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What scenario are energy turrets ideal

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PinkKnife
The Cuddlefish
Ethereal Dawn
#1 - 2012-07-23 18:16:43 UTC
So, I'm trying to find a scenario in which lasers are the best option outside of shooting at a pos.

Possibly the hellcat fleet, but I think that is more the Abaddon's resist bonus over the Maelstrom's active tank bonus.

Comments?
CorInaXeraL
The Dresdeneers
#2 - 2012-07-23 18:31:14 UTC
PinkKnife wrote:
So, I'm trying to find a scenario in which lasers are the best option outside of shooting at a pos.

Possibly the hellcat fleet, but I think that is more the Abaddon's resist bonus over the Maelstrom's active tank bonus.

Comments?


When Ammo is scarce or difficult to transport / bring enough, though I imagine that's not always the case.

Orakkus
ImperiaI Federation
Goonswarm Federation
#3 - 2012-07-23 18:34:29 UTC
PinkKnife wrote:
So, I'm trying to find a scenario in which lasers are the best option outside of shooting at a pos.

Possibly the hellcat fleet, but I think that is more the Abaddon's resist bonus over the Maelstrom's active tank bonus.

Comments?


Lasers excell at firing at anything that doesn't have high transversal. Because they have a higher optimal range than most weapons, they tend to do more DPS when shots connect. This still puts them as good, solid hitters for sniper fleets, because over time their beam weapon shots will do more damage than the Maelstrom's arties over a period of time*.

Pulse lasers also do a high amount of damage (remember: Scorch) and do excellent DPS, particularly against shields. While they do still have worse tracking than other short range weapon systems, they still track better than long range weapons. The only problem with that is they do use a lot of cap to operate.

I think it is better to understand that Amarr ships are good in every generic situation that can come up. It's only in fleets that have very specific requirements that you may need to look elsewhere.

(*if I remember correctly, someone actually researched this as the DPS from the Abaddon caught up to the Maelstrom after either three or five rounds. I think it was Liane.)

You have a lot of knowledgable people in Noir. too, so you might do good to talk with them about it.

He's not just famous, he's "IN" famous. - Ned Nederlander

PinkKnife
The Cuddlefish
Ethereal Dawn
#4 - 2012-07-23 18:36:40 UTC
Orakkus wrote:
PinkKnife wrote:
So, I'm trying to find a scenario in which lasers are the best option outside of shooting at a pos.

Possibly the hellcat fleet, but I think that is more the Abaddon's resist bonus over the Maelstrom's active tank bonus.

Comments?


Lasers excell at firing at anything that doesn't have high transversal. Because they have a higher optimal range than most weapons, they tend to do more DPS when shots connect. This still puts them as good, solid hitters for sniper fleets, because over time their beam weapon shots will do more damage than the Maelstrom's arties over a period of time*.

Pulse lasers also do a high amount of damage (remember: Scorch) and do excellent DPS, particularly against shields. While they do still have worse tracking than other short range weapon systems, they still track better than long range weapons. The only problem with that is they do use a lot of cap to operate.

I think it is better to understand that Amarr ships are good in every generic situation that can come up. It's only in fleets that have very specific requirements that you may need to look elsewhere.

(*if I remember correctly, someone actually researched this as the DPS from the Abaddon caught up to the Maelstrom after either three or five rounds. I think it was Liane.)

You have a lot of knowledgable people in Noir. too, so you might do good to talk with them about it.


It was meant more as a question to bring up the debate, not for my own personal information. I <3 lasers, but I think they need a slight buff to make the requirements to use them worth it.
Orakkus
ImperiaI Federation
Goonswarm Federation
#5 - 2012-07-23 18:56:10 UTC
PinkKnife wrote:

It was meant more as a question to bring up the debate, not for my own personal information. I <3 lasers, but I think they need a slight buff to make the requirements to use them worth it.


Ah, my bad then. In that respect then, no I personally don't think they need a buff because they are pretty good general situation weapons. However, perhaps you have something in mind?

He's not just famous, he's "IN" famous. - Ned Nederlander

Denuo Secus
#6 - 2012-07-23 19:04:12 UTC
I used lasers with some success on nano/kiting Amarr boats (Coercer, Omen, Harb). A lot of damage at great ranges. Tracking isn't such an issue here since I can control my transversal mostly. Cap is an issue tho. Many low slots means 1-2 nanofibers -> nice speed and agility. Lack of med slots means very low tank/buffer and no utility like cap booster, web or TD.

Lasers fill a nice niche: they are medium range but still short range turrets. This leads to massive damage at long point range (and slightly beyond).

Biggest problem I had was when something went wrong or the fight lasted too long. A frig under my guns for instance. A laser ship has a lot of trouble here. A neut helps but I'm very low on cap already since I MWDed around all the time (kiting) + lasers ofc. Also (current) laser boats appart from the Harbinger have only few or no drones.

After all I see laser nano ships as perfekt kiting boats. But they aren't really failsafe. Call it PRO-MODE-kiting Cool
Corina Jarr
en Welle Shipping Inc.
#7 - 2012-07-23 19:05:57 UTC
Killing structures. Its really nice not to waste ammo.

Killing shield ships that forget to fill their EM hole.


And great in general in Amarr space for missioning.
PinkKnife
The Cuddlefish
Ethereal Dawn
#8 - 2012-07-23 19:07:11 UTC
Orakkus wrote:
PinkKnife wrote:

It was meant more as a question to bring up the debate, not for my own personal information. I <3 lasers, but I think they need a slight buff to make the requirements to use them worth it.


Ah, my bad then. In that respect then, no I personally don't think they need a buff because they are pretty good general situation weapons. However, perhaps you have something in mind?


Well, Amarr boats for example get a bonus that simply makes energy turrets feasible to use. That bonus is largely a waste when lasers only really get useful in one scenario where a target lasts more than 3-5 volleys from your guns.

I want Amarr boats to be something other than specifically designed to structure shoot, which is how they seem at the moment.
Orakkus
ImperiaI Federation
Goonswarm Federation
#9 - 2012-07-23 20:41:55 UTC
PinkKnife wrote:

Well, Amarr boats for example get a bonus that simply makes energy turrets feasible to use. That bonus is largely a waste when lasers only really get useful in one scenario where a target lasts more than 3-5 volleys from your guns.

I want Amarr boats to be something other than specifically designed to structure shoot, which is how they seem at the moment.


It seems more to me that you are more upset about ship bonuses rather than lasers themselves. I can understand that, I think the Prophecy should have a damage bonus instead of a cap usage bonus. But, the scenario you keep describing tends to be easily remedied by changing ships. The Harbinger, for example, can be very effective, especially against Drakes, solo. The Zealot has been a favorite HAC for years with entire fleets of Zealots wrecking havoc in southern and northern 0.0. The Battleships have always been the core of any serious battleship fleet since the Amarr got fixed years ago, with the Apoc being the standard to most Sniper fleets and the Armageddon being the top Tier 1 PVP battleship in general use. That also doesn't count the capital and supercapital ships.

So, I am at a bit of a loss. Because I haven't found a scenario where an Amarrian ship didn't fit (except maybe in Vagabond Fast Attack fleet). Considering that your killboard indicates you've flown Prophecies and Oracles.. my guess is that perhaps you aren't happy with the Oracle's performance in comparison to, say, the Tornadoes or Nagas?

He's not just famous, he's "IN" famous. - Ned Nederlander

Taoist Dragon
Okata Syndicate
#10 - 2012-07-23 23:17:36 UTC
I used to think similar about the whole laser cap use bonus on the amarr ships....why was the awesome looking punisher often fitted with other weapons!

It's Amarr it should use lasers!! but AC's were the standard. Then with the frig re-work it now has a damage bonus and slightly buffed cap to compensate....Lovely!

Looking at the bonuses to the Executioner in the next update it has the cap use bonus....this states to me that it is more of a stayer than slayer and I hope CCP keep looking at these bonuses to help define a ships role rather than just dump a cap use bonus on them just to say they have the same bonuses....

Overall I feel the Amarr line has issues pretty much like all the races tbh but the cap use bonus is an easy one for people to complain about...


Lasers are awesome and gold/red and black are my favourite colours!!

That is the Way, the Tao.

Balance is everything.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#11 - 2012-07-24 01:29:18 UTC
Lasers only need their cap drain addressed IMO. They excell at optimizing their damage to fit a given range. This makes them a natrual pair with neuts, or bonused webs. Unfortunately Amarr don't get web bonuses (BR do, but they are expensive), and the cap drain of lasers+neut is huge. All in all though, they are great for small gang work and get progressively worse the bigger the engagement gets. I love my lazors and I hate fleet fights, so I'm actually ok with that.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#12 - 2012-07-24 02:48:02 UTC
Lasers in my mind are tied with missiles for both protracted fights and fights were you need to be able to cover a wide area of ranges. Not having to reload for 5-10 seconds out of every 30-180 seconds adds up, and not having to really commit to a ammo type and getting to use best damage all the time is powerful if you use it. I comes with the price of heavy cap use and fixed damage type/ratio. I use them fairly often and love them ...... as much as missiles.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Klymer
Hedion University
Amarr Empire
#13 - 2012-07-24 03:59:04 UTC
Lasers are required whenever Pink Floyd is played.
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#14 - 2012-07-24 04:30:23 UTC
Ines Tegator wrote:
Lasers only need their cap drain addressed IMO. They excell at optimizing their damage to fit a given range. This makes them a natrual pair with neuts, or bonused webs. Unfortunately Amarr don't get web bonuses (BR do, but they are expensive), and the cap drain of lasers+neut is huge. All in all though, they are great for small gang work and get progressively worse the bigger the engagement gets. I love my lazors and I hate fleet fights, so I'm actually ok with that.


see I like the cap draw one paired with NOS and I rather love Amarr BS's in large fights. cap is kinda a thing but less the wepons and more the hull for me. I mean no one else has to have one ship bonus sacked just to make it work, so i guess i can aree with the hi cap thing. BUT if they fixed the cap and gave amarr hull 2 real big boy hull bonuses what would the other races do besides lose?

I wanted to paint my space ship red, but I couldn't find enough goats. 

PinkKnife
The Cuddlefish
Ethereal Dawn
#15 - 2012-07-24 16:20:17 UTC
Orakkus wrote:

Considering that your killboard indicates you've flown Prophecies and Oracles.. my guess is that perhaps you aren't happy with the Oracle's performance in comparison to, say, the Tornadoes or Nagas?


I actually think the oracle is one of the few boats that performs the role well. Its the other ships that I think get a bit underwhelming.



Rel'k Bloodlor wrote:
Ines Tegator wrote:
Lasers only need their cap drain addressed IMO. They excell at optimizing their damage to fit a given range. This makes them a natrual pair with neuts, or bonused webs. Unfortunately Amarr don't get web bonuses (BR do, but they are expensive), and the cap drain of lasers+neut is huge. All in all though, they are great for small gang work and get progressively worse the bigger the engagement gets. I love my lazors and I hate fleet fights, so I'm actually ok with that.


see I like the cap draw one paired with NOS and I rather love Amarr BS's in large fights. cap is kinda a thing but less the wepons and more the hull for me. I mean no one else has to have one ship bonus sacked just to make it work, so i guess i can aree with the hi cap thing. BUT if they fixed the cap and gave amarr hull 2 real big boy hull bonuses what would the other races do besides lose?


This, for a weapon system that absorbs one of the bonuses of a ship, lasers are a bit underwhelming. Take, for example of the Tempest had a bonus replaced with 5% decrease in powergrid needs for projectile turrets, and then CCP jacked up the powergrid costs on them. You would expect those turrets to be pretty damn awesome, yet lasers are often a bit lack luster in that department. They are easy to mitigate against, T2 Minmatar ships basically laugh them off due to their innate EM resist, and most shield ships will fill the em whole in pvp.

This is perhaps most egregiously obvious when you bring the Tachyons into the debate. Not only do you need the cap bonus to make them work, but you can't even fit an entire rack of them without a powergrid mod/rig. Those are substantial drawbacks, for a turret, that is...by and large meh in a vast majority of scenarios.
Rip Marley
MANPENIS
#16 - 2012-07-24 20:24:14 UTC
PinkKnife wrote:
Orakkus wrote:

Considering that your killboard indicates you've flown Prophecies and Oracles.. my guess is that perhaps you aren't happy with the Oracle's performance in comparison to, say, the Tornadoes or Nagas?


I actually think the oracle is one of the few boats that performs the role well. Its the other ships that I think get a bit underwhelming.



Rel'k Bloodlor wrote:
Ines Tegator wrote:
Lasers only need their cap drain addressed IMO. They excell at optimizing their damage to fit a given range. This makes them a natrual pair with neuts, or bonused webs. Unfortunately Amarr don't get web bonuses (BR do, but they are expensive), and the cap drain of lasers+neut is huge. All in all though, they are great for small gang work and get progressively worse the bigger the engagement gets. I love my lazors and I hate fleet fights, so I'm actually ok with that.


see I like the cap draw one paired with NOS and I rather love Amarr BS's in large fights. cap is kinda a thing but less the wepons and more the hull for me. I mean no one else has to have one ship bonus sacked just to make it work, so i guess i can aree with the hi cap thing. BUT if they fixed the cap and gave amarr hull 2 real big boy hull bonuses what would the other races do besides lose?


This, for a weapon system that absorbs one of the bonuses of a ship, lasers are a bit underwhelming. Take, for example of the Tempest had a bonus replaced with 5% decrease in powergrid needs for projectile turrets, and then CCP jacked up the powergrid costs on them. You would expect those turrets to be pretty damn awesome, yet lasers are often a bit lack luster in that department. They are easy to mitigate against, T2 Minmatar ships basically laugh them off due to their innate EM resist, and most shield ships will fill the em whole in pvp.

This is perhaps most egregiously obvious when you bring the Tachyons into the debate. Not only do you need the cap bonus to make them work, but you can't even fit an entire rack of them without a powergrid mod/rig. Those are substantial drawbacks, for a turret, that is...by and large meh in a vast majority of scenarios.



Tachs are only egregious because they are a bigger class of weapon than every other turret. 1400's and 425 are comparable to megabeams, not tachs.
Kahega Amielden
Rifterlings
#17 - 2012-07-24 20:31:13 UTC  |  Edited by: Kahega Amielden
Quote:
This, for a weapon system that absorbs one of the bonuses of a ship, lasers are a bit underwhelming. Take, for example of the Tempest had a bonus replaced with 5% decrease in powergrid needs for projectile turrets, and then CCP jacked up the powergrid costs on them. You would expect those turrets to be pretty damn awesome, yet lasers are often a bit lack luster in that department. They are easy to mitigate against, T2 Minmatar ships basically laugh them off due to their innate EM resist, and most shield ships will fill the em whole in pvp.

This is perhaps most egregiously obvious when you bring the Tachyons into the debate. Not only do you need the cap bonus to make them work, but you can't even fit an entire rack of them without a powergrid mod/rig. Those are substantial drawbacks, for a turret, that is...by and large meh in a vast majority of scenarios.


How is the resist argument any different than Minmatar barrage/hail vs Amarr t2 resists, hybrids against Gallente/Caldari t2 resists, kin-bonused missiles vs Gallente/Caldari t2 resists...?

Even if you fill the EM hole, EM and therm are still going to be the weak resist on most shield tanked ships.


Additionally, no other weapon system has the same combination of range and damage that lasers provide. Projectiles have mediocre paper DPS that gets less when you go into falloff, and hybrids either have long range and bad damage or bad range and good damage.

Lasers are great. It's just that many Amarr ships suffer from old balance issues (Omen, Maller are bad; Harbinger is good but underwhelming compared to the Drake).


Quote:
This, for a weapon system that absorbs one of the bonuses of a ship, lasers are a bit underwhelming.


All weapon systems do this. The DPS offered by projectiles is laughable without the damage bonus that pretty much all Matari ships get. It's an incentive to use weapons on their racial platforms...You don't put lasers on a Minmatar ship largely because the cap cost would eat you alive, just like you don't put projectiles on Amarr ships because they would do awful damage.

Also, Amarr ships have vastly superior capacitors compared to factions that have capless weapons...like Minmatar.
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#18 - 2012-07-24 20:47:46 UTC
When you want to view the most beautiful weapon system in action, that's when! As a Minmatar pilot, I can only look in in envy.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Jack Miton
School of Applied Knowledge
Caldari State
#19 - 2012-07-24 20:56:32 UTC
I don't get this kind of question. Lasers are good, use them to shoot stuff...
To answer the question correctly: lasers are ideal when the ship you are flying has laser turret bonuses.
Would have thought that was obvious.

There is no Bob.

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Liang Nuren
No Salvation
Divine Damnation
#20 - 2012-07-24 21:17:51 UTC
I really like Lasers when I'm shooting things at range or kiting. If they were capless they'd be so ******* OP...

-Liang

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

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