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Medium ACs, The New Medium Rail?

First post
Author
Kahega Amielden
Rifterlings
#21 - 2013-09-25 00:37:30 UTC
Sure, but you'll be doing a lot more than 50% of your paper DPS.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#22 - 2013-09-25 00:59:04 UTC
Kahega Amielden wrote:
Sure, but you'll be doing a lot more than 50% of your paper DPS.


The vagabond is really the only one that has decent range and dps on autos.. Excluding large autos of course.

BYDI recruitment closed-ish

To mare
Advanced Technology
#23 - 2013-09-25 06:04:54 UTC
Garviel Tarrant wrote:
Kahega Amielden wrote:
Sure, but you'll be doing a lot more than 50% of your paper DPS.


The vagabond is really the only one that has decent range and dps on autos.. Excluding large autos of course.

and its one of the crappiest hac, now that everything else got buffed
Jonas Staal
Republic Military School
Minmatar Republic
#24 - 2013-09-25 10:30:22 UTC
Rengerel en Distel wrote:
Garviel Tarrant wrote:
Null gives blasters too much range taking away the only real advantage AC's had.


except for the fitting, no cap, and variable damage advantages?


I always wonder about this.

What does variable damage advantage bring against omni-tanked opponants?
Bertrand Butler
Cras es Noster
#25 - 2013-09-25 11:51:55 UTC  |  Edited by: Bertrand Butler
Many ships have resist holes, and if you are familiar enough with the hull you can ascertain from a cookie cutter fit which ammo to choose. EHPpDT stats vary wildly from hull to hull and from one application to another.

Moreover, if you use a ship that projects a fixed damage type, there are a number of hulls that are out of reach to you due to racial hull resists. With flexible ammo, you can engage them better.
Lloyd Roses
Artificial Memories
#26 - 2013-09-25 12:04:57 UTC  |  Edited by: Lloyd Roses
Big Issues with different guns though is the ammo, and how (near ?) identical penalties to those t2-ammo sorts just render some useless, and some OP.

Just Scorch is strongly overpowered and is in desperate need of a rangenerf or damagenerf. Currently Scorch is to good. It's so good I dropped said-to-be-OP ACs a long time ago, even when they were still called OP, just to get dat scorch loaded.
Blasters using null are better on ALL accounts compared to autocannons (similiar tracking, more usable range, drastically higher damage output)
Rage/Javelin ammo are imo both good, javelins drastically increase your range, while the drawbacks of rage ammo are - in space - not noticable compared to navy, that though is my perception.

Hail is just ********, even with higher paper-dps it's still the WRONG choice over fusion. Barrage is way to weak compared to RF ammo on similiar ranges. It's nice though to tickle things beyond RF range, though that's about it. Both ammosorts wuold rather be fine if they were to be pure explosive, but with that kin/exp mix, they're just crap.

Autocannons are acceptable thanks to selectable damage type and capless guns, the huge magazine is wayne, as your RoF is crazy aswell, that's not a pro. So selectable damage, the one thing ACs don't suck terribly at, thankfully that trait is strong enough to equalize the disadvantages.


Bertrand Butler wrote:
Many ships have resist holes, and if you are familiar enough with the hull you can ascertain from a cookie cutter fit which ammo to choose. EHPpDT stats vary wildly from hull to hull and from one application to another.

Moreover, if you use a ship that projects a fixed damage type, there are a number of hulls that are out of reach to you due to racial hull resists. With flexible ammo, you can engage them better.


If you are just hitting him with autocannons, you could actually also hit him for real, actual damage, using scorch or certainly better using null on a similiar designed blasterboat.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#27 - 2013-09-25 12:19:37 UTC
Lloyd Roses wrote:
Big Issues with different guns though is the ammo, and how (near ?) identical penalties to those t2-ammo sorts just render some useless, and some OP.

Just Scorch is strongly overpowered and is in desperate need of a rangenerf or damagenerf. Currently Scorch is to good. It's so good I dropped said-to-be-OP ACs a long time ago, even when they were still called OP, just to get dat scorch loaded.
Blasters using null are better on ALL accounts compared to autocannons (similiar tracking, more usable range, drastically higher damage output)
Rage/Javelin ammo are imo both good, javelins drastically increase your range, while the drawbacks of rage ammo are - in space - not noticable compared to navy, that though is my perception.

Hail is just ********, even with higher paper-dps it's still the WRONG choice over fusion. Barrage is way to weak compared to RF ammo on similiar ranges. It's nice though to tickle things beyond RF range, though that's about it. Both ammosorts wuold rather be fine if they were to be pure explosive, but with that kin/exp mix, they're just crap.

Autocannons are acceptable thanks to selectable damage type and capless guns, the huge magazine is wayne, as your RoF is crazy aswell, that's not a pro. So selectable damage, the one thing ACs don't suck terribly at, thankfully that trait is strong enough to equalize the disadvantages.


Bertrand Butler wrote:
Many ships have resist holes, and if you are familiar enough with the hull you can ascertain from a cookie cutter fit which ammo to choose. EHPpDT stats vary wildly from hull to hull and from one application to another.

Moreover, if you use a ship that projects a fixed damage type, there are a number of hulls that are out of reach to you due to racial hull resists. With flexible ammo, you can engage them better.


If you are just hitting him with autocannons, you could actually also hit him for real, actual damage, using scorch or certainly better using null on a similiar designed blasterboat.


I think all T2 ammo should get the same kind of penalties as long range t2 ammo

T2 ammo is supposed to be niche and specialized, not something you use 80% the time.

BYDI recruitment closed-ish

Jonas Staal
Republic Military School
Minmatar Republic
#28 - 2013-09-25 12:29:34 UTC
Bertrand Butler wrote:
Many ships have resist holes, and if you are familiar enough with the hull you can ascertain from a cookie cutter fit which ammo to choose. EHPpDT stats vary wildly from hull to hull and from one application to another.

Moreover, if you use a ship that projects a fixed damage type, there are a number of hulls that are out of reach to you due to racial hull resists. With flexible ammo, you can engage them better.


I'm kind of confused now.

Are we talking about kiting with faction ammo (serious range penalty) or barrage (low dmg + non-selectable damage type) ?
Logical Chaos
Very Italian People
The Initiative.
#29 - 2013-09-25 12:55:01 UTC
Yeah it's obvious. Since Lasers are untouched for years they require a nerf. Everybody is only flying laserboats nowadays, do Minmatar boats even exist?

Oh wait:

Rank Ships Kills
1 Hound 55,026
2 Manticore 39,899
3 Tornado 33,848
4 Ishtar 32,989
5 Naga 31,193
6 Purifier 30,720
7 Nemesis 26,325
8 Dominix 25,753
9 Sabre 25,430
10 Talos 24,534
11 Oracle 24,267
12 Caracal 23,568
13 Thrasher 22,203
14 Loki 22,058
15 Tengu 21,713
16 Proteus 21,487
17 Thorax 20,631
18 Talwar 19,766
19 Vexor 19,628
20 Hurricane 19,111
March rabbit
Aliastra
Gallente Federation
#30 - 2013-09-25 13:02:30 UTC
Liam Todd Bloodstar wrote:
Dato Koppla wrote:
It's funny, I feel like we've come full circle on the nerf/buff cycle. When I first started the game it was 'Go Minmatar or go home' or 'AC kiters are OP' and all that stuff, because ACs had just been buffed and were top of their game, people were crying for buffs for blasters and gallente everywhere and nerfs for ACs.

Now that CCP has finally answered their calls, Minmatar has been left in the dust and now this thread marks the start of players calling for buffs on what was previously known as Winmatar.

And the cycle restarts.....


Lol when I started, Torps were the weapon of choice... Then followed by Blasters... Then followed by AC's... Then followed by Lasers... Then back to AC's.... Now back to Blasters...

you mean Torps missed their turn? Shocked

The Mittani: "the inappropriate drunked joke"

Danny John-Peter
Blue Canary
Watch This
#31 - 2013-09-25 13:18:04 UTC
Logical Chaos wrote:
Yeah it's obvious. Since Lasers are untouched for years they require a nerf. Everybody is only flying laserboats nowadays, do Minmatar boats even exist?

Oh wait:

Rank Ships Kills
1 Hound 55,026
2 Manticore 39,899
3 Tornado 33,848
4 Ishtar 32,989
5 Naga 31,193
6 Purifier 30,720
7 Nemesis 26,325
8 Dominix 25,753
9 Sabre 25,430
10 Talos 24,534
11 Oracle 24,267
12 Caracal 23,568
13 Thrasher 22,203
14 Loki 22,058
15 Tengu 21,713
16 Proteus 21,487
17 Thorax 20,631
18 Talwar 19,766
19 Vexor 19,628
20 Hurricane 19,111


I don't think thats what anybody is saying, also, there is 1 ship in that list that is in that list for its damage and uses medium ACs, the Cane, the Loki is only in there for brick tanked webbing.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#32 - 2013-09-25 13:30:01 UTC  |  Edited by: Sergeant Acht Scultz
Danny John-Peter wrote:
Logical Chaos wrote:
Yeah it's obvious. Since Lasers are untouched for years they require a nerf. Everybody is only flying laserboats nowadays, do Minmatar boats even exist?

Oh wait:

Rank Ships Kills
1 Hound 55,026
2 Manticore 39,899
3 Tornado 33,848
4 Ishtar 32,989
5 Naga 31,193
6 Purifier 30,720
7 Nemesis 26,325
8 Dominix 25,753
9 Sabre 25,430
10 Talos 24,534
11 Oracle 24,267
12 Caracal 23,568
13 Thrasher 22,203
14 Loki 22,058
15 Tengu 21,713
16 Proteus 21,487
17 Thorax 20,631
18 Talwar 19,766
19 Vexor 19,628
20 Hurricane 19,111


I don't think thats what anybody is saying, also, there is 1 ship in that list that is in that list for its damage and uses medium ACs, the Cane, the Loki is only in there for brick tanked webbing.


Deimost is there for...wait no it's not there so lets move on.

Proteus is there because :triple plated heavy tackle: rocks

We can go on and on with this kind of reasoning doesn't prove anything, just supports one or the other argument.

removed inappropriate ASCII art signature - CCP Eterne

Danny John-Peter
Blue Canary
Watch This
#33 - 2013-09-25 13:34:04 UTC
Im not making an argument, that's my ******* point, I'm asking peoples opinion, I don't know if they are in need of a buff, I use all the weapon types so I really don't care either way.
Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#34 - 2013-09-25 13:59:59 UTC
Danny John-Peter wrote:
Im not making an argument, that's my ******* point, I'm asking peoples opinion, I don't know if they are in need of a buff, I use all the weapon types so I really don't care either way.



I can also use them all and I don't know how you can think that way, I have more auto canon fitted ships in my hangars then blasters but it's probably because I'm in null and probably because of specific area/rats etc I'm playing in (when I manage to)

Yes auto canons got a slight nerf to range and not only was well deserved but it's good to bring other races as choice instead of the "all matar or nothing".
Non the less in optimal (blasters op range) auto canons are deadly, if I don't want to commit fit then TEs instead of Gyros (kite) I still get a decent dps/application at nice ranges on top of the ability to disengage at will, well some better than others but many people have never fitted an autos cane in any other way then shield cookie cutter fits so tell them an armor version is a heavy tanker one with more than one option to get rid of their opponents because it works dam good its a waste of time. And so on.

removed inappropriate ASCII art signature - CCP Eterne

Urkhan Law
Republic Military School
Minmatar Republic
#35 - 2013-09-25 14:46:40 UTC
I think this is list is more appropriate:

1 Prototype 'Arbalest' Torpedo Launcher 32,258
2 200mm AutoCannon II 20,557
3 Light Neutron Blaster II 19,122
4 Heavy Pulse Laser II 18,788
5 425mm AutoCannon II 17,074
6 220mm Vulcan AutoCannon II 15,162
7 720mm Howitzer Artillery II 14,520
8 Heavy Neutron Blaster II 12,747
9 150mm Light AutoCannon II 12,739
10 Neutron Blaster Cannon II 11,763
11 1400mm Howitzer Artillery II 11,267
12 125mm Gatling AutoCannon II 10,932
13 Torpedo Launcher II 10,212
14 Small Focused Pulse Laser II 8,533
15 Light Ion Blaster II 7,531
16 280mm Howitzer Artillery II 6,911
17 250mm Railgun II 6,728
18 Mega Pulse Laser II 6,614
19 Heavy Missile Launcher II 6,501
20 150mm Railgun II 6,458

Until this numbers shuffle, despite personal opinions (right or wrong) don't get your hopes too high.
This will take years.
Jonas Staal
Republic Military School
Minmatar Republic
#36 - 2013-09-26 08:54:24 UTC
Urkhan Law wrote:
I think this is list is more appropriate:

1 Prototype 'Arbalest' Torpedo Launcher 32,258
2 200mm AutoCannon II 20,557
3 Light Neutron Blaster II 19,122
4 Heavy Pulse Laser II 18,788
5 425mm AutoCannon II 17,074
6 220mm Vulcan AutoCannon II 15,162
7 720mm Howitzer Artillery II 14,520
8 Heavy Neutron Blaster II 12,747
9 150mm Light AutoCannon II 12,739
10 Neutron Blaster Cannon II 11,763
11 1400mm Howitzer Artillery II 11,267
12 125mm Gatling AutoCannon II 10,932
13 Torpedo Launcher II 10,212
14 Small Focused Pulse Laser II 8,533
15 Light Ion Blaster II 7,531
16 280mm Howitzer Artillery II 6,911
17 250mm Railgun II 6,728
18 Mega Pulse Laser II 6,614
19 Heavy Missile Launcher II 6,501
20 150mm Railgun II 6,458

Until this numbers shuffle, despite personal opinions (right or wrong) don't get your hopes too high.
This will take years.


What exactly does this list stand for?
Urkhan Law
Republic Military School
Minmatar Republic
#37 - 2013-09-26 09:19:12 UTC  |  Edited by: Urkhan Law
Jonas Staal wrote:
What exactly does this list stand for?


http://www.eve-kill.net/?a=top20

Example: Top 20 ships vs top 20 guns.
Talwars are in the list, but the weapon system isn't.
Small ACs are ranked very high and you have trasher/sabres in the list.
Small Blasters are also ranked very high, you don't have Gal/Cal Dessies in the list.

Honestly, this top 20 lists isolated from others have very poor value, if you are able to cross data with other lists you *may* reach some conclusion, but for that to happen you need a bigger list. CCP can cross that data (I hope) and see what's happening, but sometimes they appear to only look at a certain top 20 list.
Josilin du Guesclin
Aliastra
Gallente Federation
#38 - 2013-09-26 12:56:24 UTC
Malcanis wrote:
Danny John-Peter wrote:
Having been looking recently at the ships I and others have been flying I have a question for the Eve community.

Do Medium ACs need some sort of buff?

It feels like they should do well in the area between 5-15k on a non range-bonused hull and 15-25k on a range bonused hull, but this simply isn't the case, they have awful projection even with a falloff bonus a-la Vaga/Cyna/Stabber while lacking the raw damage and tracking of Blasters. They feel like the weapon system that tries to do everything and ends up being good at nothing. Even null performs better than barrage in a lot of circumstances these days.

So, is it a problem, and if so how do we fix it, a raw damage increase would probably be in-appropriate, falloff boost maybe or a buff to Barrage, I'm not sure, but they do feel like they lack something compared to the other weapons in the class (Blasters, loldeeps/null, Lasers, lolscorch).


On the other hand they're very easy to fit, don't use any cap, have large ammo capacity and you have a decent choice of damage types.


They're also generally superior to blasters past the blasters' 1st falloff (assuming otherwise similar ships), which isn't very far.
Tor Saani
Canadian Bacon.
Honorable Third Party
#39 - 2013-09-26 17:28:04 UTC
I am not sure what anyone in this threads level of PvP experience is but medium auto cannons (and the boats that run them) have only one purpose in game. Simply put they rule the 11km-24km combat range.

Vaga/Cyna/Loki/Broadsword all excel in that range. (The Muninn is currently in a fierce fight with the Eagle for worst HAC in game)

I can fly every T2 and T3 ship in game and I always find myself shipping up in my Loki to get that tackle no one else can (and I am always pleased with my placement for damage on the KM).

Winmatar is a PvP race. As limited as medium ACs range may sound how a ship performs in the 11km-24km combat range literally defines a fight (and if you survive or not).
The Djego
Hellequin Inc.
#40 - 2013-09-26 18:21:16 UTC  |  Edited by: The Djego
Danny John-Peter wrote:


Do Medium ACs need some sort of buff?


It is more like a lot of changes to blasters where overall fairly bad.

Dato Koppla wrote:
It's funny, I feel like we've come full circle on the nerf/buff cycle. When I first started the game it was 'Go Minmatar or go home' or 'AC kiters are OP' and all that stuff, because ACs had just been buffed and were top of their game, people were crying for buffs for blasters and gallente everywhere and nerfs for ACs.

Now that CCP has finally answered their calls, Minmatar has been left in the dust and now this thread marks the start of players calling for buffs on what was previously known as Winmatar.

And the cycle restarts.....


Most blasters mechanics(mwd sig bloom, strong webs, peak dps at point blank) and game play(positioning in web range, keeping up with nano stuff at point blank, timing webs, mwd and ship slow down etc.) was thrown out of the game in 2008 and they get worse every time a dev touches them, because of horrible player feedback. They are still bad at point blank in pvp(on any hull that is bigger than a frig) and CCP should have addressed exactly this(by web strength or scram immunity, giving them back the ability stay mobile and pin stuff down at web range) to give them back her own old niche instead of watering them down into a minmatar copy by making everything super easy to fit and increasing the range. Straight

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

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