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[Odyssey] Large Energy Turrets

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Author
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#121 - 2013-04-13 14:47:20 UTC
Buzzmong wrote:
I disagree with this change Fozzie and Rise.

Lasers were meant to be more powerful on the DPS front, have instant ammo change and have great optimal to go with that, but have large trade offs via near non existant falloff and okish tracking and being demanding on the cap and pg.


That was the original theory, it doesn't work like that though does it?

BYDI recruitment closed-ish

Trellion Yvetti
Caldari Provisions
Caldari State
#122 - 2013-04-13 14:52:02 UTC
I don't understand how this helps at all?

You removed the 50% reducing bonus from the ships, and give us a built in 10-20% reduction?

why is everyone cheering?

These ships had cap issues with a 50% reduction...

These ships sucked when they had 5%/per lvl resists vs 4%/per lvl resist...

These ships sucked because of the still blairing and obvious flaw with active armor tanking, even vs active shield tanking...

I'm not tryin to be inflamatory, but can someone explain to me what your happy about?

I'm willing to bet if CCP imposed a new rule that you couldnt cross train into other races, so you had to pick only 1 races ships to fly, and current players could choose and get their other SP reimbursed.... not a single person whos been playing enough to understand the games mechanics would be flying an amarr ship.
Veshta Yoshida
PIE Inc.
Khimi Harar
#123 - 2013-04-13 14:55:17 UTC
Garviel Tarrant wrote:
That was the original theory, it doesn't work like that though does it?

Sure it does Big smile But with revisions to practically all other weapon systems over the years the advantages have shrivelled into nothingness leaving them with on par performance but with the massive drawbacks intact.

Reckon that is what they are trying to 'fix' now in lieu of a complete laser overhaul.

We are in space dammit. Laser ought to be super-duper compared to silly people throwing solid matter around!
Kethry Avenger
Ministry of War
Amarr Empire
#124 - 2013-04-13 15:46:26 UTC
Naso Aya wrote:
I'm stealing from reddit, but with the most recent changes, apparently Tachyons will be 1-2% above the PWG on the Abaddon. Not too different from 1400s on the Mael, though it'd be nice to be slightly under instead of over, of course. 15% would make the Abaddon much better at fitting Tachs than the Mael at fitting 1400s- though whether that's good or bad is up to CCP of course.

I didn't do the math, so I'm not sure on the numbers.


with all level 5 skills

T2 1400's on the new Mael use 98% of the grid, leaving 510 pg to do something with.

The new T2 Tachs on the new Abaddon use 102% of the grid, leaving -480 pg with.

Now which of these 2 ships needs a cap booster to be effective in PvP? And which one needs a fitting mod to even make a sniper fit possible? So which one just lost 2 slots, or a slot and a rig where the other has way more options?

Now a T2 Armor Repper needs 2070 pg and you need 2 to be competitive versus a active shield tank and another cap booster if you want to actually run an active tank, oh and another fitting mod.

A T2 Shield Booster takes 550 pg, you can use a PDS which helps your tank more, vs a RC or rig.

If you want to make a fitting mod that boosts Armor tanking in some direct way I won't complain.

Oh and we are losing a good chunk or our resist bonus because RR is overpowered, and they can't easily fix that so they are balancing off the resist bonus instead.

Now if your talking buffer fits its a little different but you still are using fitting mods and required cap mods on an Amarr ship when you don't have to waste any of that space for the Minmatar one. And you can't tell me Tachyons are great compared to 1400s because which ones are being used on Amarr ships right now with the current Alpha and RR meta? The 1400s that's right.
Avald Midular
Doomheim
#125 - 2013-04-13 16:15:05 UTC
Kethry Avenger wrote:
Naso Aya wrote:
I'm stealing from reddit, but with the most recent changes, apparently Tachyons will be 1-2% above the PWG on the Abaddon. Not too different from 1400s on the Mael, though it'd be nice to be slightly under instead of over, of course. 15% would make the Abaddon much better at fitting Tachs than the Mael at fitting 1400s- though whether that's good or bad is up to CCP of course.

I didn't do the math, so I'm not sure on the numbers.


with all level 5 skills

T2 1400's on the new Mael use 98% of the grid, leaving 510 pg to do something with.

The new T2 Tachs on the new Abaddon use 102% of the grid, leaving -480 pg with.

Now which of these 2 ships needs a cap booster to be effective in PvP? And which one needs a fitting mod to even make a sniper fit possible? So which one just lost 2 slots, or a slot and a rig where the other has way more options?

Now a T2 Armor Repper needs 2070 pg and you need 2 to be competitive versus a active shield tank and another cap booster if you want to actually run an active tank, oh and another fitting mod.

A T2 Shield Booster takes 550 pg, you can use a PDS which helps your tank more, vs a RC or rig.

If you want to make a fitting mod that boosts Armor tanking in some direct way I won't complain.

Oh and we are losing a good chunk or our resist bonus because RR is overpowered, and they can't easily fix that so they are balancing off the resist bonus instead.

Now if your talking buffer fits its a little different but you still are using fitting mods and required cap mods on an Amarr ship when you don't have to waste any of that space for the Minmatar one. And you can't tell me Tachyons are great compared to 1400s because which ones are being used on Amarr ships right now with the current Alpha and RR meta? The 1400s that's right.


Great work Kethry, I ported all your info to the Amarr BS thread so hopefully someone sees it there. I'm worried that CCP Rise or someone there has done this pretty simple math and thinks this is an acceptable situation. Amarr just want to be able to fit our own weapons and shoot things and are the only race that can't do that with our own ships, why is that like pulling teeth with CCP to get them to see that?
Mole Guy
Bob's Bait and Tackle
#126 - 2013-04-13 17:39:05 UTC  |  Edited by: Mole Guy
Trellion Yvetti wrote:
I don't understand how this helps at all?

You removed the 50% reducing bonus from the ships, and give us a built in 10-20% reduction?

why is everyone cheering?

These ships had cap issues with a 50% reduction...

These ships sucked when they had 5%/per lvl resists vs 4%/per lvl resist...

These ships sucked because of the still blairing and obvious flaw with active armor tanking, even vs active shield tanking...

I'm not tryin to be inflamatory, but can someone explain to me what your happy about?

I'm willing to bet if CCP imposed a new rule that you couldnt cross train into other races, so you had to pick only 1 races ships to fly, and current players could choose and get their other SP reimbursed.... not a single person whos been playing enough to understand the games mechanics would be flying an amarr ship.


why we cheer is because we saw the post where fozzie said ther was TOO MUCH negative response and they will not be changed. now, they r looking at the reduction in cpu and cap to boot, so amarr ships will be getting a boost (even slightly)

Buzzmong wrote:
I disagree with this change Fozzie and Rise.

Lasers were meant to be more powerful on the DPS front, have instant ammo change and have great optimal to go with that, but have large trade offs via near non existant falloff and okish tracking and being demanding on the cap and pg.

originally, they did TONS of damage. now, they are marginalized. if they still did TONS of damage, then i wouldnt gripe about the cap consumption. the tons of damage went away YEARS ago, but the cap draw and grid drain did not. we got a tracking boost to megapulse years back, but that doesnt make up for marginal weapon damage at 10x the cap of everything it seems.
and we do go through tech 2 crystals alot. the t1's are useless except for faction.
now if you can explain to me how t2 crystals affect tracking and make conflag almost obsolite to my satisfaction, i will leave this whole conversation alone.
the "laser" aims the beam, the crystal focuses it for range and damage. how can changing a crystal (the range part) affect the aiming (tracking part)?
lets compare it to guns. if i have a descent flat nose bullet, i get marginal accuracy. i accept this (as i was a navy weapon instructor). i loose a little accuracy for sheer impact. if i switch to boattails or spitzers, i get exceptional accuracy, but not alot of impact due to it slicing through the target. the ammount of accuracy doesnt vary by much due to bullets, but it will vary alot of i slew my weapon incorrectly.

in a nut shell, the tracking penalty on the t2 crystals is horrid. WAY too much. it brings damage down alot when one cannot hit its target. as i stated in another post, i was sitting at a pos with my paladin. i had conflag and was shredding. then i missed. and missed again. i cant imagine a scenario where a ship, sitting still, shooting at a station that was sitting still, could miss. did someone spill coffee on the console or something causing the gunner to hit the controls?
make conflag pull more power or something. but tracking? it doesnt work...
ccp has been focused on bringin everyone else up and they forgot about energy weapons. they were gimped in the begining, then gimped again. now, they semi work, but can be tweaked to work well. you give a little, then take alot. with standard crystals, we get low damage. descent accuracy, but low damage. with t2, we get good damage, but poor tracking which equated to low damage. i would be happy with tracking if the crystals actually did better damage. not "more" than everyone else, just competitive damage. we were giving conflag with tis 24/24, but then gimped with massive tracking penalty. some times it hits well, sometimes it does not.
another thing, allow us to choose between high thermal damage or high em damage. an EMP is an emmited signal just like a laser. the laser does more thermal than em (refernece surgerical lasers). i think its kewl we do em/thermal. what else would we do. but i think it should be varied between the 2 depending on crystal. and loose the tracking penalty.

if we should be penalized all that energy, then give us our damage back (from the old days).
if we are going to loose the cap bonus from the ship, give us our damage back so we can make the best of the 3 shots we get.
we cannot control range as was brilliantly stated in another post due to low mid slots. thats why we received the great range bonus and the abiility to change ranges instantly that everyone throws in our faces. we "used" to dish out the pain, but it was dumbed down when other wepons couldnt keep up. then minie got a buff and last year, the hybrids got reworked. we get toned down and everyone else gets brought up. but we still are paying for it in cap consumption and grid requirements and low t1 dps output. we still cant control range like any other race. we are not mobile. we dont have the tracking as other weapons. we dont have the damage of other weapons. and now, you are talking about taking away the cap bonus per ship level AND someone griped about ccp reducing grid and cap costs to help us out?
sounds like that someone is just wanting to keep amarr ships as easy targets and he doesnt actually fly them to know what he is talking about.
i think they call that trollin?

anyway, the damage for t1 crystals, especially at range. its horrid. 179 dps with 7 tachyons and radio? at how much cap draw per tachyon? yeah..thats what i thought. its balanced.
beter yet, why dont we say its OP. at max range from the apoc, radio is like shining a flashlight on our target..
Pattern Clarc
Citeregis
#127 - 2013-04-13 17:43:38 UTC
Avald Midular wrote:

Great work Kethry, I ported all your info to the Amarr BS thread so hopefully someone sees it there. I'm worried that CCP Rise or someone there has done this pretty simple math and thinks this is an acceptable situation. Amarr just want to be able to fit our own weapons and shoot things and are the only race that can't do that with our own ships, why is that like pulling teeth with CCP to get them to see that?

Because they, unlike too many in this thread know just how much better Tachyons are compared to everything else in the game. Take away alpha, and there is just no comparison - range, tracking, DPS... 425mm rails already compare unfavourably to the top tier of BEAMs without been shat on completely by easy to fit Tachs... Now your asking for there to be no penalties whatsoever for fitting them? Yeah, I'm not surprised CCP's ignoring you guys on this.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Dasani Waters
Deep Core Mining Inc.
Caldari State
#128 - 2013-04-13 17:46:50 UTC
Frothgar wrote:
Love the Battleship changes. Quick question, with Battleships soon providing new and varied gameplay (Excited!!) any chance you could give some thought to making them more wormhole firendly?

(You can bring only ~12 BS round trip in a wormhole with little room for anything else, while using the same mass, you can bring ~40-50 T3 BCs or ~140 Tech3 cruisers and logistics)

Battleships don't provide anywhere near the benefits for the mass they take up, and as such are basically unusable in wormholes. I'd love to see that looked at. (Before anyone says Bhaalgorn, please take in mind they are easily tracked by dreads and effectively 2 shot)

I'd not want a flat mass increase for wormhole mass limits (Capitals don't need any love in WH space) But I'd love some viable ways of bringing a battleship gang around.



You could make a script for the Micro Jump Drive that, for the duration of the module, doesn't jump and reduces the ship's mass by 80%. That gives a battleship the ability to reduce its mass to 20m kg and with the micro jump drive's built in timer you can only use it once every 3 minutes.
Naso Aya
Imperial Shipment
Amarr Empire
#129 - 2013-04-13 17:58:09 UTC
Pattern Clarc wrote:
Avald Midular wrote:

Great work Kethry, I ported all your info to the Amarr BS thread so hopefully someone sees it there. I'm worried that CCP Rise or someone there has done this pretty simple math and thinks this is an acceptable situation. Amarr just want to be able to fit our own weapons and shoot things and are the only race that can't do that with our own ships, why is that like pulling teeth with CCP to get them to see that?

Because they, unlike too many in this thread know just how much better Tachyons are compared to everything else in the game. Take away alpha, and there is just no comparison - range, tracking, DPS... 425mm rails already compare unfavourably to the top tier of BEAMs without been shat on completely by easy to fit Tachs... Now your asking for there to be no penalties whatsoever for fitting them? Yeah, I'm not surprised CCP's ignoring you guys on this.



Uh, we're not asking for no penalties. We're asking for the ability to fit the oversized weapon system on one battleship, and the battleship with one of the largest powergrids in the game. As is, we're losing two slots to fit things- and Tachs don't actually outperform artillery in one very important spot: Alpha. Rails on the other hand are incredibly easy to fit on even the smallest PWG ships by comparison.
Michael Harari
Genos Occidere
HYDRA RELOADED
#130 - 2013-04-13 18:03:29 UTC
Kethry Avenger wrote:

Now which of these 2 ships needs a cap booster to be effective in PvP?


Both of them

Quote:
And which one needs a fitting mod to even make a sniper fit possible? So which one just lost 2 slots, or a slot and a rig where the other has way more options?

Both of them

Quote:
which ones are being used on Amarr ships right now with the current Alpha and RR meta? The 1400s that's right.


Mega pulse lasers actually
Leskit
Pure Victory
#131 - 2013-04-13 18:33:41 UTC
[/quote]

Great work Kethry, I ported all your info to the Amarr BS thread so hopefully someone sees it there. I'm worried that CCP Rise or someone there has done this pretty simple math and thinks this is an acceptable situation. Amarr just want to be able to fit our own weapons and shoot things and are the only race that can't do that with our own ships, why is that like pulling teeth with CCP to get them to see that?[/quote]

This. Thank you. Nothing will travel faster in space than light unless it has its own warp core. We're literally shooting energy in almost its pure form. The dps should be huge and ideally have the best tracking-just point and shoot. no recoil.
Mole Guy
Bob's Bait and Tackle
#132 - 2013-04-13 18:37:37 UTC
where i fail to grasp whats being said is,
you guys are compairing a weapon system that fits on a ship (1400's) vs a weapons system that does not (tachyons).
they have equal dps. one a higher alpha, the other rapid fire.

only problem is, without using any other mods, the mael can fit a rack of 1400's
amarr bs's cannot for a rack of tach's.

so if you are going to compare, use the mega beam. now we are WAY low on damage. we can fit 8 beams.
cant fit 8 tachyons.
if they were xl weapons, they would fit on a dread and not my apoc.
if you guys are so worried that amarr has all these long range guns and you dont, maybe we need to get rid of 1 beam setup and adjust the other for balance.
Mole Guy
Bob's Bait and Tackle
#133 - 2013-04-13 18:44:25 UTC
Leskit wrote:


Great work Kethry, I ported all your info to the Amarr BS thread so hopefully someone sees it there. I'm worried that CCP Rise or someone there has done this pretty simple math and thinks this is an acceptable situation. Amarr just want to be able to fit our own weapons and shoot things and are the only race that can't do that with our own ships, why is that like pulling teeth with CCP to get them to see that?[/quote]

This. Thank you. Nothing will travel faster in space than light unless it has its own warp core. We're literally shooting energy in almost its pure form. The dps should be huge and ideally have the best tracking-just point and shoot. no recoil.[/quote]

best dps, no i disagree. best tracking BY FAR!
computer aimed, no delay from the time the computer pulls the trigger until the time it gets there and the computer can project where it will be in .00000000000000000000000001 milisecond when the beam arrives.
now, mini on the other hand, you have a bullet traveling 150km. ALOT can change in that ammount of time.

in the navy we had to study the 16" cannon trajectory so we would know how the computer aims it. the range on them is about 26 miles. the flight time was 45 seconds. my dad was in vietnam and he was on a carrier. he heard a bs outboard of them firing on siagon. he said he heard the rounds over head first, then he heard the cannon fire, and then he heard them land in ho chi min city. MASSIVE flight time. yet, here, they travel 150km here instantly and hit really well.
we fire beams that are instantaneous and we have tracking penalties? im not digging it. not following it. cant comprehend.
no save' eve-englese.
Gimme more Cynos
Deep Core Mining Inc.
Caldari State
#134 - 2013-04-13 18:46:46 UTC
Silly how Tachs and Mega Beams use 4 - 5 times the ammount of cap than the largest BS railguns ingame. On top, PG needs are excessive, and 2 out of 3 Amarr BS don't have any significant advantage of GJ/sec over BS's of other races (only the APOC is different with ~ 7 GJ/s more), although they are the cap-hungriest BS's ingame.

This isn't just somehow flawed - it is way off.

Try to work out a decent Amarr fit with not perfect skills, and you will see that something is wrong just by looking at PG needs and cap-consumption.

Not sure how to solve that, as the whole weapon system is incredibly broken, but imho you'd need to cut cap-consumption by half atleast.
Leskit
Pure Victory
#135 - 2013-04-13 19:03:46 UTC
While you're throwing us a bone, can we also get the tracking penalty on conflagration removed? Big smile
Scuzzy Logic
Space Spuds
#136 - 2013-04-13 19:21:40 UTC
Buffing Beams? YES SIR!

Only battleship size? Sad

I can finally use beam lasers without people looking at me like I'm crazy. On the other hand, medium beams also could use more love. Not a dramatic change like the large, but maybe a -10% thrown here and there...

C'mon, scorch is several orders of magnitude more powerful and noone specializes in beams unless they do sniping fleets (and arti is usually a better choice in that role) so throw smaller beam users a helping bone. I want to fit medium beams on my Harbinger and finally feel like i can compete with the minmatars in terms of long-range damage. (yes, I know crystals give me more range leeway, but they have alpha and cap use up their sleeve)
Liang Nuren
No Salvation
Divine Damnation
#137 - 2013-04-13 19:25:30 UTC
Garviel Tarrant wrote:
Buzzmong wrote:
I disagree with this change Fozzie and Rise.

Lasers were meant to be more powerful on the DPS front, have instant ammo change and have great optimal to go with that, but have large trade offs via near non existant falloff and okish tracking and being demanding on the cap and pg.


That was the original theory, it doesn't work like that though does it?


I'd be ok with making it work like that again, honestly.

-Liang

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

progodlegend
Amok.
Goonswarm Federation
#138 - 2013-04-13 19:51:35 UTC
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.
Leskit
Pure Victory
#139 - 2013-04-13 21:26:25 UTC
Mole Guy wrote:


best dps, no i disagree. best tracking BY FAR!
computer aimed, no delay from the time the computer pulls the trigger until the time it gets there and the computer can project where it will be in .00000000000000000000000001 milisecond when the beam arrives.
now, mini on the other hand, you have a bullet traveling 150km. ALOT can change in that ammount of time.

in the navy we had to study the 16" cannon trajectory so we would know how the computer aims it. the range on them is about 26 miles. the flight time was 45 seconds. my dad was in vietnam and he was on a carrier. he heard a bs outboard of them firing on siagon. he said he heard the rounds over head first, then he heard the cannon fire, and then he heard them land in ho chi min city. MASSIVE flight time. yet, here, they travel 150km here instantly and hit really well.
we fire beams that are instantaneous and we have tracking penalties? im not digging it. not following it. cant comprehend.
no save' eve-englese.


In space, hypersonic velocities would be quite achievable, and w/o a signifigant gravity well, trajectory would be straight, but would still take quite a lot longer than both railguns (near-spead of light) or lasers.

Either right before or when I joined Eve (I joined during apocrypha), Lasers had huge dps, but huge PG and cap needs to go along with it. At some point they had their dps nerfed, but kept the drawbacks. Blasters & rails have since had a buff (and iirc so have projectiles-I don't fly minny much). I feel like Amarr have lost their offensive niche or character. We don't do the most dps, don't have the longest range. Meh tracking, but probably the easiest damage to tank unless you're caldari. Scorch is what makes amarr work, but even with that I find myself struggling with what makes flying amarr worth it. I guess our doctrine is to out-tank you while we work away at you, and now even that is being nerfed.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#140 - 2013-04-13 22:18:29 UTC
nice to see lasers getting some attention .. now how about the other weapon systems from top to bottom?

How about having a discussion at your round table about projectiles using cap? pretty please :P

'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