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[Proposal] Engergy Weapon Crystal Changes

Author
Alyssa Haginen
Doomheim
#21 - 2013-04-13 20:07:38 UTC
Funky Lazers wrote:
Kethry Avenger wrote:
EM is not the worst damage in PvE or PvP, if flying missions for the Amarr and fighting Sansha and Blood Raiders most of the time its pretty good.


It is the worst.

Here is just real examples:
If I fly in any space I use Mach/Minmatar ship and have 0 problems. I choose the damage I need and rock the juice.
If I fly Blaster ship I also have 0 problems because Kin/Thermal is a very good combo since rats never have high resists against them. Angels have Kin as the 2nd lowest resist, and 3rd is a Therm. Guristas have Kin and Thermal as the lowest, Serpentis, Mercs, Drones are the same - their lowest are Kin/Therm. So choosing Hybrids is a win - win combo.
If I fly Caldari ship I just choose the damage I need like on Minmatar ships.

All of those races have 0 problems in any space.

Now Amarr.
If I fly Laser ship I have problems with Angels, their highest resist is EM, then Therm; with Guristas - they have extremely high EM resist; Serpentis' have EM as 2nd highest resist, and 3rd is Therm.
This leaves only BR and Sansha as a viable target with low EM/Therm resists.

Basically you can't use Amarr ship in any space except their own, while any other race know nothing about those problems.

Moreover, in Amarr space you often get missions with Guristas. As I said before Guristas have the highest EM resist, you loose around 65% of damage against them.
So even within their space you have problems.

So please tell me, how EM is not the worst damage type?



I would agree most rats are set up to defend against amarr lasers just too well.In PvP they work well other then on minmatar armor fit ships which have base em resistances of over 80%. Lasers could use a a crystal that does mainly thermal damage(over 70%) over em use.
Funky Lazers
Funk Freakers
#22 - 2013-04-13 20:26:28 UTC
It's just sad because CCP is doing nothing in this direction.

I haven't used Laser ships for like 3-4 years because I see no reason, other ships perform much better with less problems.

Also pure Thermal damage crystals won't solve every problem, especially in PvE, but at least it will allow you to choose.

Whatever.

Athena Maldoran
Doomheim
#23 - 2013-04-13 23:54:51 UTC
range? the fu*k you on about.. What we need is to get a change of dmg types for both gallente and Amarr.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#24 - 2013-04-14 00:03:38 UTC
1. Nerf scorch
2. Make gamma the best all around ammo type because blue lazors are pretty.

BYDI recruitment closed-ish

Naomi Knight
Ministry of War
Amarr Empire
#25 - 2013-04-14 00:10:59 UTC
Better than the current one , but i still dont feal anything special about it , it is just so medicore, maybe it is not bad for lazorz.

Oh why not make all crystals do the same just with different color and effect?:D They could even change their colors ^^
Or do some discoball effects yaaay
Kethry Avenger
Ministry of War
Amarr Empire
#26 - 2013-04-18 02:57:06 UTC
Any other ideas regarding changes to crystals?
Reaver Glitterstim
The Scope
Gallente Federation
#27 - 2013-05-19 04:24:47 UTC
Kethry Avenger wrote:
1st how the hell did you get 15000 likes?
Cheating - the Like and Get Likes thread

Also, I am very much in favor of having ability to swap between stronger thermal or EM types of damage, since lasers already suffer from the limitation to those 2. I think it should come without taking longer to swap crystals.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Mole Guy
Bob's Bait and Tackle
#28 - 2013-05-19 11:32:47 UTC
crystals are crap.
i fly amarr 90% of the time and have been since i mined in my apoc with miner II's.

scorch is a lil OP simply because we have no other crystal. conflag tracking penalty is stupid. it was conceived when they didnt want to make things OP. the whole game has grown OP in comparison. regular crystals need balance. if we had better choices of damage types (between more em or more thermal), we could tone the scorch down a bit. but just using conflag is like someone having a tracking disruptor thrown at us. 25%???? c'mon

riddle me this, batman...
how can adding a crystal to a laser change its tracking? the crystal sits inside the laser. its not fired, its not launched. the only thing it does is changes the focus and the wavelength.

there should be no tracking penalties OR bonuses from crystals. minie get tracking bonuses from certain bullets (which i can see because some fly better maybe. but crystals? all we do is shoot light through them.

this conversation came up about 3 weeks ago.

t2 missiles got their penalties removed and rage got a 35% bonus to damage. nice...but why does t2 ammo (especially crystals) still have its penalty other than "we dont want it to be op"? you do more damage with navy multi than conflag and it shouldnt be that way.
and why do navy crystals burn out?
i can see t2 crystals burning out...maybe because during the process, they change something and it causes heat. who knows? but typical crystals should not expire (to include common navy/blood variety).

1. get rid of all tracking penalties for crystals.
2. stop all but t2 crystals from being damaged (navy crystals change hands a lot due to ships being blown up).
3. change damage types from heavy em to a mix of em/therm like on minie ammo. (close range em/therm, close range therm/em, long range em/therm, long range them/em)
one could even go so far as to say em/therm crystals get the +35% cap savings of UV/microwave while the therm/em doesnt get a cap savings since we are charging the crystal differently or something. if wanna choose something different, then you have to pay the price...
4. rebalance crystals as a whole.
Shani Mukantagara
Fairlight Corp
Rooks and Kings
#29 - 2013-05-19 12:15:56 UTC  |  Edited by: Shani Mukantagara
Kethry Avenger wrote:
Also increase the time it takes to switch ammo on energy weapons. Remove the Tracking Penalty on Conflagration but increase its cap use.

Conflagration suffers from a tracking penalty on a weapons system that doesn't have great tracking anyway, on ships that have inherent poor range control due to both low speed and limited number of mid slots. I would suggest removing the tracking penalty and increasing the activation penalty in light of above changes.

If these changes seem to powerful, I would suggest having crystal damage happen faster, including on T1 crystals, with adjustments to build costs to compensate for actual usage of ammo. And or having the time it takes to change crystals be increased from 1 second to some where in the 2-5 second range. So you can't instantly switch damage types.



I would rather you give Conflag (L) a higher tracking penalty 40% and remove the 25% increased capacitor usage. This would help the Amarr battleships shoot capital ships for longer than 2 minutes.

Also please leave the crystal change timer alone, thanks..


I have always wanted to change the way lasers look visually, instead of pulsing beams you would have a continues beam of light that tracks the target with pulses of energy flowing up the beam to damage the target how amazing would that look in a battle!
The Djego
Hellequin Inc.
#30 - 2013-05-19 13:57:06 UTC  |  Edited by: The Djego
Kethry Avenger wrote:
A proposal for Energy Weapon Crystal changes.

TLDR: Change up the ratios of EM and Thermal damage in the T1 Crystals, break them up into 4 range brackets. Make damage to the crystals including T1 happen faster and adjust build costs to compensate. Also increase the time it takes to switch ammo on energy weapons. Remove the Tracking Penalty on Conflagration but increase its cap use.


Multifrequecy 60-80% EM 20-40% Thermal, -50% range

Gamma 20-40% EM / 60-80% Thermal, -50% range

Ultraviolet 60-80% EM 20-40% Thermal, -20% range, -30% activation

Xray 20-40% EM / 60-80% Thermal, -20% range, -30% activation

Standard 60-80% EM 20-40% Thermal, +20% range, -35% activation, (come up with a different name)

Infrared 20-40% EM / 60-80% Thermal, +20% range, -35% activation

Microwave 60-80% EM 20-40% Thermal, +50% range, -15% activation

Radio 20-40% EM / 60-80% Thermal, +50% range, -15% activation

Damage on the longer ranges ones need to be adjusted up to create meaningful choices when compared with Scorch and Aurora especially for the faction versions of the crystals.

Conflagration suffers from a tracking penalty on a weapons system that doesn't have great tracking anyway, on ships that have inherent poor range control due to both low speed and limited number of mid slots. I would suggest removing the tracking penalty and increasing the activation penalty in light of above changes.

If these changes seem to powerful, I would suggest having crystal damage happen faster, including on T1 crystals, with adjustments to build costs to compensate for actual usage of ammo. And or having the time it takes to change crystals be increased from 1 second to some where in the 2-5 second range. So you can't instantly switch damage types.



The ability to more flexible chose between more EM or Thermal based split would be nice. Standard should remain as -/- for range and -50% cap need, since standard sits at a desirable range and the extra cap saving can be handy sometimes. It wouldn't be a big thing simply to add another crystal for the +20% range. I would be extremely careful with increasing damage on the higher range crystals to not create just a new scorch with a lot more tracking and beams with considerable more punch and tracking at long ranges. If scorch would have a lower optimal bonus and a bit less base damage, the faction ammos actually would be pretty comparable up to the +20% range bracket.

As for removing the tracking penalty on conflagration, I think this would be to much. The main reason for this is that most of the time when you use conflag you have a well tacked target and on ships with the optimal bonus it tracks far better than other T2 ammos at optimal. A legion for example can push conflag range up to 17km optimal and can use it with full damage against nearly anything beside frigs(without the tracking penalty it would be better for this to) without using a web(against bigger targets than frigs). Conflag as it is, is already a pretty good ammo, since it doesn't just gives you more on paper dps but also reverses EM\Thermal what further improves the performance against nearly any omni tanked armor target compared to multi.

I would actually not like to change the crystal swap mechanic, because the ability to adjust ranges would get a considerable hit, even if you don't want to utilize more thermal heavy ammo.

Garviel Tarrant wrote:
1. Nerf scorch
2. Make gamma the best all around ammo type because blue lazors are pretty.


I would totally love blue lasers. Make it so!

Funky Lazers wrote:
It's just sad because CCP is doing nothing in this direction.

I haven't used Laser ships for like 3-4 years because I see no reason, other ships perform much better with less problems.

Also pure Thermal damage crystals won't solve every problem, especially in PvE, but at least it will allow you to choose.


While it is annoying with gurista missions that combine high EM resistance with high orbits, Angels and Serpentis are hardly a issue. A 1400 DPS pulsgank Abaddon or 1300 DPS Tach Paladin hits them like a truck, because you have very high tracking at optimal and next to no falloff dps reduction. Outside elite cruisers or high end BS you hardly notice any difference to hybrids(beside the non laughable optimal of puls and the better dps of beams). Outside of gurista missions, lasers are very effective for PVE or at least on even footing compared to other options.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

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