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blankseplocked [Proposal] Rabbitgod's Hybrid Fix
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Beyond Divinity Inc
Posted - 2011.09.04 01:14:00 - [1]

Edited by: Rabbitgod on 04/09/2011 23:44:06
I wanted to put my simple idea in a straight forward and simple manner, so I fired up MSPaint and went to town!

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The idea is simple, when using blasters if a target gets inside your optimal your critical hits start to do more damage than normal, and at point blank range, let say 100m your critical hits will do up to 4 times more damage than a normal critical.

This change gives blasters a big damage boost but only when certain criteria are met so it's not over powered. The only chanage to blaster boat set ups might be more tracking mods and more webs.

As for a rail gun fix, my idea for this is a bit extreme but, meh welcome to eve.

Rail guns should only really be put on sniper ships, Harpy, Moa, Eagle, Rokh for example and used in sniper set ups. Sniper set ups use up quite a few mid and low slots to do well and hurt the ships tanking potential, so I think a critical bonus should be a good way to boost rails and sniping as a tactic.

Small Rails
-If optimal is > 100km and
-Target is with in %2 of optimal range then
-Chance to do up to 12 times normal damage critical

Medium Rails
-If optimal is > 150km and
-Target is with in %2 of optimal range then
-Chance to do up to 12 times damage normal critical

Large Rails
-If optimal is > 200km and
-Target is with in %2 of optimal range then
-Chance to do up to 12 times normal damage critical

Again as much as this looks over powered it's not because of the very strict conditions that must be met.

For example if a sniper rokh with a 210km optimal warps to a 200km book mark off a gate then only targets with in %2 of it's optimal are at risk of get smacked with a super crit, and a smart FC is going to know that if he moves his ships with in the 200km requirement then their will be no way the rokh can hit them for a super crit.

Anyway those are my ideas on how to both fix hybrids and give them their own unique flavor.

Lasers do not run out of ammo and have insta reload.
Artillery has many damage types, don't require cap, and have the highest alpha.
Missiles never miss, have all damage types, and do the same damage at any range.
Hybrids have none of these so lets give them a super crit chance.

If you have read my whole post then thank you.

Seamus Donohue
Posted - 2011.09.04 08:46:00 - [2]

Keep in mind that, right now, critical hits only happen in 1% of all shots fired (unless your chance to hit per shot fired is less than 1%, in which case all hits are critical hits). Also, critical hits do 3 times average damage, whereas normal hits randomly vary between 0.5 times and 1.5 times average damage (though if hit chance is low, most of those hits will be closer to 0.5 times average damage than to 1.5 times average damage).

Vice Admiral Spreadsheet
Posted - 2011.09.04 11:14:00 - [3]

Supporting this cause of your pretty diagrams Very Happy

A kind of reduction to the huge bump-distance tracking issues could be suitable....
There are other problems, though, like fitting, tank, speed, etc Confused

Awesome Corp

Posted - 2011.09.05 05:41:00 - [4]

This is similar to a blaster fix thread i made a while ago, giving blasters a sort of shotgun damage effect, posting it because i have a pretty diagram like yours and its somewhat similar to the type of fix you're proposing
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Yellow: target is moving slower than blaster's tracking speed; blaster deals 5-10% more damage
Orange: target is moving up to 3% faster than tracking speed; blaster deals 1-4% more damage
Red: target is moving between 4% - 10% faster ; no damage bonus/penalty
Purple: target is moving 10% - 15% faster ; 3% damage reduction
Purple-blue: target is moving from 15% - 30% faster ; 5% - 10% damage reduction
blue: target is moving 30% - 45% faster; 10% - 35% damage reduction
dark blue: target is moving 45% - 50% faster ; 35-50% damage reduction
black-blue: target is moving 50 - 55% faster ; 50-80% damage reduction
black: no damage


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