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[Odyssey] Tech 1 Battleships - Amarr

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Author
Avald Midular
Doomheim
#2281 - 2013-05-02 13:17:55 UTC  |  Edited by: Avald Midular
Deerin wrote:
First of all don't get this wrong. I know the cap usage on those tach beams are really a big PITA. You get extra damage to compensate for it but it is still a big pain. I just found an alternative way to use that extra firepower to get rid of cap problems. It will be possible in odyssey but not in current version.

[Abaddon, Buddy]
Damage Control II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Adaptive Nano Plating II
Adaptive Nano Plating II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Medium Capacitor Booster II, Navy Cap Booster 400
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Tachyon Beam Laser II, Imperial Navy Multifrequency L
Large Energy Transfer Array II

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

Have an abaddon buddy and stick close to him. You'll still do very decent damage and will not have as much cap issues.

Now...if you want to have a full rack of tachs AND abaddon class tank AND have no cap issues, you are asking to have something so overpowered that will obsolote all other LR ships for fleet combat.


Without CCC's in the rigs, you're going to have cap problems. If you're just going to use 7 tach's and lose the damage of an 8th, you might as well use Scorch. You can argue Tach's are OP if we're even physically able to fit a full rack of them, but nobody knows because no one does it. Allow Ammar to actually fit them without gimping a fit to oblivion and then balance them if needed. As it is, they're not so OP that we see huge fleets of them dominating null even with remote cap and rep to relieve fitting (as opposed to Arty Abaddons which we do see, and I'm not saying arties are OP).
Deerin
East Trading Co Ltd
#2282 - 2013-05-02 14:14:10 UTC
Avald Midular wrote:

Without CCC's in the rigs, you're going to have cap problems.


That setup runs as long as you have navy cap booster 400's (which lasts around 11 minute considering a full cargobay and no cap transfer from other capitals/guadians.)

Tachs are doing around 10% more damage then nearest LR weapon (which is mega beam). Using 8 megabeams also brings cap issues. By using 7 tachs you ease up the powergrid and cap transfer helps to run them longer. It also has very good EHP.

Alternatively you can go megabeams and use a t2 cap usage rig. You get good damage, less cap problem but sacrifice EHP

Or you can go full tach use a single pg rig to deal very high damage but sacrifice EHP and have cap issues.

It is always a trade off. If you can fit a full rack of tachs, get a great EHP and have low cap issues, then there is nothing to tradeoff.

Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage. Absence of RoF bonus would result in a more decent cap life. Although it would result in slighly (less then %1) reduction in dps, the alpha factor more than makes up for it.
Kagura Nikon
Native Freshfood
Minmatar Republic
#2283 - 2013-05-02 15:17:34 UTC
Deerin wrote:
Avald Midular wrote:

Without CCC's in the rigs, you're going to have cap problems.


That setup runs as long as you have navy cap booster 400's (which lasts around 11 minute considering a full cargobay and no cap transfer from other capitals/guadians.)

Tachs are doing around 10% more damage then nearest LR weapon (which is mega beam). Using 8 megabeams also brings cap issues. By using 7 tachs you ease up the powergrid and cap transfer helps to run them longer. It also has very good EHP.

Alternatively you can go megabeams and use a t2 cap usage rig. You get good damage, less cap problem but sacrifice EHP

Or you can go full tach use a single pg rig to deal very high damage but sacrifice EHP and have cap issues.

It is always a trade off. If you can fit a full rack of tachs, get a great EHP and have low cap issues, then there is nothing to tradeoff.

Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage. Absence of RoF bonus would result in a more decent cap life. Although it would result in slighly (less then %1) reduction in dps, the alpha factor more than makes up for it.



That is very true. Ships have to commit to something , specially ont he large guns department.

The same way the Tornado is making the tempest obsolete.. the oracle is hurting amarr sniper ships.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Pelea Ming
Royal Amarr Institute
Amarr Empire
#2284 - 2013-05-02 16:18:07 UTC  |  Edited by: Pelea Ming
Deerin wrote:

Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage. Absence of RoF bonus would result in a more decent cap life. Although it would result in slighly (less then %1) reduction in dps, the alpha factor more than makes up for it.

I like this suggestion about heatsinks.

I certainly wouldn't mind giving up 1% of my DPS to reduce the inherent cap draw increase to the mod.
Tonto Auri
Vhero' Multipurpose Corp
#2285 - 2013-05-02 18:14:44 UTC
Um... then make gyrostabs only increase RoF, perhaps?

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Kaarous Aldurald
Black Hydra Consortium.
#2286 - 2013-05-02 18:25:15 UTC
Tonto Auri wrote:
Um... then make gyrostabs only increase RoF, perhaps?


How about you talk about Minmatar stuff in their own thread?

Why do the Gallente and Winmatar guys constantly keep bringing up external non-factors into an internal balance discussion?

"Waah, New Geddon steps on the toes of the Domi!"

"Tachyons can't be viable...because, because railguns!"

And so on.

Stop. Knock it off.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2287 - 2013-05-02 19:10:19 UTC
Kaarous Aldurald wrote:
Tonto Auri wrote:
Um... then make gyrostabs only increase RoF, perhaps?


How about you talk about Minmatar stuff in their own thread?

Why do the Gallente and Winmatar guys constantly keep bringing up external non-factors into an internal balance discussion?

"Waah, New Geddon steps on the toes of the Domi!"

"Tachyons can't be viable...because, because railguns!"

And so on.

Stop. Knock it off.

Because this balance isn't happening in a vacuum and has affects across the game.
Kaarous Aldurald
Black Hydra Consortium.
#2288 - 2013-05-02 19:22:52 UTC
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
Tonto Auri wrote:
Um... then make gyrostabs only increase RoF, perhaps?


How about you talk about Minmatar stuff in their own thread?

Why do the Gallente and Winmatar guys constantly keep bringing up external non-factors into an internal balance discussion?

"Waah, New Geddon steps on the toes of the Domi!"

"Tachyons can't be viable...because, because railguns!"

And so on.

Stop. Knock it off.

Because this balance isn't happening in a vacuum and has affects across the game.


Entirely beside the point. ("then why are there racial threads in the first place?" comes to mind)

What I said has nothing to do with overall game balance. It has to do with people trying to derail the thread, because short sighted, small minded polarized thinking seems to think that if you raise up underpowered weaponry that somehow everyone else suffers as a result. It's same bulls*** mindset with the "highsec vs nullsec" people. It's stupid.

Saying that a rework of heat sinks entails a vastly overpowered change to gyrostabs is entirely unwarranted trolling. Off topic at that.

He can go whine about Minmatar in the Minmatar thread, and about Gallente in the Gallente thread. What is unreasonable about that?

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2289 - 2013-05-02 19:34:57 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:

Entirely beside the point. ("then why are there racial threads in the first place?" comes to mind)

What I said has nothing to do with overall game balance. It has to do with people trying to derail the thread, because short sighted, small minded polarized thinking seems to think that if you raise up underpowered weaponry that somehow everyone else suffers as a result. It's same bulls*** mindset with the "highsec vs nullsec" people. It's stupid.

Saying that a rework of heat sinks entails a vastly overpowered change to gyrostabs is entirely unwarranted trolling. Off topic at that.

He can go whine about Minmatar in the Minmatar thread, and about Gallente in the Gallente thread. What is unreasonable about that?

Actually it IS the point. The separation of the threads was to make feedback manageable, not to segregate the content as if it were separate games. Bringing up overall balance issues now in relation to proposal and feedback here isn't a derail any more that bringing up the Armageddon isn't a derail in the Gallente thread nor the Typhoon in the Caldari thread (or the Megathron in the Minmatar thread, Hype in this thread[suggesting the Abaddon received the same lower turret count/higher damage bonus treatment], etc). Overall balance can and does obsolete ships and weapons and needs to be considered.

Though you did get one thing right, what you said did have nothing to do with overall game balance, which is the entire reason it is the wrong mindset.

And all that was said in response to a diversification of damage mods which would cause a significant nerf to alpha but could be balanced to keep DPS the same while just eating more ammo. Sounds like a Minmatar nerf to me.
Kaarous Aldurald
Black Hydra Consortium.
#2290 - 2013-05-02 19:40:34 UTC  |  Edited by: Kaarous Aldurald
Tyberius Franklin wrote:
Kaarous Aldurald wrote:

Entirely beside the point. ("then why are there racial threads in the first place?" comes to mind)

What I said has nothing to do with overall game balance. It has to do with people trying to derail the thread, because short sighted, small minded polarized thinking seems to think that if you raise up underpowered weaponry that somehow everyone else suffers as a result. It's same bulls*** mindset with the "highsec vs nullsec" people. It's stupid.

Saying that a rework of heat sinks entails a vastly overpowered change to gyrostabs is entirely unwarranted trolling. Off topic at that.

He can go whine about Minmatar in the Minmatar thread, and about Gallente in the Gallente thread. What is unreasonable about that?

Actually it IS the point. The separation of the threads was to make feedback manageable, not to segregate the content as if it were separate games. Bringing up overall balance issues now in relation to proposal and feedback here isn't a derail any more that bringing up the Armageddon isn't a derail in the Gallente thread nor the Typhoon in the Caldari thread. Overall balance can and does obsolete ships and weapons and needs to be considered.

Though you did get one thing right, what you said did have nothing to do with overall game balance, which is the entire reason it is the wrong mindset.

And all that was said in response to a diversification of damage mods which would cause a significant nerf to alpha but could be balanced to keep DPS the same while just eating more ammo. Sounds like a Minmatar nerf to me.


Yeah, aside from the fact that the poster knows full well that the idea being floated was not an overall buff to dps.

a 25% RoF on the other hand, is a hell of a dps buff. It also entirely destroys any balance autocannons have at frigate and cruiser level. So he was trolling, pure and simple.

So, let me ask you a question.

What a lot of people are asking for in this thread (myself included) is not dps buffs, or EHP increases, etc.

They are asking for quality of life improvements, cap and fitting to be precise.

Why do all of you guys come in here and talk about us wanting to ruin (or at the very least disregarding) overall game balance then? How on earth is being able to fire more than 70 shots with an Apocalypse going to destroy game balance?

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2291 - 2013-05-02 19:57:16 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:
Yeah, aside from the fact that the poster knows full well that the idea being floated was not an overall buff to dps.

a 25% RoF on the other hand, is a hell of a dps buff. It also entirely destroys any balance autocannons have at frigate and cruiser level. So he was trolling, pure and simple.

Original statement:
Tonto Auri wrote:
Um... then make gyrostabs only increase RoF, perhaps?
So where did you get the specific numbers from on this suggestion? They certainly weren't stated. So since this number is a variable at this point and not the game breaking constant you have created from who knows where, how does a balanced increase in ROF at the expense of the raw damage bonus ruin frigate combat?

Kaarous Aldurald wrote:

So, let me ask you a question.

What a lot of people are asking for in this thread (myself included) is not dps buffs, or EHP increases, etc.

They are asking for quality of life improvements, cap and fitting to be precise.

Why do all of you guys come in here and talk about us wanting to ruin (or at the very least disregarding) overall game balance then? How on earth is being able to fire more than 70 shots with an Apocalypse going to destroy game balance?
We aren't, unless you read comments selectively. Or, as in the case above, you start inserting things that were never said. Lasers have been acknowledged by a number of people as problematic for cap reasons, including myself.

That said I still hold that if fittings and cap were fixed as some here suggest, to the point of making fittings on tach's quivalent to 425's, Tach's would completely obsolete large rail sniping platforms out to the limits of their T2 ammo. Since the bulk of Tach buff suggestions congregate here and in the laser thread, concerns will obviously follow.

Either way I see no reason we should be silenced for doing what these threads were placed here to do just because you disagree with the positions of others.
Kaarous Aldurald
Black Hydra Consortium.
#2292 - 2013-05-02 20:12:16 UTC  |  Edited by: Kaarous Aldurald
Tyberius Franklin wrote:
Kaarous Aldurald wrote:
Yeah, aside from the fact that the poster knows full well that the idea being floated was not an overall buff to dps.

a 25% RoF on the other hand, is a hell of a dps buff. It also entirely destroys any balance autocannons have at frigate and cruiser level. So he was trolling, pure and simple.

Original statement:
Tonto Auri wrote:
Um... then make gyrostabs only increase RoF, perhaps?
So where did you get the specific numbers from on this suggestion? They certainly weren't stated. So since this number is a variable at this point and not the game breaking constant you have created from who knows where, how does a balanced increase in ROF at the expense of the raw damage bonus ruin frigate combat?

Kaarous Aldurald wrote:

So, let me ask you a question.

What a lot of people are asking for in this thread (myself included) is not dps buffs, or EHP increases, etc.

They are asking for quality of life improvements, cap and fitting to be precise.

Why do all of you guys come in here and talk about us wanting to ruin (or at the very least disregarding) overall game balance then? How on earth is being able to fire more than 70 shots with an Apocalypse going to destroy game balance?
We aren't, unless you read comments selectively. Or, as in the case above, you start inserting things that were never said. Lasers have been acknowledged by a number of people as problematic for cap reasons, including myself.

That said I still hold that if fittings and cap were fixed as some here suggest, to the point of making fittings on tach's quivalent to 425's, Tach's would completely obsolete large rail sniping platforms out to the limits of their T2 ammo. Since the bulk of Tach buff suggestions congregate here and in the laser thread, concerns will obviously follow.

Either way I see no reason we should be silenced for doing what these threads were placed here to do just because you disagree with the positions of others.


Inserting things that were never said? And then you go to tell me that everyone (or for that matter anyone) in this thread have suggested that Tachs should be fit as easily as 425s? Which is an outright lie. Everyone in these two threads has simply said that disgustingly large increase in power isn't worth a few points of CPU. Which is true from every standpoint. [Edit: Who? Who said they should be at the same level as 425s? Bet you can't find it. If you want to challenge me to dig through this threadnaught, go ahead and do it yourself.

Furthermore, plenty of people have tried to say (tried, because it's bulls*** and everyone knows it) that cap use is somehow a legitimate feature of lasers, some kind of balancing point. Just look up pretty much half of what Bouh has ever posted on here.

Also, if you can't be bothered to go back half a page, sure, here you go.

Quote:
Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage


Rate of fire is worth about 6.5% dps compared to a 5% damage.

Lemme see... 5*4 = 20. 6.5*4 = *drumroll* 24.5! Holy S*** Batman! So a 20% increase in RoF would be about a 25% increase in DPS. Huh, funny how that worked out.

The fact remains that altering heat sinks to be entirely damage, is quite different from the troll post of asking for gyros to be entirely rate of fire. Especially given that.

One is an honest suggestion from someone trying to provide a solution to the issue of overly large cap use. The other is attempting to derail the suggestion purely for the sake of being argumentative. You even bold the word balanced, but it's not mentioned one iota in that troll post. Don't make up lies to prove a point.

Furthermore I notice you did not even attempt to answer any question I put to you. You are just here, as I stated of other earlier, to regurgitate the talking points of the railgun whiners.

I ask you again, and for the last time, what is the problem with asking for a quality of life improvement? And how does having one currently unusable weapon system being viable for once somehow threaten your own weapon system? Because I already told you that you were lying about saying anyone has asked for Tachs to be as easy to fit as 425s.

"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.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2293 - 2013-05-02 20:36:42 UTC  |  Edited by: Tyberius Franklin
Kaarous Aldurald wrote:

Inserting things that were never said? And then you go to tell me that everyone (or for that matter anyone) in this thread have suggested that Tachs should be fit as easily as 425s? Which is an outright lie. Everyone in these two threads has simply said that disgustingly large increase in power isn't worth a few points of CPU. Which is true from every standpoint.

Not even a full page back:
Avald Midular wrote:
Not really fair to compare 425 II's and Megabeam II's since megabeam's are a step down from tach's while the 425 II's are the top rail
Which was what I responded to when I brought up Beam/Rail balance. this isn't the only instance. I never said everyone said it, but saying no one said it is a lie.

Kaarous Aldurald wrote:

Furthermore, plenty of people have tried to say (tried, because it's bulls*** and everyone knows it) that cap use is somehow a legitimate feature of lasers, some kind of balancing point. Just look up pretty much half of what Bouh has ever posted on here.
And I've said that I believe CCP is using it that way, but that I believe the standard set is too restricting. I've not argued the opposite of that stance.

Kaarous Aldurald wrote:
Also, if you can't be bothered to go back half a page, sure, here you go.

Quote:
Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage


Rate of fire is worth about 6.5% dps compared to a 5% damage.

Lemme see... 5*4 = 20. 6.5*4 = *drumroll* 24.5! Holy S*** Batman! So a 20% increase in RoF would be about a 25% increase in DPS. Huh, funny how that worked out.

The fact remains that altering heat sinks to be entirely damage, is quite different from the troll post of asking for gyros to be entirely rate of fire. Especially given that.

One is an honest suggestion from someone trying to provide a solution to the issue of overly large cap use. The other is attempting to derail the suggestion purely for the sake of being argumentative. You even bold the word balanced, but it's not mentioned one iota in that troll post. Don't make up lies to prove a point.

Furthermore I notice you did not even attempt to answer any question I put to you. You are just here, as I stated of other earlier, to regurgitate the talking points of the railgun whiners.

I ask you again, and for the last time, what is the problem with asking for a quality of life improvement? And how does having one currently unusable weapon system being viable for once somehow threaten your own weapon system? Because I already told you that you were lying about saying anyone has asked for Tachs to be as easy to fit as 425s.
So where does "Um... then make gyrostabs only increase RoF, perhaps?" = "Um... then make gyrostabs only increase RoF, perhaps? Oh, and they also have to have the same 20% bonus!"

Your read things that weren't there and overreacted. You turned a suggestion into something you wanted to read, not what was said. You event went so far as to combine statements from 2 different people and equate one with the other as if they were inextricably related and had to go hand in hand when no such thing was suggested.

I answered your questions, but as before you seem content to distort my responses into what you want them to be so you can discredit them outright. And yes, here and in the laser thread several statements have been made equating 425's to Tachs. You are just choosing again to ignore things selectively.
Avald Midular
Doomheim
#2294 - 2013-05-02 20:45:52 UTC  |  Edited by: Avald Midular
Deerin wrote:
Avald Midular wrote:

Without CCC's in the rigs, you're going to have cap problems.


That setup runs as long as you have navy cap booster 400's (which lasts around 11 minute considering a full cargobay and no cap transfer from other capitals/guadians.)

Tachs are doing around 10% more damage then nearest LR weapon (which is mega beam). Using 8 megabeams also brings cap issues. By using 7 tachs you ease up the powergrid and cap transfer helps to run them longer. It also has very good EHP.

Alternatively you can go megabeams and use a t2 cap usage rig. You get good damage, less cap problem but sacrifice EHP

Or you can go full tach use a single pg rig to deal very high damage but sacrifice EHP and have cap issues.

It is always a trade off. If you can fit a full rack of tachs, get a great EHP and have low cap issues, then there is nothing to tradeoff.

Still...I believe the cap issue problems lie with the guns and modules not the ships. A solution would be making heatsinks bonus a bundled 20% to damage. Absence of RoF bonus would result in a more decent cap life. Although it would result in slighly (less then %1) reduction in dps, the alpha factor more than makes up for it.


I'm skepticle that you can stay cap stable or cap-non-problematic with just cap booster 400's so if you can provide some napkin math on that please.

Either way, I don't think Amarr cap longevity while firing should be balanced around how many cap 400's you can fit in your hold, that signals a broken system to me.

I'm all for tradeoff's while fitting, as long as ALL races have to make those tradeoffs. As it is with the new ships, Amarr have to make a lot more tradeoffs especially for non-fleet or low-SP fits and I don't see that with the other races BS lineup. Amarr are shoehorned into fitting Scorch and buffer tanking and have to give up a lot of modules/rigs to do otherwise while no other race has to. The Gallente got their ships changed away from 8 turret setups which helped their situation after about 2 hours on the forum, and we're asking for a similar consideration of the Amarr lineup.
Super spikinator
Hegemonous Conscripts
#2295 - 2013-05-02 21:19:58 UTC
Kagura Nikon wrote:
Super spikinator wrote:
I'm going to assume that this Abaddon you have cooked up is as follows (do correct me if I am wrong)

8x Mega Beam Laser II
Prototype 100MN Microwarpdrive
Medium Capacitor Booster II
x
x
Damage Control II
2x Energized Adaptive Nano Membrane II
1600mm Reinforced Steel Plate II
3x Heat Sink II

I will leave the mid slots open as you haven't stated them. I have included a DCUII but you could also have a meta IV there. I have put in EANMIIs since I am assuming a fleet build that isn't prepared against a known fleet so you won't be taking your chances with setting up specific resists. I am assuming Medium Cap booster II since there is room for it since I don't know the other mids, otherwise it will be a metaIV.

So, two tracking comps or two sensor boosters or one of each?



You cannot say that is a bad ship.....


The build that the person was describing that I put in isn't a bad ship. It would do well in certain situations. However the discussion was in the viability of the platform as an alphafleet sniper. In which case, while it gives a good showing, it isn't goo when compared to other sniper options.

Overall though the entire argument is silly. The only group that has a disagreeance with Amarr seems to be Caldari large railgunners. the mostly sane people around here recognise that there is a problem with beam lasers at all levels and with medium railguns (they don't have a ship that can really take advantage of it, theory is that if they did they would sport blasters).

So much Energy is being wasted on arguing between 425s and tachs (or now mega beams) that nobody is going through and doing a three way comparison with the 1400mm, you know, the king of sniper alphafleets.
Naso Aya
Imperial Shipment
Amarr Empire
#2296 - 2013-05-02 21:28:11 UTC
Super spikinator wrote:

So much Energy is being wasted on arguing between 425s and tachs (or now mega beams) that nobody is going through and doing a three way comparison with the 1400mm, you know, the king of sniper alphafleets.


Actually, the king has the lowest dps of all platforms, as well as substantially shorter range than rails, and being a bit harder to fit than mega beams- but fundamentally fit-able on both of the Minmatar ships. So the reason people don't want to bring up the king is that regardless of how Tachs are changed, they won't overshadow 1400mm, and it makes the 425 Rail side weaker- rails are the easiest weapons to fit, combined with the longest range of the weapons. Yes Tachyons can reach pretty damn far too, but a Rokh vs Apoc, the Rokh will have substantially more range unless fitted with blasters.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#2297 - 2013-05-02 21:29:58 UTC  |  Edited by: Tyberius Franklin
Super spikinator wrote:

The build that the person was describing that I put in isn't a bad ship. It would do well in certain situations. However the discussion was in the viability of the platform as an alphafleet sniper. In which case, while it gives a good showing, it isn't goo when compared to other sniper options.

Overall though the entire argument is silly. The only group that has a disagreeance with Amarr seems to be Caldari large railgunners. the mostly sane people around here recognise that there is a problem with beam lasers at all levels and with medium railguns (they don't have a ship that can really take advantage of it, theory is that if they did they would sport blasters).

So much Energy is being wasted on arguing between 425s and tachs (or now mega beams) that nobody is going through and doing a three way comparison with the 1400mm, you know, the king of sniper alphafleets.

1400's are something I have no real experience with so I cannot make any real comparisons there. That said if we're talking 1400 maels isn't alpha all the really have? IIRC DPS and projection come in lowest of the 3 options and only find significant use in volleying targets off the field. That being the case a Tach like DPS advantage at more manageable cap fittings may be enough to counter the trend but I'd rather see alpha brought lower while making megapulse work better with cap restrictions to avoid a complete swing of the pendulum right into a new FOTM.

Edit: Too slow, someone else said it better.
Bouh Revetoile
In Wreck we thrust
#2298 - 2013-05-02 21:42:23 UTC
Avald Midular wrote:
I'm all for tradeoff's while fitting, as long as ALL races have to make those tradeoffs. As it is with the new ships, Amarr have to make a lot more tradeoffs especially for non-fleet or low-SP fits and I don't see that with the other races BS lineup. Amarr are shoehorned into fitting Scorch and buffer tanking and have to give up a lot of modules/rigs to do otherwise while no other race has to. The Gallente got their ships changed away from 8 turret setups which helped their situation after about 2 hours on the forum, and we're asking for a similar consideration of the Amarr lineup.

Tradeoffs ? Like very bad tracking (for LR weapons), long reload (= ammo swap) and no dps at shorter ranges ?

Oh ! I forgot : only cap and fitting are relevant drawbacks to amarr pilots, because they only see what they don't have compared to the others and completely ignore all their advantages.

For example, other races just don't shoot at long range with close range weapons, or at close range with LR weapons. Or they don't swap ammo, just because they can't.

The grass is always greener on the other side.

Now, if you want to discuss the actual advantages beams have, now we will be able to talk : yes high tracking and short range dps of beams sucks because pulse already do that. That's why you want your weapons to be more like railguns. That's the origin of all the amarr cries. The problem is that all the proposed "solutions" will bring are caldari+gallente cries about their railguns being terrible compare to low cap/fitting beams.

A balancing solution should not bring more cries and imbalances.
Avald Midular
Doomheim
#2299 - 2013-05-02 21:43:42 UTC  |  Edited by: Avald Midular
Tyberius Franklin wrote:
Super spikinator wrote:

The build that the person was describing that I put in isn't a bad ship. It would do well in certain situations. However the discussion was in the viability of the platform as an alphafleet sniper. In which case, while it gives a good showing, it isn't goo when compared to other sniper options.

Overall though the entire argument is silly. The only group that has a disagreeance with Amarr seems to be Caldari large railgunners. the mostly sane people around here recognise that there is a problem with beam lasers at all levels and with medium railguns (they don't have a ship that can really take advantage of it, theory is that if they did they would sport blasters).

So much Energy is being wasted on arguing between 425s and tachs (or now mega beams) that nobody is going through and doing a three way comparison with the 1400mm, you know, the king of sniper alphafleets.

1400's are something I have no real experience with so I cannot make any real comparisons there. That said if we're talking 1400 maels isn't alpha all the really have? IIRC DPS and projection come in lowest of the 3 options and only find significant use in volleying targets off the field. That being the case a Tach like DPS advantage at more manageable cap fittings may be enough to counter the trend but I'd rather see alpha brought lower while making megapulse work better with cap restrictions to avoid a complete swing of the pendulum right into a new FOTM.

Edit: Too slow, someone else said it better.


From my experience, it's the fitting that stops most from fitting tach's in fleet and instead use Scorch when not fitting Arties. Since Oracle's fit tach's easier than any BS (great design btw) they usually fit them. Make them fittable by BS's and then balance them if needed, but leaving them fittable by only the T3 BC and pirate ship while the BS's are left with broken mega-beams and Scorch isn't balanced compared to the options of other races.
Avald Midular
Doomheim
#2300 - 2013-05-02 21:48:21 UTC
Bouh Revetoile wrote:
Avald Midular wrote:
I'm all for tradeoff's while fitting, as long as ALL races have to make those tradeoffs. As it is with the new ships, Amarr have to make a lot more tradeoffs especially for non-fleet or low-SP fits and I don't see that with the other races BS lineup. Amarr are shoehorned into fitting Scorch and buffer tanking and have to give up a lot of modules/rigs to do otherwise while no other race has to. The Gallente got their ships changed away from 8 turret setups which helped their situation after about 2 hours on the forum, and we're asking for a similar consideration of the Amarr lineup.

The problem is that all the proposed "solutions" will bring are caldari+gallente cries about their railguns being terrible compare to low cap/fitting beams.


When you stop mis-characterizing our argument, people will respond to you with something other than a block. Not one person has said they should have low cap/fitting, just something in the canyon sized gulf between double the PG and triple the cap cost.