorn Industries
3
|
Posted - 2011.09.08 11:33:00 -
[15] - Quote
^ Also, lets not forget that blasters can only do kinetic and thermal damage. I think that factors into the balance issue a lot... |

ChromeStriker
1
|
Posted - 2011.09.08 11:46:00 -
[16] - Quote
Blaster Scorpion....? - Nulla Curas |

AlleyKat
The Unwanted.
18
|
Posted - 2011.09.08 11:54:00 -
[17] - Quote
I've said this before:
FIX THE SHIPS NOT THE GUNS
Hybrids work fine, but the game was changed to make them ineffective:
Mass and Agility Webifiers Scramblers
These changes meant:
cannot get into range cannot track fast enough cannot dictate range
Ship bonuses required:
Web strength (like vindicator has) MWD boost percentile Tracking bonuses Agility/Mass bonuses
The problem with altering the guns is that any ship can fit hybrids so long as they have the PG+CPU+skills to do so - if the position was reversed, how do you think Minimatar pilots would feel if you could fit their recently-boosted guns on your Gallente hull? Or Amarr pilots?
So, a boost is needed for Caldari and Gallente ships That specialise in hybrid weapons, and the bonuses they receive should only be in accordance with the ship that is intended to use them - nothing else.
I promise you this: If you boost the guns, within 30 minutes someone will create an EFT fit for a tempest or w/e that will undermine everything you've been petitioning for.
AK |

Lady Go Diveher
The Independent Troll Society
12
|
Posted - 2011.09.08 12:43:00 -
[18] - Quote
Crazy idea for Blasterboats:
Role bonus: -30% to the range of stasis webifiers Gallente Battleship bonus: 15% increase to the velocity factor of statis webifiers per level.
Meaning, it's hard to catch you, but when they do, you're royally feckered.
A random idea, but I like it. |

Jill Antaris
Imperial Academy Amarr Empire
0
|
Posted - 2011.09.08 13:43:00 -
[19] - Quote
Fix is planed for mid next year.
Source
On the other hand since I have never seen a real understanding of the issues from CCP, the CSM and most of the player base chances are very low it actually will archive anything meaningful. |

Aamrr
HnL Enterprise
5
|
Posted - 2011.09.08 14:10:00 -
[20] - Quote
Lady Go Diveher wrote:Crazy idea for Blasterboats:
Role bonus: -30% to the range of stasis webifiers Gallente Battleship bonus: 15% increase to the velocity factor of statis webifiers per level.
Meaning, it's hard to catch you, but when they do, you're royally feckered.
A random idea, but I like it.
This is an absolutely ******** idea. All it will accomplish is turning every dedicated tackler frigate into a Gallente ship. |
|

Mysa
EVIL PLANKTON
0
|
Posted - 2011.09.08 14:14:00 -
[21] - Quote
Rek Seven wrote:You can't really argue with Cambarus there...
Blaster damage needs to be increased or blaster boats need to be faster.
They just needs to be as fast like there once were. reduce mass on gallente crusiers-bs and add some tracking to rails then they are fine. Before the nano nerf there was a hell alot more gallente hacs out there fighting vagas and huginns. |

MeBiatch
Republic University Minmatar Republic
19
|
Posted - 2011.09.08 15:07:00 -
[22] - Quote
here are the fixes for hybrids:
blasters:
concept shotguns (short range arties...)
1. Increase base damage by 50% 2. Decrease rate of fire by 30% 3. Increase base tracking by 15% 4. Increase falloff by 50%
railguns: Concept long range auto cannons
1. Increase base damage by 15% 2. Increase rate of fire by 15% 3. decrease activation cost by 40% 4. increase falloff by 50%
ammo:
Simular boost that projectile ammo got
concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)
also include a tracking bonus built into the ammo
Caldari boost: remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus
gallente boost: remove the falloff bonus and replace with a mass reduction bonus
change the internal rep bonus to include a bonus incomming remote rep
General fix: change the speed reduction affect on armor rigs and replace with an agility reduction change reload time from 10 seconds to 5 seconds |

Othran
Brutor Tribe Minmatar Republic
15
|
Posted - 2011.09.08 15:09:00 -
[23] - Quote
Bloody hell, hybrids have been the way they are long enough for you all to cross-train.
I'm doing exactly that - except I'm skilling from projectiles to hybrids as there's bound to be a nerf/buff to one of them. Lasers are fine as they are, as are most missiles.
To be fair it is only certain classes of hybrid which are badly affected. Others are quite decent but still lack "something".
ACs use no cap; lasers have insta-swap ammo; hybrids have.....?
Yeah I know they're supposed to be the ultimate short range damage dealer but that's not true. ACs do a lot more damage on the run-in to the fight etc etc.
So perhaps the best way of "balancing" would be to think what hybrids can do that other guns can't?
We can play stats on EFT all we want and tweak hybrids but still - why would you use them? No cap usage at neut range is a huge advantage, as is instant ammo swap. Missiles always hit.
What's unique about hybrids? Nothing.
Maybe start from there.... |

baltec1
25
|
Posted - 2011.09.08 15:45:00 -
[24] - Quote
Blasters are not as broken as people make out but do need work on them. Rails are something even I don't use. |

MeBiatch
Republic University Minmatar Republic
19
|
Posted - 2011.09.08 15:50:00 -
[25] - Quote
baltec1 wrote:Blasters are not as broken as people make out but do need work on them. Rails are something even I don't use.
well with my boost for hybrids tell me you would not fly this:
new eagle: shield hac afterburner setup
caldari cruiser bonus: 5% to rate of fire per level 5% to shield resistance per level
heavy assault ship bonus: 10% to optimal range per level 5% to damage per level
fit: rigs: 1 shield extender rig 1 em rig
lows: 2 mag stabs II 1 rcu II 1 dcu II
mids: 10mn ab II 1 disrupter II 2 invul II 1 large shield extender II
highs: 5 tech II 250 rails using faction antimater
52k ehp
optimal range: 27km fall off: 23 km damage modifier: 8.9682865x rate of fire: 2.3798895 alpha: 1201 dps: 520 tracking: 0.02875 activation cost: 4.5 |

Princess Nexxala
Quantum Cats Syndicate
2
|
Posted - 2011.09.08 16:07:00 -
[26] - Quote
Buff my Drake and my missiles! Its horrible @ PvP! Is sexy time? |

Othran
Brutor Tribe Minmatar Republic
15
|
Posted - 2011.09.08 16:07:00 -
[27] - Quote
Currently we have :
1) Projectiles, no cap, takes 10 secs to change/reload ammo;
2) Lasers, no ammo, insta-reload - yes I do know about crystals degrading, they're still tiny;
3) Hybrids, takes 10 secs to change/reload ammo.
I think it'd be better if we had :
1) Projectiles, no cap, takes 10 secs to change/reload ammo;
2) Lasers, no ammo, takes 10 secs to change/reload ammo;
3) Hybrids - insta-reload/swap ammo.
Then all the classes have something unique.
Missiles always hit remember 
That'd be a simple change and would make a difference. |

London
5
|
Posted - 2011.09.08 16:09:00 -
[28] - Quote
People have been screaming about how broken Hybrids are for years, years... CCP's slow reaction to balancing issues is my biggest gripe with this game, not the other nonsense people are complaining about.
|

baltec1
25
|
Posted - 2011.09.08 16:10:00 -
[29] - Quote
Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. |

Blacksquirrel
Hedion University Amarr Empire
1
|
Posted - 2011.09.08 17:07:00 -
[30] - Quote
Kinda a quasi problem of ships, ship stats, bonuses. Then the weapons themselves. Said ships also suffer from PG/CPU issues.
Unfortunately the web bonus goes to another race, with faster natural speeds.
So they need to upgrade hybrid platforms...or their bonuses, and tweak the systems themselves as well. Thinking rails should get a bonus to armor, blasters against shields. And the various ammo tweak those bonuses. Reload/swap time should also be decreased. Less cap use could also be an advantage. |
|

Cambarus
Malicious Destruction War Against the Manifest
3
|
Posted - 2011.09.08 17:09:00 -
[31] - Quote
baltec1 wrote:Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. They do perform quite well when accompanied by a gang of 20-30 other people all using ACs  |

baltec1
25
|
Posted - 2011.09.08 17:20:00 -
[32] - Quote
Cambarus wrote:baltec1 wrote:Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. They do perform quite well when accompanied with a gang of 20-30 other people all using ACs 
Been going out in gangs of 5 to 10 in them lately. Bugger all was found to kill. I keep trying to get more FCs to let me bring them but they hold the view a BS cant keep up with BC
However I have corrupted another player who now flys a triple nano mega
|

Grimpak
Midnight Elites Echelon Rising
37
|
Posted - 2011.09.08 17:50:00 -
[33] - Quote
baltec1 wrote:Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. well it is an instance where it works because you eliminate the mobility issue out of the equation
the concept is nice, but don't forget that a 30% nerf on the RoF actually equates to more than 30% damage nerf.
tbh still say that, for blasters, the damage should be increased considerably, a moderate tracking boost, a nerf on range so that they can only operate on the 10km range, revamp of armour rigs and plates and perhaps some fooling around on the ship's mass. the thing is that while blasters are damage kings, that is on paper really, and they have just a tiny damage advantage over the next best thing, while said best thing can have 3x more range.
for rails it's harder. while less complex in terms of what happens, it's really an issue of "how". increasing damage is a bleh approach, but rethinking on caldari gunship fittings is the thing that needs to be done the most, specially when you consider the tengu example,. where the powergrid engineering subsystem that supposedly complements the rail sub, actually have much less grid than any other of the subs, totalling a base 555mw grid, while you have subs that have over 800mw base grid (and none of them have hislots ). hell now that I think about it, the subs that have hislots have 555 and 600mw grid
in hindsight however, one must consider the fact that this mostly applies to the medium and large versions of the guns, since small rails actually operate ok since they can shoot up to the 150km range, and small blaster boats don't have the mobility issues their larger counterparts have. [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 |

Tabernack en Chasteaux
Next Generation Material Solutions
8
|
Posted - 2011.09.08 17:55:00 -
[34] - Quote
Role bonus for [edit: Gallente] blaster boats: x% reduction in speed penalties for armor plates/rigs?
Just throwing a half-baked idea out there. |

Malcanis
Vanishing Point. The Initiative.
130
|
Posted - 2011.09.08 18:06:00 -
[35] - Quote
MeBiatch wrote:here are the fixes for hybrids:
blasters:
concept shotguns (short range arties...)
1. Increase base damage by 30% 2. Decrease rate of fire by 30%
1.3 * 0.7 = 0.91
I'm not sure that a 9% DPS nerf is what blasters need. I'd go with
increase base damage by 50% decrease RoF by 30%
for a net 5% damage increase and 30% cap use reduction.
Malcanis' Law: Any proposal made on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players. |

MeBiatch
Republic University Minmatar Republic
19
|
Posted - 2011.09.08 18:26:00 -
[36] - Quote
yikes...ok going to fix the post then i did the math when i was kinda tipsy... |

baltec1
25
|
Posted - 2011.09.08 18:31:00 -
[37] - Quote
Grimpak wrote:baltec1 wrote:Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. well it is an instance where it works because you eliminate the mobility issue out of the equation 
Which is why I am giggling at the thought of giving gal hulls more speed |

Cambarus
Malicious Destruction War Against the Manifest
3
|
Posted - 2011.09.08 18:50:00 -
[38] - Quote
baltec1 wrote:Cambarus wrote:baltec1 wrote:Im mad about nano blaster hyperion and mega to tell the truth. There is just something about them that just makes them so much fun. They do perform quite well when accompanied with a gang of 20-30 other people all using ACs  Been going out in gangs of 5 to 10 in them lately. Bugger all was found to kill. I keep trying to get more FCs to let me bring them but they hold the view a BS cant keep up with BC  However I have corrupted another player who now flys a triple nano mega  5 to 10 man gangs? Is this the same fit you use with no tackle mod? And as far as giving gallente extra speed goes (note that I am very much against this change, as it basically makes gallente the same thing as minmatar, only worse), you are aware that the pest has just under 20% more base speed than the mega yeh? Slightly less DPS(and even that depends on the fit), but better range, more utility,variable damage types, and a better slot layout for what you're trying to do. I'm not actually against the hyp being shield tanked and used in BC gangs, it's not BAD at it by any means (though there are better ships for the job, which is the main problem with blasters as a whole, they're just not best at anything). The mega however is hilarious, a 2 slot tank and no tackle mod? Come on. The pest may be better than the hyp for BC gangs, but at least the hyp can compete. The mega is just being silly  |

MeBiatch
Republic University Minmatar Republic
19
|
Posted - 2011.09.08 19:04:00 -
[39] - Quote
Grimpak wrote:usefull crtique
well ok then...
fixed the post to show an increase of 50% to base damage to off set the for reduction...
though i do agree that some ships could use a pg boost like the eagle and tengu...
but not too much... i would rather see the guns somewhat op with high fittings to offset then have sub par guns with good fittings...
|

baltec1
25
|
Posted - 2011.09.08 19:09:00 -
[40] - Quote
Cambarus wrote: The mega is just being silly 
I agree, its daft, looks comical on a KM and EFT screams just no.
But my god it is so much fun to fly and at the end of the day, if it works and you're having fun why not?
When I do take it out on "nano hac roams" someone will always pipe up with "erm, why is that mega here?". People will then mutter about it but when they hear its me the FC will just say something along the lines of "No battleships, only baltec is to be in one, he does magic". I then become the fleets flagship and fun is had with much trolling about the guys who are slower than me and everyone compeating over who can out damage the mega. I normaly win if I can lock the target
Also yes shes the same fit. |
|

MeBiatch
Republic University Minmatar Republic
20
|
Posted - 2011.09.08 19:18:00 -
[41] - Quote
baltec1 wrote:Cambarus wrote: The mega is just being silly  I agree, its daft, looks comical on a KM and EFT screams just no. But my god it is so much fun to fly and at the end of the day, if it works and you're having fun why not? When I do take it out on "nano hac roams" someone will always pipe up with "erm, why is that mega here?". People will then mutter about it but when they hear its me the FC will just say something along the lines of "No battleships, only baltec is to be in one, he does magic". I then become the fleets flagship and fun is had with much trolling about the guys who are slower than me and everyone compeating over who can out damage the mega. I normaly win if I can lock the target  Also yes shes the same fit.
so what you are saying is that in the nano hac you pose as the bait? cool and then dumfound the guys when you start to orbit them lolz classic... i was looking for a good bait ship... |

baltec1
30
|
Posted - 2011.09.08 19:37:00 -
[42] - Quote
MeBiatch wrote:
so what you are saying is that in the nano hac you pose as the bait? cool and then dumfound the guys when you start to orbit them lolz classic... i was looking for a good bait ship...
Done that a few times. Mainly I get dumped on the target as heavy firepower |

quigibow
Federal Navy Academy Gallente Federation
2
|
Posted - 2011.09.11 03:19:00 -
[43] - Quote
drones anyone? |

Shpenat
Pafos Technologies
1
|
Posted - 2011.09.11 09:21:00 -
[44] - Quote
Hybrids have several issues. Here is the list I know of for blasters:
1) harsh fitting requirements (it is nearly impossible to fit neutron blasters and tank be it active or passive on blasterboats) 2) only marginal damage increase compared to other gun types (especially if you take into account fitting requirements. your ion/electron blaster ship will be outdamaged even at close range by 425mm ACs) 3) ships intended as blasterboats are slow (hence will be kited to death or killed before being able to apply it damage) 4) blasters uses relatively high amount of capacitor (because amarr have cap reduction for their ships and other dmg types does not use cap)
tweaking these stats will probably only move blasters closer to autocannons, which is not intended direction. What about giving hybrids possibility to shoot auxiliary ammo?
This ammunition would do 0 damage, but would have other effects like ECM, web, knocks off your aligment, etc. (exact details can be worked on)
Together with maybe slight increase in damage it could justify having harsh fitting requirements, cap usage and long ammo switch time.
Similar solution could be used for railguns maybe with different effects. |

Ineka
Center for Advanced Studies Gallente Federation
16
|
Posted - 2011.09.11 12:24:00 -
[45] - Quote
quigibow wrote:drones anyone?
Let's see:
Amarr: check
Minmatar: Check
Caldari: Check
So why not Gallente too? 
|

Wa'roun
Quantum Cats Syndicate
1
|
Posted - 2011.09.11 12:44:00 -
[46] - Quote
Special hybrid ship bonus?
Guns that can shoot temporary swarms of drones that deal damage like any drone can do! :)
They stream out like Stargate SG1/Atlantis Ancient chair device!
BOOOM BOOOOM BOOOM!
They can hit multiple targets before expiring! |

AlleyKat
The Unwanted.
20
|
Posted - 2011.09.11 12:53:00 -
[47] - Quote
Shpenat wrote:Hybrids have several issues. Here is the list I know of for blasters:
1) harsh fitting requirements (it is nearly impossible to fit neutron blasters and tank be it active or passive on blasterboats) 2) only marginal damage increase compared to other gun types (especially if you take into account fitting requirements. your ion/electron blaster ship will be outdamaged even at close range by 425mm ACs) 3) ships intended as blasterboats are slow (hence will be kited to death or killed before being able to apply it damage) 4) blasters uses relatively high amount of capacitor (because amarr have cap reduction for their ships and other dmg types does not use cap)
tweaking these stats will probably only move blasters closer to autocannons, which is not intended direction. What about giving hybrids possibility to shoot auxiliary ammo?
This ammunition would do 0 damage, but would have other effects like ECM, web, knocks off your aligment, etc. (exact details can be worked on)
Together with maybe slight increase in damage it could justify having harsh fitting requirements, cap usage and long ammo switch time.
Similar solution could be used for railguns maybe with different effects.
Disagree.
ECM should be limited to ECM modules - and, what would stop another racial shiptype from fitting those guns and using that ammo?
Why would you be interested in giving every-other-ship capable of fitting hybrids the exact same advantage?
Rethink your suggestions, they have merit worth considering but are open to exploit by anyone with enough CPU and cap, don't you think?
AK "Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
|

Arthur Black
SoE Roughriders
1
|
Posted - 2011.09.11 14:17:00 -
[48] - Quote
MeBiatch wrote: ammo:
Simular boost that projectile ammo got
concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)
While I realize that having the option to change damage type seems appealing, please consider the many active, cap using, modules these ships typically fit. Especially the active tanked ones. Say you're out in a Hyperion, there's plenty to manage already without having consider the type of ammunition you're using for the "right" damage. Besides, as I understand it, hybrid ammunition already has one of the best damage profiles. |

AlleyKat
The Unwanted.
20
|
Posted - 2011.09.11 14:48:00 -
[49] - Quote
Arthur Black wrote:MeBiatch wrote: ammo:
Simular boost that projectile ammo got
concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)
While I realize that having the option to change damage type seems appealing, please consider the many active, cap using, modules these ships typically fit. Especially the active tanked ones. Say you're out in a Hyperion, there's plenty to manage already without having consider the type of ammunition you're using for the "right" damage. Besides, as I understand it, hybrid ammunition already has one of the best damage profiles.
Surely the main and primary choice of ammo is related to the amount of damage it deals and then range?
As for damage type, w/e?
AK "Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
|

MeBiatch
Republic University Minmatar Republic
20
|
Posted - 2011.09.11 16:23:00 -
[50] - Quote
or for pvp damage type is kinda mute since people omni tank... but for pve it actually does help... in alot of cases either kinetic or thermal can be secondary or even terciary damage types and if you had to option to choose which one let it be higher thermal for killing drones or higher kinetic for killing guristas that would help in the pve department...
my other ideas short range arties for blasters and long range autos for rails will help in both the pve and pvp deparments... common guys use your big boy hats for once.... |
|

Shpenat
Pafos Technologies
1
|
Posted - 2011.09.11 19:52:00 -
[51] - Quote
AlleyKat wrote:Shpenat wrote:
Ammo suggestion.
Disagree. ECM should be limited to ECM modules - and, what would stop another racial shiptype from fitting those guns and using that ammo? Why would you be interested in giving every-other-ship capable of fitting hybrids the exact same advantage? Rethink your suggestions, they have merit worth considering but are open to exploit by anyone with enough CPU and cap, don't you think? AK
Let me explain what I had in mind more precisely. ECM ammo would be more like ECM burst (break lock) so ship will be able to reduce incoming damage while moving into the range. But I actually like the "web" ammo more.
This ammo will upon hit slightly reduce the speed of the ship. It will be size and ship mass based (so small hybrid hitting battleship will have very small effect).
What will stop other races from using this as well? Nothing. There is no point in giving this only to one race. Same as nothing is preventing you from using autocanons on blasterboats. Except that you will waste bonuses.
The auxiliary ammo effect can of course be anything else depend on what devs would prefer it would be. These two seemed the obvious choice. It is also IMHO much easier to balance this new ammo instead of tweaking the hybrids itself and not making them OP. |

Arthur Black
SoE Roughriders
1
|
Posted - 2011.09.11 23:06:00 -
[52] - Quote
AlleyKat wrote: Surely the main and primary choice of ammo is related to the amount of damage it deals and then range?
As for damage type, w/e?
Indeed. That's how I'd have to go about it. After the projectile changes, Minmatar pilots are encouraged to bring three to four different types of ammunition, depending the kind of fleet and expected opposition. This hurts their ability to bring e.g. cap boosters, which wold be even worse for Gallente ships. And since I would therefore ignore the damage type, I'd prefer it if just stayed "as is".
As has been mentioned, there's been a lot of input on the subject of hybrids. Reading the various threads on the topic, it's been hard to impossible to distill any kind of consensus on the matter. It seems everyone has a favorite that someone else is opposed to. All ranging from the fantastic (150% damage and/or RoF increase, 100% AB bonus for the Megathron, etc) to the more subtle, but with valid counter points. I could add my favorites as well I suppose, but it would only be some composition of what has already been talked about.
What I will add though is that I'd like to see something done to the guns themselves, not the ammunition or ship bonuses. Ammunition for reasons already stated and ship bonuses because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus. Then again, that may or may not be a bad thing, depending on the ship, and I suppose quite a few Amarrian ships have this to offset the various weaknesses of lasers (cap usage comes to mind).
Anyway, I don't envy CCP the job of trying to come up with something that works here. I've been mostly pleased with their changes in the past, so I trust they can read more sense out of these discussions that I'm able to in my spare time. In the mean time, I still like my Deimos (except the paint job) and don't mind waiting now that I know it will be looked at. After all, it seems most agree that it can only get better. |

Stridsflygplan
Wolfram Corp United Homeworlds
0
|
Posted - 2011.09.12 03:44:00 -
[53] - Quote
Give Blasters +20 to 30% more damage when overheating instead of 15%
it will give Blaster users that extra damage they need when they finally get into range. and Blaster ships often have the same fate: kill or be killed so you will probably overheat anyway. It wont be to much damage so everybody starts fitting Hybrids to other then Gallente ships.
Railguns can get +20 to 30% more rate of fire instead of 15% when overheating. Rail users will volley a little faster so hope that makes them happy. if there is any... |

Kartaugh
CyberNet Holdings
2
|
Posted - 2011.09.12 05:38:00 -
[54] - Quote
baltec1 wrote:Blasters are not as broken as people make out but do need work on them. Rails are something even I don't use.
I still think blasters merit a buff, although smaller than some suggestions. But yes, rails are royally screwed....damage is low as all hell...
"It's not that I am afraid to die. I just don't want to be there when it happens." - Boris Grushenko |

Azelor Delaria
We Are So Troubled Everyone Runs Screaming The 0rphanage
16
|
Posted - 2011.09.12 09:30:00 -
[55] - Quote
Lady Go Diveher wrote:Crazy idea for Blasterboats:
Role bonus: -30% to the range of stasis webifiers Gallente Battleship bonus: 15% increase to the velocity factor of statis webifiers per level.
Meaning, it's hard to catch you, but when they do, you're royally feckered.
A random idea, but I like it.
Next time, think before posting. |

AlleyKat
The Unwanted.
20
|
Posted - 2011.09.12 10:08:00 -
[56] - Quote
Arthur Black wrote:...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...
Why?
Ship can have up to 5 bonuses, and I will keep coming back to this point: if you change the guns or the ammo, that will allow for any ship to gain the same advantage.
The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...
"Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
|

Sebastian N Cain
Aliastra Gallente Federation
0
|
Posted - 2011.09.12 13:46:00 -
[57] - Quote
All the suggestions would just make hybrids more similar to either lasers or projectiles (regarding the damage).
But hybrids would still have tons of disadvantages in comparison of those, even if someday the damage is at last on even footing with the other weapon systems.
While there is still no distinctive advantage to hybrids and therefore still no reason for choosing this weapon system instead of the others. And apparently no one has even an idea what could be such an distinctive characteristic (aside from the current especially crappy).
So just get rid of hybrids as a weapon system. Give Gallente and Caldari either lasers or projectiles as turrets and take hybrids out of the game. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Arthur Black
SoE Roughriders
1
|
Posted - 2011.09.12 21:40:00 -
[58] - Quote
AlleyKat wrote:Arthur Black wrote: ...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...
Why?
Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races.
If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role.
AlleyKat wrote: The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...
I partly agree. I don't think they were necessarily poorly thought out, but you're right that nothing has changed with hybrids themselves to get us to where we are today.
Which means that one way to go about it would be to nerf projectiles/lasers/missiles/whatever instead. I believe that will upset a lot more people than whatever boost they can come up with for hybrids though. |

Demon Azrakel
Defiant.. Narwhals Ate My Duck
18
|
Posted - 2011.09.13 00:22:00 -
[59] - Quote
Arthur Black wrote:AlleyKat wrote:Arthur Black wrote: ...because it would inherently mean we loose one bonus on ships that don't already have a hybrid bonus...
Why? Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races. If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role. AlleyKat wrote: The short-comings of the Hybrids are a result of poorly thought out game changes, and none of those changes were to hybrid weaponry...
I partly agree. I don't think they were necessarily poorly thought out, but you're right that nothing has changed with hybrids themselves to get us to where we are today. Which means that one way to go about it would be to nerf projectiles/lasers/missiles/whatever instead. I believe that will upset a lot more people than whatever boost they can come up with for hybrids though.
Actually, different numbers of bonuses do not necessarily make a ship overpowered; at least no more than equal amounts of bonuses make a ship underpowered. The bonuses are currently the same, but by your logic, Gallente must be balanced
Anyway, to post my input: Up PG on gallente ships (see 1600mm Ruppy v. 1600mm Thorax or x-l booster maelstrom v. dual rep Hyperion (the equivalent)). Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it... |

AlleyKat
The Unwanted.
20
|
Posted - 2011.09.13 00:25:00 -
[60] - Quote
Arthur Black wrote:
Because you can't add another bonus to a ship that is supposed to use hybrids without also adding another bonus to the same ship of the other races.
If you did, that hybrid ship would be overpowered. And if you add another bonus to the same ship of other races, hybrids users loose again because the added bonus was "wasted" on fixing the turrets while the others likely got something specific for their role.
Not sure I understand.
Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.
If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?
If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.
There is an entire server dedicated to testing, would be a good place to do this, one would think...instead of blanket nerfing the entire game because a nanophoon broke the ability of Destiny to calculate x,y,z positioning "Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
|
|

Cambarus
Clearly Compensating
3
|
Posted - 2011.09.13 12:10:00 -
[61] - Quote
AlleyKat wrote: Not sure I understand.
Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.
If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?
If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.
It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races.
And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns.
As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional) |

Bouh Revetoile
Barricade. Gentlemen's Agreement
0
|
Posted - 2011.09.13 13:26:00 -
[62] - Quote
IMO, hybrid guns deserve a buff; a small one for blasters because their main problem is more the ability to get in range than to inflict damage; and a better one for railguns which really lack some damage considering their weaknesses.
IMO, the best way to fix blasters is to add an ewar module to break the range control at long short range (inside point range, but outside webrange) like an inertia destabilizer which would decrease agility at medium range. Kitting ship using this will have to sacrifice something else like tank; that is why I like the idea of a module to break the supremacy of nanofiber+shield buffer which are the real problem of blaster boats.
Railgun niche was their ability to snipe, but considering the advantages of the others weapons (no ammo for lasers, instant switching of length for a damage projection not so far from missiles ; no cap for arty, damage selection and alpha), I think making hybrid just more powerful wouldn't really hurt other weapon systems. This is an easy solution, another one may be to give them more tracking, hence increasing their dps as well as giving them a role at killing smaller target, but I don't know if this role is really needed. No other idea. :-(
Making hybrids a new overpowered weapon system would not fix anything; and making gallente ship overpowered won't fix anything too. |

Grimpak
Midnight Elites Echelon Rising
44
|
Posted - 2011.09.13 19:47:00 -
[63] - Quote
Cambarus wrote:As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)
I would even cut a bit on the optimal if they boosted the damage considerably.
also, said boost and nerf doesn't need to apply to small blasters. they are fine as it is. [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 |

MeBiatch
Republic University Minmatar Republic
22
|
Posted - 2011.09.13 22:13:00 -
[64] - Quote
people keep in mind that the only reason why small hybrids are fine is A. frigs are fast B. small hybrid turrets have good tracking for the range...
by grimpaks suggestion all one would have to do is simply increase caldari/gallente speed and give both blasters and rails a major tracking boost... (slight for medium big for large since all three blasters are meant to fire within 10 km anyways...) |

AlleyKat
The Unwanted.
21
|
Posted - 2011.09.13 23:34:00 -
[65] - Quote
Cambarus wrote:
It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races.
And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns.
As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)
Hybrids need ships that can use them - why are you thinking backwards on this?
If you boost the guns then anyone can fit them and I fail to see the logic in that.
You want things to be fair? Boost the ships, and not the guns so anyone can use them - that's fair.
"Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
|

Cambarus
Clearly Compensating
3
|
Posted - 2011.09.14 03:49:00 -
[66] - Quote
AlleyKat wrote: Hybrids need ships that can use them - why are you thinking backwards on this?
If you boost the guns then anyone can fit them and I fail to see the logic in that.
You want things to be fair? Boost the ships, and not the guns so anyone can use them - that's fair.
Not sure if trolling but w/e: If hybrids were boosted to the point of being useful, the bonuses to range/damage hybrid using ships get would make them better on those specific ships, just like every other weapon system in the game... |

Sebastian N Cain
Aliastra Gallente Federation
0
|
Posted - 2011.09.14 07:00:00 -
[67] - Quote
Cambarus wrote:AlleyKat wrote: Not sure I understand.
Why can't you add ship bonuses to hybrid ships and not add bonuses to non-hybrid ships.
If you are adding ship bonuses to affect the usability / piloting of hybrid ships when using hybrids, then why would that be overpowered?
If it boosted the ships too much, then there is failure in the bonuses that have been applied and that would have to be thought out carefully through testing, testing and more testing.
It sets a bad precedent, mostly. If you want to buff hybrids by a certain amount, why not just buff the guns? Having one race with an extra bonus over the others will make it look like gallente are op even if they aren't, and I for one would not want to be working for CCP when gallente get their turn on top and people start screaming about how unfair it is that they get a whole extra bonus over the other races. And remember, gallente aren't the only ones who use hybrids,so you're basically suggesting something like a third of the ships in the game get a new bonus added to them, rather than just tweaking the guns. As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)
Nope, they don-¦t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

baltec1
40
|
Posted - 2011.09.14 08:41:00 -
[68] - Quote
Sebastian N Cain wrote:
Nope, they don-¦t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.
As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better. |

Zoe Alarhun
Drunken Space Irish
0
|
Posted - 2011.09.14 09:09:00 -
[69] - Quote
As a blaster user I can say I would not like to see them dissapear.
Blasters could use a small bump in damage, and better tracking for med's and larges. Fitting requirements decreased somewhat (between lasers and auto's) so you can fit the largest turrets without fitting mods. This helps gallente and caldari.
Railguns can keep their range but again decrease the fitting requirements, Keep the range. Increase their tracking alot and their damage slightly. Make them the steady dps option able to apply middle of the road damage constantly at long ranges. That way arty can volley stuff IF it hits. Lasers can melt things out of the sky at their optimals and railguns can easily hit even at the longest ranges while keeping steady damage on.
decrease the size of hybrid charges - they take a huge amount of space. Increase the gun HP (the actual module itself) so that you can overheat blasters/rails for longer than other weapon systems.
This way non caldari/gallente ships would be unlikely to fit them as they get better performance out of their racial weaponry where gallente/caldari both get good weapon to go with it. |

Arthur Black
SoE Roughriders
2
|
Posted - 2011.09.14 12:14:00 -
[70] - Quote
Demon Azrakel wrote: Anyway, to post my input: Up PG on gallente ships (see 1600mm Ruppy v. 1600mm Thorax or x-l booster maelstrom v. dual rep Hyperion (the equivalent)). Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it...
The PG issue will have to be looked into at some point, and maybe it's one way of going about it. I don't know if Caldari have the same PG issues (I don't fly Caldari ships, at least not much).
I too did the same comparisons you listed, and added the Abaddon. I even suggested a concrete PG increase for the Hyperion based on those comparisons. Nothing came of it, but I believe the issue is visible to enough people that it will be corrected at some point.
Demon Azrakel wrote: Up Blaster damage by 30%-40%, leave the ships slow as **** so you still have to work to get into range, but now it is actually worth it...
Cambarus wrote: As for what blasters actually need: much higher DPS, much lower falloff, slightly better tracking(and that one's optional)
Grimpak wrote: I would even cut a bit on the optimal if they boosted the damage considerably.
30%-40% is overdoing it. I would thing something like a extra built-in MFS would be more like it, and perhaps even that is overdoing it.
As for tracking, perhaps the equivalent of a built-in TE? I don't think boosting their tracking is optional, it seems to be one of the best ways of improve them.
I too would be willing to trade a small bit of optimal range for these changes, but not really falloff unless something else changes. The falloff of large blasters is what makes a Megathron with Null work, and work really well, in a RR BS gang today.
If such changes were implemented, then yes, leave the ships "as is", i.e. slow.
Bouh Revetoile and Zoe Alarhun wrote: [Railguns]
I was thinking something along the same lines. Medium range, but steady damage.
There are some fleets where blasters aren't accepted because they can't hit out to the required ranges, whereas ACs and lasers can. Even ships with bonuses for it falls short (Deimos comes to mind), albeit not by much. This mostly applies to cruiser-sized weapons. In those fleets, hybrid users must use rails.
As others have mentioned, rails seems much harder to "get right" than blasters. I have no real suggestions for how to "fix them" that wouldn't make them overpowered one way or the other.
Say you upped their damage, perhaps through increased RoF to introduce more cap usage as a offsetting penalty, and increased their tracking considerably, then lowered their range (either optimal, falloff or both). Some rails would then be useful while others, such as the dual-180s which today have neither alpha, DPS or range, would still be broken. The Rokh, which today can hit silly ranges, but for pitiful damage, would become much better, but Gallente would be even harder pressed to come up with a sniper fit. I.e. not ideal. |
|

Sebastian N Cain
Aliastra Gallente Federation
0
|
Posted - 2011.09.15 06:05:00 -
[71] - Quote
baltec1 wrote:Sebastian N Cain wrote:
Nope, they don-¦t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.
As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better.
Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn-¦t need ammo and projectiles doesn-¦t need cap.
Because if it-¦s just about dealing damage, well, that-¦s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

baltec1
40
|
Posted - 2011.09.15 08:34:00 -
[72] - Quote
Sebastian N Cain wrote:baltec1 wrote:Sebastian N Cain wrote:
Nope, they don-¦t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.
As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better. Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn-¦t need ammo and projectiles doesn-¦t need cap. Because if it-¦s just about dealing damage, well, that-¦s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems.
High tracking and face melting damage other weapons cannot manage with the drawback of much reduced range. Personally I think gal ships should be shield tankers but the abundence of lows means I can overcome the issue of speed while keeping omgnottheface damage.
Biggest issue with blasters many face is tracking at very close range. This might be overcome by computer magic. CCP could make the guns track targets better the closer they get so in effect, blasters would get the same tracking no matter the range. |

AlleyKat
The Unwanted.
21
|
Posted - 2011.09.15 12:37:00 -
[73] - Quote
These new forums have a really short time-out function - I've replied to some really interesting comments here, but due to my typing raging out of control, it timed out before I could hit the 'post' button.
/Digress.
I'll use bullets instead.
Not trolling.
The guns worked just fine before the speed nerf.
CCP forgot to alter the ships that use hybrids.
We got screwed.
The ships need fixing.
Changing the guns blurs the line between hybrids and other weapons.
EVE became less specialised.
Review the dev blogs on the changes.
Grr, Arrgh, Snarl, huff, gruff, why does no one understand what I'm saying?
AK "Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
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Sebastian N Cain
Aliastra Gallente Federation
0
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Posted - 2011.09.15 13:52:00 -
[74] - Quote
AlleyKat wrote:These new forums have a really short time-out function - I've replied to some really interesting comments here, but due to my typing raging out of control, it timed out before I could hit the 'post' button.
/Digress.
I'll use bullets instead.
Not trolling.
The guns worked just fine before the speed nerf.
CCP forgot to alter the ships that use hybrids.
We got screwed.
The ships need fixing.
Changing the guns blurs the line between hybrids and other weapons.
EVE became less specialised.
Review the dev blogs on the changes.
Grr, Arrgh, Snarl, huff, gruff, why does no one understand what I'm saying?
AK
When you say the guns worked fine before the speed nerf you are forgetting that hybrids are not only blasters, but also rails. Please tell me how being able to close the distance to the enemy faster would make rails working fine? "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Sebastian N Cain
Aliastra Gallente Federation
0
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Posted - 2011.09.15 13:57:00 -
[75] - Quote
baltec1 wrote:Sebastian N Cain wrote:baltec1 wrote:Sebastian N Cain wrote:
Nope, they don-¦t need that. Lasers have no ammo and no reload, projectiles have no cap and all damage types, hybrids have no reason to exist. So replace them with lasers or projectiles.
As a massive fan of blasterboats I have to say you're idea stinks. Even though Cambarus and I dissagrees with massivly on my toys at least he is trying to come up with ways to make my chosen weapon type better. Fine, but then you need to come up with a buff that makes hybrids actually a reasonable choice. And this means not only you need to consider the damage, but you need also a specific characteristic for hybrids that is desirable and only available for them. Like the fact that lasers doesn-¦t need ammo and projectiles doesn-¦t need cap. Because if it-¦s just about dealing damage, well, that-¦s pretty much already covered by the other weapon systems. And this in all variations (high dps, high alpha, variable damage types etc.). You need something that sets hybrids apart from the other weapon systems. High tracking and face melting damage other weapons cannot manage with the drawback of much reduced range. Personally I think gal ships should be shield tankers but the abundence of lows means I can overcome the issue of speed while keeping omgnottheface damage. Biggest issue with blasters many face is tracking at very close range. This might be overcome by computer magic. CCP could make the guns track targets better the closer they get so in effect, blasters would get the same tracking no matter the range.
Ok, so for blasters you want to go for extreme damage. Fine but what about rails?
Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage. "You either need less science fiction or more medication."
"Or less medication and more ammo!" |

Cambarus
Clearly Compensating
3
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Posted - 2011.09.15 14:04:00 -
[76] - Quote
AlleyKat wrote: The guns worked just fine before the speed nerf.
CCP forgot to alter the ships that use hybrids.
You know what else CCP did? They forgot to alter the guns, after both lasers and projectiles saw massive buffs.
AlleyKat wrote: We got screwed.
The ships need fixing.
Nano nerf whacked all the ships, it was specifically changes to mods (lasers, projectiles, webs, scrams) that hurt blaster pilots the most.
AlleyKat wrote: Changing the guns blurs the line between hybrids and other weapons.
EVE became less specialised.
It was my understanding when I first joined eve that the short range guns were separated by their core mechanics as follows: Pulses had high optimal, instant ammo swapping and moderate damage, but could only deal em/therm and had poor tracking to compensate. ACs could deal all damage types and had high falloff, but had low optimal and low DPS to compensate, and even the falloff was kind of meh(nowhere near what amarr could do with their optimal) Blasters had really,really high DPS, but had low optimal, falloff, high cap usage and fixed damage types.
Then, CCP boosted tracking on pulses by an absurd 25%, increased falloff on ACs pretty much across the board, gave TEs TWICE the bonus to falloff that they give to optimal (which is not the same, a gun with 1km optimal and 10km falloff ODs a gun with 10km optimal 1km falloff from 11km onward, both have their uses) and messed with resists to lessen the impact of the em/therm damage spread.
CCP basically looked at a bunch of guns that each had their own unique flaws, and started removing the flaws of ACs and pulses while leaving blasters as they were. You want variety in the game? Make blasters actually do what they're supposed to do, rather than giving them slightly more DPS than lasers at less range than ACs. |

AlleyKat
The Unwanted.
21
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Posted - 2011.09.15 14:13:00 -
[77] - Quote
Sebastian N Cain wrote:When you say the guns worked fine before the speed nerf you are forgetting that hybrids are not only blasters, but also rails. Please tell me how being able to close the distance to the enemy faster would make rails working fine?
It doesn't, but 90% (max) web bonus for hybrid users would reduce transversal velocity.
AK
"Few have found anger in solace, than solace in anger."
"Sincerity is a game best played by the insincere"
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baltec1
40
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Posted - 2011.09.15 15:47:00 -
[78] - Quote
Sebastian N Cain wrote:
Ok, so for blasters you want to go for extreme damage. Fine but what about rails?
Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage.
Don't use them so not much point on commenting on rails. Last I saw of them in pvp was when sniper BS were usefull. They did the job well but tactics have changed so like cruise missiles and tachyons they are not used in fleets these days. |

Cambarus
Clearly Compensating
3
|
Posted - 2011.09.15 16:46:00 -
[79] - Quote
baltec1 wrote:Sebastian N Cain wrote:
Ok, so for blasters you want to go for extreme damage. Fine but what about rails?
Also, with the understanding ccp has demonstrated in balancing matters, we are probably ending up with a range buff for hybrids, in exchange for even less damage.
Don't use them so not much point on commenting on rails. Last I saw of them in pvp was when sniper BS were usefull. They did the job well but tactics have changed so like cruise missiles and tachyons they are not used in fleets these days. The only thing CCP needs to do to fix rails is fix warping mechanics. As it stands, the main reason rails aren't that useful is that the range at which they're supposed to be best (near the hardcap on lockrange) is an impossible to maintain distance, because anything past 150km is just a quick warp away. The irony here is that tachyons and cruises really AREN'T anything like rails, because both of them have their uses,whereas even in their supposedly ideal scenarios rails are outdone by lasers, so something also needs to be done about that, but first and foremost the problems facing rails is that having an optimal of 220-250km doesn't really do anything for you when the people you're shooting can just warp to within 100 as soon as you pass the 150km mark. |

Grimpak
Midnight Elites Echelon Rising
44
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Posted - 2011.09.15 18:54:00 -
[80] - Quote
Cambarus wrote:You want variety in the game? Make blasters actually do what they're supposed to do, rather than giving them slightly more DPS than lasers at less range than ACs.
this.
and by this I mean that blaster ships should stuff czar bombas in somebody's face.
at sword range.
and I don't mind them having even shorter optimals and falloffs to counterbalance if I get extreme, over the top, ludicrious and completely tank-smashing dps in return.
and I mean ANY tank. [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 |
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