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[Proposal] Engergy Weapon Crystal Changes

Author
Kethry Avenger
Ministry of War
Amarr Empire
#1 - 2013-04-12 22:54:29 UTC
A proposal for Energy Weapon Crystal changes.

TLDR: Change up the ratios of EM and Thermal damage in the T1 Crystals, break them up into 4 range brackets. Make damage to the crystals including T1 happen faster and adjust build costs to compensate. Also increase the time it takes to switch ammo on energy weapons. Remove the Tracking Penalty on Conflagration but increase its cap use.


Multifrequecy 60-80% EM 20-40% Thermal, -50% range

Gamma 20-40% EM / 60-80% Thermal, -50% range

Ultraviolet 60-80% EM 20-40% Thermal, -20% range, -30% activation

Xray 20-40% EM / 60-80% Thermal, -20% range, -30% activation

Standard 60-80% EM 20-40% Thermal, +20% range, -35% activation, (come up with a different name)

Infrared 20-40% EM / 60-80% Thermal, +20% range, -35% activation

Microwave 60-80% EM 20-40% Thermal, +50% range, -15% activation

Radio 20-40% EM / 60-80% Thermal, +50% range, -15% activation

Damage on the longer ranges ones need to be adjusted up to create meaningful choices when compared with Scorch and Aurora especially for the faction versions of the crystals.

Conflagration suffers from a tracking penalty on a weapons system that doesn't have great tracking anyway, on ships that have inherent poor range control due to both low speed and limited number of mid slots. I would suggest removing the tracking penalty and increasing the activation penalty in light of above changes.

If these changes seem to powerful, I would suggest having crystal damage happen faster, including on T1 crystals, with adjustments to build costs to compensate for actual usage of ammo. And or having the time it takes to change crystals be increased from 1 second to some where in the 2-5 second range. So you can't instantly switch damage types.

Zimmy Zeta
Perkone
Caldari State
#2 - 2013-04-12 23:15:56 UTC
What about Gleam and Aurora?

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#3 - 2013-04-12 23:29:06 UTC
Honestly, Aurora crystal damage is rather sad when compared to the faction longer range crystals, though I will beat anyone who touches my Gleam crystals to a bloody pulp!
Naso Aya
Imperial Shipment
Amarr Empire
#4 - 2013-04-12 23:46:21 UTC
Here goes: Scorch needs a nerf.

Balancing out the crystals should help some, but even with the tracking component of conflag removed, scorch will remain the high point of laser turrets. Pulse are currently used in situations where beams would make more sense, purely because scorch gives the necessary damage component. Currently, I believe scorch gives a 50% bonus to range; and when put on battleships leads to effective damage at 70km or more. I feel dropping the range bonus to 25-30% will still give impressive range,, and combined with the tracking buff to conflag, will make pulse more definitively a close range laser.

Then again, maybe it's part of the Amarr lasers to have a long range weapon, in which case I'd suggest conflags tracking remain the same, and instead reduce the range nerf to conflag.

Beam weapons I'm not so sure about, but the idea of splitting damage types is definitely interesting.
Kethry Avenger
Ministry of War
Amarr Empire
#5 - 2013-04-12 23:54:07 UTC
Zimmy Zeta wrote:
What about Gleam and Aurora?


1st how the hell did you get 15000 likes?

2nd. I think they could both use a slight 5-10% damage buff but overall make sense as is. If the were under preforming in the meta then maybe a good damage boost for a cap use penalty?
Ayla Crenshaw
Ministry of War
Amarr Empire
#6 - 2013-04-13 07:56:25 UTC
Naso Aya wrote:
Here goes: Scorch needs a nerf.


How about we buff other crystals to the level of Scorch, hm? You don't sound like someone who flies Amarr much, evidenced by your lack of certainty on Scorch range bonus...

Do your research, spend a month in an Amarr ship blowing up rats and players and then your opinion on the topic might be, if you try, seriously considered.

On to the topic at hand...

I'd switch damage distribution on some crystals compared to what you wrote (Radio should do EM primary, as well as Xray) but that's some minor stuff. I'd also stick no-range bonus lasers into perfect 50EM/50Ther split with one having heavy cap use bonus and the other having none in place of increased damage.
Funky Lazers
Funk Freakers
#7 - 2013-04-13 09:51:28 UTC
Kethry Avenger wrote:
60-80% Thermal


80-99% Thermal looks much cooler since EM is the worst possible choice to use in PvE and PvP.

Gimme my Lux crystals!

Whatever.

Zimmy Zeta
Perkone
Caldari State
#8 - 2013-04-13 09:59:24 UTC  |  Edited by: Zimmy Zeta
Kethry Avenger wrote:

1st how the hell did you get 15000 likes?


Posting cat pictures on the internet, mainly. Smile

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Kethry Avenger
Ministry of War
Amarr Empire
#9 - 2013-04-13 13:01:03 UTC
Funky Lazers wrote:
Kethry Avenger wrote:
60-80% Thermal


80-99% Thermal looks much cooler since EM is the worst possible choice to use in PvE and PvP.

Gimme my Lux crystals!


EM is not the worst damage in PvE or PvP, if flying missions for the Amarr and fighting Sansha and Blood Raiders most of the time its pretty good.

In PvP EM is a great option for shooting T1 Shield tankers, though it does have issues with T2 Minmatar. The bigger problem in PvP is that if your enemy knows your using lasers then they can easily tank against you. Where Minmatar, Caldari, and Gallente have traditionally been much more flexible on what type of damage they apply depending on who they are shooting. And really 80-90% of the time you know who you are shooting before enter combat, definitely long enough in advance to change ammo.

As for lux crystals and such. I would be very happy if they introduced out of racial line damage types to all the guns, and also came up with a couple new interesting options for missiles.

However I think the bigger need is more variation in the T1 crystal line up so people will want to use them more in PvP. Currently they are only really useful in PvE where your mobility and your enemies mobility are in set patterns and swapping for the crystal with the right range is helpful.

In PvP either your enemy or you can dictate range. With Amarr most of the time its the enemy who is dictating range. If they are far your using Scorch, if there close your using IMF unless you can then control their traversal and you know they are weaker against Thermal, then you use conflag. This covers most of Amarr PvP... there are other options with AB, beams, and armor hacs, t3s but those are very specific doctrines and not most of Amarr PvP, and they would also benefit from the above suggested changes.
Kethry Avenger
Ministry of War
Amarr Empire
#10 - 2013-04-13 13:47:58 UTC
Naso Aya wrote:
Here goes: Scorch needs a nerf.

Balancing out the crystals should help some, but even with the tracking component of conflag removed, scorch will remain the high point of laser turrets. Pulse are currently used in situations where beams would make more sense, purely because scorch gives the necessary damage component. Currently, I believe scorch gives a 50% bonus to range; and when put on battleships leads to effective damage at 70km or more. I feel dropping the range bonus to 25-30% will still give impressive range,, and combined with the tracking buff to conflag, will make pulse more definitively a close range laser.

Then again, maybe it's part of the Amarr lasers to have a long range weapon, in which case I'd suggest conflags tracking remain the same, and instead reduce the range nerf to conflag.

Beam weapons I'm not so sure about, but the idea of splitting damage types is definitely interesting.


AFAIK Amarr have the scorch option because traditionally Amarr have been the least able to dictate range. With the least amount of midslots, and low speed and agility fitting traditionally buffer tanks, because it plays to our strengths and active armor tanking is only starting to become viable. Anyway, since we can not move to our target as easy as the target can move toward or away from us, we developed scorch to have good damage projection while the hubris of the enemy wastes their ammo on our armor as they die to the purity of our light.

If scorch loses its current range bonus, then with our current ability of good range projection would be lost. You could nerf the Optimal and then give it a very large boost to Falloff, and lower the tracking penalty. But just a range reduction would be an overpowered nerf to the whole line of Amarr ships.

I think the tracking penalty on Conflag should go away, because how much sense does an advanced close range weapon that has problems tracking make? But it should have some penalty and I think cap use makes sense for Amarr.
Nolove Trader
Republic University
Minmatar Republic
#11 - 2013-04-13 13:51:06 UTC
T1 Crystals are absolutely fine, no need to change them.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#12 - 2013-04-13 13:55:42 UTC
Ayla Crenshaw wrote:
Naso Aya wrote:
Here goes: Scorch needs a nerf.


How about we buff other crystals to the level of Scorch, hm? You don't sound like someone who flies Amarr much, evidenced by your lack of certainty on Scorch range bonus...

Do your research, spend a month in an Amarr ship blowing up rats and players and then your opinion on the topic might be, if you try, seriously considered.

On to the topic at hand...

I'd switch damage distribution on some crystals compared to what you wrote (Radio should do EM primary, as well as Xray) but that's some minor stuff. I'd also stick no-range bonus lasers into perfect 50EM/50Ther split with one having heavy cap use bonus and the other having none in place of increased damage.

Personally I pretty much fly exclusively Amarrian ships, but I vary rarely use T2/Faction Ammo, mostly because of how expensive it is, I honestly can't even remember which of the 4 T2 ammo types are Pulse only and which at Beam only.. Then again I mostly fly PvE not PvP so that might have something to do with it, at the moment I typically use only 5 of the ammo types Multifreq/Gamma/Standard/Microwave/Radio, again mostly due to the PvE Rats orbiting at one of those ranges, I don't use any of the others.

I might be interesting to do a bit of rebalance on the damage type ratios, I might actually use the other ones that I don't currently use for the PvE Rats that are weaker to Them :P
Zimmy Zeta
Perkone
Caldari State
#13 - 2013-04-13 13:58:30 UTC
Funky Lazers wrote:
Kethry Avenger wrote:
60-80% Thermal


Gimme my Lux crystals!


The description doesn't quite match the posted statistics for those crystals.
After reading the description, I was actually expecting a beam laser crystal that would reduce ROF and thus grant you a higher alpha, which sounded awesome to me.
But explosive damage on lasers? No, thanks.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Kethry Avenger
Ministry of War
Amarr Empire
#14 - 2013-04-13 14:12:11 UTC
Zimmy Zeta wrote:
Funky Lazers wrote:
Kethry Avenger wrote:
60-80% Thermal


Gimme my Lux crystals!


The description doesn't quite match the posted statistics for those crystals.
After reading the description, I was actually expecting a beam laser crystal that would reduce ROF and thus grant you a higher alpha, which sounded awesome to me.
But explosive damage on lasers? No, thanks.


It is a common misconception that Amarr use lasers. We use ENERGY WEAPONS. There could be some easily made up sci fi ish reason why a new kind of energy explodes on contact with matter and shields.

Actually if you where in space and could store and fire a beam of anti-matter I think it would do as much explosive damage as EM and Thermal.

Also I like the idea of a Higher Alpha Crystal of some kind. I would probably give it a 0 range bonus to put it between the long and short range crystal we have now. And keep Minmatar Arties unique flavor.
Luc Chastot
#15 - 2013-04-13 14:20:37 UTC
Kethry Avenger wrote:
...and Gallente have traditionally been much more flexible on what type of damage they apply depending on who they are shooting.

I wish this was true. In theory, drones have this purpose, but the truth is most of them suck for pvp.

Make it idiot-proof and someone will make a better idiot.

Zimmy Zeta
Perkone
Caldari State
#16 - 2013-04-13 14:30:44 UTC
Kethry Avenger wrote:
....
Also I like the idea of a Higher Alpha Crystal of some kind. I would probably give it a 0 range bonus to put it between the long and short range crystal we have now. And keep Minmatar Arties unique flavor.


On second thought..instant ammo switch would make those Alpha crystals ridiculously overpowered.
Its like a Mael that could swap its weapons instantly between 1400s and 800mm ACs.

I'd like to apologize for the poor quality of the post above and sincerely hope you didn't waste your time reading it. Yes, I do feel bad about it.

Kethry Avenger
Ministry of War
Amarr Empire
#17 - 2013-04-13 14:55:53 UTC
Luc Chastot wrote:
Kethry Avenger wrote:
...and Gallente have traditionally been much more flexible on what type of damage they apply depending on who they are shooting.

I wish this was true. In theory, drones have this purpose, but the truth is most of them suck for pvp.


I think this is more true now that it was at one time. However the Thermal Kinetic of Blasters and Rails is much more favorable damage profile than some or all EM.

CCP keeps talking about doing a drone rebalance. They however have not talked about a Crystal rebalance.
Kethry Avenger
Ministry of War
Amarr Empire
#18 - 2013-04-13 14:57:48 UTC
Zimmy Zeta wrote:
Kethry Avenger wrote:
....
Also I like the idea of a Higher Alpha Crystal of some kind. I would probably give it a 0 range bonus to put it between the long and short range crystal we have now. And keep Minmatar Arties unique flavor.


On second thought..instant ammo switch would make those Alpha crystals ridiculously overpowered.
Its like a Mael that could swap its weapons instantly between 1400s and 800mm ACs.



That's why in the OP I suggest a longer delay in switching crystals. Heck you could maybe even have and added delay added in as a penalty to the ammo themselves. If technically possible.
Funky Lazers
Funk Freakers
#19 - 2013-04-13 18:02:27 UTC  |  Edited by: Funky Lazers
Kethry Avenger wrote:
EM is not the worst damage in PvE or PvP, if flying missions for the Amarr and fighting Sansha and Blood Raiders most of the time its pretty good.


It is the worst.

Here is just real examples:
If I fly in any space I use Mach/Minmatar ship and have 0 problems. I choose the damage I need and rock the juice.
If I fly Blaster ship I also have 0 problems because Kin/Thermal is a very good combo since rats never have high resists against them. Angels have Kin as the 2nd lowest resist, and 3rd is a Therm. Guristas have Kin and Thermal as the lowest, Serpentis, Mercs, Drones are the same - their lowest are Kin/Therm. So choosing Hybrids is a win - win combo.
If I fly Caldari ship I just choose the damage I need like on Minmatar ships.

All of those races have 0 problems in any space.

Now Amarr.
If I fly Laser ship I have problems with Angels, their highest resist is EM, then Therm; with Guristas - they have extremely high EM resist; Serpentis' have EM as 2nd highest resist, and 3rd is Therm.
This leaves only BR and Sansha as a viable target with low EM/Therm resists.

Basically you can't use Amarr ship in any space except their own, while any other race know nothing about those problems.

Moreover, in Amarr space you often get missions with Guristas. As I said before Guristas have the highest EM resist, you loose around 65% of damage against them.
So even within their space you have problems.

So please tell me, how EM is not the worst damage type?

Whatever.

Kethry Avenger
Ministry of War
Amarr Empire
#20 - 2013-04-13 20:01:22 UTC
Funky Lazers wrote:
Kethry Avenger wrote:
EM is not the worst damage in PvE or PvP, if flying missions for the Amarr and fighting Sansha and Blood Raiders most of the time its pretty good.


It is the worst.

Here is just real examples:
If I fly in any space I use Mach/Minmatar ship and have 0 problems. I choose the damage I need and rock the juice.
If I fly Blaster ship I also have 0 problems because Kin/Thermal is a very good combo since rats never have high resists against them. Angels have Kin as the 2nd lowest resist, and 3rd is a Therm. Guristas have Kin and Thermal as the lowest, Serpentis, Mercs, Drones are the same - their lowest are Kin/Therm. So choosing Hybrids is a win - win combo.
If I fly Caldari ship I just choose the damage I need like on Minmatar ships.

All of those races have 0 problems in any space.

Now Amarr.
If I fly Laser ship I have problems with Angels, their highest resist is EM, then Therm; with Guristas - they have extremely high EM resist; Serpentis' have EM as 2nd highest resist, and 3rd is Therm.
This leaves only BR and Sansha as a viable target with low EM/Therm resists.

Basically you can't use Amarr ship in any space except their own, while any other race know nothing about those problems.

Moreover, in Amarr space you often get missions with Guristas. As I said before Guristas have the highest EM resist, you loose around 65% of damage against them.
So even within their space you have problems.

So please tell me, how EM is not the worst damage type?


From my perspective you appear to be arguing 2 different but related things.

In a PvE role energy weapons are the least flexible. This is true and makes most of what you say above true.

However that is not the same as EM damage and I believe my previous answer on that subject stands.

In terms what this thread is trying to accomplish is to in part agree with you that Energy weapons need more flexibility and I have proposed a solution that could be used to accomplish this.

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