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Lets talk Lasers, and some of the issues with them

Author
Renan Ruivo
Forcas armadas
Brave Collective
#1 - 2011-10-19 06:59:13 UTC
quoting from myself on a thread i've opened a while ago on Issues forum:

Quote:
Wonder if this is a known issue to the dev team, and how high on your priority list it is.

For example, i have 8 Mega Pulse Laser II turrets, grouped into 2 groups of 4. They all use scorch.

From times to times, the crystal in one of the turrets will break and the whole group will shutdown, reload and work again. However, more often than not, the crystal will break and the group will not reload, and will not fire even though the group icon shows as loaded. I have then to unload all the ammo for that group, and click on reload all then it will work.


And when one crystal breaks, more are soon to follow so every once in a while this bugs me throughout an entire battle and i have to micromanage my guns or else they just stop working.


Can you guys try to bundle that little something on the winter patch as well? And while you're at it.. can we get a proper damage indicator for the individual crystals? The damage shows when i put them in contracts, but thats the only way of knowing how much damage it has. At least as far as i can tell...

But the breaking and locking turrets thing is really annoying... would be so nice if you guys could fix it =)

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Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#2 - 2011-10-19 07:04:18 UTC
expected troll, was disapointed

hasnt happened to me, but agreed if it does.
Andski
Science and Trade Institute
Caldari State
#3 - 2011-10-19 07:17:11 UTC  |  Edited by: Andski
Load crystals, clear the groups, undock, keep invulnerability and hover your mouse over the individual turrets. Chuck out the crystals that are about to go bad and go do whatever you were planning to do.

Or, you know, just sort your crystals into shuttles in your home station or something and keep a fresh set?

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Headerman
Native Freshfood
Minmatar Republic
#4 - 2011-10-19 07:26:00 UTC
When was the last time that happened to you?

Not had any problems with groupings and crystal breakage

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Mina Sebiestar
Minmatar Inner Space Conglomerate
#5 - 2011-10-19 07:34:45 UTC
problem id have longish time ago was if i have 80 navy multy or scorch in cargo hold and i switch them often every time i reload used ones it will pick new ones creating used ones every time,sooner or later i will got almost dead one due to bug above and guns will stop shooting.

cargo container inside cargo hold was solution i use just so i don't get 80 used crystals in my cargo hold making pain in the *** to scroll to anything inside.

if they fix that one awesome and plz i expect to don't hear god damn scorch/mega pulse lazors when i zoom out make it happen.

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Ciar Meara
PIE Inc.
Khimi Harar
#6 - 2011-10-19 09:14:35 UTC
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).

edit: falloff and tracking should be improved also.

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Ushra'Khan
#7 - 2011-10-19 10:05:07 UTC
Ciar Meara wrote:
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).

edit: falloff and tracking should be improved also.


so make them projectiles?
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SMT008
Deep Core Mining Inc.
Caldari State
#8 - 2011-10-19 10:39:57 UTC
Ciar Meara wrote:
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).

edit: falloff and tracking should be improved also.


"Nope".

Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems.
Mekhana
The Scope
Gallente Federation
#9 - 2011-10-19 10:55:34 UTC  |  Edited by: Mekhana
I think Scorch should have 50% more range and Beams should do 25% more damage.

Also increase the armor resistances of Abaddon to 10% per level.

+1

As if Amarr ships needed a buff. They are flawless Armor ships. I honestly don't think you people ever flew a blaster boat before.

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Cpt Arareb
Viziam
Amarr Empire
#10 - 2011-10-19 11:04:43 UTC
Renan Ruivo wrote:
quoting from myself on a thread i've opened a while ago on Issues forum:

Quote:
Wonder if this is a known issue to the dev team, and how high on your priority list it is.

For example, i have 8 Mega Pulse Laser II turrets, grouped into 2 groups of 4. They all use scorch.

From times to times, the crystal in one of the turrets will break and the whole group will shutdown, reload and work again. However, more often than not, the crystal will break and the group will not reload, and will not fire even though the group icon shows as loaded. I have then to unload all the ammo for that group, and click on reload all then it will work.


And when one crystal breaks, more are soon to follow so every once in a while this bugs me throughout an entire battle and i have to micromanage my guns or else they just stop working.


Can you guys try to bundle that little something on the winter patch as well? And while you're at it.. can we get a proper damage indicator for the individual crystals? The damage shows when i put them in contracts, but thats the only way of knowing how much damage it has. At least as far as i can tell...

But the breaking and locking turrets thing is really annoying... would be so nice if you guys could fix it =)


this this and this
pls CCP do something about it, you know it makes sense ;) thanks
Bane Loppknow
Aliastra
Gallente Federation
#11 - 2011-10-19 11:54:52 UTC
Mekhana wrote:
I think Scorch should have 50% more range and Beams should do 25% more damage.

Also increase the armor resistances of Abaddon to 10% per level.

+1

As if Amarr ships needed a buff. They are flawless Armor ships. I honestly don't think you people ever flew a blaster boat before.


So because blaster boats are bad laser boats should suck it up?
Vyktor Abyss
Abyss Research
#12 - 2011-10-19 12:02:04 UTC
SMT008 wrote:
Ciar Meara wrote:
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).

edit: falloff and tracking should be improved also.


"Nope".

Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems.


Confirming this.... Fitting a full rack of 8 Megapulse should be easier on my Executioner.
Alama Kota
Imperium Internum
#13 - 2011-10-19 12:29:35 UTC
As a loyal servant of the Empire, lasers cause me no small amount of grief.

The cargo hold is a mess due to non-stacking faction/t2 crystals. Instead of comfortably dragging and dropping crystals onto the guns I have to use the cumbersome RMB menu with its tiny, barely readable font and general laggyness. As a consequence, half the time I select the wrong crystal and waste precious time while being shot to pieces by the enemies of the Imperium.

On the other hand, fitting 8 different crystals on an Abaddon and unleashing a rainbow-colored disco lightshow of death almost makes up for it.

ps: my 5mil sp character can't fit a full rack of tachyons on a bs either; please look into that while you're at it
Deviana Sevidon
Jades Falcon Guards
#14 - 2011-10-19 12:41:01 UTC
Buff lasers, again?

Sorry, lasers are fine, even bordering on becoming overpowered.

....as if 10,058 Goon voices cried out and were suddenly silenced.

Grimpak
Aliastra
Gallente Federation
#15 - 2011-10-19 12:45:34 UTC
SMT008 wrote:
Ciar Meara wrote:
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).

edit: falloff and tracking should be improved also.


"Nope".

Lasers should have easier fitting requirements though. Not being able to fit Tachyons decently, or having troubles fitting those Mega pulses should be a thing of the past. ACs and Artilleries have no fitting problems.



indeed arties don't have any fitting problems, just look at my arty tempest filling all the hislots with no need of grid mods and rigs at all!
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Rhinanna
Brutor Tribe
Minmatar Republic
#16 - 2011-10-19 12:51:35 UTC
Oh come on, ACs/Arties finally get buffed to MATCH lasers in terms of effectivness and Amarr are already crying again.

You already have the widest envelope at which you are the highest damage dealers of all weapon types, excluding missiles.

You are still in optimal at the range ACs are at half damage due to fall-off.

You already have decent tracking AND can instantly switch crystals when needed.

Other than bug fixes, nothing is wrong with lasers. The fitting requirements are pretty much the same as ACs/Arties, maybe very slightly more, but try fitting 1400mm s.

If blasters get a buff or (preferably) blaster boats get sorted to work with blasters instead of been exactly opposite of the type of boat you want to use with blasters, then all 3 weapon systems will be well balanced, so then whiners with ANY weapon system will be able to moan that they are underpowered ;)

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Sphit Ker
Ministry of War
Amarr Empire
#17 - 2011-10-19 12:52:32 UTC
Yes to better damaged crystals management. Because of **** like this:

http://i.imgur.com/u8USR.png

That's not even a large stash. Some of them are about to go pop. I've no idea which ones. Even if I did undock and "measure" them all, I still end up with a lot of identical items within a bunch of identical items. I guess I could use named containers/shuttles to classify them but then I'll have to deal with ugly clutter.

Show Info should display damage. Please sleep on this, tyBlink

It knows what you think.

Sphit Ker
Ministry of War
Amarr Empire
#18 - 2011-10-19 12:58:42 UTC
Deviana Sevidon wrote:
Buff lasers, again?

Sorry, lasers are fine, even bordering on becoming overpowered.



I see your claim of overpowerness and raise you a perfectly predictable damage profile.P

It knows what you think.

SMT008
Deep Core Mining Inc.
Caldari State
#19 - 2011-10-19 13:02:56 UTC
Rhinanna wrote:

Other than bug fixes, nothing is wrong with lasers. The fitting requirements are pretty much the same as ACs/Arties, maybe very slightly more, but try fitting 1400mm


I fly Maelstroms since the beginning of the alphafleet doctrine, I know about 1400mms.

T2 1400mm => 3575
T2 Tachyons => 4125

Yeh it's only 550 additionnal PWG.

T2 1400mm => 47 CPU
T2 Tachyons => 63 CPU

Oh, and 16 additionnal CPU. Not a big deal.

When you fit 8 of them (2 battleships out of 3 can fit a full rack of guns, in the Amarr battleship line), it suddenly becomes a problem.
Minta Contha
Emergent Entity
#20 - 2011-10-19 13:06:42 UTC
Ciar Meara wrote:
Laser should also get a boost in damage, range and do additional damage types (kinetic, explosive).



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