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Projectile turrets

Author
tom trade valine
Imperium Technologies
Sigma Grindset
#1 - 2013-11-20 03:41:02 UTC
I'm not really sure when this was done. But what CCP developer thought this was a real rebalance. Energy weapons large take no time to replace crystals and only about 9 or 10 secs to cycle for ROF, hybrid take 5 secs to reload and there ROF is about 12 secs, but somehow projectile turrets take 10 secs to reload and have a ROF from 20 to 40 secs for large. Not really sure when this started if someone could help me see, but how is this considered far and rebalanced. and what was the reason behind this. seems like the amaar got the best deal while the minmatar got the shaft on that rebalance. (please not this is for large weapons only) Question
Destination SkillQueue
Doomheim
#2 - 2013-11-20 03:45:55 UTC
No cap use + high alpha + good damage type selection.
zir lee
International Brotherhood Of Electrical Workers
#3 - 2013-11-20 04:12:52 UTC
You know projectiles have the advantage of choosing what type of damage they do, right?
tom trade valine
Imperium Technologies
Sigma Grindset
#4 - 2013-11-20 04:16:43 UTC
yes but they don't have the different range bonus, rrate of fire is considerabley higher, close to 2 to 1 or more, which make dps lower and less favoriable in real pvp. If you don't alpha then its ROF is too much
Liam Inkuras
Furnace
Thermodynamics
#5 - 2013-11-20 04:33:04 UTC
RLML's want you to complain more...

I wear my goggles at night.

Any spelling/grammatical errors come complimentary with my typing on a phone

Seraph Essael
Air
The Initiative.
#6 - 2013-11-20 04:33:16 UTC
You should hear what they have done to Rapid Heavies and Rapid Lights. If you think Minmatar got shafted, you should see the 90 page thread on the Caldari Shocked

Quoted from Doc Fury: "Concerned citizens: Doc seldom plays EVE on the weekends during spring and summer, so you will always be on your own for a couple days a week. Doc spends that time collecting kittens for the on-going sacrifices, engaging in reckless outdoor activities, and speaking in the 3rd person."

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2013-11-20 07:42:10 UTC
tom trade valine wrote:
I'm not really sure when this was done. But what CCP developer thought this was a real rebalance. Energy weapons large take no time to replace crystals and only about 9 or 10 secs to cycle for ROF, hybrid take 5 secs to reload and there ROF is about 12 secs, but somehow projectile turrets take 10 secs to reload and have a ROF from 20 to 40 secs for large. Not really sure when this started if someone could help me see, but how is this considered far and rebalanced. and what was the reason behind this. seems like the amaar got the best deal while the minmatar got the shaft on that rebalance. (please not this is for large weapons only) Question


It looks unbalanced when you only consider some of the attributes of each weapon system. Consider:

high rate of fire = faster ammo expenditure but quicker response time
lower rate of fire = higher immediate damage
Artillery have a very low rate of fire so that they can deal a large amount of damage in one volley. Several artillery ships together can destroy another ship in a split second, giving it no time at all to repair.

Beam lasers have the shortest range of long range weapons, but the best tracking and damage of long range turrets, almost as high DPS as autocannons. They burn through capacitor quickly and cost lots of powergrid but their ammo takes up almost no space and can be swapped instantly. They are stuck with EM and thermal damage and so are easily resisted by armor-tankers.

Pulse lasers have the longest range of short-range weapons, while sporting a pretty reasonable DPS. They beat autocannons in DPS AND range, with pretty decent tracking to boot. While their tracking values may be lower that autocannons or blasters, you'll find they hit quite well at the end of their range. They cost no ammo and their capacitor cost isn't too harsh. Very easy to employ, but high powergrid cost and poor against armor.

Railguns have slightly better ranging than artillery overall, and slightly better tracking too. Their ammo is small and their fire rate is moderate. They don't do high alpha, but they don't burn through ammo space or capacitor very quickly. They can change ammo types pretty fast but are stuck with thermal and kinetic damage, though the combination is effective against almost all ships. Railguns have perhaps the best damage projection of all weapons.

Blasters have incredibly short range but their fast tracking helps them score hits while their tremendous damage makes them useful if you can get in range with them. They burn through ammo faster than railguns but are easier on capacitor. With a combination of excellent DPS and thermal/kinetic damage, they can take down almost any target quickly.

Artillery has very high alpha, which is very useful in groups but can be annoying when used alone. The smaller artillery in any size class will shoot considerably faster, and thus can be a nice alternate. Artillery have good optimal and good falloff, combined with a wide variety of damage types and ranges. This gives artillery incredible flexibility. Its biggest drawback is its poor tracking. Artillery costs no capacitor and its low fire rate means it burns through ammo very slowly, too.

Autocannons shoot fast, track fast, have excellent falloff, have multiple damage types and a bit of range options, and don't even cost capacitor to fire. Sounds too good to be true? Well it's massively offset by their meager damage, tiny optimal range, and propensity for burning through mountains of ammo in short periods of time. But don't think they're weak just yet. All these features combined with their very low powergrid cost, and you have arguably the most popular weapon in all of EVE.

Long range missiles outrange any turret, and they fire slowly so they have nice alpha. They can take a lot of time to reach their target but don't usually have too much trouble dealing damage to a target of the right size. They can choose any damage type but swap ammo slowly. They cost no capacitor to fire.

Short range missiles have the drawback of losing a significant amount of range to a fleeing target just because of travel time, but they have almost the range of pulse lasers to compensate. They travel fast and the smaller kinds project their damage well onto swift targets. Torpedoes have major projection issues but have incredible DPS against large and slow targets. Short range missiles can do any kind of damage and cost no capacitor, but are slow to swap ammo and burn through ammo space about as fast as autocannons.

So you see, all weapon types have distinct advantages and disadvantages. I have used all of them and I like all of them. The only weapons I don't use at all are the little artillery. I think they need a slower fire rate to be worth using.

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Electrique Wizard
Mutually Lucrative Business Proposals
#8 - 2013-11-20 09:10:32 UTC
Reaver Glitterstim wrote:
A wall of text


Excellent summary

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Tul Breetai
Impromptu Asset Requisition
#9 - 2013-11-20 11:46:32 UTC  |  Edited by: Tul Breetai
dat range bonus

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