These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
123Next pageLast page
 

Omen or Maller?

Author
Asmodai Xodai
#1 - 2013-03-24 21:45:16 UTC
Was looking to buy one of the two. I prefer the Omen for speed, as that matches my current needs better at the moment. However, I noticed that one of the two bonuses it gets is to capacitor usage for energy turret.

That's my issue. I saw no other basic cruiser of any race with such a 'bonus.' In fact, it doesn't seem like much of a bonus. It simply seems like a way to allow the ship to fit its energy weapons. But all other basic cruisers get to fit their weapons 'for free,' where as the Omen has to use a bonus to do it? Is this some kind of joke, or am I not understanding this correctly?

At any rate, if the good people of this forum can enlighten me further, I can better make my selection, otherwise I'm leaning towards the Maller simply because its bonuses seem to be more... real.

Thanks.
Inkarr Hashur
Skyline Federation
#2 - 2013-03-24 21:51:44 UTC  |  Edited by: Inkarr Hashur
Lasers have high base DPS and high base range. Omen gets a rate of fire bonus, which is more DPS than a pure damage bonus of equal percentage, and the navy version gets an even stronger rate of fire bonus. Amarr also get big capacitors to partially compensate for lasers. Any questions?

Edit: no idea what you are using the cruiser for, but check cap stability of the omen versus cap stability of the maller before you make any decisions
FT Diomedes
The Graduates
#3 - 2013-03-24 21:53:11 UTC
Many Amarr ships used to have that "bonus." Ask yourself what you want to do with the ship. Then figure out which ship better achieves your goal and don't get so hung up on the ship bonuses. Let the ship's performance be the measure of its effectiveness, not what is written down on paper.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Deacon Abox
Black Eagle5
#4 - 2013-03-24 22:48:17 UTC  |  Edited by: Deacon Abox
Asmodai Xodai wrote:
That's my issue. I saw no other basic cruiser of any race with such a 'bonus.' In fact, it doesn't seem like much of a bonus. It simply seems like a way to allow the ship to fit its energy weapons. But all other basic cruisers get to fit their weapons 'for free,' where as the Omen has to use a bonus to do it? Is this some kind of joke, or am I not understanding this correctly?

Well it's not entirely so simple and unfair. The original concept I think was to give each gun a downside and then have the ships give a compensatory bonus.

So for hybrids the tracking bonus was given to Gallente. It would accomplish two things, make the horrible tracking on rails usable since range is a strength of the weapon, and for blasters it would further buff a strength leaving a range disability to be addressed by mods. For Caldari hybrids they were given an optimal bonus, similar effect to range on rails as the gallente bonus effect on blasters. Basically buffing a strength. But the big effect would be on blasters, addressing the major range disability while necessitating some minor mod help for tracking.

For projectiles you often see a rof bonus acting in a compensatory manner. That is a major drawback of arty. So the rof bonus makes the dps passable. Simultaneously for auto cannons it plays up a minor strength and leaves other disabilities to be addressed by mods.

For lasers the idea was to give them a disability of lots of cap use. As to what was meant to be the strength of lasers I do not know. Hybrids got dps (and in the case of rails range), projectiles got alpha and ac range projection through falloff. Not sure what was meant to be the strengths of lasers. Other than pulses having a long-ish optimal.

Even for missiles a drawback was delayed damage. One way to address this is to make the missiles faster to target. I think this was the essential idea behind missile speed bonuses. However, those are as constructed essentially also range bonuses.

Yes the cap use bonus in isolation is a downer. However it is nice to have for pve. In pvp it matters less because the time frames tend to be short enough so as to not always cap yourself out. Unfortunately the 10% cap use bonus will not save a laser boat from losing it's damage ability from getting neuted. And therein is a problem.

Anyway, it appears to be sticking around through rebalancing. So learn to live with seeing it. Now if they gave lasers something in which they could shine (heh, I know), then it might not be so bad to see the 10% reduction in cap use ship bonus.

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Asmodai Xodai
#5 - 2013-03-24 22:57:56 UTC
Inkarr Hashur wrote:
Lasers have high base DPS and high base range.


Not really. They don't particularly stand out when compared with other weapon systems (railguns = best range, blasters = best dps, etc). Their only "standout" feature seems to be that you can switch ammo in 1 second vs. 10 seconds.

Quote:
For lasers the idea was to give them a disability of lots of cap use. As to what was meant to be the strength of lasers I do not know. Hybrids got dps (and in the case of rails range), projectiles got alpha and ac range projection through falloff. Not sure what was meant to be the strengths of lasers.


This.
FT Diomedes
The Graduates
#6 - 2013-03-24 23:21:44 UTC
Lasers are midrange weapons. They do good DPS at moderate ranges. They are not supposed to obsolete all other platforms. The lasers got their high cap use to stop people from fitting them on EVERYTHING. CCP has gradually moved away from the 10% less cap use "bonus" towards other ways to make lasers viable only on Amarr ships - or to give Amarr ships other advantages that make up for the shortcomings of the lasers. Perhaps it would have been better to give them 5-10% more cap recharge per level in conjunction with the ROF bonus. It would have a similar effect while allowing the player to make more interesting fitting decisions.

Either way, the Omen and Maller are relatively similar. Pick your play style and then the ship that suits it better.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Inkarr Hashur
Skyline Federation
#7 - 2013-03-24 23:25:07 UTC
Asmodai Xodai wrote:
Inkarr Hashur wrote:
Lasers have high base DPS and high base range.


Not really. They don't particularly stand out when compared with other weapon systems (railguns = best range, blasters = best dps, etc). Their only "standout" feature seems to be that you can switch ammo in 1 second vs. 10 seconds.

Quote:
For lasers the idea was to give them a disability of lots of cap use. As to what was meant to be the strength of lasers I do not know. Hybrids got dps (and in the case of rails range), projectiles got alpha and ac range projection through falloff. Not sure what was meant to be the strengths of lasers.


This.

I never said "best". I said "high". Which is true.

Play around with weapons on an unbonused hull, pulse has higher DPS than autocannons. Beams have the highest DPS of the long range weapons, pulse has the greatest range of the shortrange weapons. Someone will come along with "projection" of autocannons, but really that's a stretch, because they'll still be firing in falloff and losing a large chunk of DPS while your pulse laser won't be. Hence why I claim lasers have high DPS and high range. Because they do.
Asmodai Xodai
#8 - 2013-03-24 23:58:24 UTC  |  Edited by: Asmodai Xodai
FT Diomedes wrote:
Lasers are midrange weapons. They do good DPS at moderate ranges. They are not supposed to obsolete all other platforms.


Well, I never implied that anything in the game was supposed to obsolete anything else. I simply said that lasers seemed sort of 'meh.' Perhaps 'meh' would be fine if they didn't have a particularly large handicap, but using so much cap that ships have to use up a 'bonus' just to fit them seems like a deal-breaker to me, unless I can find some other reason to use them.

Quote:
The lasers got their high cap use to stop people from fitting them on EVERYTHING.


I don't see any reason to suppose folks would fit them on everything, because they aren't superior to everything else.

No, the high cap use seems to be the 'drawback' they thought up for using lasers. But the problem with this drawback is that it actually hinders fitting the damn things, requiring using up ship bonuses to fit them.

Thanks for all the feedback though. I remain unconvinced at this time, but will check back to see if anyone says anything that sways me.
Liang Nuren
No Salvation
Divine Damnation
#9 - 2013-03-24 23:58:26 UTC
Asmodai Xodai wrote:
Inkarr Hashur wrote:
Lasers have high base DPS and high base range.


Not really. They don't particularly stand out when compared with other weapon systems (railguns = best range, blasters = best dps, etc). Their only "standout" feature seems to be that you can switch ammo in 1 second vs. 10 seconds.

Quote:
For lasers the idea was to give them a disability of lots of cap use. As to what was meant to be the strength of lasers I do not know. Hybrids got dps (and in the case of rails range), projectiles got alpha and ac range projection through falloff. Not sure what was meant to be the strengths of lasers.


This.


You have no idea what you're talking about.

-Liang

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

Asmodai Xodai
#10 - 2013-03-25 00:03:00 UTC
Liang Nuren wrote:
You have no idea what you're talking about.


I never claimed to know what I'm talking about. In fact it is why I posted here - because I'm a noob who doesn't know what he's talking about. So feel free to enlighten me if you have advice, rather than just throwing out troll bait or whatever. I don't mind listening to what folks have to say, it's why I posted this.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#11 - 2013-03-25 00:40:30 UTC
FT Diomedes wrote:
Perhaps it would have been better to give them 5-10% more cap recharge per level in conjunction with the ROF bonus. It would have a similar effect while allowing the player to make more interesting fitting decisions.

This would only result in some insane prop/tank fit with ACs that have better mobility and tank than lasers while having about the same damage. Flat out cap recharge bonuses benefits the ship whatever their weapon type(s) are, and won't be an incentive for lasers most of the time, even though it helps them as well...
Inkarr Hashur
Skyline Federation
#12 - 2013-03-25 00:44:52 UTC
Kosetzu wrote:
FT Diomedes wrote:
Perhaps it would have been better to give them 5-10% more cap recharge per level in conjunction with the ROF bonus. It would have a similar effect while allowing the player to make more interesting fitting decisions.

This would only result in some insane prop/tank fit with ACs that have better mobility and tank than lasers while having about the same damage. Flat out cap recharge bonuses benefits the ship whatever their weapon type(s) are, and won't be an incentive for lasers most of the time, even though it helps them as well...

...What?
Asmodai Xodai
#13 - 2013-03-25 01:11:50 UTC  |  Edited by: Asmodai Xodai
Kosetzu wrote:
Flat out cap recharge bonuses benefits the ship whatever their weapon type(s) are, and won't be an incentive for lasers most of the time, even though it helps them as well...


They aren't flat out cap recharge bonuses. They are cap recharge bonuses for medium laser turrets, meaning if you fit those turrets they will use a little less capacitor than ships without the bonus. In other words, the bonus entirely revolves around being able to fit the weapon at all.
Kosetzu
The Black Crow Bandits
Northern Coalition.
#14 - 2013-03-25 01:55:57 UTC
Asmodai Xodai wrote:
They aren't flat out cap recharge bonuses. They are cap recharge bonuses for medium laser turrets, meaning if you fit those turrets they will use a little less capacitor than ships without the bonus. In other words, the bonus entirely revolves around being able to fit the weapon at all.

And how would you implement that Roll They don't even know how to remove off-grid boosting right now. Would the recharge be constant even when the guns are not active, or only the cap used by the guns? Just a activation cost reduction like some ships currently has does that well enough.

At least from what I was commenting on it didn't seem like he was talking about the current cap bonuses they have.
Asmodai Xodai
#15 - 2013-03-25 02:14:19 UTC
Kosetzu wrote:
Asmodai Xodai wrote:
They aren't flat out cap recharge bonuses. They are cap recharge bonuses for medium laser turrets, meaning if you fit those turrets they will use a little less capacitor than ships without the bonus. In other words, the bonus entirely revolves around being able to fit the weapon at all.

And how would you implement that Roll They don't even know how to remove off-grid boosting right now. Would the recharge be constant even when the guns are not active, or only the cap used by the guns? Just a activation cost reduction like some ships currently has does that well enough.

At least from what I was commenting on it didn't seem like he was talking about the current cap bonuses they have.


I don't know how they would implement it, but I can't think of a reason why it would be hard to do.

The description of an Omen in game (cut and pasted):

10% bonus to Medium Energy Turret capacitor use
Taoist Dragon
Okata Syndicate
#16 - 2013-03-25 02:18:41 UTC
Omen Cos it looks way better than the maller.

After all it is the only real reason to fly any ship in eve is how it looks!

That is the Way, the Tao.

Balance is everything.

Drake Doe
88Th Tax Haven
#17 - 2013-03-25 02:21:53 UTC
Taoist Dragon wrote:
Omen Cos it looks way better than the maller.

After all it is the only real reason to fly any ship in eve is how it looks!

Scorpion lovers unite

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Asmodai Xodai
#18 - 2013-03-25 02:46:09 UTC
Just lost my destroyer against a cruiser (almost won, but his armor repair and cap steal was too much), so ended up going with with the Omen simply because of the larger drone bay.
Drake Doe
88Th Tax Haven
#19 - 2013-03-25 02:52:39 UTC  |  Edited by: Drake Doe
I don't fly amarr, but the maller is a better choice because of it's durability. Especially with their slot layout, whatever the omen can take the maller can take much more(in a reasonable on paper scenario)

Also the pg difference really helps

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Taoist Dragon
Okata Syndicate
#20 - 2013-03-25 03:37:20 UTC
TBH I still find the Omen more all round than the maller.

The speed and damage of the omen is great and if fit for brawling can sport a decent tank as well.

That is the Way, the Tao.

Balance is everything.

123Next pageLast page