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What scenario are energy turrets ideal

Author
chris elliot
Treasury Department
Plug N Play
#21 - 2012-07-24 21:19:15 UTC
Oh goody no one said it yet.





" Armor HACs!!, Armor HAC's!! AAAAAARMMMOOORRRRR HAC'S!!!.. - Shadoo "
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#22 - 2012-07-25 00:08:03 UTC
It's hard to pinpoint why exactly lasers work as well as they do. They have a VERY adaptable engagement range, which leads them to excel where other turrets would be operating below optimum efficiency. Medium pulses, for example, are brilliant at operating at the edge of scram range.

thhief ghabmoef

James Amril-Kesh
Viziam
Amarr Empire
#23 - 2012-07-25 08:54:08 UTC
chris elliot wrote:
Oh goody no one said it yet.





" Armor HACs!!, Armor HAC's!! AAAAAARMMMOOORRRRR HAC'S!!!.. - Shadoo "

I flew with Kurator today.

Enjoying the rain today? ;)

Aamrr
#24 - 2012-07-25 09:05:38 UTC
Wormhole space PvE, for a very long list of reasons.

I can't think of anything beyond that.
Fleet Warpsujarento
Doomheim
#25 - 2012-07-25 10:18:47 UTC
When they are attached to a Harbinger.
Ehurania
Angry Space Ducks
#26 - 2012-07-25 17:07:20 UTC
They deal more effective damage at any range compared to blasters and autocannons.
PinkKnife
The Cuddlefish
Ethereal Dawn
#27 - 2012-07-25 17:32:22 UTC
And how much of that is simply due to having the Scorch crystal?

My points being that


  • You DO often see projectile turrets on Amarr ships.
  • The requirements to fit Tachyons is high compared to the marginal utility they offer over 1400s.
  • While the damage is reasonable, EM is often tanked against, and you don't have the ability to change damage types, and thus the damage is not always as good as paper says.


Look at it this way, Just to use the turrets efficiently a ship needs a bonus to them. In the case of Tachyons, it is not JUST that bonus, but also absorbing a slot or two. That benefit of using Tachyons, does not warrant that much cost. Likewise, I don't feel that energy turrets are so good, that you need to handicap the ships designed to use them by only giving them one real bonus.

The prophecy, for example, has the 5% armor resist bonus, and the ability to fit energy turrets.

Compare those bonuses to a Drake, which gets the 5% shield resist bonus, and 5% bonus to Kinetic missile damage.

So, shouldn't it be that Energy turrets should inherently be pretty awesome if a ship's bonus, is simply being able to fit energy turrets and remain viable (not being capped into oblivion just trying to use them).

Yet, when you look at them, energy turrets are largely, just meh. Remove the Scorch crystal, and how viable are Medium pulse lasers? Compare that to Projectiles, which don't need to exclusively have T2 long range ammo just to be viable. They are viable regardless of ammo types or long range/short range variant selection.
Airto TLA
Acorn's Wonder Bars
#28 - 2012-07-26 17:02:45 UTC  |  Edited by: Airto TLA
Nvm
Bugsy VanHalen
Society of lost Souls
#29 - 2012-07-26 18:22:40 UTC
In my opinion Amarr ships, or even lasers in general absolutely rock for missions or ratting when fighting blood raiders, sansha's or drones.
They do well in many other situations, but when fighting anything with EM/Thermal resists they really shine.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#30 - 2012-07-26 18:28:09 UTC  |  Edited by: Ines Tegator
PinkKnife wrote:
And how much of that is simply due to having the Scorch crystal?
*snip*


It's about the same level of benefit that minnie get from barrage. Specifically, the ability to expand the viable range envelope. Close in, with multifreq or gamma etc, they are just as viable at t2 as they are at t1. Autocannons are the same, increasing damage by allowing you to fight in shallow falloff instead of deep falloff. For a weapon designed around range dictation, this is both crucial and fitting to the concept. This comes at a cost to tracking on the scorch crystal as well. Given the other penalties and tradeoffs involved with using lasers, IMO scorch is no more OP or essential then Barrage. Barrage is, in fact, one of the key reasons I need to fight at 15km optimal in the first place. Otherwise I'd be happy to neut/scram your Rifter into fighting in deep falloff and blast you with multifrequency (for 30% more damage then scorch) while you tickle my Punisher.

PinkKnife wrote:

So, shouldn't it be that Energy turrets should inherently be pretty awesome if a ship's bonus, is simply being able to fit energy turrets and remain viable (not being capped into oblivion just trying to use them).


Agreed on this point. This is how they were originally designed actually, but the various rebalances to other weapons caught up with them to the point that Amarr essentially are single-bonus ships. They are still powerful in situations where you can dictate range, but in raw power can't compete relatively to their fitting cost. I'd say either a 20% cap reduction (to allow more other modules to be used, like tank, TD or neuts that complement the laser's engagement profile exceptionally well) or 5-10% damage increase on the standard+ crystals is all that's needed to bring them up to where the other turrets are, without sacrificing their unique role.
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