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Scorch balance?

Author
Groggolog
Blades of Liberty
#1 - 2013-07-15 20:48:34 UTC
it seems a bit odd to me that when it comes to lasers, the short range weapons are preferable to the long range weapons for kiting purposes, entirely because of scorch. Imo its range is a bit too high, as it is merely a long range ammo type for a short range weapon, and as such should give a medium range when used.

what I propose to balance it a bit more would be to lower the range bonus slightly, and perhaps decrease the amount of capacitor the guns use with that ammo, as fighting at that range will take longer than usual so more cap will be used.

Minty Aroma
Deep Core Mining Inc.
Caldari State
#2 - 2013-07-15 20:54:50 UTC
Pulse Lasers are short to medium range anyway, unlike Blasters and Autocannons which are more designed for close and personal brawling. Using long range ammo on a short-medium range gun should make it medium-long range, which it is, although I do somewhat agree that the damage application with Scorch is pretty high for its range.

Then again it does make lasers more applicable to the FotM as the poor damage types and high cap use do limit it somewhat against armour and neuts.
Harvey James
The Sengoku Legacy
#3 - 2013-07-15 20:54:50 UTC
The main problem lies with long range guns in general not being good enough

- T2 high damage ammo has a -75% range penalty which ends up often overlapping with things like scorch and T2 long range ammo of short range guns
- massive tracking differences
- fitting issues and cap can be crippling on Beams and Rails
-lack of dps in general
-T1/faction ammo tends to be poor on dps

which leaves you with either use the long range T2 ammo = crap dps only useful for extreme ranges
or use things like scorch/Barrage etc...

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

Groggolog
Blades of Liberty
#4 - 2013-07-15 21:16:30 UTC
just seems mad to me that a short range weapon like pulses can reach out further than arty or rails unless they use the pathetic dps ammo that hits mabye half what scorch does at best
Ronny Hugo
KarmaFleet
Goonswarm Federation
#5 - 2013-07-15 21:18:51 UTC
T2 ammo in general needs to be fixed. Seemingly random bonuses and penalties, and T2 ammo only works at the extremes, and if you're not at these extremes (fex in range) then you're not using T2 ammo at all.
T2 ammo should be a whole spectrum of ammo, just like T1 ammo. Just a little bit better in every way. T2 multifrequency, T2 Gamma etc. All T2 ammo gets the T1 specs with a slight improvement in powergrid use, cap use, tracking, signature radius, falloff and damage multiplier. Pulse lasers and beam lasers use the same T2 ammo. T2 pulse lasers and T2 Beam lasers have slight improvements in all stats compared to their T1 counterpart. Same with the other types of turrets, and missiles.
T2 is supposed to be an improvement over each T1, not something extremely different than T1 (fex kiting ammo in brawl-guns, it should be brawl T2 ammo in T2 brawl guns).
Harvey James
The Sengoku Legacy
#6 - 2013-07-15 21:20:49 UTC  |  Edited by: Harvey James
Groggolog wrote:
just seems mad to me that a short range weapon like pulses can reach out further than arty or rails unless they use the pathetic dps ammo that hits mabye half what scorch does at best


well it looks like Rails are getting a 40% damage buff .. which actually seems a little too high to me but its progress at least.

On scorch .. yes on paper it seems a little high but when you take into consideration cap usage and look at the hulls of amarr ships its actually not so OP as it may appear .. that and ships that use them usually need a cap bonus to run the guns and a prop ... also all the other crystals are very poor ... maybe if they fixed the other issues then maybe a slight nerf to scorch might make sense.

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

Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-07-15 21:36:45 UTC

I personally think the range of scorch is pretty solid. It helps make lasers a bit distinct. At the same time, a slightly more potent penalty to tracking would be reasonable.

Looking at my shield Oracle:

Mega Pulse Lasers with Scorch: Range: 54+14, Tracking: 0.04453, DPS 86
Tachyon Beam Lasers with IN MF: Range: 39+35, Tracking: 0.02449, DPS 102
Tachyon Beam Lasers with Gleam: Range: 20+35, Tracking: 0.0306, DPS 103

So, if a target is at ~50 km's, Beams with Gleam is heavily into falloff, doing 60 dps. Beams with IN MF is moderately into falloff, doing 94 dps. Pulse Lasers are easily within range, doing 86 dps. Compound this with the fact that pulses have the best tracking of the three, and this seems somewhat imbalanced.

Now, I'm not sure how beam lasers fit within the grand scheme, so perhaps this is reasonable (I haven't had a reason to fit beams that I recall). If Scorch came with a 50% tracking penalty, they would still track better than Tachyons with Gleam.
Harvey James
The Sengoku Legacy
#8 - 2013-07-15 21:51:08 UTC
Gizznitt Malikite wrote:

I personally think the range of scorch is pretty solid. It helps make lasers a bit distinct. At the same time, a slightly more potent penalty to tracking would be reasonable.

Looking at my shield Oracle:

Mega Pulse Lasers with Scorch: Range: 54+14, Tracking: 0.04453, DPS 86
Tachyon Beam Lasers with IN MF: Range: 39+35, Tracking: 0.02449, DPS 102
Tachyon Beam Lasers with Gleam: Range: 20+35, Tracking: 0.0306, DPS 103

So, if a target is at ~50 km's, Beams with Gleam is heavily into falloff, doing 60 dps. Beams with IN MF is moderately into falloff, doing 94 dps. Pulse Lasers are easily within range, doing 86 dps. Compound this with the fact that pulses have the best tracking of the three, and this seems somewhat imbalanced.

Now, I'm not sure how beam lasers fit within the grand scheme, so perhaps this is reasonable (I haven't had a reason to fit beams that I recall). If Scorch came with a 50% tracking penalty, they would still track better than Tachyons with Gleam.


NO
Also you care comparing the short range ammo on Tachyons which is largely pointless as no one would bother using them as they nerf range too much .. in reality they need too boost those ammo types instead of nerfing what already works well enough.

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

Little Dragon Khamez
Guardians of the Underworld
#9 - 2013-07-15 22:17:41 UTC
Amarr lasers and cap use is all over the place, we've been promised a full balance pass at some time in the future so I would hold off on specific suggestions until then. I personally thought rails were working really well, if true a 40% buff to damage sounds extreme, but what do I know, we live in an era where the gallente get everything they want after one or two suggestions in these forums, the amarr as per usual get nothing and what we do actually have as our only decent choice people seem to keep on wanting to nerf. This is not the first thread calling for scorch to be nerfed, but what else do we have?

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

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#10 - 2013-07-16 00:20:23 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Ronny Hugo wrote:
T2 ammo in general needs to be fixed. Seemingly random bonuses and penalties, and T2 ammo only works at the extremes, and if you're not at these extremes (fex in range) then you're not using T2 ammo at all.
T2 ammo should be a whole spectrum of ammo, just like T1 ammo. Just a little bit better in every way. T2 multifrequency, T2 Gamma etc. All T2 ammo gets the T1 specs with a slight improvement in powergrid use, cap use, tracking, signature radius, falloff and damage multiplier. Pulse lasers and beam lasers use the same T2 ammo. T2 pulse lasers and T2 Beam lasers have slight improvements in all stats compared to their T1 counterpart. Same with the other types of turrets, and missiles.
T2 is supposed to be an improvement over each T1, not something extremely different than T1 (fex kiting ammo in brawl-guns, it should be brawl T2 ammo in T2 brawl guns).

Desolation/Bolt
Lux/Blaze
Shock/Storm
I wonder why CCP removed those =\ Btw, missiles have their choice of damage type in T2 ammo, but minmatars dont when choice of damage type is a highlight of projectiles.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Taoist Dragon
Okata Syndicate
#11 - 2013-07-16 01:02:00 UTC
Using scorch to 'kite' pretty much means you have to fit your ship very specifically for it. And when you are comparing ranges lasers are probably the most 'grey area' when it comes to the difference between short & long range.

Hybrids: Blasters - very short, Rails - long to very long
Projectiles: Autos - short to medium (but with vastly reduced damage application), Artillery - Long.
Lasers: Pulse - short to medium, Beam - medium to long.

I feel that T2 shouldn't be 'like T1 just better' the whole concept of T2 is specialisation not 'just better', Navy is 'just better', so the current trend for T2 ammo works imo, short high damage, long low damage for T2 ammo.

IMO the thing about lasers is that beams need to be more comparable to short range weapons with LR ammo rather than the silly increased fitting/cap that they have now.

Most medium long range weapons need a bit of tweaking tbh.

That is the Way, the Tao.

Balance is everything.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#12 - 2013-07-16 09:03:37 UTC  |  Edited by: Valleria Darkmoon
Pulse lasers are the bottom of the barrel in terms of gun stats among pulses, autocannons and blasters with one important exception: Optimal.

If lasers did not have the projection advantage that comes with optimal range they would be by far the worst guns available and I think you could even say that objectively, they are outperformed by other guns in all other respects. Say heavy pulses have an optimal around 1 km with Multifrequency and around 10-12 km with scorch...the best use of lasers is now to refine them to build autocannons is it not? (I'm deliberately being a little drastic here to emphasize how important range is to the viability of lasers)

So with the range change lasers now have:
-mediocre damage at best
-projection on par with blasters at best
-falloff is the worst (HPL = 5 km, Neutron Blaster = 6.3 km at all level 5 skills with no mods fitted and no hull bonuses apply)
-tracking is worst of the 3 short range gun types
-cap use is by far the worst
-damage type is fixed (though this can be said of blasters too)

If this were to happen, given this silly view of a potential reality can you think of any reason to ever fit a laser to anything?

Yes the projection of scorch is fantastic but it's pretty much what makes HPLs into a thing one might use. Incidentally most kiting Minmatar ships use falloff bonuses and 425s do they not? Gallente kiters use neutrons and null or am I wrong on this, my Gallente are usually face melters when I do use them. Scorch dps is low compared to the damage dealt up close with other weapons it's advantage is the ability to do more damage than you do at longer range. So if you're fighting against a laser ship while using autocannons for example, it's up to you to get in close enough to out damage the scorch, not up to CCP to nerf scorch range or damage. So using short range guns with long range ammo to kite sounds pretty par for the course to me.

Scorch typically does the most damage at range but since all weapon types often use short range guns and long range ammo I don't see much point in getting into why people don't use long range guns to kite instead since no one kites with rails or beams anyway no matter how far they can reach because the dps and tracking losses don't make the extra range worthwhile. At least Arties can be in optimal and point range at the same time. So while there is no question that scorch is very powerful it is the projection that makes lasers a thing worth training for, nerfing the range of lasers is a massive hit to their viability as range is the only advantage they have, there is literally no other benefit to using lasers over blasters or autocannons.

Reality has an almost infinite capacity to resist oversimplification.

Tobias Hareka
Republic Military School
Minmatar Republic
#13 - 2013-07-16 11:09:06 UTC  |  Edited by: Tobias Hareka
Tweaks to Scorch:
- lower the tracking modifier = even worse tracking
- lower the damage around Radio - Microwave
- lower the range by 20%

Tweaks to Barrage:
- increase range by 20%
- increase traking by 20%
- increase damage by 20%

Tweaks to Null:
- increase range by 30%
- increase tracking by 10%
- increase damage by 20%

Tweaks to short and long range missiles:
- increase flight time by 100% = longer range
- increase damage by 25%
Caitlyn Tufy
Perkone
Caldari State
#14 - 2013-07-16 11:39:51 UTC
Groggolog wrote:
it seems a bit odd to me that when it comes to lasers, the short range weapons are preferable to the long range weapons for kiting purposes, entirely because of scorch. Imo its range is a bit too high, as it is merely a long range ammo type for a short range weapon, and as such should give a medium range when used.


Scorch is fine relative to other short range weapons, as it makes lasers better at some aspects and worse at others compared to other two short range turrets. Comparatively, Beam lasers are awesome long range dps weapons, but tend to be extremely hard on the fitting, making them less popular on most hulls. This isn't anything strange - railgun Brutix is just as rare as beam Apocalypse. Meanwhile, Zealot, Oracle, Nightmare and Paladin are practically made for tachyon beams and you'll be hard pressed to see those (except the Oracle) with Pulses. It's just that in most situations, Scorch has enough range for most applications, while at the same time Pulses being less limiting on the fitting due to lower fitting requirements.

Harvey James wrote:
well it looks like Rails are getting a 40% damage buff .. which actually seems a little too high to me but its progress at least.


Medium railguns only. Small and large railguns are fine, but the problem with medium ones was that they had no chance in competing with rail-fit Naga, while at the same time lacking the tracking to offset the lower damage. Whereas small rails can be used as an effective kiting tool and large rails are awesome sniping tools, the medium rails had no purpose. With the damage increase, a medium rail boat will still do less damage than the Naga, but it will be able to offset the damage with better tracking, tank, speed or some other advantage.
Michael J Caboose
Imperial Academy
Amarr Empire
#15 - 2013-07-16 21:32:05 UTC
Caitlyn Tufy wrote:
[quote=Groggolog]... Meanwhile, Zealot, Oracle, Nightmare and Paladin are practically made for tachyon beams and you'll be hard pressed to see those (except the Oracle) with Pulses.



I will pay you 1 billion isk for every Zealot you have that can use tachyons.