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[Odyssey] Tech 1 Battleships - Gallente

First post
Author
ExAstra
Echoes of Silence
#2581 - 2013-05-25 16:40:24 UTC
Julius Foederatus wrote:
So is that a no to more cap on the mega to make up for the increased cap drain from the RoF bonus?

Use your new low slot for a cap power relay. Bam, problem solved, moving on.

Save the drones!

Julius Foederatus
Federal Navy Academy
Gallente Federation
#2582 - 2013-05-25 16:52:46 UTC
So then I give up a mag stab or a tank mod? Then I have the exact same thing as the current mega, but with no utility high. The mega is only buffed by these changes if you use all your low slots for tank/gank. I really don't think it's too much to ask to be able to run your blasters cap stable as long as you're not using any other mods.
Roime
Mea Culpa.
Shadow Cartel
#2583 - 2013-05-25 18:09:52 UTC
idk, I've never even considered flying a Mega without a cap booster. Or any other blaster PVP ship without some counter to cap warfare. Cap stability matters only for POS bashing without logis and NPC corp missioners tbh.



.

ExAstra
Echoes of Silence
#2584 - 2013-05-25 18:32:03 UTC
Julius Foederatus wrote:
So then I give up a mag stab or a tank mod? Then I have the exact same thing as the current mega, but with no utility high. The mega is only buffed by these changes if you use all your low slots for tank/gank. I really don't think it's too much to ask to be able to run your blasters cap stable as long as you're not using any other mods.

Actually, you're still gaining gun DPS over the old megathron due to its new bonus. Congrats.

Roime wrote:
idk, I've never even considered flying a Mega without a cap booster. Or any other blaster PVP ship without some counter to cap warfare. Cap stability matters only for POS bashing without logis and NPC corp missioners tbh.
Really though guys, the cap drain on the new Mega isn't as awful as you're making it sound and it should have cap boosters anyway. So color me slightly confused.

Save the drones!

Julius Foederatus
Federal Navy Academy
Gallente Federation
#2585 - 2013-05-25 20:09:23 UTC
Cap stability matters for long fights that involve lots of logi. No one uses megas for POS bashing. If you've ever fought a triage archon in low sec, you know you need a long cap life to keep fighting after you run out of boosters. This is one of the few advantages the mega has over something like a geddon or an abaddon, which pretty much require cap boosters to shoot.

The amount of gun dps you gain over the current mega if you fit a cap recharger in one of the lows is about 6% more. That ain't worth the loss of the utility high, and then we're just back to almost the same stats as the current mega. I seriously don't get why we can't just add enough cap to the mega to allow it to keep firing. This should be one of the few advantages hybrid weapons have over lasers. Even though they're vulnerable to neuts, they can at least keep firing without any help from boosters. With the new version, now not only do they have **** poor range and can be shut off by neuts, but they require cap boosters just to keep firing. A hybrid ship should not be crippled when it runs out of cap boosters, but that's exactly what's going to happen if they don't increase the cap or increase the recharge or both.

To put it succinctly, my point is not that I don't want to fit cap boosters, I already do. The point is that I want to be able to fire my bloody guns without having to inject an 800 booster. The cap booster is for countering neuts and being able to run everything else you put on your mega while firing guns.
Bouh Revetoile
In Wreck we thrust
#2586 - 2013-05-26 22:49:34 UTC
Julius Foederatus wrote:
To put it succinctly, my point is not that I don't want to fit cap boosters, I already do. The point is that I want to be able to fire my bloody guns without having to inject an 800 booster. The cap booster is for countering neuts and being able to run everything else you put on your mega while firing guns.

You also don't want to use the Hyperion.
Bigg Gun
T.I.E. Inc.
#2587 - 2013-05-27 10:22:58 UTC
Cap recharge should've been calculated on a per shooting gun basis, and type of gun with some base cap recharge for all ships, and type of tanking.

example (with made up figures).
Every BS gets 10 basic recharge(for prop, hardeners etc.)
a mega gets on top of that 7x2.2 or 15.4 cap recharge extra for hybrid gun shooting with ROF bonus or total of 25.4
a hyperion gets 6x2 or 12 cap recharge bonus for it's guns + 10 extra for active repper bonus or total of 32
an apoc gets 8x3 cap bonus for it's guns(lazors getting higher coefficient due to guns using more cap) or 34 cap recharge
a maelstrom gets the 10 bonus for local rep bonus but no cap bonus for guns since proj are capless or a total of 20 cap.
Domi for instance gets no cap boni other than the base 10 since it will have no bonus to shooting guns and no bonus to tanking so domi cap would be 10.
new geddon will get the 10 base + the bonus cap for running neuts....

And so on.

If you follow the formula there would be no need for complicated cap bonuses and no ships running out of cap just by turning on their guns.

Surely a good ship designer would think in advance and not let it's creation to cripple itself just by shooting at enemies and would give the ship as much cap as it needs.
AstraPardus
Earthside Mixlabs
#2588 - 2013-05-27 14:09:36 UTC
Dominix Change: Yay! \o/

Megathron Change: Ok, sure.

Hyperion Change: NOOOOOOOOOOOOOOOOO~!!!
Every time I post is Pardy time! :3
Julius Foederatus
Federal Navy Academy
Gallente Federation
#2589 - 2013-05-27 15:25:15 UTC
Bouh Revetoile wrote:
Julius Foederatus wrote:
To put it succinctly, my point is not that I don't want to fit cap boosters, I already do. The point is that I want to be able to fire my bloody guns without having to inject an 800 booster. The cap booster is for countering neuts and being able to run everything else you put on your mega while firing guns.

You also don't want to use the Hyperion.


Why is the fact that you can now use the Hyperion as a fleet ship an argument for making the mega more cap hungry? I mean seriously, what is the reason for keeping the mega from being able to fire its guns without a cap booster? Because the Hype can be used in the old megas role now that means the new mega shouldn't have that role anymore? And if that's the case, what the hell do you use the new mega for now? Explain this one to me, why should we give the mega less cap life now that the hype is a usable ship?
Bouh Revetoile
In Wreck we thrust
#2590 - 2013-05-27 15:46:41 UTC
Julius Foederatus wrote:
Why is the fact that you can now use the Hyperion as a fleet ship an argument for making the mega more cap hungry? I mean seriously, what is the reason for keeping the mega from being able to fire its guns without a cap booster? Because the Hype can be used in the old megas role now that means the new mega shouldn't have that role anymore? And if that's the case, what the hell do you use the new mega for now? Explain this one to me, why should we give the mega less cap life now that the hype is a usable ship?

The cap life problem of the Megathron only arise in specific scenarios. That make the cap life a tradeoff for gun dps in these scenarios : the Mega have more gun dps but more cap problems than the Hype. The Hype have utility and cap, but more drone dps.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#2591 - 2013-05-27 16:32:04 UTC
Lets put it more broadly then. Why should a Gallente blasterboat have cap problems at all when all it is doing is firing its guns? It's not like we're getting a **** ton more gun dps than the old mega, we're getting about 7% more. And yet the cap life has gone down significantly.

We don't get the range of lasers, our dps isn't that much more than other turret types, so why should we have to deal with yet another drawback? I would think the shortest range would be enough of a drawback on its own. Having to put yourself in the optimal of almost every single offensive module in this game should be enough of a disadvantage that we don't need yet more reasons not to fly a Gallente ship.
Jerick Ludhowe
Internet Tuff Guys
#2592 - 2013-05-27 17:01:50 UTC  |  Edited by: Jerick Ludhowe
Julius Foederatus wrote:
Lets put it more broadly then. Why should a Gallente blasterboat have cap problems at all when all it is doing is firing its guns? It's not like we're getting a **** ton more gun dps than the old mega, we're getting about 7% more. And yet the cap life has gone down significantly.


Fitting a Heavy Cap Booster II with 800s is more than enough to keep the ship running even while under moderate nuetage. Yes, there is an increase in cap usage as well as ammo usage with the new bonus however this increase is really not as significant as you seem to be implying.

As for the 7% part. Yes, this is true, before overheat... The swap of dps from drones to guns enables a larger portion of your dps to benefit from heating increasing the difference in peak dps beyond 7%. While this may not seem significant, the different in heated dps between new and old mega is well over 100 dps.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#2593 - 2013-05-27 17:08:27 UTC
Look I admit this is a niche issue that I'm complaining about, getting into long BS fights doesn't happen all that often (though I believe it happens more than some people think). And I don't mind fitting the heavy cap booster II, I keep it standard on my mega fit. My issue is that I need the boosters to cap up after a MWD burn, or a MJD, or to keep using my neut (I guess that only applies to the navy mega now, but still). I just don't want to lose functionality in the ship once I run out of boosters, which happens often enough to make it a problem.

I just don't see why the mega can't get more cap. What is it going to hurt?
Jerick Ludhowe
Internet Tuff Guys
#2594 - 2013-05-27 17:15:32 UTC
Julius Foederatus wrote:


I just don't see why the mega can't get more cap. What is it going to hurt?


Honestly, probably won't hurt anything and I'm not going to argue against it as the mega, in usage, is one of the most cap intensive ships. Bringing the ship into range uses a large amount of cap on top of the fact that the range it applies damage at is the same range where it can be nueted. Overall I think a modest increase in cap to offset the increased cap usage of the bonus is a reasonable proposal.


What I was mainly getting at is that I do not believe that the new mega is going to be worse than the old mega. Its increase in dps, specifically in turrets, offsets the loss of drone dps and the utility high slot (i think). The increase in mobility is also nice. Still, the increase in cap to offset the increased cap usage of rof would be nice.
Bouh Revetoile
In Wreck we thrust
#2595 - 2013-05-27 21:00:23 UTC
Julius Foederatus wrote:
I just don't see why the mega can't get more cap. What is it going to hurt?

What differenciate the Megathron from the Hyperion in the first place ?

IMO, the only thing the Mega does better the Hype is railgun warfare because of the now best hybrid guns dps and the loss of drones. But considering the range of blasters, the utility of the Hyperion make it a better ship for almost all cases where you would use blasters.

Then, I don't see why all ships should be cap stable using their guns in the most cap intensive fittings, but that's another problem.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#2596 - 2013-05-27 21:36:42 UTC
How is firing only your guns the most cap intensive setting? I'm not suggesting they get so much cap that they can permarun mwd while firing void and running dual reps :P.

I don't see cap as a valid trade off for more dps, at least looking at the Hype versus the Mega. You get more dps from the mega (more gun dps anyway, does anyone know what it is when you factor in the Hype's expanded drone bay?) and more utility from the Hype. Hype has more room for ewar, and that utility high for a heavy neut. The mega has more dps. Sounds perfectly fine to me. Why the mega needs to cap out firing only its guns I have no idea. This is not a problem for any of the smaller blaster ships, be it the Brutix, Thorax, or any of the frig hulls. Why should it be a problem here?
Roime
Mea Culpa.
Shadow Cartel
#2597 - 2013-05-27 22:10:36 UTC
3 Magstabs, burst aerator and collision accelerator Neutron fit spits out over 600 000 damage (with very conservative heating) while running full tackle before it runs out of cap without cap injection. You have 675m3 cargo bay, which means enough space for 10 full ammo reloads and 44 Navy 400's.

Sustained shooting doesn't seem to be a huge issue.

.

Bouh Revetoile
In Wreck we thrust
#2598 - 2013-05-27 22:14:27 UTC
Julius Foederatus wrote:
How is firing only your guns the most cap intensive setting? I'm not suggesting they get so much cap that they can permarun mwd while firing void and running dual reps :P.

I don't see cap as a valid trade off for more dps, at least looking at the Hype versus the Mega. You get more dps from the mega (more gun dps anyway, does anyone know what it is when you factor in the Hype's expanded drone bay?) and more utility from the Hype. Hype has more room for ewar, and that utility high for a heavy neut. The mega has more dps. Sounds perfectly fine to me. Why the mega needs to cap out firing only its guns I have no idea. This is not a problem for any of the smaller blaster ships, be it the Brutix, Thorax, or any of the frig hulls. Why should it be a problem here?

By "most cap intensive fitting", I was talking about full rack of neutron loaded with antimat, MWD off (still -25% cap) and 2 or 3 MFS in the lows.

BTW, I also think that neutron blasters are too easy to fit and use (which make blasters eating on the ground of other weapon systems).

I'm not opposed to a bit more cap for Megathron, but I don't see the need for it whereas that make a drawback to it which make the armor repper bonus of the Hyperion less repulsive.
Julius Foederatus
Federal Navy Academy
Gallente Federation
#2599 - 2013-05-27 22:29:45 UTC  |  Edited by: Julius Foederatus
Roime wrote:
3 Magstabs, burst aerator and collision accelerator Neutron fit spits out over 600 000 damage (with very conservative heating) while running full tackle before it runs out of cap without cap injection. You have 675m3 cargo bay, which means enough space for 10 full ammo reloads and 44 Navy 400's.

Sustained shooting doesn't seem to be a huge issue.


Admittedly, its more of an issue for the Navy Mega, since it keeps the neut in the utility high, plus the new RoF bonus, so your boosters are going to be working much harder on that hull. The actual amount of damage being spit out isn't the issue, its sustained dps over a period of time. As an FC, I need my ships being able to keep sustained dps on a carrier or target under reps so that it forces the carrier to commit those reps. If I have ships dropping their dps cause they run out of boosters, then I've got a big problem. However, I do see your point with the boosters, I just hate having to worry about booster management in the middle of a big/long fight.

Maybe it's not as big an issue with the regular mega, but I still think a bit more cap wouldn't hurt, and the navythron certainly needs a lot more cap than it has currently, since it keeps the utility high.

Also to Bouh, I don't think nerfing the mega to make the Hype's bonus more attractive makes sense. The rep bonus is utter shite, you're not going to use a Hype in a fleet with a local repper fitted to it. No matter how bad the mega is, it's not going to make the Hype more attractive than it already is, it's just going to make someone crosstrain to Amarr ships. We shouldn't be nerfing a ship to make another ship more attractive, we should be buffing ships so that they're not utter shite.
Roime
Mea Culpa.
Shadow Cartel
#2600 - 2013-05-28 05:28:48 UTC
Well I get your point as well, but we're talking about +45 minutes of shooting Void. Over an hour of antimatter. Your ship has been dreadblapped off the field as of 40 minutes ago 

The rep bonus of the Hype is everything but shite, it's useless in blobs, sure, but really who gives a ****? It's awesome on the small scale, you know the scale where PVP is actually worth participating, challenging and fun.

.