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Ponder Yonder
Fleet of the Damned Legion of The Damned.
6
 |
Posted - 2011.11.02 14:01:00 -
[691] - Quote
The buffs are good, but the main remaining issue with blasterboats is the fact that they cannot get into range to apply the superiour damage.
My solution: Gallente blasterboats get a racial bonus of 10% per level to the overheating bonus of MWD and AB.
Thus, a max skilled pilot will get a 75% speed boost from overheating a MWD or AB, rather than the normal 50%. This gives the ship the chance to get into range, but not much more.
Affected ships are dedicated blasterboats only: Incursus Enyo Catalyst Thorax Deimos Brutix Megathron
This is a good solution, because: 1. It only applies to blaster boats 2. It fixes a specific problem, without breaking racial roles, i.e. Minmater will still be faster in a straight line over time. 3. It provides a bonus, speed, for the risk of burning the mod. 4. It rewards skilled players 5. It makes blasterboats very dangerous but requires trained and skilled pilots. |

Creat Posudol
Destined for Greatness Inc.
24
 |
Posted - 2011.11.02 14:22:00 -
[692] - Quote
Sizeof Void wrote:Got through about 1/2 of the posts here, and I think many of you need to get on EFT and try some new loadouts, using the new stats, before you rant and rave about the proposed rebalancing.
The real problem with Gallente ships has been the combined high PG reqs of both hybrid guns and armor plates, which made balancing gank vs tank difficult. In addition, after the previous across-the-board speed rebalancing, Gallente ships were running a bit too slow, due to the speed/agility penalty from armor plates and armor rigs.
The proposed reduction in PG reqs for hybrid guns means that many of the Gallente blaster ships will be able to fit a full rack of higher grade guns, while maintaining the same amount of tank - ie. instead of electron blasters, you can now fit ion blasters. This is equivalent to giving a massive damage buff to both blasters and railguns. For example, upgrading from T2 medium electron blasters to T2 medium ion blasters, is a 60% boost in damage. Railguns get an additional 10% damage buff, on top of the ability fo upgrade to higher grade guns - from the old T2 350mm rails to the new T2 425mm rails, we're talking about a 50% boost in damage. So, what are you complaining about?
However, the PG reduction is even better than a simple damage buff. Why? Because you can also opt to keep the same gank, and use the extra PG to upgrade your tank instead.
For example, the PG req for an 400mm plate is 30, whereas the PG req for an 800mm plate is 200. In many cases, due to the high PG of the hybrid guns, Gallente ships have been a bit short on PG for the 800mm plate and thus forced to use the 400mm plate. Now, with the lower PG of the guns, you will be able to upgrade many ships to the 800mm plate, which has 100% more armor HP than the 400mm plate. So, armor tanking gets a bit of love out of this hybrid rebalance, too.
But, we don't stop here. Currently, if you want a beefer armor tank, you might opt to use two (2) 400mm plates, or one (1) 800mm plate + RC/PDS module or ACR rig (to boost the PG). The reduction of the gun PG reqs means that you will be able to fit the single 800mm plate, without a PG upgrade, to get the identical tank. This effectively frees up either a low slot or a rig slot - which can be used for an additional damage mod/rig, a tanking mod/rig, or even a speed mod/rig. Yeah, baby!
Next, the buff to Gallente ship max velocity/agility helps to take the edge off of the armor plate penalty. For example, the Incursus (new speed 344 m/s) is now only a hair slower than the Rifter (353 m/s), and likely more agile. With faster tracking blasters, the upgraded Incursus just might be the new FOTM for solo PvP frigs... hmm.
And, finally, the substantial reduction in cap use of the hybrid guns reduces the need for cap rechargers, cap boosters, nosferatus, and CCC rigs. Again, we''re talking about freeing up mod/rig slots which can be used to improve gank, tank, or speed.
I've had this reply open for 2 days but only now have the time to reply to it. I just want to avoid anyone blindly buying these statements (even though it was back on page 15)...
First of all, Neutrons may be harder to fit at the moment, but they aren't unused (far from it actually). So anything you suggest about getting a damage advantage from the PG (or even CPU) requirement reduction only applies to fits that don't already use them. Those may be able to fit a bit more tank though, which blaster boats obviously need very much to survive long enough to even start causing any damage in the first place.
For top-grade rails the fitting requirements are (were?) much more of an issue in my opinion, but those do NOT provide a significant damage advantage over their smaller versions. Their distinguishing attribute is range! Higher grade rails have significantly higher optimals, but the damage barely increases. This is especially true if you include the reload time, since the internal ammo storage halves for every step up in size/grade. This leaves (T2) small and medium rails with about 1 dps advantage (around 3-5%) for each bigger size on a hybrid bonused platform, and about 2 dps for larges (about 5%). Even with the 10% damage increase this is really FAR away from the 50% increase you suggested. More like 15% at best...
Which brings me to my next point: the reduced fitting requirements will not allow you to go up a grade for your guns. It puts the new requirements close to the midpoint between the current requirements. Let's look at T2 425s and large T2 neutrons requirements after the change in relation to the current requirements of 425s and 350s, neutrons and ions respectively. Currently: 425s: 2625
350s: 1969
L-T2 Neutrons: 2363
L-T2 Ions: 1838
New values according to the blog: 425s @ 2310; T2 Neutron @ 2079 This puts the new 425s PG requirement on the 52% spot between current 425s and 250, neutrons land on 46% between current neutrons and ion. Similar results for the next step down, calculate it yourself :P So any fit that doesn't use the highest grade guns already can now do so only by reducing the tank (if it had that much free PG it was a really REALLY bad fit).
All the statements about how the fitting changes can be used to improve the tank are of course valid, even though I haven't checked any numbers myself... |

OOooole
nina k Corp
6
 |
Posted - 2011.11.02 14:48:00 -
[693] - Quote
aahaha I understand ccp now this is just scared helloween joke  real balance coming in 2015
|

Vrykolakasis
Trinity Operations Aurora Irae
0
 |
Posted - 2011.11.02 15:04:00 -
[694] - Quote
Looking at a lot of the responses since I last checked in, I'm still not sure I agree that these changes are insufficient. I think it would be interesting for blasters to gain even more dps at extremely close range, but I'm not positive that it's necessary. We have to remember that this buff isn't about making hybrids AWESOMEtm, but about making them approximately as useful (different roles, etc assumed) as the other weapon types.
I still do agree, however, that the Rokh and Hyperion, especially the Rokh, should become useful ships. The other r3 battleships are really great, and they're made by the duct tape kings and a bunch of bible thumpers. You'd think the State and the Federation could do better, if not at least equally as good. |

thoth rothschild
Aliastra Gallente Federation
9
 |
Posted - 2011.11.02 15:08:00 -
[695] - Quote
After 35 pages i really think the only possible solution will be
=> minmatar with hybrids and gallente with projectiles.
The minmatar playstile (Shield&Speed) would perfetly fit with blasters. fast in hit hard and hide again. While gallente (Armor Tank) definitly likes the control of aerea from projectiles. Easy fix.
Whoever had the idea giving short range weapons to armor tanks should be hung, drawned and quartered. To be fair, in the beginning Ships like the Thorax had a function like the cynaball nowadays but that is long long in the past.... |

OOooole
nina k Corp
7
 |
Posted - 2011.11.02 15:17:00 -
[696] - Quote
thoth rothschild wrote:After 35 pages i really think the only possible solution will be .
ccp must start using memory augementation - improved cybernetic subprocessor - improved social adaptation chip - improved |

Vincent Gaines
Macabre Votum Morsus Mihi
31
 |
Posted - 2011.11.02 15:49:00 -
[697] - Quote
thoth rothschild wrote:After 35 pages i really think the only possible solution will be
=> minmatar with hybrids and gallente with projectiles.
The minmatar playstile (Shield&Speed) would perfetly fit with blasters. fast in hit hard and hide again. While gallente (Armor Tank) definitly likes the control of aerea from projectiles. Easy fix.
Whoever had the idea giving short range weapons to armor tanks should be hung, drawned and quartered. To be fair, in the beginning Ships like the Thorax had a function like the cynaball nowadays but that is long long in the past....
Really, that's so off the wall outlandish it actually makes sense. Shame it's one of those things that should have been done from inception and would be hard to change so much lore and content.
I present your post with a like, sir. |

Grady Eltoren
Aviation Professionals for EVE
3
 |
Posted - 2011.11.02 15:53:00 -
[698] - Quote
Jane Idoka wrote:Celebris Nexterra wrote:Hmmm, I am now motivated to make a stupidly simple analogy for what you're saying about blasters vs all other weapon types.
You give a person a shotgun (Gallente ship with blasters), you give the opponent an assault rifle (Minmatar ship with AC's). You place these two people in an open field at 50m (any place in space where the ships do not land on top of each other). The person with the shotgun is actually Aretha Franklin, while the person with the AR is Usain Bolt. Usain is able to run at full speed while shooting his gun and never missing, while Aretha "runs" while shooting and never hitting. Sure, it'll take a few hits before she goes down, but she has absolutely no chance to ever hit her target. NOW BOOST HER SPEED BY 10%!!!!
And you tell me this is fair? +1 for giving Aretha Franklin a shotgun... 
Quoted because it is one of the funniest things I have read in days. Epic win :) |

Dravidshky
Falling Outside The Normal Moral Constraints
0
 |
Posted - 2011.11.02 15:58:00 -
[699] - Quote
Max Von Sydow wrote:Reilly Duvolle wrote: Now, a speedboost certainly is a good start, but you cant make Gallente ships faster than minmatar without breaking the lore.
Then let them make new lore, cant they say that some gallente engineer have designed a new superior propulsion system for gallente ships that make them faster but less agile than minmatar ships?
Exactly my opinion. |

Kumq uat
Mercurialis Inc. RAZOR Alliance
41
 |
Posted - 2011.11.02 16:16:00 -
[700] - Quote
Tracking and fitting were issues but so is damage. Currently blasters have barely any DPS edge over AC without the range, versatility, capless firing, ammo size, customizable damage, escapability, etc that AC's and Minmatar have.
As a blaster pilot you plow into the center of the battle and commit yourself 100% and subject yourself to all the scrams, drones, neuts, webs, etc. The blasters have pitiful range. They barely out damage AC's even in the optimal of that range and because of the range they need to be in they require tons more tracking. Add to the fact that blasters in their hay day were also combined with things like a Thorax launching 7 heavy drones. Then CCP buffed HP on all ship hulls. Then came rigs which buffed EHP even more. Then the other weapon systems got boosted. Blasters no longer were TOTALHELLDEATH if you came in range of them.
The changes are a first step but they are hardly enough. There needs to be not a range bonus or speed but a massive DPS and tracking boost to make them acceptable for the risk of flying straight into a fleet and committing 100% to the battle with no hope of escape. That is the Gallente way and IT WILL BE GLORIOUS! |
|

Creat Posudol
Destined for Greatness Inc.
24
 |
Posted - 2011.11.02 16:26:00 -
[701] - Quote
I'm still reading the thread, and am currently back on page 25, but I'd rather post now than wait till I've read it all and nobody cares anymore.
Many propose or support giving Gallente blaster boats a web bonus (I suppose implemented as a role bonus). I'm against this, as it would be sort of special treatment to compensate for earlier changes (web nerf) instead of adapting the ships/guns to the way things are now. It might be hard to explain to newer players (who haven't been around for the web nerf) why only Gallente boats get a role bonus and nobody else. Also don't forget that the web nerf came together with the "scram turn off mwd"-change. This would mean nobody who came close to any such ship would have a chance in hell to get away. Close range should be their domain, but there still needs to be a counter (like using speed mods to be able to escape). Currently anyone basically can escape without needing to have such a counter, which also isn't a solution of course. But otherwise webs and afterburners pretty much balance each other out (1 web negates 1 ab), they wouldn't then. Also keep in mind that the web bonus only helps if they can get into web range in the first place.
As I've already hinted in an earlier post there is another way to approach this while keeping the racial features and distinctions. That would be to make Gallente noticeably faster than even Minmatar, but reduce (nerf) agility also significantly. This would mean they are faster in a straight line but much slower once they start orbiting (or turning in general). Minmatar are still the agile and nimble flyers, can orbit Gallente but have a much harder time keeping out of blaster range (or getting away). It's still possible but requires pilot skill and maneuvers, not just pressing "orbit" and not just flying away in a straight line (Gallente will just catch up). This could be balanced so that current ships still orbit and approx. the same speed they do now (with no speed/agility mods) at or near the optimal range of their blasters. This is to ensure smaller ships become neither cannon fodder nor unhittable for bigger ships. Obviously this would
A reversal in railgun damage progression has also been proposed. Make the closer ranged variants capable of higher DPS than the long ranged ones. This is in fact a great idea and would give the smaller rails an additional advantage other than just a bit of tracking.
A lot of the discussion is focused on PVP, but please don't completely forget PVE in the process. Yea the racial differences are more apparent during PVP, but that doesn't mean all is well in the PVE world. The proposed changes do pretty much nothing to address the insufficiencies there. There has already been a great post about the usability (or lack there of) for Gallente ships in incursions here: https://forums.eveonline.com/default.aspx?g=posts&m=286154#post286154
Let me paraphrase: Proteus is the only T3 that is basically useless in incursions and wormholes. Medium Pulses and ACs can hit Sanshas in Vanguards, medium Blasters can't really. Not even close. Not even with Null. Even battleships (or marauders) have trouble compared to pulses and ACs and effectively need to use Null. I don't even know how to fix this without breaking the Gallente fighting style, which sadly isn't an option for these encounters. The only thing I can think of is to reduce the orbiting distance of the sanshas/sleepers. Maybe give a significant boost to Null? As has been pointed out many times it provides far smaller bonuses (in %) than the equivalent laser/projectile ammo, leading to an even smaller increase (since the range is much shorter to begin with). |
|

CCP Tallest
C C P C C P Alliance
151

 |
Posted - 2011.11.02 16:43:00 -
[702] - Quote
Hello all. Sorry for not replying more. I've been a tad busy. We're trying to get these changes to SISI so we can start playing around with them. Once this is on SISI, please post more feedback in the test server feedback forums.
Here are some responses to your concerns.
"Hail boost is too much" Possibly... I might change it to a 25% falloff penalty instead of removing it completely.
"Tech II ammo needs to be rethought" I agree that we need to take a better look at this. What I did was just reacting to some issues that I found to be very obvious when comparing them to tech 1 ammo.
"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc." Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.
"Reduce hybrid ammo size" That's a pretty good idea. I'll look into it.
"Armor rigs should not reduce speed" Possibly... I definitely considered it and haven't completely dismissed it.
"This isn't enough, we need bigger boosts to damage" That is entirely possible but I believe this is a good starting point. |
|

Digital Gaidin
Manetheren Rising
17
 |
Posted - 2011.11.02 16:45:00 -
[703] - Quote
CCP Tallest wrote:Hello all. Sorry for not replying more. I've been a tad busy. We're trying to get these changes to SISI so we can start playing around with them. Once this is on SISI, please post more feedback in the test server feedback forums.
Here are some responses to your concerns.
"Hail boost is too much" Possibly... I might change it to a 25% falloff penalty instead of removing it completely.
"Tech II ammo needs to be rethought" I agree that we need to take a better look at this. What I did was just reacting to some issues that I found to be very obvious when comparing them to tech 1 ammo.
"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc." Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.
"Reduce hybrid ammo size" That's a pretty good idea. I'll look into it.
"Armor rigs should not reduce speed" Possibly... I definitely considered it and haven't completely dismissed it.
"This isn't enough, we need bigger boosts to damage" That is entirely possible but I believe this is a good starting point. First, thanks for a response and reading our thoughts!!! 
To respond directly to your response though...
Tech 2 changes are nice (across the board), even if they will shake up the LP Store markets some as some of the faction ammo will become second rate. Those aren't really a hybrid fix though, as has already been pointed out, as much as a general "T2 Ammo kinda sucks" fix for many of the non-used ammo types.
Regarding specific ship setups and how they can be fixed, these are directly related the core philosophy behind the use of blasters, and this is exactly what people are complaining about. Blasters need a reason to be used, as their lack of weapon damage types combined with range, capacitor usage, and targeted hulls just do not make a compelling reason to use them over something else. You can fix armor rigs, nudge gallente ships faster, etc... but there needs to be a compelling reason to use a weapon system for it to actually be used.,,, else you end up nudging and nudging until the system just becomes overpowered and invalidates other weapon systems.
The nuclear option COMBINED with enough tracking to fight at 500m with traversal seems like the one niche where Blasters can excel. |

Creat Posudol
Destined for Greatness Inc.
24
 |
Posted - 2011.11.02 16:50:00 -
[704] - Quote
Sizeof Void wrote:Hungry Eyes wrote: the issue at hand is this:
when a gallente ship jumps and catches a minnie ship, it still does about the same dps. the only difference - the minnie ship has started applying 100% of its dps and has been hitting you perfectly during your approach.
What approach? You don't jump a Gallente blasterboat outside of blaster range and try to approach a Minmatar ship. It isn't going to happen because the Minmatar ship is usually fast enough to keep its distance. You jump the blaster boat within blaster range, get it? There is no approach, and thus no issue in your hand.
You keep repeating this argument. Are you aware that it also means that every Gallente blaster ship will always (!!!) lose if it is surprised or simply not the aggressor? This does happen, you know? What kind of a 'balance' is it, if you are pretty much guaranteed to lose unless you are the aggressor? Sure, aggressing should give you an advantage, but it can't be the main deciding factor in pretty much all battles including a certain race...
Nyla Skin wrote:Smoking Blunts wrote:is void t2 ammo also getting fixed so it would be worth using? edit, you seamed to have missed it from this line in the blog Quote:Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Yea I find it psychologically fascinating how CCP still keeps buffing the OTHER ammo in the dev blog thats supposed to be about buffing gallente.. The ammo thats in the most need of fixing is the T2 BLASTER ammo, CCP. Remove the tracking penalty. Pretty please.
For gods sake, the Long-Range T2 ammo has needed this change for a long time now. It's only fair to apply it to all weapon systems equally. This does of course require that blaster and rail balancing works and the weapon systems do end up balanced! If that is the case it would be unfair to have only applied this change to one of them...
I do agree on the tracking penalty for close range T2 ammo as well though. Doesn't have to be turned into a bonus, but should at least not make tracking more difficult than it already is at those ranges... |

Zarnak Wulf
Amok. Goonswarm Federation
46
 |
Posted - 2011.11.02 16:59:00 -
[705] - Quote
CCP Tallest wrote: "Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc." Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.
I approve of getting it to SISSI to start testing it. With regards to specifics for the Deimos:
It's too large. 160m signature radius as it slowly charges it's enemies means not much will fail to hit it. It's too slow. It goes half the speed of a Vagabond and has 25% of the range. Comparing ships and even the Eagle goes faster then it - before you add plates or anything else. It's bonuses should be looked at. With less cap going to the guns is the MWD bonus all that neccesary? I would suggest either the much maligned web bonus OR an overheat bonus OR a warp core stab point ala blockade runners for leaving when the stars don't line up. |

Raimo
Genos Occidere HYDRA RELOADED
15
 |
Posted - 2011.11.02 17:03:00 -
[706] - Quote
Hi Tallest, thanks for your reply!
CCP Tallest wrote:
"Armor rigs should not reduce speed" Possibly... I definitely considered it and haven't completely dismissed it.
"This isn't enough, we need bigger boosts to damage" That is entirely possible but I believe this is a good starting point.
The 2 most important points from your post, IMHO. Please do consider these carefully before going live (and ok, Hail too)
(And do consider overload damage buff combined with a very small straight damage boost as a possibility for blasters, too. But they really do need more damage) |

thoth rothschild
Aliastra Gallente Federation
12
 |
Posted - 2011.11.02 17:04:00 -
[707] - Quote
The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix |

Raimo
Genos Occidere HYDRA RELOADED
15
 |
Posted - 2011.11.02 17:04:00 -
[708] - Quote
Zarnak Wulf wrote: I approve of getting it to SISSI to start testing it. With regards to specifics for the Deimos:
It's too large. 160m signature radius as it slowly charges it's enemies means not much will fail to hit it. It's too slow. It goes half the speed of a Vagabond and has 25% of the range. Comparing ships and even the Eagle goes faster then it - before you add plates or anything else. It's bonuses should be looked at. With less cap going to the guns is the MWD bonus all that neccesary? I would suggest either the much maligned web bonus OR an overheat bonus OR a warp core stab point ala blockade runners for leaving when the stars don't line up.
While the MWD bonus is actually somewhat good, I'd *love* to see the bolded bit implemented instead! :D |

Capqu
Nyan Cat Academy Extract.
0
 |
Posted - 2011.11.02 17:07:00 -
[709] - Quote
as a taranis pilot
+20% tracking
-30% cap use
-12% power grid on light neutron blasters (what most people use)
+3 CPU
-5% inertia
sounds a bit good
also could you please add some speed to some/one of the proteus subsystems most commonly used with blasters? and please remove the tracking penalty on void, it's still not better than faction antimatter in most cases for that reason |

Kumq uat
Mercurialis Inc. RAZOR Alliance
41
 |
Posted - 2011.11.02 17:07:00 -
[710] - Quote
Digital Gaidin wrote:CCP Tallest wrote:Hello all. Sorry for not replying more. I've been a tad busy. We're trying to get these changes to SISI so we can start playing around with them. Once this is on SISI, please post more feedback in the test server feedback forums.
Here are some responses to your concerns.
"Hail boost is too much" Possibly... I might change it to a 25% falloff penalty instead of removing it completely.
"Tech II ammo needs to be rethought" I agree that we need to take a better look at this. What I did was just reacting to some issues that I found to be very obvious when comparing them to tech 1 ammo.
"Eagle is terrible, Deimos is terrible, Rokh is terrible, Proteus is terrible... etc." Keep posting specific examples. We can't fix everything at once, but hearing the problems from you helps us prioritize what needs to be looked at.
"Reduce hybrid ammo size" That's a pretty good idea. I'll look into it.
"Armor rigs should not reduce speed" Possibly... I definitely considered it and haven't completely dismissed it.
"This isn't enough, we need bigger boosts to damage" That is entirely possible but I believe this is a good starting point. First, thanks for a response and reading our thoughts!!!  To respond directly to your response though... Tech 2 changes are nice (across the board), even if they will shake up the LP Store markets some as a few faction ammo types will become second rate. Those aren't really a hybrid fix though, as has already been pointed out, as much as a general "T2 Ammo kinda sucks" fix for many of the non-used ammo types. Regarding specific ship setups and how they can be fixed, these are directly related to the core philosophy behind the use of blasters, and this is exactly what people are complaining about. Blasters need a reason to be used, as their lack of weapon damage types combined with range, capacitor usage, and targeted hulls (slow, fat, armor tanked, and lacking the slots to make for a manageable tank/buffer while increasing damage via magstabs to the levels necessary) just do not make a compelling reason to use them over something else. You can fix armor rigs, nudge gallente ships faster, etc... but there needs to be a compelling reason to use a weapon system for it to actually be used.,,, else you end up nudging and nudging until the system just becomes overpowered and invalidates other weapon systems. The nuclear option COMBINED with enough tracking to fight at 500m with traversal seems like the one niche where Blasters can excel. Crank up the damage to where Gallente ships can really excel in ONE area better than all others, and a real use will exist (even if it isn't what many are looking for). Today I have real reasons to fly Amarr, Minmatar, and Caldari hulls in a variety of combat situations. For those of us who love Gallente, all we ask is that Gallente get given a real reason to fly their hulls (beyond running missions in drone boats). Preferably, whatever it is that is provided, some of us would ask that it doesn't invalidate the existing paradigms that are in place for other races' ships and their corresponding weapon systems.
This times a million
|
|

Digital Gaidin
Manetheren Rising
19
 |
Posted - 2011.11.02 17:09:00 -
[711] - Quote
As a follow-up to some ship buffing for Gallente...
Proteus - Give them a setup that allows 125m3 drone bandwidth Hyperion - Increase drone bandwidth to 125m3 Myrmidon - Increase drone bandwidth to 100m3 (or 125m3) Eos - Increase drone bandwidth to 100m3 (or 125m3)
All blaster boats - Either increase speed and keep them as is, or keep their speed as is and increase base armor hitpoints. Their mixed slot layout provides some real versatility in PvP, but they don't have the survivability to be anything but glass cannons unless they gimp their DPS for a half-assed tank.
Drones - A few nudges in the direction of making drones faster and more survivable on the battlefield will increase Gallente desirability in a range of engagements. Give Heavy Drones the speed of Medium drones, and medium drones half way between where they are now and light drones. Bump up the usefullness of combat utility drones, and possibly consider introducing smaller web drones into the game. This change, while affecting everyone, will have the most benefit towards Gallente hulls.
For Hybrids - Ask yourself on any blaster boat why I should fit blasters instead of Projectiles. If you find yourself still wanting to fit Autocannons (so your tank is cap stable, so your range is extended, so you can switch damage types, etc.) than something is still wrong with blasters. The ship I think about the most for this is the Myrmidon. I can put a nice tank on this and use my drone DPS as the primary weapon system, but Projectiles are just gravy on top while Hybrids complicate the setup.
For the good things... * Hybrid ammo size reduction is good! * Hybrid capacitor reduction needed is good! * Hybrid tracking increases are good, however I question whether they will make fighting between 500-2500m any better than it is today * Gallente ship speed increases - maybe, though seems superficial unless they can really break speed against their desired targets (assuming those targets aren't nanoed as the Gallente doesn't have the slots to increase his speed). I still think keeping them where they are and increasing base armor would be better with a nuclear option for blasters, but I'm a little biased towards that solution as I think its a really good idea 
If you want to bring Projectiles down to earth, you could take the nerfing idea of making all their ammo types Explosive/Kinetic only. If you don't go the nuclear option for blasters, it might help level the playing field - especially in the very close range bracket where blasters operate! |

Tanya Powers
Science and Trade Institute Caldari State
101
 |
Posted - 2011.11.02 17:12:00 -
[712] - Quote
thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect.
I WANT THAT !!
I'd need a full hangar of those s'il vous plait CCP 
Would like to use magic stuff, blow it and get blown all teeth out yelling "BAAANZAAAAIIIIIIIIIIIIIIIIIIIIIIIII"
|

MiliasColds
Infinite Improbability Inc RAZOR Alliance
0
 |
Posted - 2011.11.02 17:23:00 -
[713] - Quote
huh, the adrestia is the perfect fix, it has the nuclear, the snatch and grab, the speed, and the tracking to use the guns.... + some range bonus to actually have reach. i mean THAT is a blaster platform :) |

Pattern Clarc
Aperture Harmonics
245
 |
Posted - 2011.11.02 17:30:00 -
[714] - Quote
thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect. Either that or the proteus. 900dps with 180k EHP, or 400dps with 400k ehp. Basically those two ships are the only blaster ships ive flown that work. Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction |

Tanya Powers
Science and Trade Institute Caldari State
101
 |
Posted - 2011.11.02 17:44:00 -
[715] - Quote
Pattern Clarc wrote:thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect. Either that or the proteus. 900dps with 180k EHP, or 400dps with 400k ehp. Basically those two ships are the only blaster ships ive flown that work.
I'd like an extra mid slot instead of utility high "power core multiplier" sub: +1 low +1 mid (instead of high and not being hard point)
So I could fit mwd+scram+web+cap inj instead of having to choose between either web either scram, the point on pvp with this little babe is to have the long range scram so no way I change the sub ! -but you can add an extra mid. 
|

thoth rothschild
Aliastra Gallente Federation
14
 |
Posted - 2011.11.02 17:45:00 -
[716] - Quote
I've got another example for poor gallente ships astarte & eos.
astarte is underwhelimg compared to it's sister the sleipnir. less range, less speed, less tank, eos is the poorest gallente shiip of all. information link is least used, 75m-& dronewidth is without any words, speed and tank is both poor.
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Shmekla
LDK Test Alliance Please Ignore
1
 |
Posted - 2011.11.02 18:00:00 -
[717] - Quote
I'm sure that someone already noted it here (did not read whole thread). My vision of blaster boats: they are agile (definitely need boost), high dps (maybe current dps is ok) and tracking ships (definitely need boost).
Agility, not speed, is important for blaster ships. if you can gain speed faster than other that mean you can faster get it scramble/web range or leave disruptor range. Leave speed for minmatar. Agility is for gallente. 5% better agility is not enough.
Your speed gain should be like dash, and you should have change moving vector fast. Much quicker that other ships, because it's "all or nothing" type.
Important tactical range is from 0 up to 24km. Taking in mind scramble and web range it becomes 10-24km that blaster boats has troubles in. Using agility and acceleration blaster boat should cover ~8-10km of that range faster than minmatar or amar ships.
That way minmatar pilot knows that he has ~4 km safe range if he gets to close, agile ship could burs towards him and scram/web him. In other side galente pilots know that if minmatar are to far for burst (minmatar would get his speed before galente could reach him) he always could use his agility, turn fast and burst in opposite direction and get out of disruptor range.
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Digital Gaidin
Manetheren Rising
21
 |
Posted - 2011.11.02 18:05:00 -
[718] - Quote
Shmekla wrote:I'm sure that someone already noted it here (did not read whole thread). My vision of blaster boats: they are agile (definitely need boost), high dps (maybe current dps is ok) and tracking ships (definitely need boost).
Agility, not speed, is important for blaster ships. if you can gain speed faster than other that mean you can faster get it scramble/web range or leave disruptor range. Leave speed for minmatar. Agility is for gallente. 5% better agility is not enough.
Your speed gain should be like dash, and you should have change moving vector fast. Much quicker that other ships, because it's "all or nothing" type.
Important tactical range is from 0 up to 24km. Taking in mind scramble and web range it becomes 10-24km that blaster boats has troubles in. Using agility and acceleration blaster boat should cover ~8-10km of that range faster than minmatar or amar ships.
That way minmatar pilot knows that he has ~4 km safe range if he gets to close, agile ship could burs towards him and scram/web him. In other side galente pilots know that if minmatar are to far for burst (minmatar would get his speed before galente could reach him) he always could use his agility, turn fast and burst in opposite direction and get out of disruptor range.
It doesn't fix the Hybrid issue, but I think this is an elegant solution to the Gallente ship issue.
+1 from me, though that dash potential would need to be significant and would also need to be counterbalanced with chasing potential, as Gallente ships would align crazy fast when pursuing or running between systems. |

Lee Vanden
Macabre Votum Morsus Mihi
0
 |
Posted - 2011.11.02 18:17:00 -
[719] - Quote
Tanya Powers wrote:Pattern Clarc wrote:thoth rothschild wrote:The best deimos fix is already on tranquility. it is called adrestia. perfect blaster boat, perfect hybrid fix
now compare adrestia with deimos and it will be clear why it is perfect. Either that or the proteus. 900dps with 180k EHP, or 400dps with 400k ehp. Basically those two ships are the only blaster ships ive flown that work. I'd like an extra mid slot instead of utility high "power core multiplier" sub: +1 low +1 mid (instead of high and not being hard point) So I could fit mwd+scram+web+cap inj instead of having to choose between either web either scram, the point on pvp with this little babe is to have the long range scram so no way I change the sub ! -but you can add an extra mid. 
The diemos needs an extra midslot too, for the same reason. |

Shmekla
LDK Test Alliance Please Ignore
0
 |
Posted - 2011.11.02 18:18:00 -
[720] - Quote
Digital Gaidin wrote: It doesn't fix the Hybrid issue, but I think this is an elegant solution to the Gallente ship issue.
+1 from me, though that dash potential would need to be significant and would also need to be counterbalanced with chasing potential, as Gallente ships would align crazy fast when pursuing or running between systems... especially if used in a pack where Lachesis could be your tacklers and ships fit a nano setup with a shield buffer so they can free up their lows for gank and speed (with even more insane align potential).
I agree that hybrids needs boost, especially in tracking (you coming close full speed at your prey and start orbiting and what... you can not track, it's double edge sword- you must use speed to get close and because of these same speed you can not track... ) i just want to point maybe new concept to blaster boats. There should be ~20 km dead zone around blaster boat because of their agility.
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