@Maz, they rebalanced them so that they are no longer the weakest gunnery form. This was primarily a PvP issue, but EVE doesn't have any kind of really harsh PvE content to worry about.
The issues were basically:
1. Changes to ship speeds made it more difficult to get into blaster range.
2. Web changes made it more difficult for their tracking speeds to make blasters viable.
3. Projectiles got launched, so the advantages of hybrids disappeared.
So CCP rebalanced them and they are viable again. The point of hybrids have always been to either do high damage at close range, or average damage at medium range.
Now they ACTUALLY do that. They reduced the CPU/powergrid costs for most turrets (except certain ones for which low reqs were already built in), so you can fit more modules. Reduced capacitor use by 30%. Increased tracking speed by 20%. Increased the railgun damage modifier by 10%.
For some specific ships that are hybrid platforms, they increased maximum velocity by 10 or 5 m/s. They also reduced the inertia modifier for some (so they could turn easier).
Finally, they also made changes to some tech II ammo. Though this wasn't limited to hybrids.
Why these changes matter:
1. Blasters need you to be in close range. For frigates, this meant that your own fast speed (so important for your defense) was actually reducing your own accuracy, since your blasters couldn't track fast enough.
2. Railguns force you into medium range, which can be hard to play. But they needed to do enough damage to be competitive, and they weren't. The tracking speed issue wasn't so important.
3. For both, because of CPU/Powergrid requirements, it was REALLY hard to fit all the modules you'd need on a lot of ships until your skills were really high and you were using some efficiency parts. For PVP, these are:
1. Stasis Web
2. Warp Jammer
3. Afterburner
4. A tank (usually shield or armor extender)
5. A damage control unit
For many ships, that's ALL their slots. Before the buff, this usually meant not using all your turret bays. And losing any one of those units was a big hit. The stasis web was super important for any engagement involving frigates (whether it was you, them, or both). Useful in any scenario, though, since it makes them less accurate. The warp jammer is obvious--no reason to play at pvp if they'll just warp out when they start to lose. Managing distance is super important if using rails, so that they don't get in too close. It's also super important for frigates to get in close, fast--they are most vulnerable when approaching. Tank has obvious uses. DCU provides a huge increase to damage resistances.
4. The speed/inertia changes for the ships are super nice. If using blasters, you need to be close. Faster velocity helps you get in, and helps you avoid damage. Inertia reduction means that you turn easier, helping you avoid damage by giving you better transversal velocity.
For railguns, it means you have an easier time managing your distance. You get there faster, and turn easier.
5. Capacitor use decrease. It's no shocker that PVP really taxes your capacitor--you need your warp jammer on all the time, and your stasis web gets healthy use. DCU doesn't take much at all, but it adds up. Periods of afterburner use can hurt.
Hybrids were just costing TOO MUCH cap. Now, you can go way longer, and are less likely to end up with no cap to even use your weapons with.
SO, yeah...
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people
lolgaxe wrote:
Never underestimate the healing power of a massive dong.