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[Odyssey] Large Energy Turrets

First post First post First post
Author
Airto TLA
Acorn's Wonder Bars
#821 - 2013-05-28 23:32:58 UTC
Bouh Revetoile wrote:
Airto TLA wrote:
THere are some weird problems with lasers, mainly they are better in a relativly narrow range

In fact, lasers are the best outside of blaster antimatter range. If that is a narrow range, then, well... No weapon in fact have a so large supremacy range in the game. Giving angel speed to amarr ship would make them completely OP. Mediocrity of projectile weapons is the only thing which make minmatar/angel ships not completely OP in fact. Range control is very useful for everyone with every weapon system.


Actually, lasers are inferior inside nuet range in a lot of cases, since you now have to give up a medium slot to carry a cap booster (or not be able to fire), now you can not shield tank and have slowed down. Projectile bonused ships with TE seemed to hold their own in the DPS due to how the ships lay out and they can often get inside that 50% of fall off and out track the lasers, even though they may produce less damage in theroy at a range.
Bouh Revetoile
In Wreck we thrust
#822 - 2013-05-29 00:15:22 UTC
Lucine Delacourt wrote:
Then why does no one put lasers on unbonused ships anymore? ACs/Missiles go on 99% of the unbonused hulls, even the Amarr ones.

That is an interesting question I have an answer to :
There is three different turrets weapon systems, so unless they are identical, there will be one with some best caracteristic somewhere. Let's resume the strong points of each weapon system :
- AC are capless and versatile (very long max range, worst dps and average tracking allow them to use the drawbacks of other weapon systems) ;
- Blasters are mightest and shortest weapon, with best tracking, and use some cap ;
- Pulse are the farthest hitting weapon with average to good dps, worse tracking (yet very good at 10+km) and high cap use.

The question is "why does everyone use AC/missiles on unbonused ships ?"
The first answer, IMO, is because they are lazy (disclaimer : there is no problem being lazy). AC and missiles share the versatility and capless advantages which allow someone to not think about cap management and to retaliate even when caped out ; this choice also allow one to have options against any ennemy, be it short range or long range, because the tracking (or the absence of it for missiles) allow to outtrack pulse lasers and the range allow them to outrange blasters.

This last reason of versatility also lead to a second answer : the "winmatar" FOTM. Since the minmatar rebalance, there is a winmatar mindset where a lot of people believe that minmatar doctrine (and hence ships and weapons) are the best (there's many reasons for this, some are valid, some are only ideas, that's how the metagame evolve).

A third reason is because AC are the easiest short range weapon to fit, which open fitting possibilities.

Take these three reasons in the context of a non weapon bonused hull, where the weapon are then not the primary concern, so the option of versatility free up a lot of hassle : pulse and blasters need specific fit because they are specific weapons, so all your fit need to accomodate for them ; that's not the case for AC.

But as soon as you care about your weapons, the choice is the following :
- if you need range, go for pulse ;
- if you need damage, go for blasters ;
- if you don't need any of the above, you can use AC.

Pulse are not bad, far from it, but people grew for two years in an environment where cap warfare was everywhere (hello Rupture, Hurricane, and Tempest) and minmatar doctrine (fast and versatile ships) was fashionable (sometimes because they were OP, probably because of the 2 neutra).

Airto TLA wrote:
Actually, lasers are inferior inside nuet range in a lot of cases, since you now have to give up a medium slot to carry a cap booster (or not be able to fire), now you can not shield tank and have slowed down. Projectile bonused ships with TE seemed to hold their own in the DPS due to how the ships lay out and they can often get inside that 50% of fall off and out track the lasers, even though they may produce less damage in theroy at a range.
BS always fit cap booster if they can, not only on amarr ships. And BS at small scale tend to prefer armor tank to have more utility (midslots). The 1v1 BS fights is exceptionaly rare, but most of the time, your target will be somewhere between 5 and 70km, and that's exactly where your pulse can shoot. And if the target is hard tackled, even under 5km you should be able to shoot it after a MWD cycle.

Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it, because the worst thing for a neuted ship is the inability to gtfo because of the shuted down prop mod.
Kreeia Dgore
24th Imperial Crusade
Amarr Empire
#823 - 2013-05-29 05:46:15 UTC
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.
Lugalzagezi666
#824 - 2013-05-29 08:16:40 UTC
Kreeia Dgore wrote:
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.

He is just lying like a rug in every post he makes.
Bouh Revetoile
In Wreck we thrust
#825 - 2013-05-29 09:13:51 UTC
Kreeia Dgore wrote:
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.
What I'm saying is that a neutralized ship is a dead ship in 98% of the situations, amarr or not.

You can disagree if you like to live in a fantasy world where amarr are oppressed by everyone and CCP, but the harsh truth of pvp is that cap is life. Amarr ships are not the only one fitted with cap boosters, and there is a reason for this.

Of course, in the 2% of cases where a neuted ship can survive, there's certainly not a lot of amarr or gallente ships.

Also, I forgot a tl;dr answer to the question of "why does everyone use AC/missiles on unbonused ships" in my last post (and that certainly lead to the last two comments...) : simply, AC are versatile and easy to fit, and on unbonused ship, you don't care about the weapon, because dps is not the role of your ship.
Lugalzagezi666
#826 - 2013-05-29 09:48:50 UTC
Bouh Revetoile wrote:
Kreeia Dgore wrote:
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.
What I'm saying is that a neutralized ship is a dead ship in 98% of the situations, amarr or not.

You can disagree if you like to live in a fantasy world where amarr are oppressed by everyone and CCP, but the harsh truth of pvp is that cap is life. Amarr ships are not the only one fitted with cap boosters, and there is a reason for this.

Of course, in the 2% of cases where a neuted ship can survive, there's certainly not a lot of amarr or gallente ships.

Also, I forgot a tl;dr answer to the question of "why does everyone use AC/missiles on unbonused ships" in my last post (and that certainly lead to the last two comments...) : simply, AC are versatile and easy to fit, and on unbonused ship, you don't care about the weapon, because dps is not the role of your ship.


Neutralized projectile ship can still shoot, neutralized missile ship can still shoot, neutralized drone ship can still do damage, neutralized hybrid ship can shoot many times longer under neuts. Laserboat under neuts is worthless brick.

Neutralized ac/missile frig can still kill enemy drones and continue tackling, neutralized blaster frig needs just nos to kill the drones, neutralized laser frig cant do anything.

So take your 2% back where you took it out tard...
Bouh Revetoile
In Wreck we thrust
#827 - 2013-05-29 11:06:44 UTC
Lugalzagezi666 wrote:
Neutralized projectile ship can still shoot, neutralized missile ship can still shoot, neutralized drone ship can still do damage, neutralized hybrid ship can shoot many times longer under neuts. Laserboat under neuts is worthless brick.

Neutralized ac/missile frig can still kill enemy drones and continue tackling, neutralized blaster frig needs just nos to kill the drones, neutralized laser frig cant do anything.

So take your 2% back where you took it out tard...

Oh my bad. Neutralizer are worthless in fact, and that's why nobody bother fitting them when they can...
Caitlyn Tufy
Perkone
Caldari State
#828 - 2013-05-29 12:05:31 UTC
Lugalzagezi666 wrote:
Neutralized projectile ship can still shoot, neutralized missile ship can still shoot, neutralized drone ship can still do damage, neutralized hybrid ship can shoot many times longer under neuts. Laserboat under neuts is worthless brick.


That's far too oversimplified. A blaster boat will do 0 damage if the enemy is out of range. An artillery boat will do 0 damage if the target's angular velocity is too high. Neuts are a weapon like any other - a very useful tool, but not the be-all-end-all solution. Lasers' main advantage is in staying at optimal for a considerable amount of time. If you can use that optimal, a laser ship will push out insane amounts of punishment well before the neuter crosses the maximum range. Of course, if they were able to do that regardless of the situation, lasers would be vastly overpowered, so they have their drawbacks - and neuting is one of them.
Lugalzagezi666
#829 - 2013-05-29 13:07:02 UTC
Caitlyn Tufy wrote:
Lugalzagezi666 wrote:
Neutralized projectile ship can still shoot, neutralized missile ship can still shoot, neutralized drone ship can still do damage, neutralized hybrid ship can shoot many times longer under neuts. Laserboat under neuts is worthless brick.


That's far too oversimplified. A blaster boat will do 0 damage if the enemy is out of range. An artillery boat will do 0 damage if the target's angular velocity is too high. Neuts are a weapon like any other - a very useful tool, but not the be-all-end-all solution. Lasers' main advantage is in staying at optimal for a considerable amount of time. If you can use that optimal, a laser ship will push out insane amounts of punishment well before the neuter crosses the maximum range. Of course, if they were able to do that regardless of the situation, lasers would be vastly overpowered, so they have their drawbacks - and neuting is one of them.

Oversimplified?
Neutralized projectile ship can still shoot - true? - YES
neutralized drone ship can still do damage - true? - YES
neutralized hybrid ship can shoot longer under neuts than laserboat - true? - YES

Beam boat will do 0 damage if the targets velocity angular is too high and pulse boat will also do 0 damage if targets angular velocity is too high.

Good for projectile and hybrid boats that they actually have ways to prevent them being out of range or being outtracked. Bad for laserboats they are bricks that cant use their optimal, in addition to that are highly susceptible to neutralizing, hardest to fit and hardest on cap. And many times outclassed even in their optimals by artillery alpha (that has ofc 0 need for cap).

And neuts are without a question NUMBER 1 mod that is used in utility highs on hulls larger than a frig (and many times even for frigs).
ExAstra
Echoes of Silence
#830 - 2013-05-29 13:31:59 UTC
Samas Sarum wrote:
ExAstra wrote:

Oh please, they almost completely destroyed the Megathron and pushed the Hyperion into further obscurity than it's currently experiencing. It's not like your racial BS are completely absent from pretty much any null sec subcap gang.

I don't want to get into a Gallente argument on this thread but personally I think both ships received substantial buffs. You may not personally like the changes, but at least CCP Rise went back and rehashed them after the initial feedback. It's been 150+ pages of Amarr feedback with zero substantive changes to or logic behind the hull changes besides "well I like the changes and they're going into Odyssey this way".
I actually said the only two ships I'm not too fond of at the moment are Tempest, and to a lesser extent the Dominix. I'm completely fine with the Hyperion and Megathron now but CCP did try to ruin them at first, which was my point. And I'm not here to argue either, I just stated that I'm happy with pretty much all of the ships. I'll be flying Apocalypse now for sure, and I'm even going to be buying a Raven and Typhoon. I never would have done that before Odyssey (sorry, I mean I never have). I'm more happy with the changes than you are, such is life.

Samas Sarum wrote:
ExAstra wrote:

Except it also applies to blasters and railguns =\


So? Both of those get plenty of use in both solo and fleet doctrines and aren't under discussion here. It was said in response to lasers are the best dps at certain ranges and projectiles are mediocre.
My statement still stands. Regardless, you guys can continue to argue about lasers in this thread. I'm looking forward to the new Apocalypse, but you guys don't have to be. Good luck on getting your changes.

Save the drones!

Ioci
Bad Girl Posse
#831 - 2013-05-29 16:31:05 UTC
While most of the Odyssey changes I look forward to, I didn't fall of a turnip truck last night.

The most powerful lasers in EVE are sentry guns. Need I say more?

R.I.P. Vile Rat

PavlikX
Scan Stakan
HOLD MY PROBS
#832 - 2013-05-29 16:47:41 UTC  |  Edited by: PavlikX
Generally this changes are great, meantime it buffs allready overpowered Oracle. ihope that CCP will rebalance ABC class and give them their real role - a ship between BS and BC, not better then most BS and BC in general in modern days
Kagura Nikon
Native Freshfood
Minmatar Republic
#833 - 2013-05-29 17:07:14 UTC
Lugalzagezi666 wrote:
Kreeia Dgore wrote:
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.

He is just lying like a rug in every post he makes.



Nope.. he is using the brains instead of hateful spech like some. Capacitor is critical to ALL races. Even minmatar. Their shiedl hardeners stop, their Webs stop, their points stop, their MWD (remember what minmatar is supposed to be doing all time? Moooving? ) is off. Yes they can still FIRE! It is an advantage? YES!

Its the same as being immune to neutralizer? Hell NO!



If peopel checked HARD data and knew how to fly isntead of reading forums only, they woudl perceive that there is a lot of MYTHs rollign aroudn about how AC are awesome.


Peopel read that falloff reach 40 km and think that 40 km is effective engagement range. NO! 50% of your damage is not effective engagement range! Its FAIL range! If you are fighting outside 70% of your dps range then you probably shoudl not be usign that ship! Or should be using long range guns instead!


At 40 km an abaddon or even the old armageddon is MASSIVELY more powerful than a maesltrom on damage projection! Nto a bit.. MASSIVELY!

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kreeia Dgore
24th Imperial Crusade
Amarr Empire
#834 - 2013-05-29 17:28:41 UTC
Kagura Nikon wrote:

At 40 km an abaddon or even the old armageddon is MASSIVELY more powerful than a maesltrom on damage projection! Nto a bit.. MASSIVELY!

And how is that relevant in any case in any discussion in any universe? Also, your statement is based on nothing. But hey, you tried :-)

Btw you still didn't cope with the idea that while many races actually rely on capacitor the amarr are getting the worst of it since they aren't capable to feed their own weapons, let alone another modules.
Kagura Nikon
Native Freshfood
Minmatar Republic
#835 - 2013-05-29 17:55:45 UTC
Kreeia Dgore wrote:
Kagura Nikon wrote:

At 40 km an abaddon or even the old armageddon is MASSIVELY more powerful than a maesltrom on damage projection! Nto a bit.. MASSIVELY!

And how is that relevant in any case in any discussion in any universe? Also, your statement is based on nothing. But hey, you tried :-)

Btw you still didn't cope with the idea that while many races actually rely on capacitor the amarr are getting the worst of it since they aren't capable to feed their own weapons, let alone another modules.



The statemewnt is relevant in game, ina proper fight.. where it matters. I will make it simple for you people that seems tonever have used ships in combat. Ammar can fight OUTSIDE NEUTRALIZER RANGE ! gallente and minmatar (on lesser degree) cannot do it with full power. I am not talking about kiting. I am talking in a proper fight between gangs of ships where the amarr battleships can stay outside the range of enemy neutralizer battleships and apply full DPS, whiel gallente need to get direclty INTO the drain to do damage.


If people cannot use their brains to use Amarr advantages to reduce their disadvantages, its nto a race fault. Its pilot's and community fault.

That is the same as minmatar pilots standing still with their ships whinning that their ship doe snto have same ammount of EHP as the amarr ones! But Somehow peopel lerned that they must use their advantage of speeed, to diminish the effect of the lower EHP.


All races have some disadvantages, but its impressive how some peopel focus so much on them and completely ignore all the advantages of the same race.

There are LOTS of scenarios where I would prefer a laser boat then a blaster one or a projectile one. As there are situations where I would prefer blasters, or Projectiles,

"If brute force does not solve your problem....  then you are  surely not using enough!"

Little Dragon Khamez
Guardians of the Underworld
#836 - 2013-05-29 18:08:27 UTC
PavlikX wrote:
Generally this changes are great, meantime it buffs allready overpowered Oracle. ihope that CCP will rebalance ABC class and give them their real role - a ship between BS and BC, not better then most BS and BC in general in modern days



ABC's are fine, they fill their role perfectly, in order to get the high dps or long range you have to give up tank. Take away the High DPS and all you are left with is a cruiser hull. If you want high dps and tank you need a battleship, if you want moderate dps but high tank then you are free to try the other battlecruisers. Every ship has a role and the ABC's fill their roles perfectly.

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

PavlikX
Scan Stakan
HOLD MY PROBS
#837 - 2013-05-29 18:18:10 UTC  |  Edited by: PavlikX
It's hardly a good idea - to create tanked fit of attack battlecruiser. All fits i've seen are dps oriented. And in this role (ABC's main role) only few battleships better, meantime BSs are slower and demands much more time on skill training.
So i can not agree with you
Bouh Revetoile
In Wreck we thrust
#838 - 2013-05-29 22:06:51 UTC
Lugalzagezi666 wrote:
And neuts are without a question NUMBER 1 mod that is used in utility highs on hulls larger than a frig (and many times even for frigs).

According to you, neut are only useful against amarr ships.

According to you, neut are the number one module for utility high slot.

The hypothesis of dumb people is unreasonable, so we can conclude that people fit neutralizers to counter amarr ship, obviously because they are everywhere and so powerful.

Syllogism : the basic form of logic ; also very useful for proof, by contradiction or not.
Samas Sarum
Imperial Academy
Amarr Empire
#839 - 2013-05-30 00:16:34 UTC  |  Edited by: Samas Sarum
Kagura Nikon wrote:
Lugalzagezi666 wrote:
Kreeia Dgore wrote:
Bouh Revetoile wrote:
Also, cap warfare is the doom of almost all ships, and amarr ships are not more vulnerable to it

WTF?! So you say that amarr ships that are extremely reliant on cap for weapons and utilities are even to those that only use cap for utilities? You, my good sir, are a hypocrite.

He is just lying like a rug in every post he makes.



Nope.. he is using the brains instead of hateful spech like some. Capacitor is critical to ALL races. Even minmatar. Their shiedl hardeners stop, their Webs stop, their points stop, their MWD (remember what minmatar is supposed to be doing all time? Moooving? ) is off. Yes they can still FIRE! It is an advantage? YES!

Its the same as being immune to neutralizer? Hell NO!



If peopel checked HARD data and knew how to fly isntead of reading forums only, they woudl perceive that there is a lot of MYTHs rollign aroudn about how AC are awesome.


Peopel read that falloff reach 40 km and think that 40 km is effective engagement range. NO! 50% of your damage is not effective engagement range! Its FAIL range! If you are fighting outside 70% of your dps range then you probably shoudl not be usign that ship! Or should be using long range guns instead!


At 40 km an abaddon or even the old armageddon is MASSIVELY more powerful than a maesltrom on damage projection! Nto a bit.. MASSIVELY!


Given the overwhelming popularity of minmatar ships at all levels, I don't think your "AC's are crap but no one knows it" is going to convince a lot of people.

What is the Minmitar pilot doing with his MWD staying at 40km? The abaddon can't dictate the range with it's speed so if it manages to fight outside of neut range the entire fight then that is the minmitar pilot's fault. I believe the thrust of the neut argument is that the Amarr are significantly more vulnerable to it as it only takes a couple pulses of the NOS or Neut to chop down on their effective firing time and they are effectively out of the fight (as good as dead). His argument was that even though yes the Minmitar's MWD or tank no longer functions, his DPS still does. All 3 of these dont function on the Amarr's ships when this occurs.

What is your data for the 40km Amarr dominance point over the Maelstrom? I would argue from actual PL or other large alliance kill boards that they're using alpha fleets at that range and beyond rather than abaddon doctrines but I guess they're dumb for giving up such a "massive" advantage? TEST recently buying up all the available Rokh's for their doctrine also disagrees with your Amarr dominance at long ranges.
Caitlyn Tufy
Perkone
Caldari State
#840 - 2013-05-30 07:46:36 UTC  |  Edited by: Caitlyn Tufy
Quote:
Oversimplified?
Neutralized projectile ship can still shoot - true? - YES
neutralized drone ship can still do damage - true? - YES
neutralized hybrid ship can shoot longer under neuts than laserboat - true? - YES

Beam boat will do 0 damage if the targets velocity angular is too high and pulse boat will also do 0 damage if targets angular velocity is too high.

Good for projectile and hybrid boats that they actually have ways to prevent them being out of range or being outtracked. Bad for laserboats they are bricks that cant use their optimal, in addition to that are highly susceptible to neutralizing, hardest to fit and hardest on cap. And many times outclassed even in their optimals by artillery alpha (that has ofc 0 need for cap).

And neuts are without a question NUMBER 1 mod that is used in utility highs on hulls larger than a frig (and many times even for frigs).



Again, far too simplified. A neutralized ship - ANY ship - will be severely hampered. Take for instance your neutralized projectile ship - its main advantage is to dictate range, long for blasters, short for lasers. If you take away its cap, you take away its propulsion, which makes it a sitting duck. A Vagabond without cap is dead, just like a Zealot is. The thing is, neuts' primary role is to take away not enemy's ability to fire, but enemy's ability to hold you down. Specifically, it's aimed at disabling their MWD and point and that works against any ship, be it Projectile, Drone or Hybrid, no matter their size. For instance, a Vaga with neuts won't have them to disable the enemy's guns - it'll have em to stop interceptors and frigates dead in tracks, so they don't stop the Vaga.

You are correct, beam and pulse laser boat will also do 0 damage if the angular velocity is too high. However, there's a difference on whether you can hit the target at 5 or 50 km when it's moving 5,000 m/s. Even with worse tracking, if your range is 50 km, you have a decent chance to pop them. That's what makes Scorch so awesome - it allows Pulses to hit very far out (for a short ranged weapon), while still retaining most of short range weapon's tracking. Blasters simply can't do that, even with Null, while ACs can, but will apply far less damage due to shorter optimal.

To put it in perspective, let's say we have a blaster, a pulse laser and an AC ship. A blaster ship will want to get in close as soon as possible, so it can start punishing the enemy. A Pulse Laser ship will try staying at Scorch optimal as long as possible, so it can avoid the enemy's advantage at tracking. An AC boat, though, will attempt to dictate range - it'll use its superior tracking at close range against a laser ship and its superior falloff against a blaster ship. Incidentally, neut range is shorter than Scorch optimal for its respective ship size, emphasizing the laser ship's importance to dictate range as long as possible.

Last but not least, you claim that Amarr boats can't use their optimal. I'm sorry, but that's simply not true. They may not be able to use their optimal all the time, which is likewise a balancing factor. For instance, a Rifter will always catch a Punisher, but whereas a Punisher cannot keep range indefinitely, it can burn away for a while, allowing for a few extra hits that may well grant him victory. If Punisher could keep range forever, that Rifter would never stand a chance, which would be imbalanced. Likewise, if Blaster boats could never get in range, that would be imbalanced. This means that on average, a laser boat must have some sort of weakness compared to those ships. Being "bricks" (though that description is also a bit archaic given their attack boats are often quite fast) is part of that weakness.