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Change to Amarr ship laser cap bonus

Author
Intercostal
Dhoomcats
#1 - 2012-08-15 13:17:18 UTC  |  Edited by: Intercostal
As CCP is currently going through all the ships in a rebalancing exercise I have been looking at the 5%/10% cap usage per level 'bonus' given to nearly all Amarr ships that are expected to use lasers. The issue with this bonus is it makes Amarr laser ships very one dimensional ie what ever the other bonus for that ship is eg:

Prophecy = tank (resist bonus)
Harbinger = DPS (damage bonus)

These ships currently carry this x% per level 'bonus':
Impairor 10%
Tormentor 10%
Executioner 10%
Crucifier 10% (at the moment)
Magnate 5% (at the moment)
Coercer 10% (now and in planned rebalance)
Crusader 10%
Retribution 10%
Maller 10%
Omen 10%
Zealot 10%
Devoter 10%
Legion (liquid crystal magnifier subsystem) 10%
Prophecy 10%
Harbinger 10%
Oracle 10%
Absolution 10%
Armageddon (normal and Navy Issue) 10%
Apocalypse (normal and Navy Issue) 10%
Redeemer 10%
Revelation 10%

I make that 22 ships with viturally the same bonus (plus one T3 subsystem).
I appreciate that this 'bonus' was introduced early in the life of Eve when lasers had their cap usage increased to punitive levels to stop non-Amarr ships from being cross-fitted with lasers. The issue with lasers is balancing cap generation (from the ship), cap use (from the weapons) and bonuses (which give ships a special 'role'). Amarr ships are probably the least varied in how they are fit.

One suggestion is that lasers have their cap usage decreased by 50% across the board with these bonuses removed. They can be replaced with other bonuses which actually give the ship a useful flavour eg turret tracking, turret range, laser turret signature reduction, reduction in mass increase from fitting armour plates, energy vamp/neutraliser amount bonus, partial resistance to energy neutraliser effects. This is not a request to make these ships have more DPS or suddenly perma-cap.

Will this suddenly result in people flying these ships having huge amounts of cap to play with? No because if you re flying one of these ships you have the relevant ship skill to 4 or 5 otherwise you probably aren't going to step into a laser ship.

The laser ships without energy usage bonuses (Avatar, Abaddon, Paladin, Imperial Navy Slicer, Nightmare, Bhaalgorn, Cruror, Succubus, Phantasm, Ashimmu) mightl need to have their capacitor size/recharge adjusted to accommodate this but as CCP are doing all ships now is the right time.

The fittings/EFT experts can probably work out if such a change will lead to lots of unbonused ships being fitted with lasers because this would make them better than the alternatives but for my money they will still be cap hungry with a limited damage type.

If that is the case then you could make the 10% bonus apply to all the ships on this list and give them an additional bonus (ie if the ship class normally has 2, the Amarr version gets bonuses 3 including the laser energy use bonus).


My final (not serious) alternative suggestion is drop projectile falloff by 50% and hybrid DPS by 50% and replace one bonus on the ships expected to use these weapons with a 10% per level bonus to falloff/DPS respectively so they haven't lost out (and no one will fit projectiles on an Amarr/Gallente/Caldari ship because of easy fittings and no cap usage).Shocked
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#2 - 2012-08-15 13:33:42 UTC
It would be nice for amarr ships to effectively get two bonuses instead of one..

BYDI recruitment closed-ish

Uris Vitgar
Center for Advanced Studies
Gallente Federation
#3 - 2012-08-15 13:54:18 UTC
The reliance on skills to reduce the cap demand also makes it disproportionately difficult to run an amarr ship on low skills compared with the other races, which is not a great situation to be in. Perhaps a role bonus would be better instead of a 10% skill
Takeshi Yamato
Ministry of War
Amarr Empire
#4 - 2012-08-15 14:19:27 UTC  |  Edited by: Takeshi Yamato
+1

Reduce laser cap by 50% across the board (people won't be fitting lasers on unbonused ships as the Maller & Prophecy have been demonstrating for years)

Ships that have no damage bonus get 5% laser damage per level.

Ships that already have a damage bonus are reviewed individually and get a bonus that suits their role and doesn't make them overpowered.

See a detailed list here.

This should fix a lot of the problems with Amarr ship lineup.
sten mattson
Red Sky Morning
The Amarr Militia.
#5 - 2012-08-15 14:43:07 UTC
that would be awesome

because as it is right now , a punisher no matter what he does will never last more than 2 minutes on the field , and you know how cap unstable the abaddon is , even with max skills :P

role bonus might be too much though , people might question what would come of all the other races?

50% reduction on the guns activation cost might be the way to go. or just boost the ship's capacitor accordingly

IMMA FIRING MA LAZAR!!!

Obsidiana
Atrament Inc.
#6 - 2012-08-16 06:48:04 UTC
Amarr used to be deadly. Then everyone started armor tanking. Then they nerfed damage mods. Then omni-armor tanking got a boost through skills. Then Winmatar, with the highest EM resistance, became popular.

Now, no one wants to use lasers.

The bonus is a joke because projectiles use zero cap (note: this was not always the case).

Shield tanking has gotten a boost (ASBs). This indirectly helps lasers.
More ships are getting laser damage bonuses. This too indirectly helps lasers.

Lasers are due for some direct help. I have no problems with leaving Hybrids as is and lowering laser cap use below them. Change the rigs to cause an increase in laser cap use to balance the change. The power grid increase is already unfair to them since it is so hard to fit lasers on even Navy ships.


And for crying out loud, give them some thermal crystals.
Give hybrids some thermal focused charges too.
There is too much variety without purpose in both ammo sets.


Btw, I primarily use missiles, but often hybrids too. I have a Navy Gedon and found it hard to fit and keep cap stable. I feel your pain. Oh, loved the range shifting and drone bay. Enjoying the 5s change time on hybrids.
Takeshi Yamato
Ministry of War
Amarr Empire
#7 - 2012-08-16 07:27:41 UTC
Obsidiana wrote:
Amarr used to be deadly. Then everyone started armor tanking. Then they nerfed damage mods. Then omni-armor tanking got a boost through skills. Then Winmatar, with the highest EM resistance, became popular.

Now, no one wants to use lasers.

See Blaze, Lux
Arline Kley
PIE Inc.
Khimi Harar
#8 - 2012-08-16 13:30:57 UTC
As a long time Amarr player (5 years and counting), I have see n the various ups and downs the Amarrians have had - and for the most part I agree that Lasers are generally a pain in the ass to fit. Cap wise, it is always the issue - Amarrians have some of the worst balances in regards to this: Their weapons eat up vast amounts of capacitor, their chosen form of tanking also takes a hefty bite of that apple, leaving most ships cap unstable, which while in a PVP matter doesnt bat an eye-lid (after all your going to be dead soon so why bother), in a PvE setting most ships require the fitting of at least one Cap recharge module to be even remotely stable.

Only by using the Pulse Lasers are Amarrians ships viable for anything - Beams dont get a word in for the most part because they fire either too slowly, track too slowly, or just dont fit.



Also: Takeshi Yamato; Those crystals aren't in game yet - the only ones are Gleam, Aurora, Conflagration and Scorch.


Obsidiana wrote:
I have a Navy Geddon and found it hard to fit and keep cap stable. I feel your pain.


I do have a fitting somewhere that is cap stable for the Navy Geddon. I can also give you a fitting for the Navy Apoc that is rather silly in this regard (150k EHP and cap stable.)

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

Kethry Avenger
Ministry of War
Amarr Empire
#9 - 2012-08-16 13:42:31 UTC
Posting in support of some change, as long as it includes the removal of the laser bonus.

Or as suggested above, give all Amarr ships a role bonus to cap use, then give Minmatar, Gallente, and Caldari a nerf to some integral weapon system and have a role bonus on them that has the same effect. Bad for weird fits, good for differences between the races.

I heard a rumor during the tourney that CCP really loves ASB, blaster fitted Pilgrims though.

Michael Harari
Genos Occidere
HYDRA RELOADED
#10 - 2012-08-16 14:01:14 UTC
So basically, you want to give all amarr ships a bonus, removing one of the balancing factors to things like the slicer and baddon?
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#11 - 2012-08-16 16:46:42 UTC
they could just add more cap to hull, which is what I think should happen, this prevents lasers on other ships and fixes the issue at hand.
Recoil IV
Caldari Provisions
Caldari State
#12 - 2012-08-16 18:13:12 UTC
also caldari ships could use buffs/better bonuses :D.missiles too.gallente too.
Obsidiana
Atrament Inc.
#13 - 2012-08-16 19:16:43 UTC  |  Edited by: Obsidiana
Herping yourDerp wrote:
they could just add more cap to hull, which is what I think should happen, this prevents lasers on other ships and fixes the issue at hand.
They did that to the Apoc. It used to have a bonus to capacitor capacity. It was changed to range and the max capacitor was just given to them.

How is the Apoc on capacitor? I've never flown one. I plan on getting a Navy Apoc in the nearish future.


Arline Kley wrote:
Obsidiana wrote:
I have a Navy Geddon and found it hard to fit and keep cap stable. I feel your pain.


I do have a fitting somewhere that is cap stable for the Navy Geddon. I can also give you a fitting for the Navy Apoc that is rather silly in this regard (150k EHP and cap stable.)


Is it a PvE fit for those ships? Just me, but I only use T1 in PvP.
PinkKnife
The Cuddlefish
Ethereal Dawn
#14 - 2012-08-16 19:27:48 UTC
Michael Harari wrote:
So basically, you want to give all amarr ships a bonus, removing one of the balancing factors to things like the slicer and baddon?


The Slicer and Abaddon being balanced are small issues to be fixed compared to the VAST majority of every other Amarr ship that is utter crap.
Michael Harari
Genos Occidere
HYDRA RELOADED
#15 - 2012-08-16 20:31:08 UTC
The only amarr ships that are bad are some of the t1 frigs (although to be fair, I have not tried the remade ones much), the cruisers and the sac (and lets face it, most of the HACs and cruisers blow), and the prophecy.
Intercostal
Dhoomcats
#16 - 2012-08-17 20:04:34 UTC
A couple of extra points:

Most of the other laser ships not on the list have an effective 50% reduction in cap usage from receiving a 100% damage bonus to a smaller number of turrets (Paladin, Bhaalgorn, Nightmare, Curor, Succubus, Ashimmu, Phantasm). To balance those ships (if there is a 50% cap reduction) just give them a 100% cap use penalty to go with the 100% damage bonus. This has a reasonable logic: double damage from double cap usage.

Only the Slicer, Punisher and Abaddon are expected to use lasers without a cap 'bonus'. These could be easily rebalanced using their cap amount/recharge.

Amarr ships have had a small showing in the alliance tournament for the last few years (not just this year because of the power of the ASB). The ships that tend to get used are often the non-laser specialised ships (Curse, Damnation, Guardian, Sentinel). There are probably several reasons for this but I suggest that the lack of variability in the Amarr laser ship line-up is one of them. Maybe CCP will be doing something about this with the rebalance but this will be difficult with the laser 'bonus' still in place.
Alara IonStorm
#17 - 2012-08-17 21:21:29 UTC
+1