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Give the harbinger a 3rd bonus.

First post
Author
sabre906
The Scope
Gallente Federation
#81 - 2013-03-04 19:41:21 UTC
MailDeadDrop wrote:
CCP Fozzie wrote:
You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause.
The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.


Fozzie, if I came across as attacking you personally, then I apologize. That wasn't my intention (I blame low blood sugar grumpiness).

It merely seems like for all the attempts at balancing the weapon systems we never get there. Projectiles have been the go-to turret system for years. It would be interesting to see weapon type use versus time over the last several years.

MDD


Pulse with Scorch has always been the one gun competitive with ACs. Rails and Blasters are jokes. It's just speed and armor tanking holding Amar back.
Lili Lu
#82 - 2013-03-04 19:49:31 UTC  |  Edited by: Lili Lu
CCP Fozzie wrote:
You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause.
The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.


Somewhat, yes. However, you caved to the missile whiners and left heavy missiles too powerful and HAMs got a boost. Result, witness the rise of the Caracal and Tengus still walk all over the others for pve. But yes the weapons are better balanced than they have been.

The problem with lasers is that they have no clear advantage to compensate for their shortcomings. Projectiles get either the alpha strike of Arty, or the tracking and falloff adaptibility to range(because in and of itself falloff sorta sucks for dps). Hybrids get dps, and even range advantage on rails especially with ridiculous 10% per level optimals with Caldari ships. What is it exactly that lasers get? Worst tracking of the short range variety but best optimal (scorch). Is that enough? Beams are prohibitively pg expensive and don't really have any redeeming quality.

Conceptually it has always appeared to me that CCP wanted Amarr and Caldari to be lumbering long range bricks. This is over-facilitated with Caldari by giving them 10% optimal bonuse on top of the longest range long range guns. And even though they are traditionally the slowest ships you years ago gave them an overdone agiality buff. So they have the ability to snip and gtfo.

Gallente and Minmatar got speed and agility advantage to go with a preference for short range combat. Of course this is to simplistically ignore the need for each race to have long and short range options. For Caldari with the agility buff and open lows due to not armor tanking added to the 10% per level gun and missile range bonuses you made them able to engage in close range combat. They already have agility, they can get speed through use of lows.

But what does Amarr get. If they are going to be armored cap warfare susceptible bricks where is their range advantage like Caldari have. Beams have worse damage profile over range than arty. It's ok to give lasers a short fallof, but other than scorch on pulses they do not get any optimal advantages. Without that, and being a brick, they are very weak for both long ranged and close ranged combat.

My suggestion is give beam lasers more optimal. A frickin beam of light should have more range in space than a railgun. Afterall a railgun is still having to overcome inertia. A laser is about as instantaneous as one can get. A railgun propelled mass cannot be as fast. Also, give lasers better tracking. The only limiting factor would be the computing power of the turret's guidance system and the mechanical ability of the turret to turn. Tracking (time to target) would impact the hybrid and projectile systems more. Certainly having falloff highest on projectiles makes sense. It is exploding, so it has wiggle room. To be clipped by a hybrid charge is still a kinetic impact. But lasers are eith hitting or not, so a falloff makes no sense.

Anyway, in short, more tracking (pulses and beams) and optimal (beams) for lasers. Then the alpha could be reduced and the dps either stay the same or slightly diminished. But lasers should be a weapon system that is very likely to hit it's target. Then maybe the cap drawbacks and ****** damage type would be worth their use. The range needed especially because you have married these weapons to lumbering brick boats.

Whatever you do, get on it.

edit - people calling for third bonuses, or massivley increasing the cap reserve or cap regen are missing the point. every weapon system should have drawbacks. but conversely every weapon system should have a strength. missiles hav no dps loss over their available range, selectable damage, and also good volley damage. Arty has alpha, ac have falloff adaptibility to range, and both have some selectibility of damage type(s). Rails have high dps from rof in exchange for tracking, and blasters dps in exchange for range. Not going to pretend that blaster boat problems have been solved though. But, lasers really don't stand out for anything. That is the problem.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#83 - 2013-03-04 20:56:29 UTC
one thing i have thought about is with rail-guns and projectiles is that being bullets there is travel time involved if you ever watch sci-fi like stargate Atlantis and they start firing rail-guns you see the ammo in space moving to its target ...
point being lasers are the only weapon system that would genuinly be instant damage and it would explain its high cap requirement also would it not?

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

fukier
Gallente Federation
#84 - 2013-03-04 22:30:47 UTC
I think a fix could be found in the ammo the turrets use...
when projectiles got boost all those years ago they got an awesome bonus to certain types of tech I ammo.

but if you compare hybrid and lazor ammo they are pretty much the same just swap em for kin damage.

why not do something similar that was done to projectile ammo but for lasers and energy turrets?
At the end of the game both the pawn and the Queen go in the same box.
Lili Lu
#85 - 2013-03-04 22:32:13 UTC
Jonas Sukarala wrote:
one thing i have thought about is with rail-guns and projectiles is that being bullets there is travel time involved if you ever watch sci-fi like stargate Atlantis and they start firing rail-guns you see the ammo in space moving to its target ...
point being lasers are the only weapon system that would genuinly be instant damage and it would explain its high cap requirement also would it not?

Yes. I don't see a problem with high cap use. It's a ***** on new players but then every weapon should have a drawback. The problem is what exactly do lasers have in exchange? They should have the most range (they don't currently). They should have the best tracking (they don't currently, at least at the pulse v ac v blaster level). If they got these things they would have to give up some volley and dps most likely. But that would be making lasers what they should be. A, the most, reliably hitting and far ranged turret (unless tracking dirupted or under guns or too far etc) but doing some measure of less raw dps than now compared to hybrids and the least volley compared to both other turret types.

Of course some turret sizes might need nothing but buffs. Quad beams being a great example. Very pretty visual effect. Sad that noone uses them because they are such **** in about every category immagineable.Ugh
Sakkar Arenith
Kenmei Corporation
#86 - 2013-03-04 23:07:47 UTC  |  Edited by: Sakkar Arenith
The problem is not just the cap use or Amarr ships in general, the problem lies within faulty EVE mechanics that have not worked properly since the beta, and that only have gotten worse as time went by.

A bit of history, so you can put the current situation into context.

When EVE was designed the races were meant, and in the first iterations even were, vastly different from each other.

Amarr and Caldari were meant to be very expensive, meaning that their ships were supposed to fight numerically outnumbered, Gallente was the middle race that could do everything well, and Minmatar were meant to be cheap-to-replace throwaways.

Conversely with that, Lasers were meant to be THE BEST allround weapon, hands down, no questions asked. Thus they were prenefred with massive cap use and only to be fielded by the capacitor race Amarr, whose ships were slow and expensive, but very tanky and well, SUPERLASERS.

But, we all know that didnt really happen, and over the years all ships , races and weapon systems were pretty much equalized to a point where everyone is basically the same with minor differences. Hell, even the Avatars are a wild racial mix nowadays.. so much for racial diversity..

Thats a shame in my book, but yeah....

Anyway, so as we are now, lasers are exactly en par with the other weapon systems, but they still carry that prenerf for a bonus that never happened, on ships that were never realized as what they were meant to be.

And as if that wasnt bad enough, we are, and always have been, cursed with fundamentally flawed game mechanics.


Tackling (Range)


THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha).

Because there is no practical way to make a fight happen at range above 25ish km, all weapon systems going beyond that range, are basically pointless (pun).

Arties after many patches became the exeption because of high alpha which meant that you could destroy **** before it could just warp off, and we all know how great of a game mechanic it is when you simply freeze for a second to find yourself in a pod...

GF..... (great work on the tornado btw, REAAAAALLY well balaned and fun...)


So, tl:dr

**** you, read that **** i wrote and demand ccp to finally introduce long range tackle of some sort, and the associated (re)introduction of essential mechanics.
Sinigr Shadowsong
Aliastra
Gallente Federation
#87 - 2013-03-05 04:51:39 UTC
CCP Fozzie wrote:
It's to ensure that the strengths of each weapon system counterbalance the drawbacks.


Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite.
Bizheep
Advanced Technology
#88 - 2013-03-05 05:19:28 UTC
Sinigr Shadowsong wrote:
CCP Fozzie wrote:
It's to ensure that the strengths of each weapon system counterbalance the drawbacks.


Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite.

the weakest dps of all turrets?
falloff mechanics?
longest reload of all turrets?
Sinzor Aumer
Planetary Harvesting and Processing LLC
#89 - 2013-03-05 05:20:58 UTC
Sakkar Arenith wrote:
Tackling (Range)
THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha).

You are wrong with that.
In large fleet engagements, you dont even fit a point on your ship - so the distance between you and your target is not limited by 25 km. That's why rails DO work very well, with Rokhs and Nagas among the most used ships recently.
In medium-sized gang you will also have dedicated tacklers, and correct me if I'm wrong, but gallente recons would have a point range close to 100 km.
Small gangs - once again, use dedicated fast tackle. Dont under-estimate the power of those tiny devils which are interceptors.
Solo... even solo! You can camp a bubble and have some nice kills.

But yes, beam lasers sux and pulse would also be inferior if it were not for Scorch. Does anyone even fitted Tachyons btw?
Sinzor Aumer
Planetary Harvesting and Processing LLC
#90 - 2013-03-05 05:54:20 UTC
As a brainstorm idea:
Beam lasers should have [a lot] more DPS than appropriate pulse variants, while range and tracking proportion should remain mostly as it is now. It would give an interesting and unique flavour to lasers - you dont choose between DPS and range, you get both. But fitting them would be a nightmare, and dont forget a cap-booster to actually shoot them.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#91 - 2013-03-05 06:44:08 UTC
Sakkar Arenith wrote:
The problem is not just the cap use or Amarr ships in general, the problem lies within faulty EVE mechanics that have not worked properly since the beta, and that only have gotten worse as time went by.

A bit of history, so you can put the current situation into context.

When EVE was designed the races were meant, and in the first iterations even were, vastly different from each other.

Amarr and Caldari were meant to be very expensive, meaning that their ships were supposed to fight numerically outnumbered, Gallente was the middle race that could do everything well, and Minmatar were meant to be cheap-to-replace throwaways.

Conversely with that, Lasers were meant to be THE BEST allround weapon, hands down, no questions asked. Thus they were prenefred with massive cap use and only to be fielded by the capacitor race Amarr, whose ships were slow and expensive, but very tanky and well, SUPERLASERS.

But, we all know that didnt really happen, and over the years all ships , races and weapon systems were pretty much equalized to a point where everyone is basically the same with minor differences. Hell, even the Avatars are a wild racial mix nowadays.. so much for racial diversity..

Thats a shame in my book, but yeah....

Anyway, so as we are now, lasers are exactly en par with the other weapon systems, but they still carry that prenerf for a bonus that never happened, on ships that were never realized as what they were meant to be.

And as if that wasnt bad enough, we are, and always have been, cursed with fundamentally flawed game mechanics.


Tackling (Range)


THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha).

Because there is no practical way to make a fight happen at range above 25ish km, all weapon systems going beyond that range, are basically pointless (pun).

Arties after many patches became the exeption because of high alpha which meant that you could destroy **** before it could just warp off, and we all know how great of a game mechanic it is when you simply freeze for a second to find yourself in a pod...

GF..... (great work on the tornado btw, REAAAAALLY well balaned and fun...)


So, tl:dr

**** you, read that **** i wrote and demand ccp to finally introduce long range tackle of some sort, and the associated (re)introduction of essential mechanics.

With regards to solo PvP, and to a limited extent small gang PvP, your correct.

With all other combat activities, your reasons are flawed. Tackle ships pin down targets while longer range ships can bring their firepower to bear, without needing to close on their target to do so. Long range weapons still work effectively as part of a 'combined-arms' approach. There is a reason why Rokhs factor into null PvP doctrines and it sure as hell isn't their alpha.

Sinigr Shadowsong wrote:
CCP Fozzie wrote:
It's to ensure that the strengths of each weapon system counterbalance the drawbacks.


Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite.

So the fact that fighting in falloff automatically reduces your applied dps isn't a drawback then?

Yes, some people want their preferred weapon to be more equal than others, but your a hypocrite to ignore one of the fundamental flaws in ACs, being next to no optimal. Even large ACs are in falloff past a few kliks.
Sakkar Arenith
Kenmei Corporation
#92 - 2013-03-05 07:13:01 UTC  |  Edited by: Sakkar Arenith
Sinzor Aumer wrote:

In large fleet engagements, you dont even fit a point on your ship - so the distance between you and your target is not limited by 25 km. That's why rails DO work very well, with Rokhs and Nagas among the most used ships recently.
In medium-sized gang you will also have dedicated tacklers, and correct me if I'm wrong, but gallente recons would have a point range close to 100 km.
Small gangs - once again, use dedicated fast tackle. Dont under-estimate the power of those tiny devils which are interceptors.
Solo... even solo! You can camp a bubble and have some nice kills.

But yes, beam lasers sux and pulse would also be inferior if it were not for Scorch. Does anyone even fitted Tachyons btw?



Nothing matters in large fleet engagements except EHP and DPS, so taking them as a metric, we should all just be flying dreads and titans anyway.. (who knows, atm we are heading there..)

Sure you mentioned the gallente recons, can can longpoint to some 65 km effectively. BUT, remember how ONLY Gallente have that? Only two fully dedicated ships non the less? Does that seem balanced to you?

And what about ranges above 70 km? or even 100 km?

Furthermore, bubbles? Sure, if youre a nullbear and get off at sniping pods, bubbles are your friend, but lets just cut the crap here. bubbles were meant to hinder fleet movements, not to set up ****** gatecamps all over null.

Which again brings me to my initial conclusion, without adequate long range tackling, long range has no practical use over short range drps and full tackle.

Other maybe than a one hit one gank tornado.


What I am advocating for is not a 100km warp scrambler, but a way to to make a fight happen at longer range. Matter of fact I'd much rather see warp drives that needed time to spool up or something, and/or points that dont hold tackle indefinately but rather give people the option to either commit to a fight or dedicate everything to escaping.

You know, no more ****** ganks everywhere, but a serious trade-off for both the attacker and the attacked, where their actions can determine the outcome, instead of it being decided long before they enter a situation.
Nevyn Auscent
Broke Sauce
#93 - 2013-03-05 10:06:50 UTC
CCP Fozzie wrote:


That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.

This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board.


My complaint with this statment is primarily as follows.
We are not suggesting changing the fact that Lasers are the highest Cap weapons. What we are suggesting is that laser cap useage should not be more than three times greater than it's comparable hybrid (In some classes, haven't checked all but fairly sure it remains that bad if not worse in most classes at least.)
But somewhere in a more reasonable ball park.

What you appear to be saying is 'We refuse to consider tweaking Cap useage down in return for decreased cap bonuses on the hulls that have them'

While I certainly agree with your vision of lasers as a high cap use weapon, their current state makes them non viable weapons on a large number of Amarr Hulls, some of which are even bonused for lasers, just not sensible to fit them as projectiles produce better actually useable DPS. A change to drop the overall cap useage down on unbonused hulls, while decreasing the bonus on bonused hulls, would make these ships then capable of sensibly supporting lasers as their ship bonuses say they should.
And this needs some work sooner rather than later.
Sinzor Aumer
Planetary Harvesting and Processing LLC
#94 - 2013-03-05 10:26:29 UTC
Sakkar Arenith wrote:
Nothing matters in large fleet engagements except EHP and DPS, so taking them as a metric, we should all just be flying dreads and titans anyway.. (who knows, atm we are heading there..)

Are you trolling me?

Sakkar Arenith wrote:
Furthermore, bubbles? Sure, if youre a nullbear and get off at sniping pods, bubbles are your friend, but lets just cut the crap here. bubbles were meant to hinder fleet movements, not to set up ****** gatecamps all over null.

Yes you are.

Sakkar Arenith wrote:
Sure you mentioned the gallente recons, can can longpoint to some 65 km effectively. BUT, remember how ONLY Gallente have that? Only two fully dedicated ships non the less? Does that seem balanced to you?
And what about ranges above 70 km? or even 100 km?

For even longer points - use warfare links.
And yes, it seems balanced to me. Because of a falcon, if you know what I mean. But there are not only 2 dedicated tacklers. I mentioned about ceptors as well and told you not to under-estimate them. And bubblers - they are still tacklers despite your despite.

Sakkar Arenith wrote:
What I am advocating for is not a 100km warp scrambler, but a way to to make a fight happen at longer range.

They do happen at longer range. Deal with it.

Sakkar Arenith wrote:
Matter of fact I'd much rather see warp drives that needed time to spool up or something, and/or points that dont hold tackle indefinately but rather give people the option to either commit to a fight or dedicate everything to escaping.
You know, no more ****** ganks everywhere, but a serious trade-off for both the attacker and the attacked, where their actions can determine the outcome, instead of it being decided long before they enter a situation.

Crappiest BS I've read on this forum in a while. Please consider revising.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#95 - 2013-03-05 11:19:30 UTC
CCP Fozzie wrote:
Hey guys, just want to pop into this discussion with my perspective.

I'll start by copypasting what I said in the Combat Frigs thread in relation to this question back before Retribution:
CCP Fozzie wrote:

Laser cap use bonus on Amarr ships:
So this became a pretty heated debate in the thread, and I'm going to address it even if it is a bit off topic.
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. We're taking our first steps towards improving the fitting situation for frigates in the already announced changes for winter:
CCP Ytterbium wrote:
  • All medium beam laser variations: -1 PWG and -1 CPU
  • All medium pulse laser variations: -1 PWG and -1 CPU

  • Expect more tweaks to many weapon systems, including lasers, as we go forward.

    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.


    That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.

    This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board.

    Good to hear.

    As much as I love my lasers I really don't think incorporating the cap use bonus of Amarr onto the guns themselves is wise at all. If you make them not such a huge drain on my capacitor I will start fitting them to other ships that are more mobile then most Amarr hulls and if that ever caught on the lasers op threads would start popping up really fast when that projection starts to appear on fast kiting fits. Modestly fitted for range, optimal on the order of about 30km is easily attainable from pulses with scorch is more than doable while other "short" range turrets will struggle to to scratch paint at that range if they hit at all. Conversely removing the laser bonus on Amarr ships to replace it with something else is very dangerous, a tanking bonus would be a huge boost to Amarr brawlers that already tank very well and a damage or tracking bonus would just put Amarr over the top since they are not really lacking as it is and definitely not lacking when applying damage at engagement ragne.

    Laser tracking may not be the best but your longer optimal goes a long way to mitigating that as you don't need to be in really really close to be in face melt range and I feel the overall package provided by lasers in general is accounted for when handing out bonuses and I think getting your way on the Amarr bonuses will be a lot stronger than people think.

    Reality has an almost infinite capacity to resist oversimplification.

    Valleria Darkmoon
    Imperial Academy
    Amarr Empire
    #96 - 2013-03-05 11:50:39 UTC  |  Edited by: Valleria Darkmoon
    As for lasers having no standout stat, that is pretty much wrong, laser optimal is amazing and it makes a big difference andto say that lasers have no other stand out stats also cuts both ways. Yeah lasers don't have anything that grabs your attention right away but there is also no glaring weakness aside from maybe falloff which is largely mitigated by carrying the right crystals and zero reload and cap usage. This is exactly why the cap usage bonus should not be rolled into the weapons themselves. Doing so would make only the falloff an issue at all and you then run the risk of seeing them on faster and more agile ships because they're optimal makes their projection fantastic.

    Laser tracking is the worst of the short range guns?

    It better be. Having the longest optimal by a considerable amount means that when fighting at optimal transversal is less of a factor because your speed has to be that much higher to get your transversal up, so they should track the worst of the short range guns, but make no mistake finishing 3rd in this regard does not translate to bad.

    Laser falloff is bad?

    Yeah ok, it is. Lasers have zero reload time though so try this. Fly with Conflag, Scorch and Imp Navy Multifrequency as is commonly seen. Now add to that a set of T1 standard and radio and here's why. Your bad falloff can mean that an enemy can sit out of range of conflag/multifreqency and close enough that scorch does not land well (~15km) you will apply damage better with standard at that range not that you'd set up your ship for it but it can be forced on you sometimes. Radio has the same range as scorch, so you take it because it doesn't suffer the tracking penalty. While at that range tracking is not so big an issue but radio for me has tracked a target that scorch could not when tracking disrupted. You can faction these crystal sets if you want to but as they are not cheap and you don't really want to use them, they are to make the most out of a sub-optimal situation T1 sets can work out fine.

    Cap usage?

    Training and the typically superior capacitor on Amarr ships goes a long way to mitigating this as a problem. At this point I have all level 5 skills with respect to anything involving laser usage and/or capacitor and I don't even worry about it anymore. On any ship where I have more than lasers and MWD/point I will always be cap injecting anyway. Yeah you might need to pay attention to your cap but that's not a huge drawback and the desire to die on 40% cap with no injector by never using your cap always strikes me as odd. That's more just me but cap usage never causes me to shy away though my SP may give me an advantage in this regard.

    Damage?

    As Fozzie said, nothing lacking here and very little to explain.

    Projection?

    Nothing short of fantastic. Tell your friends because it is worth writing home about.

    Basically, while many of the stats on lasers look mediocre and in gun terms they look a bit like the jack-of-all-trades you need to remember that a jack-of-all-trades may be master of none but there are still a lot of situations in which he is effective. As an overall package I like lasers a lot and the more SP I accumulate the more I like the

    Reality has an almost infinite capacity to resist oversimplification.

    Valleria Darkmoon
    Imperial Academy
    Amarr Empire
    #97 - 2013-03-05 12:38:40 UTC  |  Edited by: Valleria Darkmoon
    Nevyn Auscent wrote:

    Whats wrong with Minmatar ships with lasers?
    If Amarr ships with projectiles are fine that is......

    If it's all fine & dandy for Amarr ships to have their standard fits be Projectiles, why is it not ok for certain Minmatar ships to fit Lasers as a standard fit

    The argument you are attempting to employ goes both ways. As I said, maybe not a 50% cap reduction, but right now, Lasers use somewhere around 330% the cap that Hybrids do as a base cap useage.


    Some Amarr ships used projectiles because they had the armor resist/cap usage bonus which didn't make sense why fit lasers to use a cap bonus when you can just fit projectiles and use no cap anyway. In either case you get no damage bonus so it made little difference. The changes to these ships have put lasers back up into the high slots.

    You also missed the point I was making because it had nothing to do with off-race guns. The point is that godly projection and incredible speed/agility should not go hand in hand if you care about the game's balance at all, especially with the proliferation of links, particularly in low sec. Engagement range is typically around 20-25km and projectiles are the weapon of choice because Minmatar kites very well and projectiles are at least somewhat effective at that range. This is why Amarr got lasers and poor mobility. Pulses are devastating at that range and adding in the kiting ability of a Minmatar ship on top of it would be too strong. Making lasers viable on anything that feels like running them runs a very real risk of allowing incredible projection combined with incredible speed/agility and so the cap use bonus of many Amarr ships should not be rolled into the weapon.

    Considering how devastating lasers are at 20km compared to say blasters, I'd say cap is a perfectly acceptable trade off, especially given that Amarr I think have superior capacitors in all cases though that's only true for sure on the ones I actually checked.

    Reality has an almost infinite capacity to resist oversimplification.

    Seranova Farreach
    Biomass Negative
    #98 - 2013-03-05 13:16:11 UTC
    Commander Ted wrote:
    sabre906 wrote:
    [quote=Commander Ted]

    "omgwtfbbq range"

    Lol, really? What do you call Scorch?



    Yea your right 115km range with medium guns loaded with t2 ammo and 0 modules is utter ****.
    I guess large rails having range longer than grid size is nothing special either right?


    it may get that range but it barely scratches ships compaired to medium long range lazor dps

    [u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

    Sinigr Shadowsong
    Aliastra
    Gallente Federation
    #99 - 2013-03-05 14:03:11 UTC  |  Edited by: Sinigr Shadowsong
    Bizheep wrote:

    the weakest dps of all turrets?
    falloff mechanics?
    longest reload of all turrets?


    That's why everyone put ACs on any ship with no weapon bonuses (or only a cap bonus) when they want to fit a turret.
    Bouh Revetoile
    In Wreck we thrust
    #100 - 2013-03-05 15:48:31 UTC
    Sinigr Shadowsong wrote:
    Bizheep wrote:

    the weakest dps of all turrets?
    falloff mechanics?
    longest reload of all turrets?


    That's why everyone put ACs on any ship with no weapon bonuses (or only a cap bonus) when they want to fit a turret.

    People fit AC on their ship when they don't care about their weapon. And you cannot avoid a weapon taking this place. If AC have this place, it's because of easy fitting and no cap use, which make them the most basic weapon you can find. There will always be an easiest weapon to fit, and there will always be a lowest cap cost weapon. But on unbonused hull, AC are worse than almost anything else : even dual150mm railguns have the same dps at 4km than 220mm AC, and Quad Light Beam Laser have more dps at all range and almost the same tracking. So there it is : AC only have their low fitting cost and no cap use, because the second you want something more than the cheapest garbage, you're better with a real weapon, but that come with a cost.