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why do all amarr ships only get one bonus?

Author
Sphit Ker
Ministry of War
Amarr Empire
#81 - 2012-04-07 06:38:13 UTC
I want to add.. the cap reduction bonus of lasers shall be tacked on the spaceship command skill itself, not the ship. Give it a 2nd bonus that works, like range. Range is gooooood.

It knows what you think.

Jorma Morkkis
State War Academy
Caldari State
#82 - 2012-04-07 06:45:26 UTC
Sphit Ker wrote:
I want to add.. the cap reduction bonus of lasers shall be tacked on the spaceship command skill itself, not the ship.


That would mean a lot Gallente and Minmatar ships with lasers.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#83 - 2012-04-07 07:02:04 UTC  |  Edited by: m3talc0re X
Gitanmaxx, you can argue this s*** till you're blue in the face. I really don't post on the forums too much anymore because, as you're finding out in this thread, it's full of f'ing morons.

Since some of you are having an extremely difficult time understanding his point, I'll try to spell it out like I would to a 5 year old:
All ships get 2 bonuses.
Almost every other ship gets a bonus to either damage and damage application -

  • rof or damage increase / tracking or range

Or they get something like a damage increase and a tanking bonus

  • rof or damage increase / resistances increase or rep/boost increase


On Amarr ships, the majority of the time, that second bonus is sacrificed for cap. So instead of getting rof and tracking or damage and rep bonus, Amarr ships get damage and cap. Rof and cap. This is pretty unbalanced. Laser either need their cap usage reduced or Amarr ships need better cap recharge or cap amount to compensate for lasers cap usage. Like John, I think his name was, pointed out a few pages back, a cap recharge bonus wouldn't change anything. It would essentially be the same bonus. You would still need that bonus for your guns, it would give more cap for neuts or anything else extra they already can't use worth a ****.

Some of you are also posting quite contradictory "arguments". Claiming Scorch are so great then saying paper damage doesn't mean it does better damage on the field. Scorch is primarily EM damage. If something isn't weak to EM, Scorch aren't doing much damage. That "great damage application at range" argument is invalidated. Null and Barrage have been brought up to spec with Scorch so it's advantage over weapons and their t2 ammo is no longer valid.

I try not to point out individual replies or posters, but this one takes the cake...
Quote:
Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that.

Deal with it.

That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right?

I've gotta break the rest of this down also, because it's full of lol.

Quote:

Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:

No they don't. Each races' ships has bonuses to their specific weapon groups to promote the use of their weapons on their ships. It's not to counteract specific problems of the weapons. If this were the case, they would have much more specific bonuses.

Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
They have cripplingly low dps? Oh wait, they don't...

Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
Arties are fine on range, they're tracking is horrible though. But on the flipside, they have a massive volley.. Any ships giving tracking to help "rectify" this is just a general bonus, not added specifically for arties...

Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
Normal ammo is pretty short range, but null has excellent range. Thanks to the tracking bonus on say, the Mega for example, you can fit tracking comps loaded with range scripts and STILL get better tracking than pulses on an Apoc.

Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
Railguns' range is fine. Learn to change ammo.

Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
See above...
Sphit Ker
Ministry of War
Amarr Empire
#84 - 2012-04-07 07:03:26 UTC
Petrus Blackshell wrote:
Gitanmaxx wrote:

You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship.

Not all laserboats have that bonus, and those that do not have to be really careful about their cap. Making lasers not require a ship bonus to be used easily would welcome laser-fitted Myrmidons, Rokhs, Moas, Merlins, along with absolutely breaking some ships that are balanced by cap-tightness, like the Blood Raider lineup.



emphasis mine.

Please, tell me, WHY should I choose to fly a ship because it's capacitor is weak and difficult to handle by design? Most popular boats have exactly 0% concerns over this kind of thing. Is a Punisher sporting auto-cannons not a problem? Why would be a laser Moa a problem?

It knows what you think.

Jorma Morkkis
State War Academy
Caldari State
#85 - 2012-04-07 07:12:18 UTC  |  Edited by: Jorma Morkkis
m3talc0re X wrote:
That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right?


That's why you want to use mid slots for tracking computers or web, not for cap.

Edit: And learn to change crystals.
Ashera Yune
Doomheim
#86 - 2012-04-07 07:51:54 UTC
What I think is giving an Amarr ships bonuses for only cap usage for lasers is dumb. Look at the Maller, Prophecy, and Punisher.

They only have a bonus to cap usage, as a result people don't fit laser on them, but autocannons or blasters.

Not to mention lasers used a lot of powergrid. Small and Medium lasers in my opinion use up way too much grid. For battleships their fittings are mostly fine (except maybe tachyons - but they are oversized weapons).

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Pok Nibin
Doomheim
#87 - 2012-04-07 10:02:14 UTC  |  Edited by: Pok Nibin
You didn't count the first buff of the Amarrian ship; an Amarrian is piloting it. (It's a common mistake. No worries.)

Ashera Yune wrote:
What I think is giving an Amarr ships bonuses for only cap usage for lasers is dumb. Look at the Maller, Prophecy, and Punisher. They only have a bonus to cap usage, as a result people don't fit laser on them, but autocannons or blasters. Not to mention lasers used a lot of powergrid. Small and Medium lasers in my opinion use up way too much grid. For battleships their fittings are mostly fine (except maybe tachyons - but they are oversized weapons).

Putting autocannons on an Amarrian vessel is like putting lipstick on a pig.
Using hybrids if you don't have to is like wearing overhauls to a wedding.

The right to free speech doesn't automatically carry with it the right to be taken seriously.

Ciar Meara
PIE Inc.
Khimi Harar
#88 - 2012-04-07 10:16:50 UTC  |  Edited by: Ciar Meara
Nova Fox wrote:
I used to remember the days where lasers where extremly powerful and capaictor use was thier delimiting factor.


I remember the days when fitting lasers on your ship meant you would die after a minute without cap.

I like the way Amarr ships are now.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Zowie Powers
Aliastra
Gallente Federation
#89 - 2012-04-07 11:01:23 UTC
In Guild Wars, the Mesmer skills were made to have long casting times and then the Mesmer bonus was "Fast Casting".
As it is with Lasers. Make them use lots of Capacitor then make the bonus "Capacitor use reduction".

You see, the bonus isn't really a bonus on any ship. Lower Damage weapons often get a Damage "bonus" on the ships they're supposed to be put on.

ATX: The best of the rest.

m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#90 - 2012-04-07 16:30:15 UTC
Jorma Morkkis wrote:
m3talc0re X wrote:
That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right?


That's why you want to use mid slots for tracking computers or web, not for cap.

Edit: And learn to change crystals.


Perfect example of the forum morons I was talking about ;)

I don't even see the point you're making... You're talking about TC's? The same module that can benefit EVERY turret? Regardless of ship bonuses or race? The same module that will help Pulses have better tracking will help Blasters and Autocannons have better tracking, still being better than the Pulses. Or is there some other point up your a** you're trying to force out? Don't give yourself a hernia trying though...

I'd like to also point out that I always carry various crystals around with me for their range/tracking/damage differences as well as changing scripts in my TC's as necessary. I apply this same tactic when using all of the other various turrets, also. So get back under your bridge.
Jorma Morkkis
State War Academy
Caldari State
#91 - 2012-04-07 18:00:26 UTC
m3talc0re X wrote:
Perfect example of the forum morons I was talking about ;)

I don't even see the point you're making... You're talking about TC's? The same module that can benefit EVERY turret? Regardless of ship bonuses or race? The same module that will help Pulses have better tracking will help Blasters and Autocannons have better tracking, still being better than the Pulses. Or is there some other point up your a** you're trying to force out? Don't give yourself a hernia trying though...

I'd like to also point out that I always carry various crystals around with me for their range/tracking/damage differences as well as changing scripts in my TC's as necessary. I apply this same tactic when using all of the other various turrets, also. So get back under your bridge.


So those are waste and cap recharger is better?

Apoc with 3x CCC and 4x Cap Recharger II is fail.
m3talc0re X
The Motley Crew of Disorder
The Gorram Shiney Alliance
#92 - 2012-04-07 19:07:14 UTC
Then don't fit 3x ccc's and 4x cap recharger II's to a damn Apoc... I am assuming this is for missions?

Quote:

[Apocalypse, PVE - Pulses T2 Fit]
Large Armor Repairer II
Armor EM Hardener II
Armor Thermic Hardener II
Armor Thermic Hardener II
Tracking Enhancer II
Heat Sink II
Heat Sink II

Tracking Computer II
Cap Recharger II
Cap Recharger II
Cap Recharger II

Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L
Mega Pulse Laser II, Scorch L

Large Auxiliary Nano Pump I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I



I'm cap stable with this...
Jorma Morkkis
State War Academy
Caldari State
#93 - 2012-04-07 19:10:33 UTC  |  Edited by: Jorma Morkkis
m3talc0re X wrote:
I'm cap stable with this...


There is your problem.

Edit: It's also overtanked. More damage. You don't want to move slower, you want to move faster (+ 100mn AB).
Edit2: It would be so much easier if you guys just go ahead and fit Tachyons to Mael and then we can see how long you guys can fire those guns before cap runs dry.
Petrus Blackshell
Rifterlings
#94 - 2012-04-07 19:46:54 UTC
m3talc0re X wrote:
~snip~

A laserboat with Scorch dealing 300 paper dps will do more damage at its optimal range (20 km?) than an autocannon ship dealing 300 paper dps with Barrage. Falloff reduces damage. Optimal does not. Stick to lasers' optimal range, and they also have good tracking. Using an 8 km optimal laser at 500m causes shittastic tracking... and that's to be expected, or lasers would be auto-win-guns.

Autocannon Damage

Because of the range factor and their low base damage, autocannons *do* have ****-poor performance. For example, med-tier small weapons at maximum skills:


  • 3x 150mm Light Autocannon II with faction ammo: 80 DPS at optimal range of 675 m and falloff 5.5 km.
  • 3x Dual Light Pulse Laser II with faction multifreq: 80.8 DPS at optimal range of 3.38 km and falloff 1.88 km.
  • 3x Light Ion Blaster II with faction antimatter: 107 DPS at optimal range of 938 m and falloff 2.5 km.


The autocannons will never do their whole DPS because of their abysmal optimal range. The lasers might if you fly your ship right at around 3-3.5 km, and the blasters will do most of it if you stay at 1km-ish. While yes, the autocannons will do more damage at 6 km than either the lasers or the blasters, they are overall a lower DPS option than either one... unless you put them on a ship that gets bonuses to autocannon damage, which brings them in line with the other weapons (e.g. the Rifter). Please learn about falloff before white-knighting your genius.

Tracking is another matter altogether, and there are techniques to mitigate bad tracking, or people trying to get under your guns. In fact, I have had more success with putting a Tracking Enhancer on a Punisher than I have had with a Heat Sink.

Artillery range/tracking: Alpha strikes aren't always guaranteed to hit, and smart targets dodge shots before they are taken. The range and tracking bonuses are the reason Muninn is better at sniping than Hurricane is, even if Hurricane technically has more alpha.

Blaster range/tracking: I was comparing basic T1 ships with basic equipment (no T2 ammo) as the latter adds too many nuances. Still, fitting blasters on a Rifter gets you killed by another Rifter that can kill you from outside your range -- with regular ammo if you're using antimatter, or with Barrage if you switch to Null. An Incursus with Null has a far better chance of dealing with kiters.

Quote:
Thanks to the tracking bonus on say, the Mega for example, you can fit tracking comps loaded with range scripts and STILL get better tracking than pulses on an Apoc.

Neutron Blaster Megathron has 4.5 km + 12.5 km range base. Mega Pulse Laser Apoc has 20.6 km + 10 km range base. The Apoc can track just fine at 20 km, just not at 4.5 km. If lasers tracked as well as blasters, there would be no reason to use blasters. If blasters tracked as poorly as lasers, they would never work . Range/tracking is a tradeoff.

Railgun range/tracking: A Ferox without range bonus would be better off fitting beam lasers. At equivalent ranges, lasers do slightly more damage, with 1.5x the tracking (ammo change notwithstanding). Add the range bonus and it becomes clear the Ferox is better off using railguns than beam lasers. That is what a bonus is supposed to do.

Laser cap usage: At (for example) 30 km range and taking other ship bonuses into the equation, beam lasers have: better damage than autocannons or blasters (but worse tracking); similar damage to railguns, with better tracking; more damage than artillery, with better tracking; ability to instantly switch crystals to match target range, for optimal damage application; little to no ammo use. Why not just stick them on any ship? Cap usage.

Changing the cap usage bonus to a cap recharge bonus would give more utility to Amarr ships, but until EFT warriors pull their heads out of their ass, all we're going to see is more autocannon fits "because they do more damage", more neut fits (which already work plenty well), and more whining about how lasers suck and need two bonuses.

Quote:
In Guild Wars, the Mesmer skills were made to have long casting times and then the Mesmer bonus was "Fast Casting".
As it is with Lasers. Make them use lots of Capacitor then make the bonus "Capacitor use reduction".

You see, the bonus isn't really a bonus on any ship. Lower Damage weapons often get a Damage "bonus" on the ships they're supposed to be put on.

Perfect example from another MMO that works very hard on balance. Thank you.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Tarn Kugisa
Kugisa Dynamics
#95 - 2012-04-07 19:55:39 UTC
masternerdguy wrote:
Amarr are fine. Caldari could use more mid slots.


I'd rather have an extra low to fit Nano's

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Jarvin Xadi
Ministry of War
Amarr Empire
#96 - 2012-04-07 20:20:13 UTC
One thing that is slightly awkward is that while you see projectile weapons on all sorts of ships due to not using cap, you very rarely see lasers or hybrids on ships that are not bonused on them. Im ok with the current situation for the most part as when you pair ships with their respective racial weapons they are mostly balanced, but the projectile thing does stick out. Any rework of lasers/amarr ships (because you have to do both at the same time) would have to take into account this.
Cyrina Manto
RBS Inc.
#97 - 2012-04-07 21:38:12 UTC
You only see projectile weapons on lots of stuff due to EFT Warriors not using a magical thing called a damage graph.

Lasers make up for the crap speed of most Amarr fits by having a greater useful range of engagement than blasters or autocannons.

Damage at optimal (6.8 conflag 20 scorch) is 40%-150% better than autocannons.
ElQuirko
University of Caille
Gallente Federation
#98 - 2012-04-07 22:43:51 UTC
Gitanmaxx wrote:
Seriously guys, do you just post in every single thread completely unrelated BS for the hell of it.


Sorry, have you read these forums before? Of COURSE we do.

Dodixie > Hek

Shukuzen Kiraa
F4G Wild Weasel
#99 - 2012-04-07 22:46:22 UTC
All Amarr ships should have a Role bonus for using lasers, that way we don't end up sacrificing one bonus to cap on every single damn ship lol.
Ziranda Hakuli
Brutor Tribe
Minmatar Republic
#100 - 2012-04-07 22:50:54 UTC
More folks butt hurting over their ships and weaponry. Have you Caldari and Amarr folks forgot that Gallente were superior over you guys when before CCP broke the hybrids? some may not know but it was then that Gallente ships juked the amarr and Caldari PVP guys left an right.

Now that CCP fixed them and brought weapony in line with everyone you still complain. do whine in real life like a 2 year old when your favorite toy gets scuffed? yes you do