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Lasers

Author
Jorma Morkkis
State War Academy
Caldari State
#21 - 2012-06-11 21:43:16 UTC  |  Edited by: Jorma Morkkis
Cameron Cahill wrote:
It never will


Unfortunately, I don't have a screenshot to prove it but I've done one 600+ dmg volley with 425s at 33km. Ok, not full damage, but close enough.

Stats were:
- Range with Barrage: 3,9+27 km
- 2x Gyrostab II and 2x TEs used
- No damage rigs or projectile damage implants
Cameron Cahill
Deaths Consortium
Pandemic Horde
#22 - 2012-06-11 21:55:28 UTC
Jorma Morkkis wrote:
Cameron Cahill wrote:
It never will


Unfortunately, I don't have a screenshot to prove it but I've done one 600+ dmg volley with 425s at 33km. Ok, not full damage, but close enough.


The chance of it happening is tiny so you count on it in a fight, whereas i can count on my harbinger to do roughly full damage at all distances out to 23-33 k depending on the fit.
Major Killz
inglorious bastards.
#23 - 2012-06-11 22:25:58 UTC
Well. Now Blasters and Autocannons have entered laser territory. This needed to happen, but in some cases; You know, effective engagement range (28,000m overheated warp disruptor). Lasers don't offer that much. Oh well! Time to look @ some amarr ships and boost them I suppose.

[u]Ich bin ein Pirat ![/u]

Veronica Kerrigan
Surgically Constructed L Feminist
#24 - 2012-06-12 03:11:35 UTC
Paikis wrote:
You'll note that the turrets themselves have a 'Damage Modifier' on them. You'll note that the one for lasers is higher than all the other weapon systems except Blasters. You'll also note that the ranges are different. Lasers don't work very far outside their (large!) optimal, but autocannons are almost always in falloff... which means their damage is much lower than stated. Blasters have very short ranges to justify their higher damage.

Go play the game some, and stop playing EFT.


Autocannons working in falloff is a definite advantage. It means they can deal reasonably good damage at about 150% of their ideal range, and much more than that for artillery, while outside of a lasers ideal range the damage decreases so quickly that you often disregard laser falloff.

Peta Michalek
Doomheim
#25 - 2012-06-12 08:07:05 UTC
Lost Greybeard wrote:
Also, you're underestimating the advantage of having a backup infinite ammo supply for things like w-space exploration and mission running, and misunderstand the distribution of resistances in PvP (when any tank is applied, it's typically omni, and shield is as common as armor).


Even with an omnitank the base resistances still matter. And really, nothing stops you from buying 1-2k of base hybrid/ac ammo and use it as backup. It's as effective as backing out to T1 crystals and so cheap it's almost irrelevant.

Quote:
- Applicability: Lasers have some of the best overall applicability ranges of the turrets in terms of minimum usable range to maximum usable range, with substantial tracking numbers on pulses and decent close-in hit rates on beams. The only weapon systems that beat them on this are Autocannons and Missiles, and missiles have their own issues.


The "substantial tracking numbers" on pulses are at the worst in the game among all turrets. Beams do have best tracking, true, but it's irrelevant since at ~20km the angular velocity is miniscule anyways, and up close it doesn't matter if your tracking is 0.7 or 1, you're still not going to hit anything.

Quote:
- High base damage: to compensate for the lack of damage bonuses on most Amarr ships and low damage-type flexibility, lasers just flat-out hit harder before modifiers, making them handy on partially-trained boats.


No, they don't. What else can I say? Look at damage modifiers. Laser ones aren't particulary high. In fact, highest numbers are on both Hybrid and AC sides. Base DPS also isn't any higher either, with the exception of beams and who uses those? Even if you did, you aren't going to dictate range in an Amarr ship, maybe with the exception of the Slicer.

I know that lasers have largest optimals, but again, that's a two-edged sword since you're going to lose the most from using the -50% range ammo.
Bouh Revetoile
In Wreck we thrust
#26 - 2012-06-12 08:26:32 UTC
Veronica Kerrigan wrote:


Autocannons working in falloff is a definite advantage. It means they can deal reasonably good damage at about 150% of their ideal range, and much more than that for artillery, while outside of a lasers ideal range the damage decreases so quickly that you often disregard laser falloff.



What you say does not make any sense. Ideal weapon range is optimal range. AC have an optimal range even worse than blasters. Outside this range, dps decrease to 50% at optimal + falloff range and up to 0 at optimal + 2*falloff.

Sorry to remind these basic mechanics, but some here seems to have forgot them. Of course, you can have a wrecking hit at optimal + falloff, but that's one hit on a hundred ; not very reliable...

From multifreq or ultraviolet optimal border up to scorch optimal range, pulse laser have better dps than any other weapon.

Quote:
A gatling pulse does less dps than an AC200, is harder to fit, uses more cap, tracks worse, can't choose damage type and with close range ammo gets 3k optimal + 625m falloff vs the AC's 750m optimal + 6k falloff. Balance this isn't.


I'm pretty sure gatling pulse have better dps at 3km than AC200mm. Anyway, with another lens, which you can change in one or two second, then your dps is better. And farther than 6km, even these gatling pulse will have a better dps than these AC200. Moreover, you are dishonnest when saying that they are more difficult to fit : though they have 50% more pg requirement, they use less than half CPU than the AC200mm. And I repeat : fitting requirement of autocanons are silly low, it's pointless to compare anything with them in this regards because they are OP for this.

Then, if you are not able to limit angular speed of your target, you're not good at flying Amarr ships and should consider flying minmatar ships : they can track at close range and can hit at longer range, and that's what you seem to like. You can also fly caldari missiles ships : missiles don't care about range, you can focus on piloting.

PS : Rokh is the ship that cap himself only firing. 425mm railguns are pretty cap hungry.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#27 - 2012-06-12 08:28:47 UTC
Jorma Morkkis wrote:
Unfortunately, I don't have a screenshot to prove it but I've done one 600+ dmg volley with 425s at 33km. Ok, not full damage, but close enough.


That translates to something like 200 DPS, lmao.

Full damage from a 425 AC cane is around 900 on a weak resist.
Kuehnelt
Devoid Privateering
#28 - 2012-06-12 08:50:13 UTC
Peta Michalek wrote:
"Mastin Dragonfly" wrote:
Take a look at the other races:

most minmatar ships have a rate of fire bonus
most gallente ships have +5% damage to hybrids
most caldari gun ships have +10% range and the missile ships +5% to kinetic damage


Uh yeah, and most Amarr ships get cap bonus which is exactly the issue here.


That's exactly the issue here but the title of the thread is Lasers?

I think people have gotten too comfortable with saying "Amarr boats just get a cap bonus :(". It seems to me that there are these following kinds of laser boats (with a bit of overlap; the Retribution is the first three classes):

1. Tracking bonused hulls
2. Range bonused hulls
3. Damage bonused hulls
4. Mediocre hulls

And then you have faction hulls that effectively halve the fitting+cap cost of lasers.

So if you want to buff lasers, you're buffing a lot of ships that are already good. Why not just fix #4? Or since #4 is now mostly the remaining T1 frigs and T1 cruisers, you could just watch F&I and SiSi for CCP Ytterbium's work.
Liam Mirren
#29 - 2012-06-12 09:08:32 UTC
Kuehnelt wrote:
So if you want to buff lasers, you're buffing a lot of ships that are already good. Why not just fix #4? Or since #4 is now mostly the remaining T1 frigs and T1 cruisers, you could just watch F&I and SiSi for CCP Ytterbium's work.


Very true, the problem is that Ytter doesn't necessarily instil me with confidence given his changes to the frigates, the fact they're only doing a few at a time and remove mining frigates without having the replacement in the game.

Excellence is not a skill, it's an attitude.

Bors ArAnducal
Science and Trade Institute
Caldari State
#30 - 2012-06-12 11:02:59 UTC
I say nerf lazorz they are too powerfull as they are especially in frig size department Twisted
Goran Konjich
Krompany
#31 - 2012-06-12 13:17:36 UTC
Fly Oracle ... it's awesome.

I'm a diplomat. Sometimes i throw 425mm wide briefcases at enemy. Such is EVE.

Jhelom
Viziam
Amarr Empire
#32 - 2012-06-12 13:44:15 UTC
Have I been lurking? Yes.
Do I only have 25M in SP? Yes.
Do I have a posh condo in Amarr highsec that I stay in? Yes.

That having been said, as a pure Amarr pilot, the cap bonus provided by Amarr ships does not compensate for the massive cap drain from turrets. Coupled that with the fact virtually NO Amarr ship can fit Tachyon II's effectively (EFFECTIVELY). So, without 279,324,782 cap mods and Heat Sinks (which increase cap usage), Amarr ships are at a disadvantage in fitting their primary weapon systems. I have minimal PvP experience, but from my few encounters I can say that DPS and overall damage is very comparable to most other races as I haven't had too much trouble taking down Minmatar / Gallente / Caldari ships..

My humble opinion, it is not a matter of adjusting the damage / range / etc. for Energy weapons, but rather making them more usable with existing ships. One option may be eliminated the cap usage increase for Heat Sinks or decreasing the PG requirements for beams... I'm not an EFT warrior, but it would be nice to be able to effectively use the full gamut of Amarr weapons on AMARR ships..?

Maybe I'm just asking too much.
Kaikka Carel
Ziea
#33 - 2012-06-12 14:16:42 UTC
Lasers.

Pros:

1) Good optimal and thus damage application at range. A laser ship must be able to dictate range of engagement to fully use that potential.

2) Instant swap. Not so crucial since lasers can't manipulate damage type much.

3) Lenses are durable and take little space in cargo. A laser ship can make use of free cargo in PVP. Probably an Ancillary Shield Booster could be a good choice.

Cons:

1) CPU/PG requirements. A laser ship either should have more base resources or require less turrets for the same DPS.

2) High energy consumption. A laser ship either should have an outstanding capacitor or fit capacitro modules or require less turrets for the same DPS.

3) Poor tracking for pulse lasers. A laser ship must be able to dictate range of engagement to overcome troubles with tracking.

4) Lasers have 10-15% higher base DPS than Autocannons and 18-25% lesser than blasters(T2 stats, all guns respective to their tiers). This inbetween position may be balanced out by the good optimal and therefore damage application but becomes a total drawback in a "Brawl" situation.

So what do all these points mean? A perfect laser ship is a Sansha ship! It avoids drawbacks of weapon system with shield tanking, high base speed, lesser number of turrets for the same DPS while maximising its potential with very same attributes.

Another example would be Abbadon. Most large fleet engagements tend to be ranged where lasers excel with their damage application and their drawbacks are mitigated. 8 guns, 1 med slot for an MWD, 1 for capbooster, 2 for tracking comps, 7 lows for tank and damage modules, damage bonus+ressistance bonus make a perfect combination for a ship which only has to stay on the battlefield and keep firing.

Flavor-wise "All-Amarr" fleet may create a defensive cordon with Devoters and Harbingers fitted with Scorch ammo while retaining armor tank for the ease of Logi support. All justified!

The above concept however can't be used in small engagements where every ship get's an up close and personal attention from the opponent. This is why we see a lot of shield tanked Harbingers and Oracles.

That is why a capsuleer market and anti-guerilla warfare needs more shield based highspeed ships like Sansha's. If I was a developer Amarr manufacturer I would defentely make use of this demand.
Bouh Revetoile
In Wreck we thrust
#34 - 2012-06-12 15:23:24 UTC
Shield tank is more effective in small gang mostly because of rig speed penalty on amor rigs. But that is a problem not related to amarr and lasers by themselves.
Alara IonStorm
#35 - 2012-06-12 15:47:28 UTC  |  Edited by: Alara IonStorm
Bouh Revetoile wrote:
Shield tank is more effective in small gang mostly because of rig speed penalty on amor rigs. But that is a problem not related to amarr and lasers by themselves.

So much this. Doesn't effect Amarr's mid range Battleship lineup much but kills in the smaller ships where speed is a much bigger factor then sig. Especially since it is a double dip on the plates and the rigs with such an important stat. Amarr has good range with mediums but it doesn't make up for the hit in a lot of cases. The so called laser cap problem is not a problem when Amarr fits with Armor and have the Grid / CPU to run a Cap Booster. If CCP can bring small scale Armor back into play it will revitalize the T1 Amarr Ships below Large weapons. Hopefully CCP hasn't halted their look into rigs.

That and the secondary problem of Ship design. A few weeks ago the Punisher was the second best T1 Autocannon Frigate in the game and now it is competitive across the board with Lasers. A lot of the sub Battleships struggle with this. The first real laser boat before the Punisher buff was the Coercer which couldn't solo and the Harbinger whose base speed combined with rigs made it marginal in comparison to its competitors leaving Battleships as the first real taste of Laser combat for Amarr and now the new Oracle.

Now the Punisher / Tormentor is a herald of the new upcoming balance which redesigns the ships for their weapons. The Punishers bonus and fitting were reworked and those were its major faults. The Maller and Prophecy might not be Autocannon boats for long if CCP makes a similar design decision. I am sure CCP is looking into the Omen which is the all around Cruiser Laser Ship that suffered under the Tier System. The Omen really is the poster child for bad Cruiser Balance.

To sum up currently the biggest issues with small scale Amarr Warfare is Fitting bonuses and Armor vs Shield and not the guns themselves.
Soon Shin
Scarlet Weather Rhapsody
#36 - 2012-06-12 18:51:25 UTC
The problem are mostly the ships.

If amarr ships and weapons are great as people claim how come Drakes and Hurricanes see far, far more use than Harbingers ever do? In the top 20 ships http://eve-kill.net/?a=top20 the Drake and Hurricane are on the top of the list, while Harbingers don't even appear on half the numbers.

Ships that only have a 10% reduction in cap use and no other bonus to lasers are simply not worth fitting lasers on.

Look at the prophecy, Maller, Punisher(pre-change) people only mounted autocannons to those ships because it saved cap, grid, selectable damage types. Lasers only gave a very small dps advantage for high costs.

Lasers turrets have a small increase over other turrets for much more demanding cap usage and fitting, ship bonuses toward damage or rof are needed to make them good.

Laser powergrid usage is not much of an issue to large ships, but smaller ships are hurt by it.

The Omen has great trouble fitting short range guns without running out of grid.

The Coercer can't even fit its strongest long range guns without a fitting mod. It has no grid to fit anything else when putting on its strongest short range guns.

The harbinger can't fit heavy pulse lasers with 1600mm and mwd, while the hurricane can fit 425mm with 1600mm and mwd with powergrid to spare to put on a medium energy neut.

The omen navy issue can't fit 1600mm, mwd, and Focused Medium Pulse, without running out of PG, when the Stabber Fleet issue can fit 1600mm, mwd, and 220mm with PG to spare.

I propose that medium and small lasers should get a reduction in fitting especially in terms of PG.

Then ship bonuses need to be looked at. All the ships with only 10% cap reduction to lasers and nothing else for lasers need a serious look at.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#37 - 2012-06-12 22:12:21 UTC
Soon Shin wrote:
The problem are mostly the ships.

If amarr ships and weapons are great as people claim how come Drakes and Hurricanes see far, far more use than Harbingers ever do? In the top 20 ships http://eve-kill.net/?a=top20 the Drake and Hurricane are on the top of the list, while Harbingers don't even appear on half the numbers.


Because Top 20 placement is almost purely determined by a ship fitting into one of the popular nullsec fleet doctrines.
Gitanmaxx
Viziam
Amarr Empire
#38 - 2012-06-13 03:27:53 UTC  |  Edited by: Gitanmaxx
If a weapon system was good why does almost every single amarr ship under BS end up being fitted with anything but lasers and better for it? Even on bonused ships?
Alara IonStorm
#39 - 2012-06-13 03:42:52 UTC  |  Edited by: Alara IonStorm
Gitanmaxx wrote:
If a weapon system was good why does almost every single amarr ship under BS end up being fitted with anything but lasers and better for it? Even on bonused ships?

Covered that above.

Quote:
The secondary problem is Ship design. A few weeks ago the Punisher was the second best T1 Autocannon Frigate in the game and now it is competitive across the board with Lasers. A lot of the sub Battleships struggle with this. The first real laser boat before the Punisher buff was the Coercer which couldn't solo and the Harbinger whose base speed combined with rigs made it marginal in comparison to its competitors leaving Battleships as the first real taste of Laser combat for Amarr and now the new Oracle.

Now the Punisher / Tormentor is a herald of the new upcoming balance which redesigns the ships for their weapons. The Punishers bonus and fitting were reworked and those were its major faults. The Maller and Prophecy might not be Autocannon boats for long if CCP makes a similar design decision. I am sure CCP is looking into the Omen which is the all around Cruiser Laser Ship that suffered under the Tier System. The Omen really is the poster child for bad Cruiser Balance.

A Cap Use Bonuses is no bonus at all when it is alone. People fit all kinds of guns to a Myrmidon because if a ship does use guns as a primary weapon it either needs a DPS Bonus or has enough DPS already to be useful and a secondary bonus that is so good it covers the difference. Otherwise people will use projectiles that have better fitting, selectable dmg and no cap use most of the time.

It isn't that they are better but that they are designed for a ship that accommodates those low maintenance stats. A ship that has higher maintenance stats can do a lot with the rest of the setup with the extra fitting and cap. Lots more tank for instance with similar DPS to lasers. Look at the Punisher now. No one fits Autocannons anymore because they redesigned it to accommodate lasers. Auto's still have all the previous advantages but they just are not worth putting on anymore when compared to lasers.

Reason why Battleships are good with Lasers and Sub-Battleships are meh is that CCP fell down in the design process of most Amarr Sub-Battleships.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#40 - 2012-06-13 04:31:48 UTC  |  Edited by: Mfume Apocal
Gitanmaxx wrote:
If a weapon system was good why does almost every single amarr ship under BS end up being fitted with anything but lasers and better for it? Even on bonused ships?


Autocannon Zealot! Arty Harb! Blaster Slicer! New FOTM, you found it here guys!