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Is artillery alpha damage balanced?

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2014-01-13 07:26:45 UTC  |  Edited by: Reaver Glitterstim
What do you guys think about the volley damage of the top artillery ships, namely the maelstrom/tempest, hurricane, and thrasher? Do you think any of these deal too much damage or too little damage? I'd like to hear from people with alpha fleet experience on this. Do people fly all three sizes frequently for alpha fleets? Do any get flown less, and why?

Just trying to get as much information as possible on alpha damage.

P.S.: I don't need information about the Naglfar and capital artillery but I'll gladly take it as it may be useful to me someday when I have more capital experience.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

To mare
Advanced Technology
#2 - 2014-01-13 08:08:04 UTC
for the L size its not what it used to be in the first glory days of artillery, but its good enough to give arty and all its drawbacks a reason to be used.
for the M size it was decent but it lost a bit of it niche since all the others M long range turrets got their alpha boosted recently and arty only got a rof boost.
Kaban Bastanold
Catsoup Empire
#3 - 2014-01-13 12:52:11 UTC
I would say no but yes.

Arti has the greatest volley damage yes, but not the highest DPS of long range weapons. That makes it different and unique. It's not about Balance it's about usage. For ganking it's the best if you think your only getting one shot.
Goldiiee
Bureau of Astronomical Anomalies
#4 - 2014-01-13 17:59:14 UTC
Once in the last year,
[ 2013.10.15 21:17:00 ] (combat) 28733 to True Power Mobile Headquarters - 1400mm Howitzer Artillery II - Penetrates
Usually around 15k.

So, no? Waiting 15.5 Seconds for this or something potentially embarrassing seems fair, for structures they are fun but the drawback (10s Reloads) makes them not nearly as easy as beams and AFK tower bashing.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2014-01-13 18:11:20 UTC
Not to flame you guys or anything, but you're not answering my question. I already know that artillery is worth using in some situations. Might be fun for a while in a structure bash but overall you're gonna get less damage in than everyone else. I'm not here to debate whether or not artillery has a niche use over other weapon types, I'm asking if that niche is big enough. I want to know if Hurricane artillery has a big enough alpha to make up for its low dps, or if Tornados are the preferred way to blap cruisers. I want to know if Thrasher artillery hits hard enough to make Thrasher insta-gank-and-run gangs useful, or if it's a lot easier to just use Tornados even when you really need high mobility in your fleet.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Princess Nexxala
Zero Syndicate
#6 - 2014-01-13 18:44:16 UTC
Small Arty alpha is OP as ****. The rest seem fairly balanced. So yes Thrasher insta gib gangs are quite viable, insane alpha and insane tracking.

nom nom

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2014-01-13 19:04:18 UTC
Princess Nexxala wrote:
Small Arty alpha is OP as ****.

Well now we're onto something. This is the first useful answer I've gotten (got none the last time I made a thread about this). Any chance you'd care to elaborate on small artillery alpha being overpowered? What does it do better than other ships? Do you have specific examples of this use? Are there people who consistently take advantage of it? All the info you have on the subject is useful to me.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Liang Nuren
No Salvation
Divine Damnation
#8 - 2014-01-13 19:09:16 UTC  |  Edited by: Liang Nuren
Frigates have little enough EHP that it can be impossible to disengage when an arty thrasher lights you up. In gangs, there's the absolutely expected outcome: instapopping frigates left and right. It has always been this way.

-Liang

Ed: FWIW, I believe small artillery is strong, but balanced.

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

Derath Ellecon
University of Caille
Gallente Federation
#9 - 2014-01-13 19:42:21 UTC
Reaver Glitterstim wrote:
Princess Nexxala wrote:
Small Arty alpha is OP as ****.

Well now we're onto something. This is the first useful answer I've gotten (got none the last time I made a thread about this). Any chance you'd care to elaborate on small artillery alpha being overpowered? What does it do better than other ships? Do you have specific examples of this use? Are there people who consistently take advantage of it? All the info you have on the subject is useful to me.



Really? Because the other replies you got seem to pretty much say that yes, artillery alpha damage is balanced. Which is afterall what your question was (according to the subject).
Princess Nexxala
Zero Syndicate
#10 - 2014-01-13 19:59:21 UTC
The amount of alpha put out by a 280 thrasher is about 1800 or so. DPS is low, but TBH we don't care about DPS...we only care about the almighty alpha.

There are hundreds of ways to use them. One example is when we were fighting a corp of several thousand people with 5 or 6 of us. We would warp into the undock of their station and gank a tier 3 or t1 cruiser and warp out (with about 50 of them sitting on the undock), sure you might lose one but it's worth it. When they would relocate to the stargate we would get warps ins on tier 3's , logi, ewar and such. Warp in, gank, warp out, troll in local, rinse, repeat.

I have been solo and had entire frig gangs jump into me on a gate and managed 6-7 kills before going down or the rest run away. It's an amazing little tear collector. We ganked a vigilant the other day with two of them, have killed Tech 3's with two or three...etc.

Great alpha, great tracking, selectable damage type, instant lock, 280 arty thrashers are the ****. Larger arty have tracking issues and because of that are harder to use and hence seem more balanced.

For how incredibly effective they are, not a lot of folks use them. Ofc in our area they are quite prevalent if only because we use them so much. Check out our KB for more info, I'd say a good 20-30% of our kills come from them. You can see our fits there as well. We call it the "cockbag". Also T1 throw away versions make great attrition ships.


Reaver Glitterstim wrote:
Princess Nexxala wrote:
Small Arty alpha is OP as ****.

Well now we're onto something. This is the first useful answer I've gotten (got none the last time I made a thread about this). Any chance you'd care to elaborate on small artillery alpha being overpowered? What does it do better than other ships? Do you have specific examples of this use? Are there people who consistently take advantage of it? All the info you have on the subject is useful to me.

nom nom

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2014-01-13 20:13:32 UTC  |  Edited by: Reaver Glitterstim
Derath Ellecon wrote:
Really? Because the other replies you got seem to pretty much say that yes, artillery alpha damage is balanced. Which is afterall what your question was (according to the subject).

Actually, the closest any of them have come to saying that is to mention that artillery has a niche. That is NOT what I am asking.

Thanks for the info, Princess Nexxala, it is much appreciated! :)

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kagura Nikon
Native Freshfood
Minmatar Republic
#12 - 2014-01-14 09:22:42 UTC
Goldiiee wrote:
Once in the last year,
[ 2013.10.15 21:17:00 ] (combat) 28733 to True Power Mobile Headquarters - 1400mm Howitzer Artillery II - Penetrates
Usually around 15k.

So, no? Waiting 15.5 Seconds for this or something potentially embarrassing seems fair, for structures they are fun but the drawback (10s Reloads) makes them not nearly as easy as beams and AFK tower bashing.



Weapons are balanced to PVP. THe alpha striek is there because is useful in PVP

PVE HAS NO PLACE ON BALANCE OF PRIMARILY MADE FOR PVP SHIPS AND MODULES

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

Kagura Nikon
Native Freshfood
Minmatar Republic
#13 - 2014-01-14 09:23:41 UTC
Liang Nuren wrote:
Frigates have little enough EHP that it can be impossible to disengage when an arty thrasher lights you up. In gangs, there's the absolutely expected outcome: instapopping frigates left and right. It has always been this way.

-Liang

Ed: FWIW, I believe small artillery is strong, but balanced.



Their main drawback is that they track horribly for small guns.

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

Anize Oramara
WarpTooZero
#14 - 2014-01-14 10:12:39 UTC
when i occasionally run missions on my vargur I use arty on around half of the missions. arty mael fleets are popular in big pvp. I use arty claw to good effect and arty canes and nados are great in wormhole space. I even run arty loki when running c3 solo.

A guide (Google Doc) to Hi-Sec blitzing and breaking the 200mill ISK/H barrier v1.2.3

Sid Crash
#15 - 2014-01-14 10:52:38 UTC
If you have a massive niche you MUST be nerfed elsewhere to make up for it. The problem is that currently Projectiles have issues with damage projection. AC fully relied on tracking enhancers to work which is now changed, result is that frigates, cruisers and BC have issues applying dps at, say, 20km. And artie simply lack the base dps, and STILL rely on falloff modules, so they don't really work there either. Result of all that is that currently minmatar has the worst kiting frigs and cruisers, partially because everyone else got their speed and weapons buffed and TE got nerfed.

Minnie didn't get a thing to make up for that, this is how CCP "balances" stuff; 7 years of plenty, 7 years of drought.


Should Artie get a dps buff? Yes probably, as long as they make sure that 720s and 1400s aren't buffed in the same way. Perhaps if they gave them more optimal they'd be less dependant on falloff bonuses.
Reaver Glitterstim
The Scope
Gallente Federation
#16 - 2014-01-14 10:56:44 UTC  |  Edited by: Reaver Glitterstim
Thanks for all the replies, guys!

What if they got more falloff? As it stands, artillery can hit at top ranges, up there with railguns, even though its best damage happens at more like beam laser ranges if not less. Giving them more falloff would let them technically hit farther than railguns, though railguns would still have better damage projection out at the end of their range. Would keep artillery unique.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sid Crash
#17 - 2014-01-14 11:43:19 UTC
They have less optimal than railguns, on par with beams. The problem is the low base dps on arties (it's about 75% of rails/beams), this is of course partially made up for by being able to select damage types but 25% is just too much. Giving them more falloff would not solve the issue because falloff isn't the problem, it's dps.

A 15% ROF increase at the cost of 10% alpha damage would help arties in combat, I realise it would "mess up" a bunch of strategies but lets be honest, those are based on silliness in the first place. BECAUSE AC have been "nerfed" by the TE changes and BECAUSE all the other racial ships and weapon systems got buffed Artie needs to get a bit of TLC in the form of a dps increase.
Reaver Glitterstim
The Scope
Gallente Federation
#18 - 2014-01-14 11:48:43 UTC
What if the larger version kept the high alpha and the smaller version which already fires faster got a powergrid cost increase and a DPS increase, such that it costs only marginally less powergrid than the larger and actually did significantly more DPS, but also with a bit less range?

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sid Crash
#19 - 2014-01-14 12:00:45 UTC
Perhaps they could introduce a 3rd weapon? There's only 250 and 280, 650 and 720, 1200 and 1400. Other weapon systems have 3 options per type, but honestly I'm not fussed about losing the silly alpha because as long as that exists artie won't be balanced seriously (kinda like the old "Caldari sucks and remains terrible because the drake is awesome").

I'd be fine with a "tachyon option" where dps vs alpha would be out of whack and in favour of alpha, as long as we still have 2 viable options for normal dps use.
Daniel Plain
Doomheim
#20 - 2014-01-14 12:55:02 UTC
i once got alphaed by a thrasher in a buffer tanked kestrel. artillery is fine.

I should buy an Ishtar.

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