Moderators: SecondTalon, Moderators General, Prelates
Mishrak wrote:48k volley every 8 seconds. So 32 seconds = 192,000 damage. That's the heaviest tanked battleships right there. Anything less will die faster. An MWDing battleship is screwed. Also don't forget that EHP is an estimate. It factors in resists and isn't always that accurate. The reality is things die taking much less damage than EFT says they should be able to tank.
The only point I was originally making in my contention is that it seems a waste of an incredibly expensive ship to use it to pop BSs, but that said, it seems this discussion, like everything else in Eve, has gotten to the point where I have to recognize the utility of the ship in some circumstances (close range fit MWDing BSs).
Mishrak wrote:I have a tendancy to get uppity when someone who tries to talk about something they know nothing about as though they know everything about it based on EFT numbers, despite being told how and why they're incorrect by someone who's been there and done that.
Mishrak wrote: If you're dropping titans, i'm assuming you a have a proper cyno who positions you within a correct range on the enemy fleet. Often times that is right at zero or within 10km. Yes this is how it's done a lot of the time. - Half the time it's a HIC or a Damnation that cynos you in actually.
Mishrak wrote:Also lets say those battleships aren't MWDing. Then they're moving at 120m/s. That's not really moving at all when you're factoring in the tracking on guns.
Mishrak wrote: Also, a web on a stealth bomber? Really?
Mishrak wrote:You still never answered my question: What would you put in those high slots that would be better than 48k or 60k alpha and 7-8k dps?
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
Hybrid turrets have fallen out of grace. Maybe they weren't that amazing to begin with, but things have gotten somewhat worse in recent years. The speed change made it more difficult for blaster ships to get in close. The webifier change meant that blaster tracking suddenly wasn't good enough. The projectile boost made hybrids worse by comparison. Whatever it was that broke the camel's back, this is where we are now; Hybrid turrets do not compare favorably to the other turret systems.
How we go about fixing this is the big question. Not everyone agrees on the direction we should take. Some feel that the ships themselves are at fault. Others point out the inherent incompatibility of armor tanking and close range combat.
I agree that those issues need to be taken into account, but I don't think they are the best place to start when we rebalance hybrid turrets. Before we start looking at armor tanking issues or individual ships, Hybrid weapons as a whole need to be boosted up to a level where using them becomes desirable. The goal is to make them better at what they already do, not to change their roles. Blasters should do high damage at short range. Railguns should do average damage at long range. Now let's dive right into the details.
Hybrid Turrets
Reduce CPU usage:
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XL Turrets: -5 CPU
L Turrets: -3 CPU
M Turrets: -2 CPU
S Turrets: -1 CPU
** Exception: 75mm Railguns (they already have very low CPU requirements.)
Reduce Powergrid usage:
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All hybrid turrets: -12% Powergrid usage. Rounded to nearest whole number.
** Exceptions: Light Electron Blasters, Light Ion Blasters, 125mm Railguns, 75mm Railguns (they already have very low Powergrid requirements.)
Blasters
Tracking Speed Increase:
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All blaster turrets: +20% to Tracking speed
** Exception: XL turrets (they already have good tracking when compared to other XL turrets)
Railguns
Damage Increase:
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All railgun turrets: +10% to Damage modifier
** Exception: XL turrets (they already have good damage when compared to other XL turrets)
Hybrid turret ships
While I am hesitant to boost individual ships right now, I do think that a small speed boost to hybrid turret ships in general is needed. You will notice that a few hybrid turret ships are not mentioned here. The ones that are not listed are either fast enough already or they have range bonuses to hybrid turrets, which means that they are meant for longer range combat and as such should not need a velocity boost as much as other hybrid turret ships.
Max Velocity +10 on the following ships:
Arazu, Astarte, Brutix, Catalyst, Deimos, Dominix, Dominix Navy Issue, Enyo, Eos, Falcon, Guardian-Vexor, Helios, Incursus, Ishtar, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant
Max Velocity +5 on the following ships: Cormorant, Federation Navy Comet, Hyperion, Kronos, Sin, Vindicator
Inertia Modifier -5% on the following ships:
Adrestia, Arazu, Ares, Astarte, Atron, Brutix, Catalyst, Celestis, Cormorant, Daredevil, Deimos, Dominix, Dominix Navy Issue, Eagle, Enyo, Eos, Eris, Exequror Navy Issue, Falcon, Federation Navy Comet, Ferox, Guardian-Vexor, Harpy, Helios, Hyperion, Incursus, Ishkur, Ishtar, Kronos, Lachesis, Maulus, Megathron, Megathron Federate Issue, Megathron Navy Issue, Merlin, Moa, Phobos, Raptor, Rokh, Sin, Taranis, Thorax, Tristan, Utu, Vexor, Vexor Navy Issue, Vigilant, Vindicator, Vulture
Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
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Javelin (all sizes): Removed cap penalty
Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus
Hail (all sizes): Removed falloff penalty
Feedback
If you have issues with this balancing plan, please post your feedback in the comment thread. We are listening.
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
BlackSails wrote:The cyclone is a legit battlecruiser, as is the brutix. The prophecy and fexor suffer from the no damage bonuses.
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
Mishrak wrote:The Brutix isn't a legit BC because Blasters are fail currently. However, with the changes, I think the Brutix will come back to form. The biggest issue with the Brutix is that you can't fit it very well because Blasters are so freaking hard to fit right now.
Having said that, you're right in the sense that there's very little room for these ships in modern fleet doctrines. You either have nano BC's for roaming which are generally Drakes, Hurricanes or the odd Harbinger, whelp fleet Hurricanes, or Drakes for large nullsec engagements. Brutix *might* be able to work in a nano BC gang after the changes. There's not much practical use for armor battlecruisers right now in nullsec.
I don't think the new tier3 BC's will change that though. They're going to be glass cannons with very low ehp, so they'll fill niche roles and maybe someone will work out a crazy long range fit for them. I'm more worried about a bunch of 1400 arty BC's that alpha crap from 60km while moving faster than a Vagabond than I am about these 1400 dps Talos fits.
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
I am really not comfortable giving my API to battleclinic. The site is run by people who play the game, and there have been issues with them using their website to their advantage.
The killboard I linked is a standard killboard package, same as what PL and most major alliances use, and it interfaces with the API just as well (or better) than battleclinic. Afaik, it doesnt even have any options to modify the mails - if its verified by the API, there isnt much to do to change that.
Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?
BlackSails wrote:Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?
They can, and even if they couldnt, its easy to pod yourself with an alt.
Putting a bounty on someone in game is pretty much just giving them money (unless he has so many sp that the bounty is less than his clone upgrade price)
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
Spambot5546 wrote:Thank god they're finally adding a feature that most people are just going to turn off to save framerate anyway. I joke, according to the dev blog it may actually improve FPS.
Also, I like how it reminds me of "Homeworld".
Eruantale wrote:(I did... I've always wanted to get a Dudley Do-right out of a vending machine)
BlackSails wrote:Izawwlgood wrote:I thought corp or alliance mates couldn't collect bounties?
They can, and even if they couldnt, its easy to pod yourself with an alt.
Putting a bounty on someone in game is pretty much just giving them money (unless he has so many sp that the bounty is less than his clone upgrade price)
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