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[Odyssey] Large Energy Turrets

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Author
James Amril-Kesh
Viziam
Amarr Empire
#381 - 2013-04-18 01:27:03 UTC
If you can't fit the weapons, they're not good.
The Rokh has like 70% of the PG that the new Apoc does. However it can fit a full rack of 8 of the largest railguns, plus a T2 large shield extender, plus a 100mn microwarpdrive, plus a medium cap booster. All without any fitting modules whatsoever.
You need at least one PG rig or RCU II JUST for the guns, and then you can't fit much of anything else.

Enjoying the rain today? ;)

Kaarous Aldurald
Black Hydra Consortium.
#382 - 2013-04-18 01:28:19 UTC
If I understood the doggerel written above me by Bouh, and believe me I tried, apparently the numbers for PG don't matter because each ship is different... and the fact that no single ship in the amarr lineup can actually fit a rack of those guns without about 2 grid modules has eluded him entirely.

Anyway, moving onto more sane topics, has anyone here considered the possibility of changes to Crystals? I was trying to go over it in my head (again, I am on my phone), and trying to figure out how much cap reduction we could legitimately bake into existing crystals in order to improve the situation some.

But all I can really come with is that pretty much every crystal but 3 or 4 just plain sucks. But I do know that I want a Thermal heavy crystal, since we already have so many EM heavy ones.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#383 - 2013-04-18 01:55:56 UTC
Ruze wrote:
James Amril-Kesh wrote:
Katran Luftschreck wrote:
Wait, does this mean CCP is going to make Amarrian armor tank ships have enough capacitor to actually armor tank?

Shocked

If by that you mean "armor tank and do absolutely nothing else" then yeah.


We could armor tank and use drones. Or armor tank and fire artillery. Or armor tank and use drones and artillery.

Last one honestly sounds like it'll be the Geddon's new winner. I think you could have some serious cross-weapon platforming there.

I think I'll fit my geddon with those new cruise launchers and a TP or 2. Then I can NOS for the cap for the repper while I wonder why I'm staring at solid objects flying through space instead of coherant paths of visible spectrum light.

Seriously, though, while I share the pain of those who loved their old geddons, I think the new geddon will be rather an interesting ship to fly.

As for armor tanking either the new Apoc or the new Baddon... not really, no. I did some testing in Pyfa by simulating the cap need change with hardwirings, and the only way I could give up the standard non-implanted fit of 3 CCC rigs and 4 cap rechargers to be stable while shooting and repping was to trade out a low slot instead with a cap power relay (not an option before the change as the lasers used too much cap). And yes, I did try using an Eluctiation rig or 2 instead of CCC rigs, but the cap draw of both turrets and repper necessitated going back to the CCC rigs.

I've been spending time thinking about old/new baddon and old/new lasers vs the fit I had to run as standard (dual faction reps as T2 wouldn't fit due to PG issues) as rat incoming fire in too many missions was too severe to single rep (no, the tank with BS V and the old resists was not strong enough to be supported by a single rep in too many missions, and you can't fix that with armor rigs since your stuck with CCC rigs), and the upshot was that the final dual tank tweak is to dual rep stably your only shutting off 3 turrets instead of the previous 4 to cap manage, and that does not mean stability.

I suppose you might be able to swap out 1 CCC rig for an armor rig if you go 4 cap rechargers and a power relay, but that means losing even more tank on top of these resist nerfs... so, lets lay that out... either way you fit it 5 mods for tank, and praying that the reduced rep even with the rig will be enough with cap stability to kill off enough rats to reduce incoming fire to stop breaking the tank....

I do hope that despite my rambling in this, the point comes across as clearly as I attempted to make it, ie, this is not working. And as was already pointed out, the Apoc isn't going to be as favored as it used to be since it does still come out slightly the worse for wear on cap issues whereas the Abaddon is coming out marginally ahead on that at least.

This all, though, was to use my own personal experiences and knowledge to point out what should be given thought to for all these ships being hit with this nerf, yea, sure, you fix your blob fleets, but your screwing everything else these resist bonuses hulls are used for.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#384 - 2013-04-18 02:03:30 UTC
Jonas Sukarala wrote:
CCP Rise
have you considered reducing the ROF of laser turrets in exchange for some extra damage from the crystals?

This might not be a bad option, actually... Beam lasers are already more about alpha then DPS compared to Hybrid turrets, and as long as the respective total DPS for each crystal with the Pulse/Beam it's fitted to is kept in balance... I don't think it should be taken too far, though, as I don't want to attempt to take over Artillery's place as Alpha strike always (not even mostly), but a slight increase to damage for a slight nerf to ROF to add in to the cap balancing... definately not a bad thing.

And as I pointed out in the Amarr BS thread and a few people agreed with, perhaps it's time we proud few stepped back on our admittedly perverse pride in that no one wanted to try to use our glorious disco balls of death on anything that wasn't bonused to support it and seriously consider dropping the cap usage to actually reasonable levels. After all, we can (and have quite successfully) used hybrids and projectiles on any of our hulls we cared to throw them on to, I don't think it would be so unfair to turn around and let them "see the light" too!
Avald Midular
Doomheim
#385 - 2013-04-18 03:58:07 UTC
Pelea Ming wrote:
Ruze wrote:
James Amril-Kesh wrote:
Katran Luftschreck wrote:
Wait, does this mean CCP is going to make Amarrian armor tank ships have enough capacitor to actually armor tank?

Shocked

If by that you mean "armor tank and do absolutely nothing else" then yeah.


We could armor tank and use drones. Or armor tank and fire artillery. Or armor tank and use drones and artillery.

Last one honestly sounds like it'll be the Geddon's new winner. I think you could have some serious cross-weapon platforming there.

I think I'll fit my geddon with those new cruise launchers and a TP or 2. Then I can NOS for the cap for the repper while I wonder why I'm staring at solid objects flying through space instead of coherant paths of visible spectrum light.

Seriously, though, while I share the pain of those who loved their old geddons, I think the new geddon will be rather an interesting ship to fly.

As for armor tanking either the new Apoc or the new Baddon... not really, no. I did some testing in Pyfa by simulating the cap need change with hardwirings, and the only way I could give up the standard non-implanted fit of 3 CCC rigs and 4 cap rechargers to be stable while shooting and repping was to trade out a low slot instead with a cap power relay (not an option before the change as the lasers used too much cap). And yes, I did try using an Eluctiation rig or 2 instead of CCC rigs, but the cap draw of both turrets and repper necessitated going back to the CCC rigs.

I've been spending time thinking about old/new baddon and old/new lasers vs the fit I had to run as standard (dual faction reps as T2 wouldn't fit due to PG issues) as rat incoming fire in too many missions was too severe to single rep (no, the tank with BS V and the old resists was not strong enough to be supported by a single rep in too many missions, and you can't fix that with armor rigs since your stuck with CCC rigs), and the upshot was that the final dual tank tweak is to dual rep stably your only shutting off 3 turrets instead of the previous 4 to cap manage, and that does not mean stability.

I suppose you might be able to swap out 1 CCC rig for an armor rig if you go 4 cap rechargers and a power relay, but that means losing even more tank on top of these resist nerfs... so, lets lay that out... either way you fit it 5 mods for tank, and praying that the reduced rep even with the rig will be enough with cap stability to kill off enough rats to reduce incoming fire to stop breaking the tank....

I do hope that despite my rambling in this, the point comes across as clearly as I attempted to make it, ie, this is not working. And as was already pointed out, the Apoc isn't going to be as favored as it used to be since it does still come out slightly the worse for wear on cap issues whereas the Abaddon is coming out marginally ahead on that at least.

This all, though, was to use my own personal experiences and knowledge to point out what should be given thought to for all these ships being hit with this nerf, yea, sure, you fix your blob fleets, but your screwing everything else these resist bonuses hulls are used for.


Well said, hopefully CCP Rise hasn't given up on this thread.
Hulasikaly Wada
DO.IT
I.N.D.E.P.E.N.D.E.N.T
#386 - 2013-04-18 07:21:12 UTC  |  Edited by: Hulasikaly Wada
IMO this changes are great news , even if i am one of the most non-happiest people about the new Apocalipse ( will see a more competitive boost to it to compensate the inability to keep firing )

Here i see a great improvement on the 2 top laser ships
( expecially for the Paladin ,fitting 4 tachyons T2 was taking 88% of its powergrid . now 79.2% )
1485 powergrid free plus a built in energy discharge rig without penalty is a great boost on 2 ship that was already good ( with problems, i am not shouting Nightmares and Paladins was already the best, but after this )

Plus, even the Abaddon ( even if not totally fixing its thirsty ) will gain nicely from this -10% on cap

Hula
Veshta Yoshida
PIE Inc.
Khimi Harar
#387 - 2013-04-18 09:15:16 UTC
Hulasikaly Wada wrote:
...Plus, even the Abaddon ( even if not totally fixing its thirsty ) will gain nicely from this -10% on cap

If one is in dire need of a hammer, then being handed a good old stone feels like a blessing .. Smile

Still say the Elutri rigs should have their numbers doubled. Sure off-race may rear its ugly head but at least they'd have to blow their rig slots in the same fashion .. could be a boon for hybrid users as well. Alternative is to increase cap on hulls affected, but that just opens up for neuting abuse (old Apoc was a notoriously good neutring boat and capacitor now is equal).

In short: Cap problem should be 'solved' through modules, not the weapons/hulls. Lasers have a revision coming up in the years to come so might as well leave them and look elsewhere for more generalized solutions.
Hulasikaly Wada
DO.IT
I.N.D.E.P.E.N.D.E.N.T
#388 - 2013-04-18 09:21:51 UTC
Veshta Yoshida wrote:
Hulasikaly Wada wrote:
...Plus, even the Abaddon ( even if not totally fixing its thirsty ) will gain nicely from this -10% on cap

If one is in dire need of a hammer, then being handed a good old stone feels like a blessing .. Smile

Still say the Elutri rigs should have their numbers doubled. Sure off-race may rear its ugly head but at least they'd have to blow their rig slots in the same fashion .. could be a boon for hybrid users as well. Alternative is to increase cap on hulls affected, but that just opens up for neuting abuse (old Apoc was a notoriously good neutring boat and capacitor now is equal).

In short: Cap problem should be 'solved' through modules, not the weapons/hulls. Lasers have a revision coming up in the years to come so might as well leave them and look elsewhere for more generalized solutions.


+1 about the rig, actually it is usefull but too much in competition with CCC and similar ones

Actually dont even know if it have a viable version for hybrid weapons ( i am sure noone will use it there even if T2 reduce for 50% of cap used there )


Hula
Veshta Yoshida
PIE Inc.
Khimi Harar
#389 - 2013-04-18 15:27:42 UTC
Hulasikaly Wada wrote:
+1 about the rig, actually it is usefull but too much in competition with CCC and similar ones

Actually dont even know if it have a viable version for hybrid weapons ( i am sure noone will use it there even if T2 reduce for 50% of cap used there )
Hula

Megathron is getting a RoF bonus I believe so it will feel the strain of the guns .. blasters may draw less but generally start firing with MWD running to take advantage of what can be done on approach (falloff).

Competition is healthy, even among modules/rigs. CCC is a completely different beast, one that has coexisted with the semiconductor in perfect harmony so doubt there will be much overlap .. Elutri rigs only benefit you if you are actually firing your guns whereas the CCC presents a static increase of recharge rate.
Regolis
Imperial Academy
Amarr Empire
#390 - 2013-04-18 16:04:05 UTC
Veshta Yoshida wrote:

In short: Cap problem should be 'solved' through modules, not the weapons/hulls. Lasers have a revision coming up in the years to come so might as well leave them and look elsewhere for more generalized solutions.



Yes ... let's change Amarr battleships based on the idea that we'll be rebalancing lasers in 6 months or a year or 2 ...
That couldn't possibly suck for Amarr ships ... /s
Keno Skir
#391 - 2013-04-18 17:40:47 UTC
Just to say YET AGAIN! Shocked

Being able to use your races weapons IS NOT A BONUS. The reduced cap use for lasers is rediculous as a 2nd bonus and is a big reason amarr ships aren't as viable as other races.
Grunnax Aurelius
State War Academy
Caldari State
#392 - 2013-04-18 17:56:27 UTC
CCP Rise love these Large Evnergy Turret changes very much needed, but you guys really need to look at the Issue with Railguns, I have made a thread as to not clutter up this one here is the link for you to look at https://forums.eveonline.com/default.aspx?g=posts&t=226734&find=unread

https://forums.eveonline.com/default.aspx?g=posts&t=342042&find=unread

Avald Midular
Doomheim
#393 - 2013-04-18 18:01:39 UTC  |  Edited by: Avald Midular
Keno Skir wrote:
Just to say YET AGAIN! Shocked

Being able to use your races weapons IS NOT A BONUS. The reduced cap use for lasers is rediculous as a 2nd bonus and is a big reason amarr ships aren't as viable as other races.


Hopefully with the bonus's removal, it will uncover what the bonus has been hiding all along even with these minor tweaks. When the changes hit SISI, which the lack of feedback on this thread indicates, we need to all try to run a mission or solo/small gang pvp in the new BS's and provide feedback, though with the napkin math that's been presented in this thread, it doesn't take a developer to see how ridiculous forcing Amarr to buffer tank missions and fire a weapon that isn't even cap stable without prop/tank running (even the "low-cap" pulse turrets).
Asmodai Xodai
#394 - 2013-04-18 18:05:29 UTC  |  Edited by: Asmodai Xodai
I'm pretty much a noob who recently teched into Amarr cruisers. I bought an omen (basic tier 1 cruiser) and 5 medium beam laser turrets. I could not fit the turrets without occupying pretty much every single low slot with a module to increase the powergrid.

A week or so later I bought a drake, never having flown anything but amarr. I had to spend a few hours teching heavy missle launchers and shield extenders and what not (again, never flew anything but Amarr). To my great surprise, I could fit full racks of heavy missle launchers, and also heavy assault missle launchers, and I could occupy all mids with shield extenders and shield hardeners. I could even occupy all lows with overdrive injectors and damage resistance modules, plus added 2 rig slots. No powergrid or capacitor enhancement was necessary.

So I graduated myself up to a battlecruiser of a race I had never flown, and even had to tech basic things like launchers and shield extenders just to fit the thing, and not only ended up with something that is far tougher and dishes out far more dps, but something that I can actually fly much better as well.

I can't even fly cap stable Amarr frigs, much less cruisers. But this Caldari ship is not only cap stable, it is better in every other way (it's even faster and more agile).

Anyone see anything wrong with this?

Amarr ships use up way too much grid and cap.
Super spikinator
Hegemonous Conscripts
#395 - 2013-04-18 18:32:14 UTC  |  Edited by: Super spikinator
Grunnax Aurelius wrote:
CCP Rise love these Large Evnergy Turret changes very much needed, but you guys really need to look at the Issue with Railguns, I have made a thread as to not clutter up this one here is the link for you to look at https://forums.eveonline.com/default.aspx?g=posts&t=226734&find=unread


People are asking for beams to have [even] less powergrid and use [slightly] less capacitor. The more sane ones aren't talking about buffing other things, they actually want something nerfed so that CCP can look at Crystals and Lasers again (here's looking at you scorch). Your "thread" seems to be aimed at turning the 425mm into 1400mm light, as you have change refire and alpha but not looked at cap, fit or the relationship of your changes to ammunition available.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#396 - 2013-04-18 20:12:39 UTC
Super spikinator wrote:
Grunnax Aurelius wrote:
CCP Rise love these Large Evnergy Turret changes very much needed, but you guys really need to look at the Issue with Railguns, I have made a thread as to not clutter up this one here is the link for you to look at https://forums.eveonline.com/default.aspx?g=posts&t=226734&find=unread


People are asking for beams to have [even] less powergrid and use [slightly] less capacitor. The more sane ones aren't talking about buffing other things, they actually want something nerfed so that CCP can look at Crystals and Lasers again (here's looking at you scorch). Your "thread" seems to be aimed at turning the 425mm into 1400mm light, as you have change refire and alpha but not looked at cap, fit or the relationship of your changes to ammunition available.

Dude, he has his own thread for it for a reason, go post there about it.
Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#397 - 2013-04-18 21:53:37 UTC
Asmodai Xodai wrote:
I'm pretty much a noob who recently teched into Amarr cruisers. I bought an omen (basic tier 1 cruiser) and 5 medium beam laser turrets. I could not fit the turrets without occupying pretty much every single low slot with a module to increase the powergrid.

A week or so later I bought a drake, never having flown anything but amarr. I had to spend a few hours teching heavy missle launchers and shield extenders and what not (again, never flew anything but Amarr). To my great surprise, I could fit full racks of heavy missle launchers, and also heavy assault missle launchers, and I could occupy all mids with shield extenders and shield hardeners. I could even occupy all lows with overdrive injectors and damage resistance modules, plus added 2 rig slots. No powergrid or capacitor enhancement was necessary.

So I graduated myself up to a battlecruiser of a race I had never flown, and even had to tech basic things like launchers and shield extenders just to fit the thing, and not only ended up with something that is far tougher and dishes out far more dps, but something that I can actually fly much better as well.

I can't even fly cap stable Amarr frigs, much less cruisers. But this Caldari ship is not only cap stable, it is better in every other way (it's even faster and more agile).

Anyone see anything wrong with this?

Amarr ships use up way too much grid and cap.

Apples and oranges. You're comparing a cruiser to a BC. Yes, BCs have more fitting room.

The laser equivalent of the Drake is the Harbinger.
Bouh Revetoile
In Wreck we thrust
#398 - 2013-04-18 22:04:57 UTC
Super spikinator wrote:
People are asking for beams to have [even] less powergrid and use [slightly] less capacitor. The more sane ones aren't talking about buffing other things, they actually want something nerfed so that CCP can look at Crystals and Lasers again (here's looking at you scorch). Your "thread" seems to be aimed at turning the 425mm into 1400mm light, as you have change refire and alpha but not looked at cap, fit or the relationship of your changes to ammunition available.

That's an interesting post. Unfortunately, the sanest are not the loudest.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#399 - 2013-04-18 23:47:20 UTC
So, to get back on topic! Beam lasers need a larger PG fix, and we need to do more about the cap usage of our disco balls! I still vote for a cap recharger buff, never gets used in PvP as nuets out power it so CCP will still see the love for their cap boosters, but will allow PvE runners more latitude... and, ok, to be realistic, some solo/very small gang pvp might take advantage of it, but that certainly wouldn't be a game breaking event!
Naso Aya
Imperial Shipment
Amarr Empire
#400 - 2013-04-19 01:16:31 UTC
Pelea Ming wrote:
So, to get back on topic! Beam lasers need a larger PG fix, and we need to do more about the cap usage of our disco balls! I still vote for a cap recharger buff, never gets used in PvP as nuets out power it so CCP will still see the love for their cap boosters, but will allow PvE runners more latitude... and, ok, to be realistic, some solo/very small gang pvp might take advantage of it, but that certainly wouldn't be a game breaking event!


The only issue with a complete cap re-haul is that it's another thing that needs to be changed when lasers are rebalanced, and will cause more QQ to revert. I think it's good to limit these changes (for the most part) to lasers, unless CCP wants to buff several other parts of the game as well. Just need a larger change to the lasers, and maybe a slight PWG tweak.