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[Winter] More Combat Frigates!

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Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#221 - 2012-08-17 16:34:56 UTC
Jame Jarl Retief wrote:
Bottom line, in a balanced game, there would be an equal likelihood of Drake or Myrm being chosen for a fleet doctrine. Ideally, they would be used roughly the same amount of the time.


No. You have implicitly assumed that a balanced game requires all BCs to be equal in the attributes that are favoured in fleet combat. Or you've assumed that fleet combat is the only PVP, either works. Ships with good EHP and damage projection are inherently better suited to fleets. A drone-gun BC such as the Myrmidon can never hope to have the damage projection capabilities of a missile BC - and if it did, then there wouldn't be much point to the missile BC.

The more appropriate environment for the Myrm is solo and small-scale combat, as these favour its drones, high-but-poorly-projected DPS and rep bonus, so seek to balance the Myrm here, not in fleet. Does the Hurricane have too much of an advantage over the Myrm at this level? If the Hurricane is also supposed to be focused here, is it justified that it also has its own fleet doctrine? It's also arguable that the Drake is too good at small-scale combat, given its competence at the fleet level. But this criticism can just as easily be applied to the Hurricane too.
Liang Nuren
No Salvation
Divine Damnation
#222 - 2012-08-17 16:38:56 UTC
Gypsio III wrote:
Jame Jarl Retief wrote:
Bottom line, in a balanced game, there would be an equal likelihood of Drake or Myrm being chosen for a fleet doctrine. Ideally, they would be used roughly the same amount of the time.


No. You have implicitly assumed that a balanced game requires all BCs to be equal in the attributes that are favoured in fleet combat. Or you've assumed that fleet combat is the only PVP, either works. Ships with good EHP and damage projection are inherently better suited to fleets. A drone-gun BC such as the Myrmidon can never hope to have the damage projection capabilities of a missile BC - and if it did, then there wouldn't be much point to the missile BC.

The more appropriate environment for the Myrm is solo and small-scale combat, as these favour its drones, high-but-poorly-projected DPS and rep bonus, so seek to balance the Myrm here, not in fleet. Does the Hurricane have too much of an advantage over the Myrm at this level? If the Hurricane is also supposed to be focused here, is it justified that it also has its own fleet doctrine? It's also arguable that the Drake is too good at small-scale combat, given its competence at the fleet level. But this criticism can just as easily be applied to the Hurricane too.


The new drone changes makes the Myrm do 1100 DPS with a super respectable tank. It's arguably better than it's ever been. I think things have been changing so fast that it's hard to properly conceptualize where the real balance lies and what parts the metagame will adjust to first.

-Liang

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

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#223 - 2012-08-17 16:51:00 UTC
Liang Nuren wrote:
The new drone changes makes the Myrm do 1100 DPS with a super respectable tank. It's arguably better than it's ever been. I think things have been changing so fast that it's hard to properly conceptualize where the real balance lies and what parts the metagame will adjust to first.

-Liang


It's a fair point, it always takes a good few months before things really settle down, and the rate of change recently has been much higher than in recent years, and the boosts to drone damage, blasters, null and Gallente mobility have all added up for the Myrm.

I'll be very interested to see what does get proposed for the Drake though. While I criticised Jame's methodology, it wasn't my intention to defend the Drake also, even on the fleet level - it is too popular there. But how? The old idea of changing it to missile velocity and ROF will never work and there's little point in balancing the fleet Drake/Tengu if all the fleet Drake pilots immediately just jump into Hurricanes. I don't envy CCP tbh. Shocked
Liang Nuren
No Salvation
Divine Damnation
#224 - 2012-08-17 16:56:18 UTC
Gypsio III wrote:
Liang Nuren wrote:
The new drone changes makes the Myrm do 1100 DPS with a super respectable tank. It's arguably better than it's ever been. I think things have been changing so fast that it's hard to properly conceptualize where the real balance lies and what parts the metagame will adjust to first.

-Liang


It's a fair point, it always takes a good few months before things really settle down, and the rate of change recently has been much higher than in recent years, and the boosts to drone damage, blasters, null and Gallente mobility have all added up for the Myrm.

I'll be very interested to see what does get proposed for the Drake though. While I criticised Jame's methodology, it wasn't my intention to defend the Drake also, even on the fleet level - it is too popular there. But how? The old idea of changing it to missile velocity and ROF will never work and there's little point in balancing the fleet Drake/Tengu if all the fleet Drake pilots immediately just jump into Hurricanes. I don't envy CCP tbh. Shocked


I wasn't intended to defend or attack any particular ship. I just don't care what gets boosted anymore because I can quite literally fly it all with fantastic skills. Just pointing out that everyone should be a bit careful with assertions that X is a bad ship or an overpowered ship. :)

-Liang

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

Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#225 - 2012-08-17 17:00:53 UTC
Dear Fozzie,

I haven't said it before, but it's really amazing and refreshing to see this kind of communication going. This is very, very rare sight. Please don't stop, even when we're a little mean. Big smile

Quote:
Context matters much more and if you were to rely too much on those numbers you might for instance think that the Talos needs a huge buff (which is obviously not true when you step back from the numbers).


That's a good point, but perhaps when the ship itself doesn't need a buff, the role it is meant to perform could use a buff of its own? If a ship is to perform a specific function, but nobody uses it for that function even though the ship is fine, that suggests the function may be broken. Like stealth bombers right being used to blitz L4s in FW. It's clearly not their intended purpose, and yet it's been like this for a very, very long time now with no fixes to bombers or FW missions.

Quote:
I also completely understand the difference between 1v1 combat and small fleets. I simply mentioned 1v1s because it was an area we had been able to get some very good testing in so far and an area where the Tristan excelled (if it was as good for fleets as it is in 1v1s we'd have to hit it with a giant nerf bat). We build our ships with a bunch of use cases in mind, and once we get the testing opened up to more people we'll be able to get even better feedback on those areas.


OK, so Tristan is good in 1v1, and not as good in fleets. Not consider this, with data available, which happens more often - 1v1s or NvN (gang, fleet, etc.) fights? In a game where most fights are NvN, a ship that excels in 1v1 is meaningless, because it will constantly encounter 1v2, 1v3, 1v4...2v1, 2v2, 2v3...NvN. That's the example where intended role (1v1 dominance) does not make the ship desirable because the situation in which the ship shines happens once in a blue moon. Just because a test case exists, it doesn't mean it occurs often.

Besides the frequency of the event for which the ship is designed, you should also consider the importance of this event. Typically, a 1v1 is meaningless, except to the people involved. And when the "don't fly what you can't afford to lose" doctrine is followed, the event IS meaningless. While a fleet fight can be of critical importance (0.0, sov, etc.) Thus, a race that has the most hulls suitable for fleet action is at a huge advantage over a race that does not, forcing that race's pilots to cross train. Which sets them back, in real time, by many months. All these things must be considered.

And then we'll still end up looking at usability as well. When Ship A performs its function with 1 click (passive shield tank, no split weapons) while Ship B requires half a dozen or more clicks (active tank, split weapons, micromanagement of drones) to perform the same function, that makes ship B obsolete by design. Even if ship B will totally spank ship A in some obscure scenario that hardly ever happens, ship B is still obsolete. Even if ship B spanks ship A in half of the scenarios, adjusted by frequency of those scenarios and their relative importance, ship B is STILL obsolete because your win/loss is 50/50 but the amount of work you do is 6x higher, and this probability of user error leading to a loss is significantly higher as well.

I may be asking too much, but that's just the way I feel about the whole thing. Currently EVE is suffering from a "Frankenstein syndrome". It is a patchwork of bits and pieces, design decisions that at the time may have been valid but just no longer apply. Like changing the drone boat bonus from giving extra drones (beyond 5) to drone bonuses? Made perfect sense back in the day when lag was the deciding factor, but now with time dilation is it still mandatory for the 5-drone maximum to remain? Probably not. Yet, here it is, and we keep getting split weapons.
Lili Lu
#226 - 2012-08-17 17:08:34 UTC  |  Edited by: Lili Lu
CCP Fozzie wrote:
Drakes and Tengus are a balance problem at the moment, believe me when I say we understand that.

But if anything I feel we need to rely less on eve-wide module and ship stats like those available on eve-kill or in our more accurate internal tools. We can track every single module activation in eve but there's a big difference between having those numbers and understanding them. Context matters much more and if you were to rely too much on those numbers you might for instance think that the Talos needs a huge buff (which is obviously not true when you step back from the numbers).

Thanks for responding here. I hope you look at my post in the ewar frigs thread.

You say you know Drakes and Tengus are a problem. But you continue to let it fester in the game. Are we going to have to endure another year or more of it?Ugh

I don't think I brought up the Talos at all. But since you mention it why is the Naga range bonus 10% and the Talos tracking bonus 7.5% ? Is that 10% range bonus needed? No. Rails are already the longest range guns. What it does do is exagerate the sniping disparity. Why do you slap such large bonuses on all caldari ships? 10% range bonuses, 30% ecm bonuses, etc. on top of the already longest range weapon systems and best ewar. Other races have to live with 5% most of the time, and compensatory bonuses like the 10% laser cap use reduction.

CCP Fozzie wrote:
I heartily disagree that 70km Kestrels are going to become some kind of gameplay juggernaut. Some people will find cool uses for them but delayed damage frigate bombardment is simply not close to being too powerful.

I also completely understand the difference between 1v1 combat and small fleets. I simply mentioned 1v1s because it was an area we had been able to get some very good testing in so far and an area where the Tristan excelled (if it was as good for fleets as it is in 1v1s we'd have to hit it with a giant nerf bat). We build our ships with a bunch of use cases in mind, and once we get the testing opened up to more people we'll be able to get even better feedback on those areas.


You have not answered the posts about sentry drone impracticability (talk about niche "cool uses" that won't lead to op status). Also, I don't know what was wrong with your 1v1 testing because killing drones is rather easy. And continuing to short the tristan a slot is a big mistake.

As for 70km kestrels they will get a lot of use just like ridiculous range sniper cormorants do in fw and low sec fighting. It won't be a novelty. Have you read Chatgris' posts or XGallentius" posts? These guys fight in lowsec/fw all the time and know what they are talking about. Light missile delayed damage is less than heavy or cruise missile delayed damage. It won't detract much from their use.

Please rethink what you are doing. Give some range bonuses to other races. Do not try to constuct this game as, if you want to fight close range you have to go Gallente and if long range you have to go Caldari. Even at that you are not hitting the mark by allowing those Caldari ships to engage close range better than the gallente because they have resist bonuses, free mid for td, and op ASBs to enable that tactic.

When I first started this game in 2006 it was probably Gallente on top, Amarr in the shitter. It is now all Caldari and Minmatar and has been for a long time. Can you please start mixing things up some and enabling roles for all races even if you want to preserve thematic differences to an extent, which I agree with. Please do something to fix the shield superiority we presently have in the game. Do start addressing mods and not just ships. And please do find some immediate things you could do to address these problems.
Jame Jarl Retief
Deep Core Mining Inc.
Caldari State
#227 - 2012-08-17 17:12:20 UTC
Gypsio III wrote:
Jame Jarl Retief wrote:
Bottom line, in a balanced game, there would be an equal likelihood of Drake or Myrm being chosen for a fleet doctrine. Ideally, they would be used roughly the same amount of the time.


No. You have implicitly assumed that a balanced game requires all BCs to be equal in the attributes that are favoured in fleet combat.


Not necessarily! Fleet doctrine is not necessarily a singular approach. There could be multiple, equally viable fleet doctrines that favour multiple combat mechanics.

For example, there are drone boats. Ideally there would be a fleet doctrine that favours drone boats. For example, a bunch of spider-tanking Dominixes. But it won't work. Because a few ships with smartbombs will completely decimate these ships' ability to do damage.

To address the issue, drones themselves could be tweaked. For example, Caldari drones could be changed to use missiles or rails, and do so from range that is outside of the largest smartbomb range. They would still be caught (orbiting ship A, getting hit by ship B's smartbomb while passing by), but it wouldn't be a sure-fire thing.

Sentries were designed to alleviate this problem, but they don't work due to their immobility. If they were outfitted with Micro Jump Drives, and could return to the ship that dropped them, they would instantly become viable.

Quote:
The more appropriate environment for the Myrm is solo and small-scale combat, as these favour its drones, high-but-poorly-projected DPS and rep bonus, so seek to balance the Myrm here, not in fleet. Does the Hurricane have too much of an advantage over the Myrm at this level? If the Hurricane is also supposed to be focused here, is it justified that it also has its own fleet doctrine? It's also arguable that the Drake is too good at small-scale combat, given its competence at the fleet level. But this criticism can just as easily be applied to the Hurricane too.


See, this works and it's not much of a problem to an older player. But to a new player, these mechanics are crippling or fatal (player simply quits).

Like I mentioned before, suppose I go Gallente. I end up with a Myrm. Now suppose I want fleet PvP, because that's where I ended up (joined a friend's corp, for example). And this corp is part of the alliance, and the doctrine is Drakes. What am I to do? Train for Drake from absolute zero (no shield tank, no missile skills, Caldari hulls at zero)? A new player at this point has a choice - face months of training to be useful, or do something else. And doing something else when the whole corp is cheering on vent about how great a fleet engagement is going is hard. And while technically you can participate in a frigate or something, performing some minor role, it's just not the same. It's one of the things that keeps EVE's population so low. Yes, I said low. 450k divided by an average 2-3 alt accounts per player is not that much, UO had that many in 2003.

Anyway, I'm going to stop now because I think I'm veering off on a tangent here away from combat frigates.
serras bang
Caldari Provisions
Caldari State
#228 - 2012-08-17 17:13:02 UTC
Marcel Devereux wrote:
Lili Lu wrote:
Which makes me again ask you guys whether you care about the lopsided eve-kill stats and your own internal stats about module activations. It's all drakes, tengus, and heavy missiles. It has been this way for years now and appears to be getting worse since the introduction of asbs.

I posted a thread in the test server subforum asking ytterbioum to reconsider the one plodding step at a time approach. There are tweaks you can do as interim measures to try to combat the combat hegemony that is the present Drakes and Tengus Online (and at the smaller ship level (merlin, cormorant, hookbill, condor, griffin, etc) eve.

As for your frig rebalancing it seems things will only get worse. You are setting caldari up as the only and far away blessed for it long range ships. Noone else it seems is getting any niche ship there. Then caldari is also getting close range possibilities as well. The top 20 (yeah i keep citing it because it's about the only statistical tool we have, but i know you have more available to you) is now dominated by caldari and minmatar shield tanking ships.

A ridiculous 70km kestrel will just be another addition to the ongoing trends. Light missiles need the slight damage buff you are giving them, but the ships that use them do not need a 10% range bonus. The only way that even could be palatable would be if you give TDs a missile flight time reduction effect. Then tds would become a mandatory mod. But they are already being used by caldari ships to **** over gallente ships as it is and at the frigate level. You could reduce the missile flight time skill to 5% per level as well. Rockets will still be usable for what they should be which is close range weapons.

Kiting is where it's at in eve atm. The tristan will not be able to do it as you have it presently configured. The kestrel will.


I was going to use Merlins, Condors, and Kestrels in my 1v1's with Fozzie. Thanks for spoling my plan! He would have lost every match!


oh trust me in my in corp frig fights my 50km sniper kestral has never lost infact i dont think its ever been dmged however i will say that even though the merlin i went up against couldnt catch me as i was to fast the missles on tech 1 (as all mods had to be tech 1) wasnt able to break his tank either.
Vakr Onzo
Caldari Provisions
Caldari State
#229 - 2012-08-17 17:13:46 UTC  |  Edited by: Vakr Onzo
Lili Lu wrote:
Iand the Talos tracking bonus 7.5% ? Is that 10% range bonus needed? No. Rails are already the longest range guns. What it does do is exagerate the sniping disparity. Why do you slap such large bonuses on all caldari ships? 10% range bonuses, 30% ecm bonuses, etc. on top of the already longest range weapon systems and best ewar. Other races live with 5% most of the time, and compensatory bonuses like the 10% laser cap use reduction.
Hrm. The more bonus range you give to the railguns, the better the Damage Charges are (aka the More Damage/Less Range type). Also it would improve the blaster range as well. Hm.What?
Liang Nuren
No Salvation
Divine Damnation
#230 - 2012-08-17 17:16:14 UTC
Jame Jarl Retief wrote:

For example, there are drone boats. Ideally there would be a fleet doctrine that favours drone boats. For example, a bunch of spider-tanking Dominixes. But it won't work. Because a few ships with smartbombs will completely decimate these ships' ability to do damage.


The problem isn't smart bombs... it's bombs. But is that really a problem?

Quote:

Like I mentioned before, suppose I go Gallente. I end up with a Myrm. Now suppose I want fleet PvP, because that's where I ended up (joined a friend's corp, for example). And this corp is part of the alliance, and the doctrine is Drakes. What am I to do? Train for Drake from absolute zero (no shield tank, no missile skills, Caldari hulls at zero)? A new player at this point has a choice - face months of training to be useful, or do something else. And doing something else when the whole corp is cheering on vent about how great a fleet engagement is going is hard. And while technically you can participate in a frigate or something, performing some minor role, it's just not the same. It's one of the things that keeps EVE's population so low. Yes, I said low. 450k divided by an average 2-3 alt accounts per player is not that much, UO had that many in 2003.


There's no guarantee that your FC would even choose to field the spider tanking sentry domi fleet, even if it were viable. So I'm not sure what you're getting at.

-Liang

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

Takeshi Yamato
Ministry of War
Amarr Empire
#231 - 2012-08-17 17:32:04 UTC  |  Edited by: Takeshi Yamato
Jame Jarl Retief wrote:
Gypsio III wrote:
Jame Jarl Retief wrote:
Bottom line, in a balanced game, there would be an equal likelihood of Drake or Myrm being chosen for a fleet doctrine. Ideally, they would be used roughly the same amount of the time.


No. You have implicitly assumed that a balanced game requires all BCs to be equal in the attributes that are favoured in fleet combat.


Not necessarily! Fleet doctrine is not necessarily a singular approach. There could be multiple, equally viable fleet doctrines that favour multiple combat mechanics.


I'm with you on this one. Generally speaking, there is no tactical advantage to bringing a close range fleet. Kiting as tactic is overwhelmingly favored in EVE at the moment due to a variety of factors. Ships that don't lend themselves to kiting or are bad at dealing with kiters are just considered bad.

The frigate level fortunately is much less affected by this so there's much more variety.
X Gallentius
Black Eagle1
#232 - 2012-08-17 20:16:34 UTC
Jame Jarl Retief wrote:
OK, so Tristan is good in 1v1, and not as good in fleets.

Where is the Gallente combat fleet frigate? Certainly not the Incursus. The Atron?
Liang Nuren
No Salvation
Divine Damnation
#233 - 2012-08-17 20:35:54 UTC
I'm telling you: Atron/Navitas fleets are going to destroy the world.

-Liang

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

Michael Harari
Genos Occidere
HYDRA RELOADED
#234 - 2012-08-17 20:42:10 UTC
Takeshi Yamato wrote:
Liang Nuren wrote:


The ships are already borderline OP with a laser cap bonus. I think giving them other bonuses might just push them all the way over. But yeah - let's see what the devs say.

/shrug

-Liang


Lasers in general are the least used weapon in PvP nowadays as evidenced by these statistics: http://eve-kill.net/?a=top20

But I'm sure you'll be telling me that statistics don't mean anything while your opinion and anecdotes do.


I dont really see how what the average player does should have anything to do with balance. The average player is very bad.
Michael Harari
Genos Occidere
HYDRA RELOADED
#235 - 2012-08-17 20:43:36 UTC
Jame Jarl Retief wrote:


Like I mentioned before, suppose I go Gallente. I end up with a Myrm. Now suppose I want fleet PvP, because that's where I ended up (joined a friend's corp, for example). And this corp is part of the alliance, and the doctrine is Drakes. What am I to do? Train for Drake from absolute zero (no shield tank, no missile skills, Caldari hulls at zero)? A new player at this point has a choice - face months of training to be useful, or do something else. And doing something else when the whole corp is cheering on vent about how great a fleet engagement is going is hard. And while technically you can participate in a frigate or something, performing some minor role, it's just not the same. It's one of the things that keeps EVE's population so low. Yes, I said low. 450k divided by an average 2-3 alt accounts per player is not that much, UO had that many in 2003.

Anyway, I'm going to stop now because I think I'm veering off on a tangent here away from combat frigates.


If your corp if flying nanodrakes, you can fly a neut myrm as heavy tackle/antitackle. If your corp is flying brawling drakes, you can fly a normal goddamn myrm.

Myrms are the most versatile bc and will fit into pretty much any gang.
PinkKnife
The Cuddlefish
Ethereal Dawn
#236 - 2012-08-17 21:00:01 UTC
CCP Fozzie wrote:

Laser cap use bonus on Amarr ships:
The original design of lasers was that they essentially had a built in damage bonus, being more powerful in base damage than any other weapon system. In the time since launch however that specific damage advantage has diluted somewhat, as most of the buffs lasers received over the years were to tracking. Pulse lasers tend to have good damage and excellent range for short range guns, and Beams have good damage, fair range and excellent tracking compared to other long range options. There are a lot of Amarr ships that need help, as well as many that are working well. Certain problems are tied to the weapons themselves, for instance fittings on small lasers need help and many of the problems with beams are tied to the weapons.
That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.

.



Really? Just for once, take a look at the effective range of a Hurricane and compare it to the dps and effective range of a Harbinger.

For a turret that is supposed to have a built in damage bonus Energy turrets are laughable at best given the insane requirements to fit them properly. Don't even get me started on the literal dozens of threads on how completely broken Tachyons are.
Liang Nuren
No Salvation
Divine Damnation
#237 - 2012-08-17 21:09:58 UTC
PinkKnife wrote:

Really? Just for once, take a look at the effective range of a Hurricane and compare it to the dps and effective range of a Harbinger.

For a turret that is supposed to have a built in damage bonus Energy turrets are laughable at best given the insane requirements to fit them properly. Don't even get me started on the literal dozens of threads on how completely broken Tachyons are.


Did... did you just say that a Harbinger has laughable effective range next to a Harbinger?

-Liang

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

Lili Lu
#238 - 2012-08-17 21:13:20 UTC  |  Edited by: Lili Lu
Michael Harari wrote:
Jame Jarl Retief wrote:


Anyway, I'm going to stop now because I think I'm veering off on a tangent here away from combat frigates.


If your corp if flying nanodrakes, you can fly a neut myrm as heavy tackle/antitackle. If your corp is flying brawling drakes, you can fly a normal goddamn myrm.

Myrms are the most versatile bc and will fit into pretty much any gang.

To stay off-topic ~ I've tried that nano neut anti-tackle rationale with different FCs. It gets shot down more than it gets grudging acceptance. As for the "normal goddamn myrm" never tried that because I don't know how you could convince anyone with it.

OIC, you said corp gang, not alliance fleet. Nevermind.Roll

Regardless, it's no fun to always have to convince an FC that your drone ship can help the fleet in the face of why don't you just train and fly the easy kiting missile ship instead. And realistically you are arguing from an individualistic perspective, about fitting into a fleet doctrine. How many people can or will be granted exemptions ?
Takeshi Yamato
Ministry of War
Amarr Empire
#239 - 2012-08-17 21:35:45 UTC
PinkKnife wrote:


Really? Just for once, take a look at the effective range of a Hurricane and compare it to the dps and effective range of a Harbinger.

For a turret that is supposed to have a built in damage bonus Energy turrets are laughable at best given the insane requirements to fit them properly. Don't even get me started on the literal dozens of threads on how completely broken Tachyons are.


For fun, fit a Hurricane with a rack of 425mm ACs, 3x damage mods and tracking enhancers. Then fit a Harbinger with a rack of Focused Medium Pulse, 3x damage mods and tracking enhancers. See what damage projection graphs you get in EFT.

The Focused Medium Pulse take 16% more CPU than the 425mm ACs which in turn take 16% more PG then the lasers, so they're just about equivalent.
Michael Harari
Genos Occidere
HYDRA RELOADED
#240 - 2012-08-17 21:43:56 UTC  |  Edited by: Michael Harari
Takeshi Yamato wrote:
PinkKnife wrote:


Really? Just for once, take a look at the effective range of a Hurricane and compare it to the dps and effective range of a Harbinger.

For a turret that is supposed to have a built in damage bonus Energy turrets are laughable at best given the insane requirements to fit them properly. Don't even get me started on the literal dozens of threads on how completely broken Tachyons are.


For fun, fit a Hurricane with a rack of 425mm ACs, 3x damage mods and tracking enhancers. Then fit a Harbinger with a rack of Focused Medium Pulse, 3x damage mods and tracking enhancers. See what damage projection graphs you get in EFT.

The Focused Medium Pulse take 16% more CPU than the 425mm ACs which in turn take 16% more PG then the lasers, so they're just about equivalent.


Fortunately, the harb in the same shield configuration as the cane can fit heavy pulses.

Oh, a cane with heavy pulse lasers outdamages a cane with autocannons at just under 23km. And it has 0 bonuses with lasers.

Some graphs:

425mm cane vs a cane with lasers http://i.imgur.com/nuiNN.png

Shield harb with nano vs shield cane with no nano http://i.imgur.com/7QYiM.png