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CCP, to Bring Balance, Nerf AC's (or Remove Blasters).

Author
Grimpak
Aliastra
Gallente Federation
#61 - 2011-11-08 12:59:49 UTC
anyways, anyone that can understand maths and do pretty graphics.

can someone make a graphic with blasters as they are today and blasters boosted by 50% damage, and also what would happen if falloff was removed if said 50% boost would be applied?

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Naomi Knight
Ministry of War
Amarr Empire
#62 - 2011-11-08 14:07:56 UTC
Grimpak wrote:
anyways, anyone that can understand maths and do pretty graphics.

can someone make a graphic with blasters as they are today and blasters boosted by 50% damage, and also what would happen if falloff was removed if said 50% boost would be applied?


pff first one is just a multiplyer along y axis, second , is rectangles depend on which ammo you use( if tracking isnt calculated)
dunno which app most ppl use for graps but should be easy as only 2 operands need to be changed
Grimpak
Aliastra
Gallente Federation
#63 - 2011-11-08 14:34:30 UTC
Naomi Knight wrote:
Grimpak wrote:
anyways, anyone that can understand maths and do pretty graphics.

can someone make a graphic with blasters as they are today and blasters boosted by 50% damage, and also what would happen if falloff was removed if said 50% boost would be applied?


pff first one is just a multiplyer along y axis, second , is rectangles depend on which ammo you use( if tracking isnt calculated)
dunno which app most ppl use for graps but should be easy as only 2 operands need to be changed



maths are hard on this poor guy's brainSad

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Roosterton
Sebiestor Tribe
Minmatar Republic
#64 - 2011-11-08 16:01:26 UTC  |  Edited by: Roosterton
Humm...

Comparing this Tempest fit:


[Tempest, New Setup 1]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II

Warp Disruptor II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Quad LiF Fueled I Booster Rockets
Heavy Electrochemical Capacitor Booster I, Cap Booster 800

800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
Heavy Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II x5

To this Mega fit:


[Megathron, New Setup 1]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II

Warp Scrambler II
Fleeting Propulsion Inhibitor I
Quad LiF Fueled I Booster Rockets
Medium Capacitor Booster II, Cap Booster 800

Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Heavy Unstable Power Fluctuator I

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x5

EDIT: Throwing in an Apoc below just for comparison. Won't post the fit, as we'll probably run out of characters.

*All three have similar EHP
*Mega and 'pest both have a heavy neut; tempest gets a medium neut as well. Apoc has no utility highs.
*Tempest gets slightly more fitting versatility with more mid slots; Mega and Apoc are somewhat constrained.
*Mega's base DPS is 1148, Tempest's is 890, Apoc's is 810.

Now, let's run some DPS graphs:

*The Mega's optimal is 5.5km. After that, its dps begins slowly decreasing throughout its 16km falloff.
*Apoc has a 24km optimal with a 13km falloff.
*Tempest has a 3km optimal with a 24km falloff.

Assuming that both ships are firing at a stationary target with no transversal:

*The Mega experiences a much greater falloff curve than the Tempest; however, its DPS never actually dips below that of a Tempest, despite coming very close. This is probably due to nice ogre damage projection. The Apoc's DPS starts out lower than the other two, but doesn't curve for a long time, due to massive optimal.
*At around 17km, the Apocalypse surpasses both other ships in DPS, due to large laser optimal.
*At around 27km, the Tempest is very close to the Mega in terms of DPS, but doesn't actually surpass it. Apoc is still superior to both.
*After this, the Mega's DPS is pretty much entirely Ogres; the Tempest still does some DPS with falloffed AC's and Hammerheads, but the Mega's Ogres actually do more DPS Lol The Apoc falls below the Mega in DPS at the 37km mark, as its lasers are now in deep falloff; it dips below the Tempest at 53km.
*All ship's DPS drop off completely at 55km, as they exit drone control range.

Now let's assume that the Mega loads null, the Apoc loads scorch, and the Tempest loads barrage, to compare ranged abilities:

*The Tempest now does 742 DPS at point-blank range, while the Mega deals 980 and the Apoc 678.
*Similar story to the last graph. The mega experiences a sharp drop after optimal, while the Tempest's decline is more gradual. However, the Tempest never overtakes the Mega, only coming very close at the 40km mark. The Apoc surpasses the DPS of both ships at the 20km mark, with no falloff curve at all.
*Then, once again, it's a case of Ogres vs. deep-fallof AC's and Hammerheads, which Ogres once again win, until 55km, where both ships stop doing any dps. The Apoc, however, is still going strong, doing FULL OPTIMAL RANGE dps until 60km, at which point it rapidly declines.

These numbers are after the winter expansion's hybrid buff, and I'm actually pleasantly surprised. The Tempest, while being faster and more versatile, actually does less DPS than the Mega, as it's intended to. The Apoc has the least close range DPS capabilities, and little versatility, but has the best ranged DPS, with epic laser optimals. I'll do some more number crunching later, comparing rails and arties and other ship types.

One more thing to note, is that this is against a stationary, BS-sized target. If they were to fire on a moving, smaller target, the Mega would probably do even more DPS, due to blasters being heavily tracking buffed.

Conclusion from this post: Close-range fit Megas, Apocs, and Tempests are all decently balanced with each other, imo.
Cunane Jeran
#65 - 2011-11-08 16:05:57 UTC
Actually I'm in favour. Given the current status of Hybrids on Sisi, nerfing AC's would actually bring all 3 races into line without one being imba as hell.
Naomi Knight
Ministry of War
Amarr Empire
#66 - 2011-11-08 16:41:18 UTC  |  Edited by: Naomi Knight
Roosterton wrote:
Humm...

Comparing this Tempest fit:


[Tempest, New Setup 1]
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II

Warp Disruptor II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Quad LiF Fueled I Booster Rockets
Heavy Electrochemical Capacitor Booster I, Cap Booster 800

800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
800mm Repeating Artillery II, Republic Fleet EMP L
Heavy Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hammerhead II x5

To this Mega fit:


[Megathron, New Setup 1]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II

Warp Scrambler II
Fleeting Propulsion Inhibitor I
Quad LiF Fueled I Booster Rockets
Medium Capacitor Booster II, Cap Booster 800

Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Neutron Blaster Cannon II, Caldari Navy Antimatter Charge L
Heavy Unstable Power Fluctuator I

Large Anti-Explosive Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x5

*Similar EHP
*Both have a heavy neut; tempest gets a medium neut as well
*Tempest gets slightly more fitting versatility with more mid slots
*Mega gets about 310 more "base" DPS.

Now, let's run some DPS graphs:

*The Mega's optimal is 5.5km. After that, its dps begins slowly decreasing.

Assuming that both ships are firing at a stationary target with no transversal:

*The Mega has a raw DPS of 1148, the Tempest has a raw DPS of 890.
*The Mega experiences a much greater falloff curve than the Tempest; however, its DPS never actually dips below that of a Tempest, despite coming very close. This is probably due to nice ogre damage projection.
*At around 27km, the Tempest is very close to the Mega in terms of DPS, but doesn't actually surpass it.
*After this, the Mega's DPS is pretty much entirely Ogres; the Tempest still does some DPS with falloffed AC's and Hammerheads, but the Mega's Ogres actually do more DPS Lol
*Both ship's DPS drop off completely at 55km, as they exit drone control range.

Now let's assume that the Mega loads null, and the Tempest loads barrage, to compare ranged abilities:

*The Tempest now does 742 DPS at point-blank range, while the Mega deals 980.
*Similar story to the last graph. The mega experiences a sharp drop after optimal, while the Tempest's decline is more gradual. However, the Tempest never overtakes the Mega, only coming very close at the 40km mark.
*Then, once again, it's a case of Ogres vs. deep-fallof AC's and Hammerheads, which Ogres once again win, until 55km, where both ships stop doing any dps.

These numbers are after the winter expansion's hybrid buff, and I'm actually pleasantly surprised. The Tempest, while being faster and more versatile, actually does less DPS than the Mega, as it's intended to. I'll do some more number crunching later, comparing rails and arties and other ship types. I'll probably throw in lasers just for the hell of it, and we'll see if anything is actually OP.

One more thing to note, is that this is against a stationary, BS-sized target. If they were to fire on a moving, smaller target, the Mega would probably do even more DPS, due to blasters being heavily tracking buffed.


also 5 ogre II vs 5 hammers II .... yeah ogres would decimate those pesky tacklers i still cant see which pilot would bring 5 ogres only
+ mega would be in more cap trouble
+ tempest is faster a little bit
+ tempest has a disruptor mega only has a scrambler as it doesnt have enough cpu for disruptor even with this fit mega needs+1% implant for cpu, tempest nothing
+the best part is that tempest can controll the distance easily due to 2 vs 1web ,so the tempest can basically warp out anytime if it is 1v1
+and the mega wont be able to do much vs smaller targets

if tempest change 1 web for a tc and meganoob wont bring 5 ogres then tempest would do more dmg than the mega over 14km, hmm very balanced indeed....
A'Brantox Foson
A'Brantox Foson Corporation
#67 - 2011-11-08 17:25:47 UTC  |  Edited by: A'Brantox Foson
Try out hail ammo on sisi... makes minmatar armor ships srsly OPd (if im allowed 1 flip flop).

[Tornado, Sisi/Hail]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II


Invulnerability Field II
Invulnerability Field II
Large Shield Extender II
Warp Disruptor II
Y-T8 Overcharged Hydrocarbon I Microwarpdrive


800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L

1x EM rig
2x Field Extender rig

980dps, no implants... with not entirely awful tracking. Couple that with it's 3km/s+ speeds and falloff bonus, and u do get a rather OPd ship IMO.

Oh yes.. armor mach with hail = win, also shield mach with hail/T2 skirmish links = flawless kiting victory.
I'm not conviced it needs to be reworked again, possibly give blaster boats a touch more dps tho.
Cambarus
The Baros Syndicate
#68 - 2011-11-08 18:03:03 UTC
Roosterton wrote:

*All three have similar EHP
*Mega and 'pest both have a heavy neut; tempest gets a medium neut as well. Apoc has no utility highs.
*Tempest gets slightly more fitting versatility with more mid slots; Mega and Apoc are somewhat constrained.
*Mega's base DPS is 1148, Tempest's is 890, Apoc's is 810.
[...]
Conclusion from this post: Close-range fit Megas, Apocs, and Tempests are all decently balanced with each other, imo.

There's your problem right there. You're comparing the mega to the apoc, when the 2 have nothing in common aside from their tiers. You have to look at the roles the ships perform and compare them from there, like how for sniping platforms you would compare the apoc to the rokh, not the raven.

It's the geddon you want to compare the mega to, as they are fit/flown in very similar ways, with nearly identical slot layouts/drone bays. I'll save you the time and give you a breakdown of the numbers I remember off the top of my head (go digging through my old forum posts if you want more detailed analyses):

Mega does ~8% more DPS in its optimal (I think it was 12 without drones being factored in)
Geddon matches the mega's DPS at 8km
A mega with null will literally NEVER do more damage than a geddon, at any range.
There is a window in which tracking becomes a problem for the geddon but not the mega (assuming they're shooting each other). This window is less than 1km wide and occurs at about 4km, and it assumes that the mega has a web but the geddon does not.
They have very similar ehp (I think the geddon had 10% more)

Even after factoring in resists, in a 1v1 ignoring range and tracking, the geddon would down a mega before the mega would a down a geddon (It was EXTREMELY close IIRC, like a 2 second difference)

And all that's in a 1v1, where the mega should theoretically DESTROY a geddon, which is much more suited for gang/fleet warfare due to much better damage projection (blasters get exponentially worse the more people you have in fleet)
Hungry Eyes
Imperial Academy
Amarr Empire
#69 - 2011-11-08 18:05:05 UTC
at this point, everything is looking amazing in comparison to hybrids.
Roosterton
Sebiestor Tribe
Minmatar Republic
#70 - 2011-11-08 18:26:01 UTC
Naomi Knight wrote:


also 5 ogre II vs 5 hammers II .... yeah ogres would decimate those pesky tacklers i still cant see which pilot would bring 5 ogres only
+ mega would be in more cap trouble
+ tempest is faster a little bit
+ tempest has a disruptor mega only has a scrambler as it doesnt have enough cpu for disruptor even with this fit mega needs+1% implant for cpu, tempest nothing
+the best part is that tempest can controll the distance easily due to 2 vs 1web ,so the tempest can basically warp out anytime if it is 1v1
+and the mega wont be able to do much vs smaller targets

if tempest change 1 web for a tc and meganoob wont bring 5 ogres then tempest would do more dmg than the mega over 14km, hmm very balanced indeed....


Why wouldn't you bring Ogres? If you have so much as one fleetmate supporting you, ogres are just plain superior to hammers. Maybe if you're completely solo you'll want to bring hammers, but in a 1v1 situation, sure, that won't make too much difference since you're not going to be fighting from out of your optimal anyway.

In the same post, you say how it's a GOOD thing that the Tempest can fit a long point, then go on to say how it can control more range with dual webs. Sadly for your argument, a short scram helps with range control far more than a second web does, so one of those points is moot, your choice which.

That last point is just utterly stupid, neutron blasters already have better tracking than 800mm arties. After the tracking buff, they will utterly decimate smaller things which AC's will miss entirely.

The only thing you have going for you is the Tempest's slightly superior speed. So it's basically speed and switchable damage types vs. More DPS.
Naomi Knight
Ministry of War
Amarr Empire
#71 - 2011-11-08 18:39:52 UTC
Roosterton wrote:
Naomi Knight wrote:


also 5 ogre II vs 5 hammers II .... yeah ogres would decimate those pesky tacklers i still cant see which pilot would bring 5 ogres only
+ mega would be in more cap trouble
+ tempest is faster a little bit
+ tempest has a disruptor mega only has a scrambler as it doesnt have enough cpu for disruptor even with this fit mega needs+1% implant for cpu, tempest nothing
+the best part is that tempest can controll the distance easily due to 2 vs 1web ,so the tempest can basically warp out anytime if it is 1v1
+and the mega wont be able to do much vs smaller targets

if tempest change 1 web for a tc and meganoob wont bring 5 ogres then tempest would do more dmg than the mega over 14km, hmm very balanced indeed....


Why wouldn't you bring Ogres? If you have so much as one fleetmate supporting you, ogres are just plain superior to hammers. Maybe if you're completely solo you'll want to bring hammers, but in a 1v1 situation, sure, that won't make too much difference since you're not going to be fighting from out of your optimal anyway.

In the same post, you say how it's a GOOD thing that the Tempest can fit a long point, then go on to say how it can control more range with dual webs. Sadly for your argument, a short scram helps with range control far more than a second web does, so one of those points is moot, your choice which.

That last point is just utterly stupid, neutron blasters already have better tracking than 800mm arties. After the tracking buff, they will utterly decimate smaller things which AC's will miss entirely.

The only thing you have going for you is the Tempest's slightly superior speed. So it's basically speed and switchable damage types vs. More DPS.


I understand that you would bring 5 ogres for more paper dps.

webs have longer range than scramble , and if mega wants to close the gap he would have to burn mwn like nonstop,probably would run out of cap way before fight ends and would drop his turret dps significantly.

And the second web is better vs smaller stuff imho, if they want to move they have to mwd -> easy target especially as you neut they wont be able to mwd much anyway-> 2 webs over 1 web +1 scramble.
And the extra range disruptor offers is priceless.

+capless weapon , smaller, faster lock
Liang Nuren
No Salvation
Divine Damnation
#72 - 2011-11-08 18:46:51 UTC
Roosterton wrote:

Conclusion from this post: Close-range fit Megas, Apocs, and Tempests are all decently balanced with each other, imo.


Comments:
- Megas and Apocs aren't at all the same ship. You should look to the Geddon and Mega for that comparison.
- The Tempest and the Mega are a better comparison, but I feel you're being overly generous to hybrids with it. Damage type selection, that 5th mid, the two utility highs, and its better mobility are actually really big deals for example.
- I'm not sold on the Tempest fit. I tend to like comparing fits I'd actually use.
- I'm not sold on the heavy neut Mega fits and it feels like you shoe horned it on just for the sake of an "even" comparison. I don't think I'll ever like the heavy neut mega fits but I know they were all the rage for a while.

All that said, I stand by what I said: seeing as how projectiles and lasers are on a semi even footing I think it'd be a massive mistake to nerf projectiles without first making sure Hybrids are in a good place.

-Liang

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

Roosterton
Sebiestor Tribe
Minmatar Republic
#73 - 2011-11-09 01:41:33 UTC  |  Edited by: Roosterton
Liang Nuren wrote:
Roosterton wrote:

Conclusion from this post: Close-range fit Megas, Apocs, and Tempests are all decently balanced with each other, imo.


Comments:
- Megas and Apocs aren't at all the same ship. You should look to the Geddon and Mega for that comparison.
- The Tempest and the Mega are a better comparison, but I feel you're being overly generous to hybrids with it. Damage type selection, that 5th mid, the two utility highs, and its better mobility are actually really big deals for example.
- I'm not sold on the Tempest fit. I tend to like comparing fits I'd actually use.
- I'm not sold on the heavy neut Mega fits and it feels like you shoe horned it on just for the sake of an "even" comparison. I don't think I'll ever like the heavy neut mega fits but I know they were all the rage for a while.

All that said, I stand by what I said: seeing as how projectiles and lasers are on a semi even footing I think it'd be a massive mistake to nerf projectiles without first making sure Hybrids are in a good place.

-Liang


In all honesty, I didn't spend too much time working out the most optimal fits, I just went with whatever gives a close-enough representation of their damage. Although, out of curiousity, what's wrong with a heavy neut mega? I don't actually have much experience with it. P

And yeah, I know the Apoc was a bit of an iffy choice for comparison. I figured that if I had chosen the Geddon, certain people in this thread would accuse me of being biased in favor of Gallente by comparing their t2 BS to a tier 1 BS. But, since people seem to want it, I'll run a graph with the Apoc replaced by a Geddon:

*The Geddon has superior close range DPS to both fits, unless the Mega rolls with 3x magstab, at which point the Mega has higher DPS.
*If the Mega has 3x magstab, it has better DPS until about 10km, at which point the Geddon overtakes it with its superior optimal range. If the Mega has 2xMag/1x TE, it has worse point blank DPS, but slightly better DPS after 35km (I'm guessing the Geddon's optimal has run out by this point, so the Mega is doing more DPS on falloff.)
*Once again, the Tempest is on the bottom throughout, although all three battleships come incredibly close to each other at the 30km mark.
*It's also worth noting the Geddon's superior EHP (by around ~10k) compared to both ships.

Now, loading Barrage, Null, and Scorch:

*The Armageddon has by far the best damage projection, dealing full damage out to 45km before dropping off sharply.
*The Mega and Tempest are the same story as my first post.

What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.

Basically:

Geddons are the least versatile, but best paper stats. (two damage types, high cap use, low tracking, least mid slots, but best DPS, EHP and range.)
Tempests are the most versatile, but worst paper stats. (switchable damage types, no cap use, medium tracking, most mid slots, lowest DPS, EHP, medium range)
Megas are in between. (two damage types, but more universal than EM/therm, best tracking, four mid slots, moderate-high DPS, moderate EHP/range.)

Meh, not really sure what to think of this.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#74 - 2011-11-09 02:09:47 UTC
Liang Nuren wrote:
Roosterton wrote:

Conclusion from this post: Close-range fit Megas, Apocs, and Tempests are all decently balanced with each other, imo.


Comments:
- Megas and Apocs aren't at all the same ship. You should look to the Geddon and Mega for that comparison.
- The Tempest and the Mega are a better comparison, but I feel you're being overly generous to hybrids with it. Damage type selection, that 5th mid, the two utility highs, and its better mobility are actually really big deals for example.
- I'm not sold on the Tempest fit. I tend to like comparing fits I'd actually use.
- I'm not sold on the heavy neut Mega fits and it feels like you shoe horned it on just for the sake of an "even" comparison. I don't think I'll ever like the heavy neut mega fits but I know they were all the rage for a while.

All that said, I stand by what I said: seeing as how projectiles and lasers are on a semi even footing I think it'd be a massive mistake to nerf projectiles without first making sure Hybrids are in a good place.

-Liang


Hey when did you sneak back? :)

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Cambarus
The Baros Syndicate
#75 - 2011-11-09 02:17:28 UTC
Roosterton wrote:
If the Mega has 2xMag/1x TE, it has worse point blank DPS, but slightly better DPS after 35km (I'm guessing the Geddon's optimal has run out by this point, so the Mega is doing more DPS on falloff.)
Because a geddon has the option of instantly switching ammo, the dps number you should be looking at past 25km or so is the one scorch gives you.

Roosterton wrote:

What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.

Meh, not really sure what to think of this.

Congratulations, you may now join me,liang and countless others who've been saying this for literally YEARS now.


P.S. You could have saved yourself the time of doing the comparisons had you read my last post.
Grimpak
Aliastra
Gallente Federation
#76 - 2011-11-09 02:33:31 UTC
Roosterton wrote:
What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.


congratulations! you have reach a new level! here, take a cookie.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Roosterton
Sebiestor Tribe
Minmatar Republic
#77 - 2011-11-09 02:35:12 UTC
Quote:
Congratulations, you may now join me,liang and countless others who've been saying this for literally YEARS now.


P.S. You could have saved yourself the time of doing the comparisons had you read my last post.


Grimpak wrote:
Roosterton wrote:
What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.


congratulations! you have reach a new level! here, take a cookie.


Lol

I had already been thinking along those lines, but had never actually DPS-graphed to prove it, so meh. Captain obvious is obvious.
Grimpak
Aliastra
Gallente Federation
#78 - 2011-11-09 02:49:24 UTC
Roosterton wrote:
Quote:
Congratulations, you may now join me,liang and countless others who've been saying this for literally YEARS now.


P.S. You could have saved yourself the time of doing the comparisons had you read my last post.


Grimpak wrote:
Roosterton wrote:
What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.


congratulations! you have reach a new level! here, take a cookie.


Lol

I had already been thinking along those lines, but had never actually DPS-graphed to prove it, so meh. Captain obvious is obvious.



indeed. it's not that pulses have quite the huge ranges and dish good damage (it can be silly tho, try to setup a pulse apoc for 80-90km ranges. it's doableBlink), nor it's not that AC's are very flexible and can provide slowly, but steadily decline of damage over quite the range, it's just that blasters simply don't do enough damage for the ranges they have, nor the ships are mobile enough for such a short range weapon.


some of us don't mind blasters having the shortest range of them all. if any some even would like an even shorter range if they could simply melt some guys' face at spit range if they had a weapon that could do it and a ship that could reach it.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Hungry Eyes
Imperial Academy
Amarr Empire
#79 - 2011-11-09 03:20:24 UTC  |  Edited by: Hungry Eyes
Grimpak wrote:
Roosterton wrote:
What I'm seeing is that the problem, if it exists, is more relating to hybrids being underpowered than lasers or AC's being overpowered. Arguing that AC's are OP, when laser ships have similar (if not better) tanks and damage projection is somewhat silly.


congratulations! you have reach a new level! here, take a cookie.



i'll have to disagree. Minnie ships have superior speed and agility, and as such, can avoid damage or gtfo on demand. this sort of tanking is not really tangible or visible on EFT, but it dominates all pvp engagements. superior ship speed and agility in combination with huge fall off, excellent tracking, and just the right amount of dps makes AC boats what they are: lock, spray, maintain range as needed, and you'll hit something. while lasers have better damage projection, theyre limited by low fall off and low ship speed. you guys seeing harbie blobs everywhere? me neither.

how do you expect blasters to work on this level? if you buff the Gall ships to suit blaster purposes, then rails will be OP. if you dont buff the ships, blasters will remain useless. CCP is wrestling in the mud with this problem right now and all they really need to do is delete blasters, buff rails and buff drones.

i guess i can has no cookie.
Hungry Eyes
Imperial Academy
Amarr Empire
#80 - 2011-11-09 03:23:36 UTC  |  Edited by: Hungry Eyes
Grimpak wrote:



indeed. it's not that pulses have quite the huge ranges and dish good damage (it can be silly tho, try to setup a pulse apoc for 80-90km ranges.



it is silly indeed. in fact, it's one of those things that qualify as "broken". pulse apocs can 2-shot AF's from 100km (for example), even if transversal is maintained at highest. why should you be able to do this kind of DPS and have this kind of tracking with a large medium range turret?

good thing there's talk of Scorch getting nerfed.