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Amarr Ships Philosophy Fix

Author
Vultirnus
Hedion University
Amarr Empire
#1 - 2013-07-01 20:16:25 UTC
PREFACE: I'm not 100% sure this is the right place for this post. It's not so much a complaint, I have some observations about Amarr ships and I wonder if other people share those views. If so I would like to see some changes to the Amarr fleet.

INTRODUCTION:
I have been flying Amarr ships for almost 7 years now. I don't consider myself an expert, but I have noticed some subtleties of the Amarr ships that has left me wondering if we might be flying with a bit of a handicap in New Eden. I am not trying to start an "ZOMG MINNIES ARE OP!!!1!" thread here. I am just trying to open the dialog a bit and see if my observations are noticed by other Amarr pilots and if so offer some suggestions on how to address the issues.

AMARR SHIP PHILOSOPHY:
Some general guidelines of the Amarr fleet. These are not all encompassing and there are Amarr ships that do not fit this model, but as a whole they seem to operate under a few basic concepts.


  1. Armor tanked
  2. Slow
  3. Focus on energy turret weapon systems


I don't think this will surprise anyone. Just by looking at the bonuses of a lot of Amarr ships you can see that this is how a lot of our ships are focused. I don't think any of these listed items is cause for complaint, but when you combine all of them together you run into a few problems.

Let's start with the armor tanking. Armor tanks are fun. Each plate you slap onto your ship slows you down, but it's a lot of fun to fly a slow heavy brute of a ship right into the thick of it! The main problem with armor tanking is the modules for armor tanking are in the low slots. This means when it comes time to fit a ship I have to decide whether each low slot is going to contain tank or a weapon upgrade module. Shield fit ships don't have this problem. They can max their mid slots with tank and still fit a number of weapon upgrade modules. I'm not saying it's broken, but you see a lot of Caldari and MinMatar ships with higher dps and tank than the Amarr counterparts that have to pick one or the other. They also repair you at the end of the cycle, which is just mean and leads to many a heart attack of they Amarr pilot. The armor rigs and modules also slow you down quite a bit, which is a problem I'll get to in a minute.

Next you have the laser turrets. Lasers are the bomb I love 'em, but they have some serious drawbacks. For one, they're the only weapon in the game that can't change damage type. This is a HUGE problem! Why can every other race choose their damage type but us!? I realize lasers should do EM and THERM damage from a logical stand point, but it still seems restrictive and I haven't been shown any statistics on how ships are more vulnerable to those damage types than others. Energy turrets are also a big cap drain which is another big problem. Hard to keep those armor reps going with the lasers blasting away through the whole fight too. But again, they're lasers so they should use cap right? At least they have really good range on them, even if the tracking isn't great.

That range bonus means you would ideally stay out of the optimal range of your opponent who is hopefully using blasters or auto cannons. But with all the armor modules you've fit on a already slow racial ship, you really don't have much hope of dictating that range. What you're left with is a ship that should be a range fighter, but can't keep out of range because the armor modules you've fit, which means you have a lower dps since you couldn't fit weapon upgrades, are slowing you down so much anyone can catch you.

So I don't know. Are these legitimate complaints? Are there other pilots out there who know of ways to work within these constraints? You almost never see people 1v1 around in lo-sec with Amarr ships and I think these factors have a lot to do with it. Again I would love to brainstorm how to address these issues, but I don't want to get ahead of myself. If there is a significant population of players that agree with what I've outlined I'm happy to move forward with this. If not then I'm happy to hear counter arguments. Let the dialog begin!

http://voicevvvoid.wordpress.com/

Colt Blackhawk
Doomheim
#2 - 2013-07-01 20:24:02 UTC
I think you didnĀ“t understand CCPs real philosophy behind amarr design:
AMARR SHIP HAVE TO *******.

Easy.

[09:04:53] Ashira Twilight > Plant the f****** amarr flag and s*** on their smoking wrecks.

Mascha Tzash
Ministry of War
Amarr Empire
#3 - 2013-07-01 20:34:34 UTC
Vultirnus wrote:

Next you have the laser turrets. Lasers are the bomb I love 'em, but they have some serious drawbacks. For one, they're the only weapon in the game that can't change damage type. This is a HUGE problem! Why can every other race choose their damage type but us!?


While I (as a main gallente pilot) share most of your concerns, I miss the point where lasers are the only weapon system that cannot choose dmg-type. In fact lasers and hybrids are the "fixed" dmg types.
This is why I like drones of different dmg types (EM and EX) to complement my portfolio of dmg.

But don't forget about the shieldies downsides:
- EWAR-Mods are a pain to fit for them (in that light a Falcon looks like a hard to fit ship)
- armortankers are more fun in pvp (low sig, in gallente case: facemeltorblastas)

In sum i'd say, we all share the fait of trading advandages for disadvantages. Blink
The Djego
Hellequin Inc.
#4 - 2013-07-01 21:19:43 UTC
Vultirnus wrote:

INTRODUCTION:
I have been flying Amarr ships for almost 7 years now. I don't consider myself an expert, but I have noticed some subtleties of the Amarr ships that has left me wondering if we might be flying with a bit of a handicap in New Eden.


It is actually a fairly big problem if you are not a expert not only on lasers but every hull and weapon system after 7 years. While I appreciate your clam and rational tone, you should be able to fly nearly everything by now and know why and when to chose a amarr hull over others.

Vultirnus wrote:
That range bonus means you would ideally stay out of the optimal range of your opponent who is hopefully using blasters or auto cannons. But with all the armor modules you've fit on a already slow racial ship, you really don't have much hope of dictating that range. What you're left with is a ship that should be a range fighter, but can't keep out of range because the armor modules you've fit, which means you have a lower dps since you couldn't fit weapon upgrades, are slowing you down so much anyone can catch you.


Smaller hulls can kite fairly well, even with armor tanks, don't fit trimarks, it is simple as this. You fit for dps and speed, similar as other kitting hulls. With BS you don't kite(well the new apoc can do this actually) they use the massive range as advantage against auto cannons and blasters, what are bad in bigger fights, since they lack effective dps at range while having a massive tank.

Vultirnus wrote:
So I don't know. Are these legitimate complaints? Are there other pilots out there who know of ways to work within these constraints? You almost never see people 1v1 around in lo-sec with Amarr ships and I think these factors have a lot to do with it. Again I would love to brainstorm how to address these issues, but I don't want to get ahead of myself. If there is a significant population of players that agree with what I've outlined I'm happy to move forward with this. If not then I'm happy to hear counter arguments. Let the dialog begin!


Kitting setups(Slicer, Oracle, navy Omen, Zealot, nano Harb) or plate gank setups(with slaves you just laugh at people that try to beat you at point blank gankfests) are formidable opponents in low sec 1o1 fights but seriously amarr are a lot less about 1o1 as you think, they dominate in gangs, where low range and ehp is bad and Amarr hulls being the final word in EHP/DPS/range engagements.

If you just want something for solo, chose minmatar or gallente hulls, they do this a bit better(because they are designed for this), if you look for gang performance use amarr, since they beat mini and gallente hulls here easy.

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

Harvey James
The Sengoku Legacy
#5 - 2013-07-01 21:27:35 UTC  |  Edited by: Harvey James
pros of amarr laser ships
-projection of damage is the best of turrets
-low slot advantage over minnie or gallente mean they can fit heavy buffer tanks
-mids for tackle mods

cons
-low speed
-low agility
-cap vulnerable to neuts
-low tracking
- needs cap booster

so certainly more cons to amarr ships .. but some can be fixed mainly lasers
- buff tracking
- reduce cap usage
-build a utility slot into ships to allow for a NOS which is getting buffed soon... navy augoror should be the way forward.
- reduce mass on either plates or ships.
-maybe some amarr specific mods for lasers .. they need more pros clearly.. heat sink switch ROF for an OH bonus and increase damage bonus.
-perhaps buff cap batteries as a more permanent solution to cap boosters for amarr laser ships.
-missile range of rockets and HAMS need to be halved this will help lasers advantage of range.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Mike Voidstar
Voidstar Free Flight Foundation
#6 - 2013-07-01 22:59:08 UTC
A lot is made of the downsides of laser weapons. IMO, often these are pretty exaggerated while the areas where lasers shine are often downplayed.

Lasers downright cheat on range. Often you find pulse lasers being seriously mentioned alongside rails and artillery. This mitigates much of the supposed tracking disadvantage that lasers have, as pulse lasers have tracking befitting a short range weapon system with range befitting the lower end of long range weapon systems.

This is offset somewhat by the tracking not being great at the ranges that the most damaging crystals operate in---though bear in mind that those ranges still have more optimal than the other short range turrets have optimal and fall off combined in some cases, meaning that even with their better tracking the other weapon systems are struggling to track at their most damaging ranges as well.

Capacitor use is the major drawback of using lasers. Calls for this to be mitigated should come with the realization that to balance such a change lasers would have to suffer in other areas as well.

Lasers are not the only weapon system to suffer the inability to change damage types. I see this argument a lot, and I can only assume that those who make it have never tried fitting an explosive charge into a railgun or blaster. In fact, only projectile weapons have selectable damage among the turrets. Missiles and Drones also select damage, but missiles take the full 10 seconds to change ammo, while drones are limited to dronebay capacity and are easily shot out of space. Many Amarr hulls make use of drones and missiles, so options do exist. The Prophecy may be one of the finest battlecruisers around due to this flexibility. Plus it's just a sexy looking hull.

Amarr ships use a fleet doctrine in battle. They are slow, though their weapons have excellent range. In groups they cover eachother and make excellent use of remote repair and cap transfer arrays. For the most part Amarr ships are not designed to operate efficiently on their own, though the tiericide has provided a few options centering on drones and missiles capable of more self-sustained defense.
Harvey James
The Sengoku Legacy
#7 - 2013-07-01 23:20:13 UTC  |  Edited by: Harvey James
Mike Voidstar wrote:
A lot is made of the downsides of laser weapons. IMO, often these are pretty exaggerated while the areas where lasers shine are often downplayed.

Lasers downright cheat on range. Often you find pulse lasers being seriously mentioned alongside rails and artillery. This mitigates much of the supposed tracking disadvantage that lasers have, as pulse lasers have tracking befitting a short range weapon system with range befitting the lower end of long range weapon systems.


well compared to missiles atm there isn't much difference besides battleship range ..
but scorch is the only issue for range being a little OP ... in regards to the long range turrets well... the massive range reduction on the high damage ammo is the problem really.. as scorch and gleam tend to overlap .. 75% is crazy where as missiles only have 25% range nerf on furies.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Funky Lazers
Funk Freakers
#8 - 2013-07-01 23:33:14 UTC
Vultirnus wrote:
I realize lasers should do EM and THERM damage from a logical stand point


From the logical stand point lasers should do THERM damage, not EM.

Since this game doesn't have a lot of things in common with the real physics I'm sure lasers can have KIN/EXPL damage.

One of the reasons I quit doing PvP is because my main is trained for Amarr-Lasres-Armor tanking.
Each time I had a fight with any minnie T2 ship I had no chances to win. It's just impossible to beat >90% EM resist.

For some reason I believe this will never happen because no one cares.
It's the game's unwritten rule: if you want to do PvP you go for Minmatar, if you want to do PvE you go for Minmatar/Gallente.

Whatever.

Harvey James
The Sengoku Legacy
#9 - 2013-07-01 23:36:36 UTC
Funky Lazers wrote:
Vultirnus wrote:
I realize lasers should do EM and THERM damage from a logical stand point


From the logical stand point lasers should do THERM damage, not EM.

Since this game doesn't have a lot of things in common with the real physics I'm sure lasers can have KIN/EXPL damage.

One of the reasons I quit doing PvP is because my main is trained for Amarr-Lasres-Armor tanking.
Each time I had a fight with any minnie T2 ship I had no chances to win. It's just impossible to beat >90% EM resist.

For some reason I believe this will never happen because no one cares.
It's the game's unwritten rule: if you want to do PvP you go for Minmatar, if you want to do PvE you go for Minmatar/Gallente.


They do need to reduce the insane T2 resists and make them more omni tank resists after-all why would you ignore 10% explosive hole just to improve an already strong em or therm resist?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Naomi Anthar
#10 - 2013-07-01 23:44:50 UTC
Rotfl there is no upside for laser over other weapons beside optimal - which is easily fixed with td ... as for amarr hulls. They are beauty but lacking versatility . You can easily see armor tanked breachers (with shield boost bonus) , HBs or kestrels with armor buffer now show me amarr frigates shield tanked.

And it's not just frigates it's all amarr ships lacking versatility in fitting (except maybe dragoon, prophecy, geddon cuz they are not bonused for lasers - sigh). Low mid count prevent us from mounting any EWar except for Ewar ships ... that would sound reasonable but other races can mount ewar on non ewar ships.

All in all i do regret picking Amarr as my main race. Ships are looking nice but but performance is terribad.

Sole fact that they are sometimes usefull and sometimes even doing well doesn't mean that overral Amarr lineup isn't gimped, least versatile and most skill intensive out there (you need perfect or close to perfect skills like controlled bursts that minmatar ship can easily ignore, cap management etc- sure they are useful for everyone but for amarr ships they are like mandatory at lvl 5 no less etc)

Much of Amarr problems can be fixed by making laser STRAIGHT more powerful than projectile in every aspect - in exchange for no damage type selection, high cap usage, higher resource cost (pwg,cpu). That means YES THEY need superior tracking over projectile (worse than blasters tho). Best optimal, clearly better damage than projectile to compensate that we cannot load and type of damage we want. And it cannot end up as always aka - who cares you got slight paper dps adavantage if i can load ammo to hit in your resist hole. That means projectile damage must be somehow gimmped if they can select damage type.

It's sad for me that Minmatar doesnt pay ANY price for versatility. It's given to them like for free. And for amarr only low versatility is given for free...

Some time ago i said i won't post anymore cuz some devs get butthurt over posts on forum. But honestly screw them if they cannot act like professionals. They are not here to receive pats on thier backs !
Mike Voidstar
Voidstar Free Flight Foundation
#11 - 2013-07-02 02:58:44 UTC
I suppose you could try to compare a turret system to missiles, despite being an apples to oranges comparison.

Missiles have their drawbacks. Each ammo type for a given launcher is pretty pigeonholed for what it hits, and with that 10s reload that can get painful, especially if you are also trying to find a resist hole. Add to that the possibility of missiles getting firewalled and their generally poor performance in larger fleet fights and turrets tend to come out on top.

What the huge optimal on lasers allow is not only superior damage projection compared to other turret types, but the use of higher damaging ammo at ranges that the other short range turrets cannot even reach. People like to downplay that range advantage on pulses... but seriously, when your short range turret is coming out as a reasonable contender compared to the longest range long range turret in the game, you need to respect that.

I will agree that projectiles are too good. Capless operation is a tremendous advantage. That it comes coupled with average range, average damage, and selectable damage type is just a bit OP in my opinion. Both missiles and drones have selectable damage, but both of them also suffer from being vulnerable to destruction in space. Projectiles get that benefit along with the capless firing and it's just too much, especially when you add in their long fall off and alpha advantages.

But the overall Amarr combat philosophy is pretty clearly set up so that each ship performs as part of a fleet rather than an independent operator. Space ships out so that they are at the edge of each other's optimal, Cover their cap weakness with the somewhat amazing ability of their logi to generate cap and leverage those tough buffer tanks with remote rep

I won't speak to if this works in PvP in modern EVE warfare, especially for those that want to do things solo, but it seems clear this was the philosophy at the design phase, and the ships look like they would work well that way..
Taoist Dragon
Okata Syndicate
#12 - 2013-07-02 04:01:20 UTC  |  Edited by: Taoist Dragon
As already stated

Amarr ships work just fine if you actually use them as intented.

The problems with lasers are often overstated and the advantages are always forgotten somehow.

Frigs for example. Punisher v Rifter both cookie cutter fits.

The rifter is faster and have a web for range control. Fine. small pulse lasers can hit the rifter anywhere in scram/web range. And can instantly change ammo to tailor their optimal range for maximum damage application.
Autos are pretty much always fighting in falloff which means their actual damage that gets to the target is often much less then the numbers reported in the fitter. Amarr numbers are pretty much bang on as you hit or you don't seeing as falloff is soo small.
As long as you don't fall into the trap of plating the crap out of your amarr ships they can be quite speedy and can sport nice active tanks thanks to the resists etc. Stick a couple of metastasis rigs to your frigs and nothing gets 'under your guns' if you switch to MF in close.

As combat scales up the range offer by amarr cruisers is fantasic. Basically if you are in point range you can be engaged for pretty much full dps. And once again if you resist the urge plate the crap out of everything you can get some decent speed and a nice active tank.

Yes Amarr have some issues (lack of mid, cap use etc) but if you 'fixed' those issue then Amarr would be way OP.

Also don't be afraid to try some 'out of the box' thinking. e.g put a web on your punisher instead of a scram and see how you go. Most people won't even notice they are not scrammed.

The only real big disadvantage the Amarr have IMO is lack of mids. In the bigger hulls you pretty much need to stick some cap boost in there so you ewar potential is next to 0. The other disatvantages I just see as flavour and I use their strengths to maximise their advantages.

As for pve, I have ran missions in all areas of space and had no problem killing/tanking whatever rat I come up against. I am euqlly skilled in all races/weapons and yet I keep coming back to Amarr as one of the funnest races to fly.

Oh yeah and don't forget a lot of amarr T2 ships can use missiles as well....

That is the Way, the Tao.

Balance is everything.

Kreeia Dgore
24th Imperial Crusade
Amarr Empire
#13 - 2013-07-02 04:21:25 UTC
Will this be the next topic about how amarr are less competitive due to flawed laser turret design? There was more than 200 pages in total about this in threads regarding odyssey changes to amarr BS and large laser turrets.
Basically everyone except for a few gallente trolls agreed that while the concept of counterbalancing advantages with disadvantages is much more fair than for example what we get with missiles now, current disadvantage mix of lasers is making them subpar. Also, not even amarr ships have enough cap to compensate for laser cap drain, which is not good because this was ignored when the ships were rebalanced and in forces many amarr ships to fit cap rechargers in their mids as a no brainer, thus showing a sing of bad design.
Shereza
Center for Advanced Studies
Gallente Federation
#14 - 2013-07-02 04:55:17 UTC
Funky Lazers wrote:
Vultirnus wrote:
I realize lasers should do EM and THERM damage from a logical stand point


From the logical stand point lasers should do THERM damage, not EM.


You can actually make a case for them doing all four types of damage even if they were real lasers and not plasma weapons as most sci-fi "lasers" are. Particles energetic enough can definitely do electromagnetic damage by disrupting circuits and shields. The thermal component is, of course, obvious, but when it flash-heats sections of a hull this can lead to rapid infusion of kinetic energy resulting in localized explosions. Furthermore if it gets hot enough fast enough it could, theoretically at least, cause chemical reactions that wouldn't normally occur which could be explosive in nature. Any shrapnel from the explosions would, of course, impart further kinetic damage as it impacts undamaged sections of the armor and underlying hull.

It's entirely plausible to consider lasers as "omni" damage weapons, at least once they start hitting bare armor/hull. Projectiles, of course, make it easier. Hybrids are the only real odd man out in that regard, but given time and a bit of research I might be able to make a case for weapons like them doing EM damage. Lol
Systems Online
The Scope
Gallente Federation
#15 - 2013-07-02 10:44:50 UTC  |  Edited by: Systems Online
Regarding lasers:

They aren't the only weapon system that can't change damage types: Hybrids have it worse.

Lasers can modulate the amount of EM and Thermal damage. Faction multifrequency does 58% EM damage, 42% Thermal. The most popular, Scorch, does a whopping 81% EM damage.

So if you're engaging a Gallente or Caldari T2/T3 which have Thermic resists out the wazoo, Scorch could actually be a higher-damage option because it does more EM damage.


The issue of cap usage is responded to by the damage/range multiplier. You do a much higher amount of damage at medium and long range than any other weapon system. Also, you consume almost no ammo, which must be taken into consideration.

I've flown every race of ship, and hauling 16 crystals every other day is a hell of a lot easier than hauling 20,000 projectile ammo, 12500 hybrid charges, or 10,000 missiles.




---


They aren't all sitting ducks, either. The Oracle, Omen, ONI, Zealot, Slicer, Curse, Harbinger (yes, even the harbinger) can be shield tanked and nanoed to some impressive maneuverability. The Sacrilege isn't a slow potato either.
David Kir
Hotbirds
#16 - 2013-07-02 11:13:56 UTC
As a Vagabond pilot, I'll tell you: if there's one ship I will never engage 1V1, that's the Zealot.

Over 500 DPS on Multi, with incredible tracking; almost 40 clicks of range with Scorch.
1800 m/s on heat, and enough tank to outlast a good lot of things.
And beams, with which it makes for an incredible anti-support fleet vessel.

I'm currently training for the Retribution, then I'll go for the Zealot.
Mobility is quite less of an issue, when you can reach out to most things threatening you.

Friends are like cows: if you eat them, they die.

Funky Lazers
Funk Freakers
#17 - 2013-07-02 11:46:12 UTC  |  Edited by: Funky Lazers
David Kir wrote:
As a Vagabond pilot, I'll tell you: if there's one ship I will never engage 1V1, that's the Zealot.

Over 500 DPS on Multi, with incredible tracking; almost 40 clicks of range with Scorch.
1800 m/s on heat, and enough tank to outlast a good lot of things.
And beams, with which it makes for an incredible anti-support fleet vessel.


Lol. Lol, and again lol.

Vaga has a better tracking, much better speed, better agility, more range and almost the same DPS.
On top of that the EM resist is over 90%.
This ship is immune to Zealot.

Either way you are a poor troll or just have no idea how to fit Vaga and play it.

Whatever.

The Djego
Hellequin Inc.
#18 - 2013-07-02 12:07:48 UTC  |  Edited by: The Djego
Naomi Anthar wrote:

Much of Amarr problems can be fixed by making laser STRAIGHT more powerful than projectile in every aspect - in exchange for no damage type selection, high cap usage, higher resource cost (pwg,cpu). That means YES THEY need superior tracking over projectile (worse than blasters tho). Best optimal, clearly better damage than projectile to compensate that we cannot load and type of damage we want. And it cannot end up as always aka - who cares you got slight paper dps adavantage if i can load ammo to hit in your resist hole. That means projectile damage must be somehow gimmped if they can select damage type.

It's sad for me that Minmatar doesnt pay ANY price for versatility. It's given to them like for free. And for amarr only low versatility is given for free...


Lasers are more powerful in every aspect than projectile turrets. They got more range, deal more damage and got far higher effective tracking and dps at range, because they work with optimal and not with falloff.

Your second note is actually very true, but the problem are mostly posts like yours. During the projectile changes people compared auto cannons directly with lasers/blasters, completely ignoring that minmatar hulls are far easier to fit, got often double damage bonuses, spare high slots to dominate small ships and can dictate range fairly well. Even some people that flown pure minmtar raised her concerns that 10% more damage, another 30% effective damage by selectable damage types and another 30% by doubling effective falloff ranges after fitting is just insane, while other where banging the argument that every buff is justified because auto cannons suck so much. In fact so much that a mach nearly out damaged the vindicator before it got a higher damage bonus, and the person that pointed that out got flamed to hell for it, from the same people stating it is somehow ok that they not only have no have cap use for her guns, can change damage types, being faster, having less sig but also the same dps as the ship that is supposed to do the highest dps on top of her 400% better combat range.

Then again the changes where done by CCP Zulu, if that name doesn't ring a bell he is the main reason why eve solo pvp is such a terrible binary thing and eve lost a lot of the mechanics what made pvp in eve more interesting than in other MMOs, halve a decade ago. Ugh

I wouldn't clearly say it is because most people are biased(while some might be) but because most people don't really understand the full balance concept of the races and hulls, and if you buff x it will have also a lot of effect on other things. There is nothing wrong with minmatar/gallente hulls are a bit better for solo/small gang pvp, because this is actually what they are suposed to do, while caldari and amarr hulls are more designed for bigger engagements, where range, dps, resists and EHP are more important than flexibility.

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

Paikis
Vapour Holdings
#19 - 2013-07-02 15:16:26 UTC
I'd like to see Lasers (all of them) get a straight 10% buff to damage. No other changes needed. Lasers have a pile of disadvantages, and their main advantage was supposed to be that they do more damage.

Take more fitting? Check.
Use more cap? Check.
Have bad tracking? Check.
No falloff at all? Check.

Make up for that with higher damage? ... Um... guys?
Harvey James
The Sengoku Legacy
#20 - 2013-07-02 15:27:46 UTC  |  Edited by: Harvey James
The Djego wrote:
Naomi Anthar wrote:

Much of Amarr problems can be fixed by making laser STRAIGHT more powerful than projectile in every aspect - in exchange for no damage type selection, high cap usage, higher resource cost (pwg,cpu). That means YES THEY need superior tracking over projectile (worse than blasters tho). Best optimal, clearly better damage than projectile to compensate that we cannot load and type of damage we want. And it cannot end up as always aka - who cares you got slight paper dps adavantage if i can load ammo to hit in your resist hole. That means projectile damage must be somehow gimmped if they can select damage type.

It's sad for me that Minmatar doesnt pay ANY price for versatility. It's given to them like for free. And for amarr only low versatility is given for free...


Lasers are more powerful in every aspect than projectile turrets. They got more range, deal more damage and got far higher effective tracking and dps at range, because they work with optimal and not with falloff.

Your second note is actually very true, but the problem are mostly posts like yours. During the projectile changes people compared auto cannons directly with lasers/blasters, completely ignoring that minmatar hulls are far easier to fit, got often double damage bonuses, spare high slots to dominate small ships and can dictate range fairly well. Even some people that flown pure minmtar raised her concerns that 10% more damage, another 30% effective damage by selectable damage types and another 30% by doubling effective falloff ranges after fitting is just insane, while other where banging the argument that every buff is justified because auto cannons suck so much. In fact so much that a mach nearly out damaged the vindicator before it got a higher damage bonus, and the person that pointed that out got flamed to hell for it, from the same people stating it is somehow ok that they not only have no have cap use for her guns, can change damage types, being faster, having less sig but also the same dps as the ship that is supposed to do the highest dps on top of her 400% better combat range.

Then again the changes where done by CCP Zulu, if that name doesn't ring a bell he is the main reason why eve solo pvp is such a terrible binary thing and eve lost a lot of the mechanics what made pvp in eve more interesting than in other MMOs, halve a decade ago. Ugh

I wouldn't clearly say it is because most people are biased(while some might be) but because most people don't really understand the full balance concept of the races and hulls, and if you buff x it will have also a lot of effect on other things. There is nothing wrong with minmatar/gallente hulls are a bit better for solo/small gang pvp, because this is actually what they are suposed to do, while caldari and amarr hulls are more designed for bigger engagements, where range, dps, resists and EHP are more important than flexibility.


On projectiles i would be in favour of
- reduce reload time to 6 seconds
- uses cap approx 50% of what blasters use

it makes no sense that it takes as long as missiles and twice as long as hybrids to reload this helps with their versatility but the cap usage allow neuting to work on them which makes amarr stronger by proxy and makes missiles stand out as the least flexible but the advantage of the only one not using cap

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using