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[Odyssey] Large Energy Turrets

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Kaarous Aldurald
Black Hydra Consortium.
#761 - 2013-05-16 11:55:46 UTC
ashley Eoner wrote:
Kaarous Aldurald wrote:
Even a modern machine gun, that puts out WAAAAAAY less overall energy build up than a laser cannon fit for a kilometer long battleship, still isn't capable of seriously sustained fire, they fire in bursts to avoid overheating. In fact, the overheating mechanic in the game is a very similar way of representing such a thing.
Modern machine guns are quite capable of firing full auto continuously for hundreds/thousands of rounds.


This is a step in the right direction but I feel like it's only going to be the beginning if they are truly interested in fixing lasers.


Thousands of rounds of continuous fire? What are you smoking?

Let's go ahead and pick the lightest one I can think of, an M249 Squad Automatic Weapon. The lighter weapons are more capable of continuous fire from firing a lower caliber of bullet, producing less heat.

It might have a listed cyclic rate of fire of 775 rounds per minute. That is a derived statistic, not a functional one. It will have to reload long before you get that high. Granted, it's belt fed, so that will take only moments, but still. It's also quite likely to jam before that, NATO 5.56 is a finicky freaking ammo.

The barrel will melt if you just hold the trigger and go through an entire box of ammo.

It's actual sustained rate of fire is about 50 rounds per minute. And you're still not going to keep up continuous fire for more than about 15 minutes without melting the barrel unless you have a third gunner dumping a canteen on it.

So unless you're talking about one of those cute little "metal storm" weapon systems, which fires about ten thousand rounds in one burst, and isn't considered a machine gun (It's a point defense system for naval vessels), then no, modern weapons cannot fire thousands, or even hundreds of rounds of full auto.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Little Dragon Khamez
Guardians of the Underworld
#762 - 2013-05-16 18:52:01 UTC  |  Edited by: Little Dragon Khamez
to bring us back to the thread, regarding beam lasers, I've often argued that beam lasers should use no cap and be a cap free weapon, on the grounds that continuous power is used to fire the beam, not sudden bursts of energy like a pulse laser (which would still use cap). Before anyone argues that this would make beam weapons OP, it cant see how it can be anymore op than projectiles.

If further balancing is required we could have higher firing times bringing them into alignment with artillery, provided of course they also get the alpha. This simple step give or take some minor balancing would fix beam lasers as far as I am concerned. Pulse lasers could then be the high damage close range, rapid fire equivalent that draws cap. I am just throwing the idea out there for consideration.

Dumbing down of Eve Online will result in it's destruction...

Bouh Revetoile
In Wreck we thrust
#763 - 2013-05-16 19:39:23 UTC
Little Dragon Khamez wrote:
to bring us back to the thread, regarding beam lasers, I've often argued that beam lasers should use no cap and be a cap free weapon, on the grounds that continuous power is used to fire the beam, not sudden bursts of energy like a pulse laser (which would still use cap). Before anyone argues that this would make beam weapons OP, it cant see how it can be anymore op than projectiles.

If further balancing is required we could have higher firing times bringing them into alignment with artillery, provided of course they also get the alpha. This simple step give or take some minor balancing would fix beam lasers as far as I am concerned. Pulse lasers could then be the high damage close range, rapid fire equivalent that draws cap. I am just throwing the idea out there for consideration.

There's nothing to add over this : this is homogenization at its best. A request for another graphics on artilleries, but with better stats, because...
The Djego
Hellequin Inc.
#764 - 2013-05-16 19:49:25 UTC  |  Edited by: The Djego
Does this also mean beams get the terrible dps, small clips, range and tracking of artillery? I for myself wouldn't actually like this. Straight

The biggest issue of beams is that sniper HAC or 150km+ sniping isn't that useful today. If you want to see more beams on amarr hulls in pvp outside of sniper ranges, I would suggest you write down a very long, very detailed, math heavy proposal in the feature and ideas section how to nerf puls and scorch to make beams more attractive in pvp. If you actually do this, and it is reasonable, I might actually sign it(chances are most people won't, even if it would be a reasonable thing).

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

Little Dragon Khamez
Guardians of the Underworld
#765 - 2013-05-16 20:31:53 UTC  |  Edited by: Little Dragon Khamez
The Djego wrote:
Does this also mean beams get the terrible dps, small clips, range and tracking of artillery? I for myself wouldn't actually like this. Straight

The biggest issue of beams is that sniper HAC or 150km+ sniping isn't that useful today. If you want to see more beams on amarr hulls in pvp outside of sniper ranges, I would suggest you write down a very long, very detailed, math heavy proposal in the feature and ideas section how to nerf puls and scorch to make beams more attractive in pvp. If you actually do this, and it is reasonable, I might actually sign it(chances are most people won't, even if it would be a reasonable thing).


I'm sensing a little bit of antagonism to the idea. Now that's a shock given the nature of New Eden's resident capsuleers. you wouldn't happen to prefer hybrids by any chance would you?

Artillaries only get small dps on account of their very long firing time, their alpha is exceptionally good, this alone has given rise to the alpha fleet doctrine that sees's CCP nerfing resist bonuses on ships they've previously claimed as balanced. I'm not asking for all weapons to be the same I am just proposing that all weapons be in some way equal, removing the cap requirement from beams is a good start.

Dumbing down of Eve Online will result in it's destruction...

The Djego
Hellequin Inc.
#766 - 2013-05-16 22:45:06 UTC
Little Dragon Khamez wrote:
I'm sensing a little bit of antagonism to the idea. Now that's a shock given the nature of New Eden's resident capsuleers. you wouldn't happen to prefer hybrids by any chance would you?


I did till 2008, then they became terrible for most applications.

I actually quitted the game given the amount of bad design that went into the hybrid buff, since it was something I waited for years to come. Creating gallente blaster ships that out damage other hulls everywhere in point range instead reworking her core point blank mechanics, replacing optimal with damage bonuses on caldari hulls instead reworking hybrids to work good with both bonuses(exactly like it works on amarr hulls) and keeping rail guns with to much range and to little tracking instead of re purpose rails as a useful med range weapon system for gallente and a sniping turret on caldari hull.

The reason why this patch was so terrible in my opinion, where 100+ pages of threads of people screaming "Blasters don't have enough range.", "Anything else than neutrons is garbage, I don't understand why some hulls are balanced around fitting neutrons and others are not, give me the grid to fit neutrons.", "I need to much cap, plz make cap use of my guns utterly trivial and no drawback in pvp.", "I have CPU issues, why do you think I should be forced to resolve them with named/faction gear, give me more fitting." without pointing towards a more sensible solution and so CCP went for sanding off the rough edges, making them a somewhat ac themed weapon, that is still a joke compared to what it was 2006 at point blank range in solo pvp, leaving gallente without a flexible get go weapon for fights outside web range and without giving caldari actually good blaster range, to challenge amarr in med range performance.

If you want to point out that I am heavily biased against lasers, I can assure you that is not the case. I fly NM, Pala and Legion on a daily basis and love Tachs and Puls for what they are, incredible effective turrets at any range outside of point blank if you look at tracking, range, the ability to instantly change ranges and dps. I actually mean it serious that nobody uses beams because puls are to good, and the ranges you can't reach with puls are not common combat ranges any more.

The reason why beam lasers take so much fitting and cap is that they where balanced back in the days around long range sniping engagement, and the need to fit a RCU II and high cap use was a balance point, to even out the better performance of beams compared to rails/arti and keep all sniper mostly at the same level at 130-180km ranges(under that lasers where superior in any way, over this it was the saving grace for rokh vs mega back in the days).

If you don't realize how ridicules it would be to give beams zero cap use and the same alpha as artillery, while keeping beam stats, to somehow "fix" them, I would suggest that you look at the hulls and the performance of artillery and beams at various ranges. You might realize that outside of fleet alpha, arti has nothing to compete with beams and without cap use it would be the most common turret on any amarr and non turret bonused hull in eve, because beams got a high tracking, high dps and good range.

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

Little Dragon Khamez
Guardians of the Underworld
#767 - 2013-05-16 23:25:14 UTC
If lasers are as good as you say how come you never see them on non amarr ships. I love lasers I don't use anything else as I almost always fly amarr, but I do recognise that cap use is a massive issue on amarr ships for all of the reasons passionately argued in this thread I get around it by flying a phantasm as my go to ship. It has less turrets hence less cap demands but a bonus to laser performance than a comparable hull and of course it shield tanks, cap use is still an issue though. This is not the case with non amarr equivalents, some of which I rather like. If cap use wss reduced by 50% on all large/medium lasers we would still be at a massive disadvantage, hence cap is a problem. I will be the first to admit that amarr frigates are in a pretty good place now post balancing, Ive had a lot of fun in them, I can't remember the last time I said that about an amarr battleship or even a bc, can't comment on the prophecy though, as I haven't got around to flying one in anger yet.

Dumbing down of Eve Online will result in it's destruction...

Lugalzagezi666
#768 - 2013-05-17 00:43:53 UTC
Lasers are crap. So are most laser ships. People are always screaming "scorch this, scorch that" , but they never tell you how you are supposed to use that "range advantage" in cap starved brick that is highly suspectible to neuts, tds and has terrible tracking and utility.

When the forums were full of "buff blasters" threads, everyone was crying about how blasterboats need the capability to get into blaster range. But noone gives a **** that laserboats need the capability to keep the distance between them and target to be effective. Noone cares they are worthless bricks that can never choose the fight because they are slowest things around.

Ccps vision of the eve :
Winmatar (master race) - massive versatility, capless weapons with selectable damage, ability to choose the fight and outrun anything. Special note : ALWAYS present as underdogs to keep more buffs coming.
Gallente - facemelting dps, great tracking, ability to get into range, good utility, second only to winmatar (except some special ships). Special note : gallente ships have NEVER enough dps and tracking and should be able to evaporate everything in blaster range under 10 seconds. If you must bring "at 30cm range my megatron cant hit bs moving 0,5m/s" argument.
Caldari (pve race) - any ship that can compete with gaylente or winmatar gets nerfed, ships, that could possibly compete with them in future get useless bonuses, low speed or crap layout. Or everything. Special note : caldari ship pilots are considered "carebears" thus their opinion is never valid, if people are asking for fixing broken aspects of caldari weapon systems, start making up fantastic scenarios about shooting targets 200k away painted with bazilion target painters.
Amarr - targets for galente and winmatar, designed with lowest number of mids, worst utility, worst fittings, cap hungry weapons etc. so they arent overly dangerous to new winmatar and gallente pilots. Special note : when thread about fixing amarr ships/weapons pops up, always bring scorch argument and start making up fantastic scenarios where scorch owns blasters and autocannons combined. Use spreadsheets if you must, just protect projectiles and blasters at all cost!
The Djego
Hellequin Inc.
#769 - 2013-05-17 01:12:15 UTC  |  Edited by: The Djego
Little Dragon Khamez wrote:
If lasers are as good as you say how come you never see them on non amarr ships.


Lasers are on the strong side of balance with her base stats. They do more damage, got more range and have better effective tracking(they easily out track blasters at her max optimal range) than other turrets(beside blasters), with the drawback of far higher cap use and fitting requirements. Mostly because there was a time people actually fitted Tachs on everything, the laser ferox was better than blaster ferrox pre buff and people used to point out bad base stats on amarr hulls by fitting lasers on other hulls and compared the stats -> laser torax vs laser omen as nano hull for example.

The cap bonus(that was considered as a damage bonus, that was already build in into laser base stats) reduces one laser drawback to a point where it doesn't is a big deal, however it doesn't really amplify it's advantage. If you add a damage bonus or a optimal bonus to it, you will look at very impressive dps numbers or very high ranges, something no other turret can archive outside point blank engagements or falloff mechanics(what is far worse than working at optimal range). Hulls that got both bonuses are considered as best in class if you want med range performance. Medium range in this case means 50km+ optimal with medium close range guns and up to 100km+ optimal with large close range guns, if you compare that with blaster and ac performance, it is absolutely ridiculous.

So on hulls with enough cap or the cap use bonus a laser is a fair option, however the lighter fitting of acs and capless nature makes them more desire able in many of this cases(they don't do better dps or offer the range, they are simply less taxing on the cap and it gives you more room to fit other stuff). If you have a damage or optimal bonus for them, lasers are the best thing since sliced bread if you don't look a theoretical blaster dps at blaster optimal(it is ****), even with the considerable higher resistance of armor tanks against them.


Little Dragon Khamez wrote:
I love lasers I don't use anything else as I almost always fly amarr, but I do recognise that cap use is a massive issue on amarr ships for all of the reasons passionately argued in this thread I get around it by flying a phantasm as my go to ship. It has less turrets hence less cap demands but a bonus to laser performance than a comparable hull and of course it shield tanks, cap use is still an issue though. This is not the case with non amarr equivalents, some of which I rather like. If cap use wss reduced by 50% on all large/medium lasers we would still be at a massive disadvantage, hence cap is a problem. I will be the first to admit that amarr frigates are in a pretty good place now post balancing, Ive had a lot of fun in them, I can't remember the last time I said that about an amarr battleship or even a bc, can't comment on the prophecy though, as I haven't got around to flying one in anger yet.


50% cap reduction is to much to ask for, it basically cancels out one big drawback of lasers and would effectively add another bonus to any amarr hull.

The Harbinger is very good with the turret change(giving it the clear upper hand in EHP/DPS slugfests, like amarr hulls generally have), it was extremely powerful in solo/small gang low sec pvp by the use of slaves, however most people didn't notice(except a max skilled HAM drake or a armor cane, it had little to fear in a 1vs1 BC engagement and was better than other hulls in gangs that focus around 24km engagements). It was somewhat lacking if you compared it to the nano BC trend, but this was mostly a armor vs shield issue(the shield harbinger actually isn't to bad).

While the Apoc takes a slight hit for PVE, it will be probably the biggest issue if CCP rebalances HACs and lasers, since it will absolutely annihilate anything sub BS at 100km ranges. The Abaddon takes a slight hit to the EHP, however it is still a excellent EHP/DPS/range BS and my biggest issue with it is the speed, that didn't changed since 2008 where it did get a 20% nerf with the nano changes. The new Geddon is actually a fantastic utility BS for smaller gangs. Overall the reason why so many post Amarr will suck with the patch is that they don't understand how the changes will affect her hullls.

Btw, the Failtasm is terrible, since CCP nerfed it in the pirate faction cruiser rebalance(it simply lacks enough cap and a optimal bonus to be a good med range ship or a bigger damage bonus/extra turret to be a good dps ship).

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

ashley Eoner
#770 - 2013-05-17 21:42:06 UTC  |  Edited by: ashley Eoner
Kaarous Aldurald wrote:
ashley Eoner wrote:
Kaarous Aldurald wrote:
Even a modern machine gun, that puts out WAAAAAAY less overall energy build up than a laser cannon fit for a kilometer long battleship, still isn't capable of seriously sustained fire, they fire in bursts to avoid overheating. In fact, the overheating mechanic in the game is a very similar way of representing such a thing.
Modern machine guns are quite capable of firing full auto continuously for hundreds/thousands of rounds.


This is a step in the right direction but I feel like it's only going to be the beginning if they are truly interested in fixing lasers.


Thousands of rounds of continuous fire? What are you smoking?

Let's go ahead and pick the lightest one I can think of, an M249 Squad Automatic Weapon. The lighter weapons are more capable of continuous fire from firing a lower caliber of bullet, producing less heat.

It might have a listed cyclic rate of fire of 775 rounds per minute. That is a derived statistic, not a functional one. It will have to reload long before you get that high. Granted, it's belt fed, so that will take only moments, but still. It's also quite likely to jam before that, NATO 5.56 is a finicky freaking ammo.

The barrel will melt if you just hold the trigger and go through an entire box of ammo.

It's actual sustained rate of fire is about 50 rounds per minute. And you're still not going to keep up continuous fire for more than about 15 minutes without melting the barrel unless you have a third gunner dumping a canteen on it.

So unless you're talking about one of those cute little "metal storm" weapon systems, which fires about ten thousand rounds in one burst, and isn't considered a machine gun (It's a point defense system for naval vessels), then no, modern weapons cannot fire thousands, or even hundreds of rounds of full auto.
the m240 uses a 7.62mm round. You can find videos of real full auto ak47s firing so many rounds the hand guards catch on fire and they keep firing (over a thousand rounds).

Here's an M4 match barrel on a legal full auto m16 lower receiver firing 1000 rounds at full auto. They ended up having to wear protective gear cause of the heat.
http://www.superiorbarrels.com/Barrel%20Testing/Full%20Auto%20test/SBs.htm

Here they fired 10,000 rounds of various ammo types through four AR-15s at a high rate of fire (near machine gun like speeds). Each gun fired up to 10,000 rounds
http://www.luckygunner.com/labs/brass-vs-steel-cased-ammo/

I've seen people full auto dump SAWs and 50s.. Hell the tendency of soldiers to full auto dump m16s is why the m16a2 and a4 had single or three round burst selection only. THe original M4s only had single and three round burst selection too.


EDIT: It takes longer to reload a belt fed gun then a magazine based gun. If you run standard issue magazine the reload times even out but if you're running good drum magazines (no jams) you can beat a belt fed overall.

EDIT 2 : Remember kiddies machine guns can't be fire full auto...
http://www.youtube.com/watch?v=G2SIbXksH_U

Seriously dude spend 15 minutes on youtube and you'll find all kinds of full auto machine guns being ammo dumped ..


Quote:

Lasers are crap. So are most laser ships. People are always screaming "scorch this, scorch that" , but they never tell you how you are supposed to use that "range advantage" in cap starved brick that is highly suspectible to neuts, tds and has terrible tracking and utility.
Indeed Scorch is actually part of the problem because it masks the terribleness of most lasers (non t2). It's semi-ridiculous that you have to train like mad to t2 before lasers become competitive with projectiles or even hybrids of the same class. Add in the high cap usage and the generally terrible brick tank design and you create all kinds of problems. The only laser boat I use anymore is a nightmare because it's pretty much the only one that doesn't suck when using non t2..
Josilin du Guesclin
Aliastra
Gallente Federation
#771 - 2013-05-18 06:56:08 UTC
Little Dragon Khamez wrote:

If further balancing is required we could have higher firing times bringing them into alignment with artillery, provided of course they also get the alpha. This simple step give or take some minor balancing would fix beam lasers as far as I am concerned. Pulse lasers could then be the high damage close range, rapid fire equivalent that draws cap. I am just throwing the idea out there for consideration.
IF they were true beams like this, they would actually have the effect of a very high rate of fire, because there would be a continuous stream of laser fire on the target. As EVE uses 1 second as the 'tick' time, they'd have a RoF of one per second. Anything that gave a RoF bonus would have to convert that into a straight damage bonus instead. Also, the power consumption of a weapon system like this would be ridiculous - i.e. it would use cap.


Josilin du Guesclin
Aliastra
Gallente Federation
#772 - 2013-05-18 07:07:42 UTC
ashley Eoner wrote:

EDIT: It takes longer to reload a belt fed gun then a magazine based gun. If you run standard issue magazine the reload times even out but if you're running good drum magazines (no jams) you can beat a belt fed overall.

The trick is to 'reload' the belt-fed MG by mashing the next belt onto the end of the current one before it is used up. A good No.2 gunner can give a MINIMI or MAG a continuous ammo supply until there's none left doing this, making the limit on rate of fire how many spare barrels you have to hand or, if you have a bath of cold water (or similar), something close to the gun's cyclic.

And then there were the old water-cooled 'medium' machineguns for WWI (the Vickers Gun, for example) that could fire in eight hour stretches without a break (aside from the short stops to reload the belts, which were not of the design that allowed them to be linked end-to-end). A great way to boil water for your tea or coffee, those.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#773 - 2013-05-20 15:13:36 UTC  |  Edited by: Jonas Sukarala
CCP Rise

don't know if you're still reading this thread but here we go..
Heat Sinks
These actually make cap usage even worse on lasers with the 10.5% ROF bonus..
I put in the thread i think this one and the module sticky (Well was sticky) a proposal to remove the ROF bonus in exchange for a overheating bonus and better cap management (cap bonus) i think.... which makes sense considering the name and all ...
i'm curious if you have any opinion and ideas to change them alongside or before laser re-balance?

here it is..
when i first thought heard of the heatsink mod i thought it would be some sort of cooling device a la RL...
so with that in mind i would suggest that heatsink
- bonus to OH duration of lasers and reduces OH damage to guns
- cap reduction usage of lasers
-slightly higher damage bonus than normal to comp for losing ROF bonus

This way you're not forced to use extra cap with ROF increase .... makes the name make sense and helps with cap usage.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Johnson Oramara
Science and Trade Institute
Caldari State
#774 - 2013-05-20 15:36:43 UTC
Lugalzagezi666 wrote:
Lasers are crap. So are most laser ships. People are always screaming "scorch this, scorch that" , but they never tell you how you are supposed to use that "range advantage" in cap starved brick that is highly suspectible to neuts, tds and has terrible tracking and utility.

When the forums were full of "buff blasters" threads, everyone was crying about how blasterboats need the capability to get into blaster range. But noone gives a **** that laserboats need the capability to keep the distance between them and target to be effective. Noone cares they are worthless bricks that can never choose the fight because they are slowest things around.

Ccps vision of the eve :
Winmatar (master race) - massive versatility, capless weapons with selectable damage, ability to choose the fight and outrun anything. Special note : ALWAYS present as underdogs to keep more buffs coming.
Gallente - facemelting dps, great tracking, ability to get into range, good utility, second only to winmatar (except some special ships). Special note : gallente ships have NEVER enough dps and tracking and should be able to evaporate everything in blaster range under 10 seconds. If you must bring "at 30cm range my megatron cant hit bs moving 0,5m/s" argument.
Caldari (pve race) - any ship that can compete with gaylente or winmatar gets nerfed, ships, that could possibly compete with them in future get useless bonuses, low speed or crap layout. Or everything. Special note : caldari ship pilots are considered "carebears" thus their opinion is never valid, if people are asking for fixing broken aspects of caldari weapon systems, start making up fantastic scenarios about shooting targets 200k away painted with bazilion target painters.
Amarr - targets for galente and winmatar, designed with lowest number of mids, worst utility, worst fittings, cap hungry weapons etc. so they arent overly dangerous to new winmatar and gallente pilots. Special note : when thread about fixing amarr ships/weapons pops up, always bring scorch argument and start making up fantastic scenarios where scorch owns blasters and autocannons combined. Use spreadsheets if you must, just protect projectiles and blasters at all cost!

You forgot the "Superior armor tanks" part for Amarr so Gallente and Winmatar pilots get to enjoy their moments of glory and domination longer Blink
Airto TLA
Acorn's Wonder Bars
#775 - 2013-05-20 16:05:08 UTC  |  Edited by: Airto TLA
As many pilots who use lasers know scorch and Tachs are part of the problem, they are so good that they disguise the weakness of lasers, They set up an area where lasers rule and it makes it all look alright.

Unfortunatly it is sort of a false premise since unless conditions are perfect you can not use your advantage, lasers also have the specific disadvantage of being up against Mimintar super resist at the T2 level, that are normally quick enough to exit the Amarr favored range.

The lasers advantage of cheaper faction ammo is actually inverted in a lot of PVP scenerios since the ammo is cheaper per shot, but more expensive if you expect to die in less than 100 shots per gun. Quick change ammo is cool, but you only have a few choices (you can not really change damage type).

THe crippling cap usage is a pain, since you have to use significant cap mods if you are on a non cap bonus ship. All it takes is a nuet and you stumble into no cap real quick. THis is somwhat shared with blasters, to a lesser extent.

I am sure the correct answer does not include make everything the same with different graphics, but hen how do you balance.YOu have the issue that the faster ship gets to chose the range it gets to fight where it has an advantage. YOu ahve to deal with situations where the ability to negate the weapon systems downside causes it to become overpowered in that scenerio, but once known the other side has no choice. This is the alpha doctrine issue, it should be rock, papaer, scissors. (DPS >Alpha >RR>DPS), but the alpha has found ways to avoid the dps issue downside.

One change I would make rather than making Rail and Beams closer to the alpha of arty is nerf arty alpha slightly in exchange for enough fire rate to slightly increase DPS. The problem here seems the gap may be to large. I am also not sure the concern is wholly warrented here is alpha concept is very much a meta concern, since it the way arround RR the concept will always use what ever system uses the best single shot damage and it is up to a planner to come up wiht a way to extend the time to let DPS catch up with Alpha. This may be hurt by the nerf to the resist bonus of the standard bearers of laser and rail BS DPS.
Ocih
Space Mermaids
#776 - 2013-05-20 17:10:15 UTC  |  Edited by: Ocih
10% PG to Beams would do the trick.

Right now I can't fit 8 Meta 4 Tachyon Beam lasers on any ship. With a 10% redux I could get 8 on an Abaddon. I won't get the MWD on, I don't know if I could do that T2, (this would be my view of base ideal) I will need to rely on Guardians to support my Cap and repairs but the weapon I am building has 40km Optimal, 60km fall off and is in line with Amarr doctrine. If I am on the screen, we fight until one of us is in a pod. I'm not running. It forces us to make a decision when we fit beams. Stand and fight or don't undock. I'm good with that.

Add on: and if I get your weak ass tier 3 Battle cruiser locked, you are going to melt. So it's a counter strategy.
Deerin
East Trading Co Ltd
#777 - 2013-05-20 19:19:01 UTC
Jonas Sukarala wrote:
CCP Rise

don't know if you're still reading this thread but here we go..
Heat Sinks
These actually make cap usage even worse on lasers with the 10.5% ROF bonus..
I put in the thread i think this one and the module sticky (Well was sticky) a proposal to remove the ROF bonus in exchange for a overheating bonus and better cap management (cap bonus) i think.... which makes sense considering the name and all ...
i'm curious if you have any opinion and ideas to change them alongside or before laser re-balance?

here it is..
when i first thought heard of the heatsink mod i thought it would be some sort of cooling device a la RL...
so with that in mind i would suggest that heatsink
- bonus to OH duration of lasers and reduces OH damage to guns
- cap reduction usage of lasers
-slightly higher damage bonus than normal to comp for losing ROF bonus

This way you're not forced to use extra cap with ROF increase .... makes the name make sense and helps with cap usage.


Thank you for contributing instead of whining. Great idea.
John 1135
#778 - 2013-05-21 05:55:29 UTC  |  Edited by: John 1135
Deerin wrote:
Jonas Sukarala wrote:
CCP Rise

don't know if you're still reading this thread but here we go..
Heat Sinks
These actually make cap usage even worse on lasers with the 10.5% ROF bonus..
I put in the thread i think this one and the module sticky (Well was sticky) a proposal to remove the ROF bonus in exchange for a overheating bonus and better cap management (cap bonus) i think.... which makes sense considering the name and all ...
i'm curious if you have any opinion and ideas to change them alongside or before laser re-balance?

here it is..
when i first thought heard of the heatsink mod i thought it would be some sort of cooling device a la RL...
so with that in mind i would suggest that heatsink
- bonus to OH duration of lasers and reduces OH damage to guns
- cap reduction usage of lasers
-slightly higher damage bonus than normal to comp for losing ROF bonus

This way you're not forced to use extra cap with ROF increase .... makes the name make sense and helps with cap usage.


Thank you for contributing instead of whining. Great idea.

It's a bad idea. You're effectively adding a damage bonus to an Amarr spec cap module. CCP won't do that and if they did then they've made Heat Sinks mandatory. Supporting this idea disingenuously injects a pretence of positivity into the thread.

Doctrines that were using any other kind of Amarr BS are now going over to navy geddon. The only Amarr BS that will have a cap bonus built into the hull after Odyssey.
John 1135
#779 - 2013-05-21 06:03:24 UTC
dbl post ftw
Deerin
East Trading Co Ltd
#780 - 2013-05-21 07:02:34 UTC
John 1135 wrote:

It's a bad idea. You're effectively adding a damage bonus to an Amarr spec cap module. CCP won't do that and if they did then they've made Heat Sinks mandatory. Supporting this idea disingenuously injects a pretence of positivity into the thread.

Doctrines that were using any other kind of Amarr BS are now going over to navy geddon. The only Amarr BS that will have a cap bonus built into the hull after Odyssey.


I'm at a loss for words. So there shouldn't be any positivity in the thread and only whines?!?! He at least put a possible solution which can be tweaked to be used.

Actually just making heatsinks a dmg only module is essentially what is needed. Instead of 10% dmg % 10.5 rof make it 20% dmg and cap issues will be mostly solved for higher amount of heatsinks. Yes it makes fitting damage mods much more viable and I believe it should be so for an amarrian ship.