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Omen or Maller?

Author
Georgina Parmala
Science and Trade Institute
Caldari State
#41 - 2013-03-26 01:43:50 UTC
You mentioned you can't fit a full rack of guns. With lower skills you should be using the focused lasers, not the heavies. You may also need to put a smaller armor plate on.

As far as the ship bonuses:
Thorax
Gallente Cruiser skill bonus per level:
5% bonus to Medium Hybrid Turret damage
7.5% bonus to Medium Hybrid Turret tracking speed

This is not a damage bonus. This is a usability bonus like cap cost. It just lets you actually HIT the target at your optimal range of 4 KM and the high transversal you will see at that range.

Stabber
Minmatar Cruiser skill bonus per level:
5% bonus to Medium Projectile Turret firing speed
7.5% bonus to Medium Projectile Turret falloff
The falloff bonus is not a range or damage bonus. It's a usability bonus like the Amarr cap cost. It just lets you actually do meaningful damage beyond 5km, where you would have trouble hitting smaller targets because of transversal.
It also has a rate of fire bonus instead of damage (33% dps instead of 25), because of the slow rate of fire of artillery and low dps of projectiles.

Moa
Caldari Cruiser skill bonus per level:
5% bonus to Medium Hybrid Turret damage
5% bonus to shield resistances

It has a tank bonus meaning it will have the same problem the Thorax otherwise would without the usability bonus. But the tank bonus lets it fit a tracking computer or web in a mid slot instead of another shield tank module, because of the shield resist bonus. Again this functions as a "usability bonus", it's just not as obvious as "your capacitor heavy guns cost half capacitor".

Just like the Maller having an armor bonus instead of cap cost reduction. But forcing you to fit a Cap Booster if you want to actually be able to shoot long enough to kill something while running a Microwarp drive.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Asmodai Xodai
#42 - 2013-03-26 02:55:58 UTC
I keep hearing that I'm not listening or don't want to listen or whatever. If I gave that impression, it was unintentional. I am listening, and everything that has been said has been taken to heart and appreciated. Most of it has been stuff I already basically knew, i.e. "this turret is good at this and bad at that," but it's still all appreciated regardless. The thought is what counts, and people just want to help. Thanks.

I will try to explain the fundamental issue with cap usage bonuses as I understand it, and as I have heard explained by hotshot veterans who have been PvP'ing and FleetVFleet'ing for years (doesn't mean they are right, just means they know enough to actually have an opinion).

This will be somewhat simplified to get the point across - reality has more messy details, more variables, etc.

Tradeoffs with these weapons chiefly revolve around a sliding scale that trades one thing for another. For instance, range vs. damage. It is a scale with range all the way on one side, and damage on the other side. If you slide one way, you are increasing range but decreasing damage. If you slide the other way, the opposite happens. This is "self balancing" in that boosting one thing sacrifices the other, so it's already "balanced" so to speak, and needs no further adjustment.

An example here would be railguns. The slider is adjusted all the way to one side (range). So the damage sacrifice has already been made - it needs no further sacrifice or penalty. Another example would be blasters. The slider is adjusted all the way to the other side (damage). So the range sacrifice has already been made. It needs no further sacrifice or penalty.

Now on to lasers. On the range/damage slider, it is about midway give or take. Fine - the tradeoffs, again - have already occurred, as it gets mid-grade damage but also mid-grade range. So why are there FURTHER tradeoff to be had? Why must there be some additional penalty to fit and actually use the thing? It would make sense if the weapon was 'OP' or better than other weapons but it isn't - it is simply another weapon with pluses and minuses.

That was the point. Now, I'm just a noob, but I've heard other experienced veteran types discussing this. If this point of view is wrong - fine, I accept that. My only point is, this is where I was coming from in this thread.

I wasn't trying to state something controversial - I had no idea anything I said would be. And again, if this point of view is wrong, fine, I accept that. It is really no skin off my nose either way.
Inkarr Hashur
Skyline Federation
#43 - 2013-03-26 03:17:55 UTC  |  Edited by: Inkarr Hashur
You compare short range weapons to short range weapons, and you compare long range weapons to long range weapons. From this standpoint, things are simplified. Specifically, that lasers don't have mid damage and mid range.

Pulses have unbeatable range and projection. The damage is mid-rage though, this is true (edited earlier biased statement implying otherwise).

Beams have the best DPS of sniping guns. Bar none. End of story. As for range, they match optimal with the artillery cannons. Artys get more falloff beyond that optimal, and that's cool. Whatever. And when you're talking about long distances like that, having more or having less range kind of stops mattering so much.
Georgina Parmala
Science and Trade Institute
Caldari State
#44 - 2013-03-26 04:10:42 UTC
You're thinking of it a little too two dimensionally. It's not just range and damage. They all have further tradeoffs, not just lasers.

In a group fight, Blaster boats have to not shoot for considerable time and burn lots of cap running a Microwarp getting from target to target. It's actually cap intensive in a real fight for them to apply damage. The DPS is high, but the DPS TIME is lower. The capacitor cost is also high, it just comes from the Microwarp scrambler and webs, not the guns themselves. As mentioned before they also can't hit a moving target very well at that intended close range without a tracking boost. So while the paper dps is high, the applied damage is often not.

Lasers have longer reach so they don't need to burn from one target to another, at least not nearly as much. They will use up less capacitor on propulsion and more on guns. But they'll have even worse trouble tracking a really close target.

Projectiles cost no capacitor. Their ships also have worse base capacitor. Their optimal might say 1km, but they will not actually hit a moving target 1km away. They shoot into falloff for reduced damage and need hull bonuses for that damage to be respectable. Otherwise everyone would just fit projectiles with their no cap and low power costs. Projectiles can shoot at Scorch range for low damage, or use capacitor on propulsion to get in a more favorable position to do better damage. They use this as well as their damage type selection to put themselves in a relative position where they do better applied damage than their opponent.

As I mentioned before, part of why Lasers are strong is also exactly where on the damage/range scale they fall. The damage is optimized at the edge of range of warp disruptors/scramblers. Part of why excessive cap cost is a fitting draw back, is what is involved in taking advantage of this. Running your MWD and Warp Disruptor on the target while holding 20-22km range. Trying to do armor reps, while attractive since you "range tank" lots of the incoming damage, just adds to the Cap strain. In some ways, lasers would be too good otherwise.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Asmodai Xodai
#45 - 2013-03-26 04:17:54 UTC
Georgina Parmala wrote:
You're thinking of it a little too two dimensionally. It's not just range and damage. They all have further tradeoffs....


Well I said that I gave an oversimplified view in order to get the point across, and that in the real world it is more complicated than what I described.

So is it your and Inkarr Hashur's belief that this over-goodness of lasers is why they have the fitting requirements that they have, and that they would be OP without the cap/power restrictions?
Georgina Parmala
Science and Trade Institute
Caldari State
#46 - 2013-03-26 17:17:24 UTC  |  Edited by: Georgina Parmala
In short, yes.

Since other guns can't match their damage projection out to warp disruptor range, they need a way to catch a kiting laser boat and apply their own damage. There are two ways this happens. One is that most Amarr ships are flying bricks - that you then slap on a 1600mm cinder block to. Other ships, in particular Minmatar, will run them down. The other way is to simply not let the laser boat have enough cap to kill a ship it's own size while running MWD+Warp Disruptor+Guns. At least not without sacrificing something to fit for the cap supply, or using a boat that is bonused for that task instead of something else. Making the guns cost more is a logical choice.

Here's a quick look at the damage you can expect at 20km from one, unbonused, short range, medium sized weapon
Heavy Pulse, Scorch - 33dps @ 23+5km
425mm Auto, Fleet EMP - 5 DPS @ 20km
425mm Auto, Barrage (10sec reload) - 13dps @ 20km
Heavy Neutron Blaster, Null - 5dps @ 20km
Heavy Assault Missile, Javelin - 19dps @ 20km
Heavy Assault Missile, Javelin, target Microwarping away at 2km/s - 0dps @ >19km
Rapid Light Missile Launcher, Fury - 24dps @ 20km (max effective range vs 2km/s target moving away)

Note I used 20km for the other weapons where scorch hits for close to that number to 24.5 km. This is because at 23-24km most of the other weapons drop to near-0 dps (but so does the warp disruptor, letting the target slip away).

Scorch sure looks too strong without extra drawbacks (and usability bonuses to the others) if you can maintain that engagement range, doesn't it?

As Inkarr said you compare Pulse lasers to Blasters and Autos, and Beams to Rails and Artillery. Pulse Lasers are not mid range, mid damage. They are high range, medium-high damage.

You can't bring long range weapons into that mix and say "well fit rails instead of blasters". Then the laser boat, using short range pulse weapons, will (try to) come in too close for the rails to hit and switch to multifrequency. Long range weapons also have different uses. Fighting at a range of more than 25-30 km means you can't stop the target from warping away without another player holding them down. At that point, whether you are 80 or 180 km away doesn't make (as much of) a difference.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Liang Nuren
No Salvation
Divine Damnation
#47 - 2013-03-26 17:21:15 UTC  |  Edited by: Liang Nuren
Asmodai Xodai wrote:
Georgina Parmala wrote:
You're thinking of it a little too two dimensionally. It's not just range and damage. They all have further tradeoffs....


Well I said that I gave an oversimplified view in order to get the point across, and that in the real world it is more complicated than what I described.

So is it your and Inkarr Hashur's belief that this over-goodness of lasers is why they have the fitting requirements that they have, and that they would be OP without the cap/power restrictions?


Lasers are arguably OP with the cap and power restrictions.

-Liang

Ed: But the most happy fun lovable kind of OP. Not the dirty nasty kind of OP that blasters have up close or the horrible cap free damage type selecting OP that projectiles have. Twisted (I really do love my lasers though)

I'm an idiot, don't mind me.

Invisusira
Escalated.
OnlyFleets.
#48 - 2013-03-26 17:51:56 UTC
Taoist Dragon wrote:
Omen Cos it looks way better than the maller.


what

WHAT
Aralieus
Shadowbane Syndicate
#49 - 2013-03-26 18:53:46 UTC
Invisusira wrote:
Taoist Dragon wrote:
Omen Cos it looks way better than the maller.


what

WHAT


I have to agree here, Omen is smexy Cool

Oderint Dum Metuant

Taoist Dragon
Okata Syndicate
#50 - 2013-03-26 20:52:36 UTC
Invisusira wrote:
Taoist Dragon wrote:
Omen Cos it looks way better than the maller.


what

WHAT



It does. its that simple! Lol

That is the Way, the Tao.

Balance is everything.

Asmodai Xodai
#51 - 2013-03-27 00:28:39 UTC
Well I must say, I've never heard praise of lasers before this thread. Ever. Seriously. Everything I've ever heard before puts them down. Most people say to fit artillery or whatever. I thought I was making a mistake by sticking with Amarr ships at all, but that's what my initial training was in, so ....

(I hear a lot of hate on hybrids too).

Anyway, thanks for the analysis. Good info.
Georgina Parmala
Science and Trade Institute
Caldari State
#52 - 2013-03-27 00:45:33 UTC
The right tool for the right job. In time, you will probably train them all. Just play to your strengths.

Artillery is awesome, when you have a fleet of 800 Maelstroms focusing fire on one target. Instantly exploding whatever target they lock on to, with the huge front load damage.

Blasters are awesome - if you're fighting in a very small group on top of a wormhole. Where everyone is within 5-10km range and no one has interest in moving away from it, because they want to jump to escape/chase.

Science and Trade Institute [STI] is an NPC entity and as such my views do not represent those of the entity or any of its members

https://forums.eveonline.com/default.aspx?g=posts&t=276984&p=38

Invisusira
Escalated.
OnlyFleets.
#53 - 2013-03-28 13:40:35 UTC
Taoist Dragon wrote:
Invisusira wrote:
Taoist Dragon wrote:
Omen Cos it looks way better than the maller.


what

WHAT



It does. its that simple! Lol


http://www.modenstudios.com/randombullshit/bert_car.gif
Templar Dane
Amarrian Vengeance
Ragequit Cancel Sub
#54 - 2013-03-28 14:00:59 UTC
Liang Nuren wrote:
Asmodai Xodai wrote:
Georgina Parmala wrote:
You're thinking of it a little too two dimensionally. It's not just range and damage. They all have further tradeoffs....


Well I said that I gave an oversimplified view in order to get the point across, and that in the real world it is more complicated than what I described.

So is it your and Inkarr Hashur's belief that this over-goodness of lasers is why they have the fitting requirements that they have, and that they would be OP without the cap/power restrictions?


Lasers are arguably OP with the cap and power restrictions.

-Liang

Ed: But the most happy fun lovable kind of OP. Not the dirty nasty kind of OP that blasters have up close or the horrible cap free damage type selecting OP that projectiles have. Twisted (I really do love my lasers though)


There's always the laser hulls themselves. While many of the ships are getting away from the obligatory cap usage bonus, they're still midslot gimped and thus brawling is where you typically don't want to be.

fake edit:

And don't forget about the hidden + holy damage stat.
Asmodai Xodai
#55 - 2013-03-29 04:55:44 UTC
Templar Dane wrote:

And don't forget about the hidden + holy damage stat.


Explain.
Major Killz
inglorious bastards.
#56 - 2013-03-29 07:57:38 UTC
Vexor or Arbitraitor to be honest.

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

Oska Rus
Free Ice Cream People
#57 - 2013-03-29 10:08:24 UTC
I was thinking about omen as pocket armageddon and maler as pocket abaddon because they have similar bonuses. MAller can have shitload of EFP when armour fitted but no mobility sou you would have to make enemy come to you.
AyayaPanda
Ministry of War
Amarr Empire
#58 - 2013-03-29 19:59:54 UTC
Let's assume both ships gonna fit MWD.

Omen need a PG rig, maller don't.

Assume you have amarr cruiser V, controlled burst V, and perfect cap supporting skill, and you fit navy multi in your FMPL IIs

Everything on including the MWD:

Omen will cap out in 2m20s
Maller will cap out in 1m20s

MWD off (everything else is on)
Omen will be cap stable at 83%
Maller will cap out in 8m30s


I think most maller fits need a cap booster, that leaves only one mid slot for tackling.
But omen will sure have cap issues in any prolonged fight if you don't fit a cap booster i.e. MWD on for ze 50km rush, and turn around crushing the gate; or break the logi chain... etc.

omen can fit 4 medium drones (or 5 smaller warrior II plus three web/ecm/armor rep small drones), maller can only fit 3 small drones. That's leaves you to decide whether you want to have more (utility) drones, or a better tank.
Gitanmaxx
Viziam
Amarr Empire
#59 - 2013-03-29 21:21:04 UTC
Yes amarr need a wasted bonus slot just to be able to shoot their racial weapon and even then it caps out quickly. Excuse: cause it has the second highest dame. Well yeah, but it also has awful tracking. Projectiles have the highest falloff but no one says "wait, they should be painful to fit because one of their attributes is the highest!" no in fact they have no cap use at all.

The whole cap thing with lasers is in my opinion a left over from a different time in eve that is a horrible balance mechanic for a weapon system that doesn't need it anymore since every other weapon system has been buffed through the years.
Asmodai Xodai
#60 - 2013-03-29 23:12:29 UTC
Gitanmaxx wrote:
Yes amarr need a wasted bonus slot just to be able to shoot their racial weapon and even then it caps out quickly. Excuse: cause it has the second highest dame. Well yeah, but it also has awful tracking. Projectiles have the highest falloff but no one says "wait, they should be painful to fit because one of their attributes is the highest!" no in fact they have no cap use at all.

The whole cap thing with lasers is in my opinion a left over from a different time in eve that is a horrible balance mechanic for a weapon system that doesn't need it anymore since every other weapon system has been buffed through the years.


This is what I was getting at previously, but most seemed to disagree with my point.

At this point I don't know what is correct, but at any rate it is good to get a variety of opinions on the matter.