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Blasters getting fixed

Author
Gary Goat
XDC-UK
#61 - 2011-10-07 16:11:11 UTC
baltec1 wrote:

The closer a target gets the harder it is to track. This is the problem with blasters. I am NOT asking for my mega to start doing what other BS cannot do and start swatting cruisers and frigs out of the sky. I want my guns to track at my optimal range as well as the other large weapons do.


This tbh. I dont know why its so hard for some people to grasp.

An armageddon has a much higher chance to hit a ship that is orbiting at the geddons optimal range then a megathron does with a ship orbiting at the megathrons optimal range. This is the problem!

It doesn’t matter that a geddon can't track a ship once it gets under its guns. A megathron also can't and shouldn’t be able to do this. People also fail to take into account that it is much easier to get under the guns of the megathron as its optimal range window is so narrow. You move 2km closer and its done but you'd have to move 10s of kilometres through the geddons optimal before you were in the same situation. Not that there is much point even risking going through the megas optimal range if you can just kite it with impunity
Lugalzagezi666
#62 - 2011-10-07 16:35:55 UTC
Gary Goat wrote:
baltec1 wrote:
The closer a target gets the harder it is to track.

This tbh. I dont know why its so hard for some people to grasp.

No, this is exactly the thing people do not understand. If the target is tackled by your gang, you can approach it without significant increase in angular velocity /i hope you heard about it already/. Range control = no tracking issues. Do you get it?

Unlikely, looks like i will have to live with the fact, that there isnt pvp beyond "hit approach and f1-fx" for some people.

You also fail to account, that its MUCH MUCH harder to get under the guns of mega, because it has 4 mids - so it will counterscram and counterweb you and it has almost 2 times better tracking. Gl slowboating 8k with only 50m/s speed advantage you 1337 pvper...

Grimpak
Aliastra
Gallente Federation
#63 - 2011-10-07 16:56:14 UTC
Lugalzagezi666 wrote:
Gary Goat wrote:
baltec1 wrote:
The closer a target gets the harder it is to track.

This tbh. I dont know why its so hard for some people to grasp.

No, this is exactly the thing people do not understand. If the target is tackled by your gang, you can approach it without significant increase in angular velocity /i hope you heard about it already/. Range control = no tracking issues. Do you get it?

Unlikely, looks like i will have to live with the fact, that there isnt pvp beyond "hit approach and f1-fx" for some people.

You also fail to account, that its MUCH MUCH harder to get under the guns of mega, because it has 4 mids - so it will counterscram and counterweb you and it has almost 2 times better tracking. Gl slowboating 8k with only 50m/s speed advantage you 1337 pvper...




oooohhh.. gang environment.



ok let's take this another way: considering the range of pulses and the mobility of AC platforms, do you really think I would bring a slow, fatass ship that needs to be at spit range when I can have other ships that do just a tiny bit less damage but have a much larger operability range?


no. the target is tackled, I'll melt him with my pulse lasers at 15km, no need to risk my ass to go close to him to do just a bit more damage.

[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

Lugalzagezi666
#64 - 2011-10-07 17:10:57 UTC
Grimpak wrote:
...

Or you can spam missiles with tengu, torps with bomber or shoot 10k vollies from 80k with mael.

Or take a mega and do great dps while not playing sitting duck pvp like geddon and be able to actually tackle another target or reinforce tackle of your buddies.


Grimpak
Aliastra
Gallente Federation
#65 - 2011-10-07 17:44:17 UTC
Lugalzagezi666 wrote:
Grimpak wrote:
...

Or you can spam missiles with tengu, torps with bomber or shoot 10k vollies from 80k with mael.

Or take a mega and do great dps while not playing sitting duck pvp like geddon and be able to actually tackle another target or reinforce tackle of your buddies.






"great" dps?

think about it againBlink


mega with neutrons, CN AM and 3 MFS, spec skill 4, rest at 5, no drones = ~917dps, needs move to ~4km from target to deal said dps.

armageddon with MPL's, imperial MF and 3 HS, spec skill 4, rest at 5, no drones = ~838dps, needs to move to 15km from target to deal said dps.

in straight-up numbers, this means that the geddon does a bit over 90% of the raw damage of a megathron with a similar setup.
but, it does said damage at nearly 4x more the range of the megathron. drones were removed from the equation since they are a constant. both ships can wield the same number and quality of drones.

can anyone post that graph that shows the megathron being outdamaged at 7km by the armageddon? I don't have the EFTUgh


oh yeah, totally forgot the "damage types" thing.

in the age of the passive tanks this isn't really that much of an issue, specially since CCP decreased the EM resist on armour.

tracking? well even with less tackling the geddon would be able to deal more damage, and to compound the issue even more, you have an equal drone bay.

so where is that "great" damage? all I see is a tiny bit more.

[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

Digital Messiah
Center for Advanced Studies
Gallente Federation
#66 - 2011-10-07 18:30:05 UTC
Zoe Alarhun wrote:
Small Electron Tracking: 0.365 rad/sec
Small Gatling lasers: 0.308125 rad/sec
Small 125mm tracking: 0.417 rad/sec

Lasers have worse tracking that blasters.

Heavy electrons: 0.12 rad/sec
Focused Medium Pulses: 0.09 rad/sec
Dual 180mm: 0.139656 rad/sec

Lasers have the worst tracking.

Large Electrons: 0.05 rad/sec
Dual heavy pulse lasers: 0.0375 rad/sec
Dual 425mm: 0.057132 rad/sec

Lasers have the worst tracking.

In addition to this some Gallente and Minmatar hulls come with a tracking bonus as well. Lasers have some of the best optimals but their ships struggle more than the Minmatar ones to hold those range/traversals. Blaster tracking is mostly fine. There are many other things they can rather do to improve it.

Lasers also have the best optimal of any turret class. If you know how to fly in the appropriate range and kite you can apply a stupid amount of dmg.

Something clever

Julius Foederatus
Federal Navy Academy
Gallente Federation
#67 - 2011-10-07 18:34:07 UTC  |  Edited by: Julius Foederatus
Lugalzagezi666 wrote:
Julius Foederatus wrote:
The tracking on rails sucks

And even then, "sucky" eagle can do more dps at 100k than muninn - with 3x better tracking. If you had any idea about the problem, then you wouldnt post such stupid things.
You dont see any kiting rail ships, because they are slow and fat and thats why they cannot control range. Strange that you see alot of arty cynas, canes or machs around, how can this be?
Btw, ive seen one guy using kiting rail vigilant - with decent success. Yes, it involved double faction webs and skirmish bonus, but still, if you can control range...

Julius Foederatus wrote:
who's going to prefer an arty cane to an AC cane (both shield)

And such guys post on forums and "offer advices" to fix broken things.Roll


No one kites at 100km moron. You still have to stay within point range (or if in a gang, someone has to) in order to apply dps. All those ships you mentioned rely on others to do the tackling work for them, and even then, they're far less popular in low sec than their AC alternatives, because there are tracking issues at around 20km with arties. You gonna use your arty mach at 20km? If so, please come to Heydieles top belt and prove your superiority.
baltec1
Bat Country
Pandemic Horde
#68 - 2011-10-07 20:45:55 UTC
Lugalzagezi666 wrote:

Your point is still moot.
If target is not tackled, then all the dps is pointless. He will burn to scram range in no time and there you wont be able to hit him at all with laserboat.
And if its tackled, then you should compare both ships under same circumstances - with tackled targets! And its really beyond my knowledge how you are not able to project full dps with mega to tackled target "because of bad tracking." Only thing i can suggest you is train ctrl + space. Or ctrl + q.




Forget about tackle and burning around.

This is simple maths. The target is much easyer to hit at longer ranges because the turrets dont have to track it as much as when at very close range. Blasters cannot track their targets as well in their optimal because the range they operate in is so close the turrets cannot keep up as effectivly.
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#69 - 2011-10-07 21:14:44 UTC
OK here's an idea to solve the close-up tracking problem.

Have blasters do a notional "cone" AoE, so that even if the gun's not tracking so accurately, the edge of its "spray" still does full dps.
Grimpak
Aliastra
Gallente Federation
#70 - 2011-10-07 21:50:31 UTC
Barbelo Valentinian wrote:
OK here's an idea to solve the close-up tracking problem.

Have blasters do a notional "cone" AoE, so that even if the gun's not tracking so accurately, the edge of its "spray" still does full dps.



why not just upping the tracking (and damage) and to avoid stuff like shooting frigates with ease at short ranges, cut down range of the blasters (optimal and falloff) even further?

[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

m0cking bird
Doomheim
#71 - 2011-10-07 23:52:19 UTC
baltec1 wrote:
Lugalzagezi666 wrote:

Your point is still moot.
If target is not tackled, then all the dps is pointless. He will burn to scram range in no time and there you wont be able to hit him at all with laserboat.
And if its tackled, then you should compare both ships under same circumstances - with tackled targets! And its really beyond my knowledge how you are not able to project full dps with mega to tackled target "because of bad tracking." Only thing i can suggest you is train ctrl + space. Or ctrl + q.




Forget about tackle and burning around.

This is simple maths. The target is much easier to hit at longer ranges because the turrets don't have to track it as much as when at very close range. Blasters cannot track their targets as well in their optimal because the range they operate in is so close the turrets cannot keep up as effectively.



You're correct! At least, when applied to ships below battleship class. That has alot more to do with range (difference in optimal) than it does tracking. Clearly, radial velocity increases the closer a object gets to a referenced point (Meagthron for example). Ships with signature lower than the signature resolution of x will have more difficulty tracking whatever bla bla.

What I'm saying is you're not suppose to hit ships at ranges comparable to lasers, because they have higher optimal. Also, you are not suppose to be able to track sub-battleship targets.

That has everything to do with a difference in range. Why even talk about hitting something you're not suppose to hit well with battleship turrets? Even with a increased tracking enabling you to better track a cruiser. A Armageddon will still out preform a Megathron.


-proxyyyy
m0cking bird
Doomheim
#72 - 2011-10-07 23:55:06 UTC
Proxyyyy's Changes (slight increases that will increase the close range pvp viabilty of blasters)


T2 Blaster Turret (After All requisite Lvl 5 Skills Applied)
-
Minus 20% - Hybrid Turret Activation

15% increase - Optimal
30% increase - Falloff
10% Increase - Tracking

Minus 15% - Signature Resolution

12.5% increase - Damage Modifier
Minus 11% - Duration

Gallente Cruisers/Destroyers/Frigates (T2) (Base, Blanket Increase)
-
Minus 10% - CPU

15% Increase - PowerGrid

25% increase - Structure

Base inertia or mass should be modified in some way as to increase agility of all gallente ships. Making gallente ships the most agile (faster align time and turn rate etc) bla bla bal.

Stasis Webifier 2
-
I also think stasis webifier 2 Optimal, should Increase from 10,000m - 12,500. Keeping 30% increase in range, when overloading. This is a broad boost to armor ships effectiveness, when engaging ships with higher velocity (solo). Increasing the margin for error for a Cynabal for example.

Heat/Thermodynamics = tracking increase for all turrets (just makes sense)
-
Another idea I had was a change or addendum to the current heat mechanics. Over Heated turrets should also have a increase in tracking along with increasing turret rate of fire. Currently that's not the case.
baltec1
Bat Country
Pandemic Horde
#73 - 2011-10-08 06:12:23 UTC
m0cking bird wrote:


You're correct! At least, when applied to ships below battleship class. That has alot more to do with range (difference in optimal) than it does tracking. Clearly, radial velocity increases the closer a object gets to a referenced point (Meagthron for example). Ships with signature lower than the signature resolution of x will have more difficulty tracking whatever bla bla.

What I'm saying is you're not suppose to hit ships at ranges comparable to lasers, because they have higher optimal. Also, you are not suppose to be able to track sub-battleship targets.

That has everything to do with a difference in range. Why even talk about hitting something you're not suppose to hit well with battleship turrets? Even with a increased tracking enabling you to better track a cruiser. A Armageddon will still out preform a Megathron.


-proxyyyy


The problem is that most of the other BS like say my auto phoon or pulse geddon can hit cruisers in its optimal range while my mega struggles. This is the issue. Large Blasters cannot do their optimal range damage because the range is too close for the turrests to track as effectivly, which is somewhat problematic for a close range ship.

I dont want more range on my blasters I just want them to track as well as the other turrets in blasters current optimal range.
m0cking bird
Doomheim
#74 - 2011-10-08 19:29:28 UTC
Well, the whole premise behind your argument is flawed. Large auto-cannons are not able to track battle-cruisers or cruisers well @ optimal range. Auto-cannons have the shortage optimal range of all turrets. If I'm to go by your reasoning. Then auto-cannons tracking should increase, so they can "track as well as the other turrets in blasters current optimal range."

You could only be referring to pulse lasers, because they're the only turrets able to do what you're suggesting.

Mind you, large blaster can also hit targets 9km, but with alot less applied damage than pulse lasers. Auto-cannons had the same issue until tracking enhancers were changed.

All comes back to range.

Also, here's a question. What is close range? Clearly close range is not the same for each class of ship.

For frigates I'd say anything under 5km. For Cruiser/Battle-Cruisers I'd say anything under 10 km. When it comes to battleships, anything under 20km would be close range in my mind or whatever large neutralizer range is.


-proxyyyy

baltec1
Bat Country
Pandemic Horde
#75 - 2011-10-08 19:51:11 UTC
m0cking bird wrote:


-proxyyyy



Oh for the love of godStraight

Ok optimal range on my megathron is 5.2km using navy antimatter and neutron II

Optimal range of a Mega pulse II geddon using navy multi is 17km
(using my skills and fits)


I am asking my blasters to operate as effectivly at their optimal range as the gaddon does at its optimal range. The mega does get more tracking than the geddon on paper but the range difference in orbiting ships means that the tracking advantage evaporates for the mega because the turrets need to track a much faster target at close range than at the much longer range the geddon operates in.
Arrigo Glokta
#76 - 2011-10-08 23:11:17 UTC
baltec1 wrote:
m0cking bird wrote:


-proxyyyy



Oh for the love of godStraight

Ok optimal range on my megathron is 5.2km using navy antimatter and neutron II

Optimal range of a Mega pulse II geddon using navy multi is 17km
(using my skills and fits)


I am asking my blasters to operate as effectivly at their optimal range as the gaddon does at its optimal range. The mega does get more tracking than the geddon on paper but the range difference in orbiting ships means that the tracking advantage evaporates for the mega because the turrets need to track a much faster target at close range than at the much longer range the geddon operates in.


You know, that squishy sound that your head is making from repeat smacking into wall is quite sickly. You are wasting brain matter arguing with them.
Tara Read
Blackwater USA Inc.
Pandemic Horde
#77 - 2011-10-09 07:39:19 UTC
Arrigo Glokta wrote:
baltec1 wrote:
m0cking bird wrote:


-proxyyyy



Oh for the love of godStraight

Ok optimal range on my megathron is 5.2km using navy antimatter and neutron II

Optimal range of a Mega pulse II geddon using navy multi is 17km
(using my skills and fits)


I am asking my blasters to operate as effectivly at their optimal range as the gaddon does at its optimal range. The mega does get more tracking than the geddon on paper but the range difference in orbiting ships means that the tracking advantage evaporates for the mega because the turrets need to track a much faster target at close range than at the much longer range the geddon operates in.


You know, that squishy sound that your head is making from repeat smacking into wall is quite sickly. You are wasting brain matter arguing with them.



Exactly. Having over 17 Million SP In Gunnery alone I feel it's time to give Hybrids some love. I hate flying missile boats and nano F#! Drakes..... Give me some Antimatter a rack of Neutrons and a target and It'll feel like old times again.
m0cking bird
Doomheim
#78 - 2011-10-09 14:55:40 UTC
I'll ****** it down some more. Baltec1 stated and I'm paraphrasing here, because I'm to lazy to scroll back up. He wants "large blasters to be able to do damage in it's optimal like all the other turrets".

The premise of his argument is wrong. Large Auto-cannons cannot track battle-cruiser and cruiser hulls well if @ all in it's optimal, which is even lower than blaster optimal. So in fact another turret has the same issue, which means his statement about "all the other turrets" is wrong.

If you cannot concede that is fact, then you might as well start throwing yourself and whoever else into that wall (goofz).

ALSO!

CCP has stated back when the changes to stasis webifier and the rest of the velocity changes. That their changes were made to boost sub-battleship class pvp. Making Battle-cruisers and below more viable. As a result, battleships were not able to track smaller vessels well anymore (90% stasis webifier is gone).

So! If you are arguing for blasters to be able to track smaller targets in its optimal. Then you might as well do the same for auto-cannons, because they have the same problem, but worse because of having a even lower optimal than Hybrids.

(If boosting Minmatar again sounds ******** to you. Then that is what I feel when I read your reasons to do this and that)

See, the statement above was to reinforce the retard3dn3ss of the argument. I was trying to show you or remind you that battleships are not in fact suppose to track lower class ships well and they don't. Can you concede that point?

Plus, that is a good thing AND blasters and auto-cannons have the same issue. Lasers are unique because of it's range (optimal). But! All large turrets can track battleship class ships well. So, there is no problem with tracking. They're doing exactly what CCP intended them to do.

Anyways, what you should have said. Kinda like I do with no real argument behind it. I don't care what the other turrets can or cant do. Just do it like NIKE because I want my HYBRID boat to do something the other battleships cant. Track cruisers, like a medium turret.

See the problem is what you want is conflicting with the fact CCP and most pilots who fly lower class ships. Don't want battleships to be tracking smaller ships under-scram range well. Otherwise my extreme suggestion increase that would enable med turrets to track frigz and large turrets to track cruisers would be welcomed.

lasers operate out of web range, so they don't conflict with the buff to smaller ships. STOP REFERENCING THE GEDDON!
EvilBunny DeathSpore
Republic University
Minmatar Republic
#79 - 2011-10-09 15:27:23 UTC
MeBiatch wrote:
here are the fixes for hybrids:

blasters:

concept shotguns (short range arties...)

1. Increase base damage by 50%
2. Decrease rate of fire by 30%
3. Increase falloff by 50%
4. increase tracking by 37.5%

railguns: Concept long range auto cannons

1. Increase base damage by 15%
2. Increase rate of fire by 15%
3. decrease activation cost by 40%
4. increase falloff by 50%
5. increase tracking by 37.5%

ammo:

Simular boost that projectile ammo got

concept choice between what damage type you want to do between thermal and Kinetic (i.e. antimater does 80% thermal damage 20% kin damage, uranium does 80% kin damage and 20% thermal damage)

also include a tracking bonus built into the ammo

Caldari boost:
remove the optimal range bonus for hybrid turrets and replace with a rate of fire bonus

gallente boost:
remove the falloff bonus and tracking bonus and replace with a mass reduction bonus per level

change the internal rep bonus to include a bonus incomming remote rep

General fix:
change the speed reduction affect on armor rigs and replace with an agility reduction
change reload time from 10 seconds to 5 seconds


this.
baltec1
Bat Country
Pandemic Horde
#80 - 2011-10-09 20:17:46 UTC
m0cking bird wrote:
I'll ****** it down some more. Baltec1 stated and I'm paraphrasing here, because I'm to lazy to scroll back up. He wants "large blasters to be able to do damage in it's optimal like all the other turrets".




No. I have said, repreatedly, that I want blasters to TRACK targets like the other weapon systems can.

Autocannons are designed to operate in falloff. Pulse are designed to have zero reload time and longer optimal. Both weapon systems do their job very well.

Blasters are ment to be close range weapons but they suffer from tracking issues because of the close range.

And quite frankly, if you cannot hit BC and curiser with BS weapons you are doing something wrong.