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Lasers, do they suck ****? Are they in the same category as blasters before their buff?

Author
Jorma Morkkis
State War Academy
Caldari State
#181 - 2012-05-10 22:28:29 UTC
Kahega Amielden wrote:
Jag's shield EM resists are 60/75 for therm/EM


Armor EM resist: 90%
Kuehnelt
Devoid Privateering
#182 - 2012-05-10 22:30:50 UTC  |  Edited by: Kuehnelt
Lyron-Baktos wrote:
slightly off topic but is there a reference guide anywhere that compares all the types of crystals?


T1 crystals last forever, and vary by range, damage, and cap use. The more extreme either range or damage is, the more capacitor is used. The shorter the range, the more the damage and the more thermal% the damage type.

Faction crystals last about 4000 shots, and do more damage than respective T1 crystals.

T2 crystals last about 1000 shots, and are special. Of specialized pulse crystals, Conflag does more damage than faction Multifrequency but has a tracking penalty; Scorch has more range than every crystal but Radio and does more damage than every crystal but faction Multifrequency and faction Gamma, but also has a tracking penalty. Of specialized beam crystals, Gleam has a tracking bonus; Aurora has an enormous range bonus and an enormous tracking penalty.

When people praise Scorch so much, I think they're mainly praising some properties of lasers as a weapon system, but are too aware that 'lasers suck' to give credit where it's due. It's a high-damage, high cap-use, low-tracking crystal that reaches between Microwave and Radio ranges.
Large Collidable Object
morons.
#183 - 2012-05-11 00:12:33 UTC  |  Edited by: Large Collidable Object
Lyron-Baktos wrote:
slightly off topic but is there a reference guide anywhere that compares all the types of crystals?



What Kuehnelt said - I once made a graph comparing Large navy and T2 pulse Crystals - it leaves tracking gimps out as they only affect Conflag and Scorch, and Therm + EM have been summed up, but it illustrates why Scorch is a bit of an outlier, keeping lasers somewhat viable.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Grog Barrel
Federal Navy Academy
Gallente Federation
#184 - 2012-05-14 17:19:55 UTC
Mfume Apocal wrote:


-Two heatsink Zealot does 405 turret DPS with Scorch. Three gyro Vaga does 378 turret DPS with Barrage
-3 HS Harb does 601 DPS w/ IN MF, 3 HS Cane does 595 with RF EMP

etc. etc. point is the ships are relatively balanced, even if the bonuses aren't.


let's talk about true applied damage now mmkay?
Francis Longbottom
Apotheosis Enterprises
#185 - 2012-05-14 20:21:38 UTC
Mfume Apocal wrote:
Malcanis wrote:
What is this Black legion hating on the Muninn? Shocked


For solo and small gang stuff, it's PRETTY BAD.



Might try and explain that to AAA...They seem to think different
Francis Longbottom
Apotheosis Enterprises
#186 - 2012-05-14 20:30:39 UTC
Cambarus wrote:
Large Collidable Object wrote:


Not a reply to your post anymore

However, the problem I see here with ship comparisons often is the fact that many people usually put some hypothetical 1 on 1 scenario forward that will never happen on TQ and calculate DPS based on that - maybe falloff if they have EFT warrioring at IV and can do DPS graphs without transversal.

If they check for DPS AUC under various conditions, build a mean from that, include resists, drone damage and travel times they're at lvl V.
When I do comparisons I tend to make the fights unrealistic on purpose; I give advantages to one side that they would almost never see, so that when that side STILL comes out worse than the supposed underdog, there can be no doubt that said supposed underdog isn't really an underdog.

Large Collidable Object wrote:

Good - but they're still completely ignoring the way ships are typically used or any 'rules of engagement'.

Simple example:

Vaga meets Zealot (typical EFT warrior engagement) -> Vaga may try its luck and can kill the Zealot if the Zealot is poorly skilled or doesn't know how to use his ship. If the opposte is the case, he should still make it out as soon as he sees things go bad -> either he gets a kill or he runs.
Two Zealots meet a Vaga -> Vaga runs
Two Vagas meet a Zealot -> Zealot dies

100% efficiency for Vagas. Of course this is a rather simplified example but it's the reason why I claim that good balance involves face-melting DPS from zealots and feeble DPS from Vagas, simply because Vagas dictate the fight and can disengage at will.

Maybe it's just me being primarily a strategy game player and regarding Eve as an RTS where you control very few units (or quite a lot with varying AI if you're the FC ;)).

Vagas are horse-archers.

Believe it or not I agree entirely. The problem is this:
People seem to have it in their heads that the only way to measure how good a ship is is by looking at:
-How many people fly it
-The K/D ratios of people that do.
And that's just flat out wrong, no matter how you look at it. This problem gets even worse, because most people get the idea in their head that minmatar are overpowered from those 2 points, and then try to find logical arguments to prove WHY they're overpowered that don't revolve around killboards. Once you get past the ability to pick fights (which will always be doable, unless all ships are given identical speeds/cloaking rules/force projection) minmatar really don't have much going for them.

Autocannons are not overpowered, nor are (most) minmatar ships, they simply have the ability to run more easily from bad engagements, which is why people like them (because not getting killed is more important than getting kills, and we have killboards to thank for that). Once you look past minmatar's ability to run, they are literally the worst race in the game for pvp, and no, capless, variable damage type weapons don't change that.

TBH I think you misinterpreted the post I made earlier, as its point was not to show that zealots are overpowered, but that they have a plethora of advantages over a vagabond, whose only real noteworthy ability is the ability to run away. There's nothing wrong with that, and the vaga isn't underpowered at all, but the point is if you focus solely on K/D ratios, the vaga LOOKS much more impressive than it actually is.


Hmmm i always thought it was the smaller sig radius, you know, battle ships that have battle cruiser sig and darn near cruiser speed. Also being able to do every damage type, far superior fitting over every other race. Utility slots that make using neuts possible. Amazing tracking on autos, insanely high alpha on arty. Perhaps the fact that have the best ships of most all classes aside from T3, and maybe recon...

Then to top it off, the insane speed..Hell you can get a tornado over 2k m/s without issue..

No of course they arent over powered...surely all those things added up would not be the cause of people to complain that they are over powered...Oh and do have the benefit of capless weapons..


Francis Longbottom
Apotheosis Enterprises
#187 - 2012-05-14 20:34:21 UTC
Kattshiro wrote:
Lunkwill Khashour wrote:
Lasers, in general, are the worst weapon system in game for various reasons I won't go in to.

Scorch however, is arguably the best ammo in game.

Lasers + Scorch go from subpar to very strong depending on ship sized, engagement ranges etc.

tldr: lasers suck, scorch doesn't.



You can do a search anything past 6 months to a year ago everyone says lasers were the best all around in the game. What changed? Lasers didnt rather hybrids did... (Which most people still say rails are gimp, and blaster boats still have range issues due to the nature of the ships.)

Why does everyone think lasers are gimp all of a sudden? If it's about stability or being neuted there are methods/rigs that help elevate that. Being neuted also impacts well everyone in some way just missiles and projectiles can keep firing while everything else is turned off.

Reminds me of when everyone said the drake was a gimp ship, and only good for pve... Nothing on the drake changed however people just found ways of fitting it or incorporating it differently.


Why should amarr be forced to use rig slots to hell prevent being neuted out, when everyone else doesnt have too. Except for maybe Gallente, but if you are in neut range to a gallente ship.. Your are in gun range and youll die before you have that chance to cap them.
Francis Longbottom
Apotheosis Enterprises
#188 - 2012-05-14 20:37:12 UTC
FT Diomedes wrote:
Minmatar ships being able to pick their fights and disengage more easily than other ships has nothing to do with lasers. Lasers are a fine weapon system. They work well for the average, experienced Eve player.

The most important thing to most players is being able to survive the battle. For a solo player or small gang, that means being able to pick your fights and disengage when necessary. It also means being able to apply enough DPS to kill the other guy before his friends arrive.

For a larger battle, that means being able to have enough buffer to warp out or get repped up. It also means being able to pop someone before they can warp out or get repped.

If Amarr ships could pick their fights and disengage as easily as Minmatar ships, everyone would still be asking to nerf lasers and complaining about Scorch (the way they were six months-year ago). Lasers are fine.



People said obama would be a fine president, we see today how that came about..
Lasers eat up to much power grid and cap.
Francis Longbottom
Apotheosis Enterprises
#189 - 2012-05-14 20:38:34 UTC
Kuehnelt wrote:
Darthewok wrote:
Some history on weapon changes to those new to EVE.
Its da cyycle of liiife as Elton John sings it.

2008 EM resist nerf. LASERS OP!!!! SCORCH RULES OK. BUFF PROJECTILES THEY ARE JUNK!!!!
*giant clicking sound as half of EVE changes skill training to Amarrr*
2009 Projectile buff (+dmg, switchable resist types). PROJECTILES LOLOL
*giant clicking sound as half of EVE changes skill training to Minmatar*
2012 Hybrid buff. HYBRID LOLOLOL HARPY/ENYO, RAILS
*giant clicking sound as AF pilots change skill training to Harpy/Enyo*
Yawn.

We have seen weapons rise and fall in favor and power, we will see it again.


Aha. I always wondered what people were on about when they'd answer complaints about 'winmatar' with talk about how Amarr once were the FOTM. Turns out that they mean Minmatar have been the flavor of the last four years. It's like someone canned all the answers right after the projectile buff and we just haven't run out of cans, yet.


When was the last time caldari was FOTM...oh at the start of the game lol
Francis Longbottom
Apotheosis Enterprises
#190 - 2012-05-14 20:40:50 UTC
Mfume Apocal wrote:
or you can run missions in laser rat space. or you can do wormholes, etc. point is, lasers have their pluses and minuses in pve.



You can run WH's with any race..The sleepers take all the same damage.
Francis Longbottom
Apotheosis Enterprises
#191 - 2012-05-14 20:43:57 UTC
Nikuno wrote:
Wu Jiaqiu wrote:
Title.

Gallente is slow, but makes up for it in sheer DPS.


DPS that they mostly fail to apply BECAUSE THEY'RE SO SLOW. Doh !


Ironic isnt it.. Gallente have some of the shortest ranged guns in game and are slower than minnie.
Oh and still have fitting issues.
Francis Longbottom
Apotheosis Enterprises
#192 - 2012-05-14 20:46:13 UTC
Roosterton wrote:
Jorma Morkkis wrote:
Cambarus wrote:
"This ship is bad because I fly with people who fly a different race/live in an area where another ship is better"

For pve, lasers own in amarr space, blood space, sansha space, wormhole space, drone space and anywhere you run incursions. If you're unable to live in any of those areas, it really isn't CCP's fault you picked a place where lasers are less effective. Hell go join an incursion corp, preferably one that likes vanguards, and ask them how good a tengu is. If they're any good at what they do, they'll straight up tell you a t2 amarr ship, or even a t1 amarr ship for larger sites, will suit you better than any missile ship.


Feel free to post a Legion fit that can solo C4-C5 sites.


Feel free to post anything apart from a Tengu that can solo C4-C5 sites. Roll You *might* be able to do C4s with a Loki, but it'll be horribly inefficient.


Your not doing C5's in a tengu solo. Barely C4's
Ashera Yune
Doomheim
#193 - 2012-05-14 22:59:22 UTC  |  Edited by: Ashera Yune
In the meanwhile, could we do something about Quad Light Beam Lasers?

They are a strange set of guns. They have less range than their smaller versions (dual light beams have more range).
They have the same tracking as Heavy Pulse Lasers(nearly).

Aurora and Quad Lights don't work together. Quad lights have too short range to compensate for the severe 75% tracking penalty and the low dps.

FMPL with scorch has nearly the same range as aurora and more dps. It also has more tracking.

What are quad light beams supposed to be used for? Low fitting perhaps, but most amarr ships never need to fit these on.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran

Katja Faith
Doomheim
#194 - 2012-05-14 23:42:07 UTC
BearJews wrote:
Lasorz are awesome. I dunno what you have been smoking but scorch is pretty much the best ammo in the game. Stop theory crafting and play the game


EFT is the end-game for some people.
Jyn Uin
Federal Navy Academy
Gallente Federation
#195 - 2012-05-14 23:51:19 UTC
Anyone who says lasers suck is a noob.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#196 - 2012-05-15 01:57:34 UTC  |  Edited by: Mfume Apocal
Grog Barrel wrote:
Mfume Apocal wrote:


-Two heatsink Zealot does 405 turret DPS with Scorch. Three gyro Vaga does 378 turret DPS with Barrage
-3 HS Harb does 601 DPS w/ IN MF, 3 HS Cane does 595 with RF EMP

etc. etc. point is the ships are relatively balanced, even if the bonuses aren't.


let's talk about true applied damage now mmkay?


Damage application goes hands-down to Amarr in every case except hitting Minmatar T2, since optimal > falloff. Or did you not realize that, with similar fits, a Zealot's optimal is nearly as far as a Vaga's falloff?
James Amril-Kesh
Viziam
Amarr Empire
#197 - 2012-05-15 02:37:40 UTC
Mfume Apocal wrote:
Grog Barrel wrote:
Mfume Apocal wrote:


-Two heatsink Zealot does 405 turret DPS with Scorch. Three gyro Vaga does 378 turret DPS with Barrage
-3 HS Harb does 601 DPS w/ IN MF, 3 HS Cane does 595 with RF EMP

etc. etc. point is the ships are relatively balanced, even if the bonuses aren't.


let's talk about true applied damage now mmkay?


Damage application goes hands-down to Amarr in every case except hitting Minmatar T2, since optimal > falloff. Or did you not realize that, with similar fits, a Zealot's optimal is nearly as far as a Vaga's falloff?

I think that was his point.

Enjoying the rain today? ;)

Mfume Apocal
Brutor Tribe
Minmatar Republic
#198 - 2012-05-15 07:26:15 UTC
James Amril-Kesh wrote:
I think that was his point.


My bad then, carry on citizen.
Salo Aldeland
Sebiestor Tribe
Minmatar Republic
#199 - 2012-05-15 09:33:54 UTC
Ashera Yune wrote:
In the meanwhile, could we do something about Quad Light Beam Lasers?

They are a strange set of guns. They have less range than their smaller versions (dual light beams have more range).
They have the same tracking as Heavy Pulse Lasers(nearly).

Aurora and Quad Lights don't work together. Quad lights have too short range to compensate for the severe 75% tracking penalty and the low dps.

FMPL with scorch has nearly the same range as aurora and more dps. It also has more tracking.

What are quad light beams supposed to be used for? Low fitting perhaps, but most amarr ships never need to fit these on.


Yes! Somebody else gets it! Quad Lights need a range boost something fierce. On hulls like the Prophecy or Maller with no DPS bonus for medium turrets you're actually better off fitting a frigate sized Medium Beam Laser than a cruiser sized Quad Light Beam. Ridiculous! And if you thought Aurora was useless, try fitting Gleam. A medium sized long range turret with the range of a small blaster? Hell yes!

Compared to the other medium sized beam lasers, the ranges go from 20 + 8 for Heavies, 17.5 + 6 for Focused Mediums, and 8 + 1 for Quad Lights. 15 + 4 would make sense as a nice progression, but the Quad Lights actually do more damage than Focused Mediums. So I would be happy with either 12 + 2 and keep the current RoF and damage mod, or 15 + 4 and nerf the damage mod but keep the RoF where it is. I loves me some sub one-second cycle times on my cruisers. Tracking could go from 0.08 to 0.06 in both cases and I wouldn't cry about it.

I wouldn't be complaining if Quad Lights weren't the coolest looking turrets you can buy. They just look so boss. Especially on a RoF bonused hull. PEWPEWPEW! Too bad they're a waste of slots when it comes to actually getting stuff done.
Ashera Yune
Doomheim
#200 - 2012-05-15 20:22:46 UTC  |  Edited by: Ashera Yune
Salo Aldeland wrote:
Ashera Yune wrote:
In the meanwhile, could we do something about Quad Light Beam Lasers?

They are a strange set of guns. They have less range than their smaller versions (dual light beams have more range).
They have the same tracking as Heavy Pulse Lasers(nearly).

Aurora and Quad Lights don't work together. Quad lights have too short range to compensate for the severe 75% tracking penalty and the low dps.

FMPL with scorch has nearly the same range as aurora and more dps. It also has more tracking.

What are quad light beams supposed to be used for? Low fitting perhaps, but most amarr ships never need to fit these on.


Yes! Somebody else gets it! Quad Lights need a range boost something fierce. On hulls like the Prophecy or Maller with no DPS bonus for medium turrets you're actually better off fitting a frigate sized Medium Beam Laser than a cruiser sized Quad Light Beam. Ridiculous! And if you thought Aurora was useless, try fitting Gleam. A medium sized long range turret with the range of a small blaster? Hell yes!

Compared to the other medium sized beam lasers, the ranges go from 20 + 8 for Heavies, 17.5 + 6 for Focused Mediums, and 8 + 1 for Quad Lights. 15 + 4 would make sense as a nice progression, but the Quad Lights actually do more damage than Focused Mediums. So I would be happy with either 12 + 2 and keep the current RoF and damage mod, or 15 + 4 and nerf the damage mod but keep the RoF where it is. I loves me some sub one-second cycle times on my cruisers. Tracking could go from 0.08 to 0.06 in both cases and I wouldn't cry about it.

I wouldn't be complaining if Quad Lights weren't the coolest looking turrets you can buy. They just look so boss. Especially on a RoF bonused hull. PEWPEWPEW! Too bad they're a waste of slots when it comes to actually getting stuff done.


Actually Quad Light beams do less damage than Focus Medium Beams. But Quads have a fast rate of fire so its dps is slightly higher.

It gets pretty hilarious when you put Quad Light Beams on an Omen Navy Issue. You have less than a 1 second rate of fire with some heatsinks as a result; your DPS is HIGHER than your Volley/alpha.

But Quad Light Beams really could use more range. 12-15km in that range will make Quad Beams perfect. Right now there is no point of using Quad Light Beams because Focus Medium Pulse lasers have more range, more dps, scorch for same range and more damage, only a small bit more pg cost that any amarr cruiser/bc can handle.

Also I think Tech 2 Aurora, and other long range ammo for long range guns need a look at. -75% tracking penalty is pretty severe. I don't really bother using it.

"Yesterday we obeyed kings and bent our necks before emperors. But today we kneel only to truth."

 Kahlil Gibran