These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
12Next page
 

Pulse Laser tracking:

Author
Phaade
LowKey Ops
Snuffed Out
#1 - 2014-03-18 23:56:34 UTC
Is horrendous. Why is it so bad?

Quite literally any ship using any other weapon system with a web / scram / ab can get under pulse lasers. Even Gatling pulse lasers. Add to it the fact that many Amarr ships don't have 3 mid slots (ie. no web) and you are utterly boned.

Projection means nothing if you can't hit a target.

Buff Pulse tracking.

Zarnak Wulf
Task Force 641
Empyrean Edict
#2 - 2014-03-19 00:13:07 UTC
No because:

Your optimal range is usually at a point that greatly exceeds most other races' short range weapons.
Your long range weapon, beam lasers, has the best tracking of long range systems.
Instant ammo swapping.
Many Amarr ships are not designed to work solo. Teamwork makes the dream work.
Hatsumi Kobayashi
Perkone
Caldari State
#3 - 2014-03-19 00:20:32 UTC
Yes buff all lasers please.

They're awesome right now but I wouldn't mind them being even awesomer!

No sig.

IIshira
School of Applied Knowledge
Caldari State
#4 - 2014-03-19 00:31:04 UTC
Hatsumi Kobayashi wrote:
Yes buff all lasers please.

They're awesome right now but I wouldn't mind them being even awesomer!


This^

Big smile
Last Wolf
Umbra Wing
#5 - 2014-03-19 01:12:55 UTC
The only thing lasers need is infinite range with damage getting less the farther you are from your target.

Then instead of short ranged, high dps and long range, low dps varieties that all turrets have now lasers could be unique among the turrets and have high dps, low tracking and low dps high tracking variants (or something similar).

Not that it would be balanced, but it would be cool imo!

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Denuo Secus
#6 - 2014-03-19 02:41:11 UTC  |  Edited by: Denuo Secus
Phaade wrote:
Is horrendous. Why is it so bad?

Quite literally any ship using any other weapon system with a web / scram / ab can get under pulse lasers. Even Gatling pulse lasers. Add to it the fact that many Amarr ships don't have 3 mid slots (ie. no web) and you are utterly boned.

Projection means nothing if you can't hit a target.

Buff Pulse tracking.



If lasers would track better, what would be the point of blasters or ACs then? Every weapon has pros and cons.
Aluka 7th
#7 - 2014-03-19 08:35:00 UTC  |  Edited by: Aluka 7th
Pulse lasers (well all lasers actualy) are medium ranged weapons. If you get up close and personal you are doing it wrong, use blasters for that.

Burn this image into your brain:
http://www.spiritdemon.net/wp-content/uploads/2011/11/static5.png
Lloyd Roses
Artificial Memories
#8 - 2014-03-19 09:49:26 UTC
Phaade wrote:
Is horrendous. Why is it so bad?

Quite literally any ship using any other weapon system with a web / scram / ab can get under pulse lasers. Even Gatling pulse lasers. Add to it the fact that many Amarr ships don't have 3 mid slots (ie. no web) and you are utterly boned.

Projection means nothing if you can't hit a target.

Buff Pulse tracking.



Try aligning, or don't try to brawl solo with a slow ship with 2 mids.
Taoist Dragon
Okata Syndicate
#9 - 2014-03-19 22:50:15 UTC
Phaade wrote:
Is horrendous. Why is it so bad?

Quite literally any ship using any other weapon system with a web / scram / ab can get under pulse lasers. Even Gatling pulse lasers. Add to it the fact that many Amarr ships don't have 3 mid slots (ie. no web) and you are utterly boned.

Projection means nothing if you can't hit a target.

Buff Pulse tracking.



I have literally never had a ship get 'under my guns' because of the pulse laser tracking numbers. I have however flubbed my manual flying and screwed myself royally but that's another issue entirely.

That is the Way, the Tao.

Balance is everything.

Gregor Parud
Imperial Academy
#10 - 2014-03-20 00:01:07 UTC
Phaade wrote:
Is horrendous. Why is it so bad?

Quite literally any ship using any other weapon system with a web / scram / ab can get under pulse lasers. Even Gatling pulse lasers. Add to it the fact that many Amarr ships don't have 3 mid slots (ie. no web) and you are utterly boned.

Projection means nothing if you can't hit a target.

Buff Pulse tracking.



When blasters get the same operational range as pulses+scorch then you might start a whine thread, until then; don't be stupid.
The Lobsters
Viziam
Amarr Empire
#11 - 2014-03-20 00:22:44 UTC  |  Edited by: The Lobsters
OP. Lasers are great, but if you are relying on orbit and keep at range to do the flying for you, you are going to have a hard time getting your dps down. That works for blasters and autocannons as their tracking is more forgiving. Practice manually piloting in straight vectors, this will drop your angular velocity. Keep pulling 'crazy ivans' (suddenly changing direction) in a way that allows you to pull away from the other ship. If they have hit approach or keep at range themselves, they have effectively handed over control of their ship to yoursBlink This can be abused.

If it looks like they have hit orbit (silly fools) double click in space and travel on a straight vector. Unless they are mega fast they won't be able to establish an orbit and will be wasting velocity trying to come around you. They will end up just chasing you, which is where you want them. Yarr! A quick burst of overheat helps to pull away.

This even works with a Punisher. It works really well with the Tormentor.


Ed Don't forget you can also dive straight down or up. In eve, orbits can tend to settle on the flat system plane. These sudden direction changes can make the other ship stop dead in space for a few seconds. If you think you are winning, be on the look out for them turning away to break tackle and escape. They will have some distance to travel to do this and they will oblige you with low angular when they do. Hit approach, overheat if you still have any and be ready to swap to scorch. Then spank them hard. If they are blaster or AC fit their damage will drop off while yours will keep on truckin'. It can in fact be an advantage to try to keep your self reasonably close during the fight so they still have this distance to traverse to run away.


Hope this helps.

o7

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

Markku Laaksonen
School of Applied Knowledge
Caldari State
#12 - 2014-03-20 01:20:36 UTC
Zarnak Wulf wrote:
Teamwork makes the dream work.


I like this. I like this a lot. It makes me feel hopeful and optimistic for my future, and the future of those around me whose lives I can benefit. Through teamwork. To make the Dream work.

DUST 514 Recruit Code - https://dust514.com/recruit/zluCyb/

EVE Buddy Invite - https://secure.eveonline.com/trial/?invc=047203f1-4124-42a1-b36f-39ca8ae5d6e2&action=buddy

Shelom Severasse
The Disney World Federation
Fraternity.
#13 - 2014-03-20 02:57:37 UTC
you are probably orbiting your target at a range of ~1km-2.5km if you are complaining about tracking

dont orbit

laser tracking is horrible

you have range

keep at edge of optimal and force blasters to use null and ACs to be in deeper than usual falloff while you do full dps with conflag/multi

this also means you are pulling away from rocket ships since everyone will try to orbit you as close as possible, meaning their rockets have a longer interval and your reps are more powerful

insanity is doing the same thing over and over and expecting different results.

force others to play your game, dont play theirs
Last Wolf
Umbra Wing
#14 - 2014-03-20 05:52:19 UTC
Shelom Severasse wrote:
you are probably orbiting your target at a range of ~1km-2.5km if you are complaining about tracking

dont orbit

laser tracking is horrible

you have range

keep at edge of optimal and force blasters to use null and ACs to be in deeper than usual falloff while you do full dps with conflag/multi

this also means you are pulling away from rocket ships since everyone will try to orbit you as close as possible, meaning their rockets have a longer interval and your reps are more powerful

insanity is doing the same thing over and over and expecting different results.

force others to play your game, dont play theirs


I do find it ironic that the ships who's weapons need to stay at optimal to be effective are the slowest, heaviest ships with the fewest mids for propulsion/webbing mods. But at the same time, they having longer ranges to be able to engage sooner than a faster ship with a shorter range. So I'm not really sure what type of ship lasers actually work best on, Big slow juggernaughts or fast and nimble kiters.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Taoist Dragon
Okata Syndicate
#15 - 2014-03-20 06:16:12 UTC
Last Wolf wrote:


I do find it ironic that the ships who's weapons need to stay at optimal to be effective are the slowest, heaviest ships with the fewest mids for propulsion/webbing mods. But at the same time, they having longer ranges to be able to engage sooner than a faster ship with a shorter range. So I'm not really sure what type of ship lasers actually work best on, Big slow juggernaughts or fast and nimble kiters.


Both of them!

Being able to engage from longer range means being able to 'front load' your damage to your target before they engage. Hopefully giving you enough of a head start once they get into you and start applying their own damage.

And don't be fooled into thinking that every ship needs the 'holy trinity' of prop mod+scram+web to be effective in a brawl. There are plenty of fits out there that operate in brawls and get plenty of kills (dual rep incursus is probably the most famous)

This will really nock off a few of the frig jock pvp'ers on these forums but whatever the 'theory' says 2 mid slot/ no web brawlers are effective in various areas of eve.

That is the Way, the Tao.

Balance is everything.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#16 - 2014-03-20 07:51:02 UTC
Last Wolf wrote:
The only thing lasers need is infinite range with damage getting less the farther you are from your target.

Then instead of short ranged, high dps and long range, low dps varieties that all turrets have now lasers could be unique among the turrets and have high dps, low tracking and low dps high tracking variants (or something similar).

Not that it would be balanced, but it would be cool imo!

I can tell you what that would look like and it would be op as hell.

Optimal: 100 m

Falloff: 249 km (since try as you might you can't lock beyond this)

Anywhere within point range you would be doing close enough to full damage that it would almost indistinguishable from full damage. Conflag would be the only crystal unless you couldn't track in which case you'd use multifrequency. At least I wouldn't have to read any more posts about nerfing scorch I suppose, so there's that.

As for the tracking, manual flying can do wonders for you keeping transversal down, as an Amarr ship chances are you take damage better than your opponent so this should be fine, you are unlikely to be faster than your target and so using auto-orbit will often do more harm than good for your tracking, keep at range is your friend especially if you are faster and they can't reach you. Additionally at 20-30 km your tracking is more than what you need to hit targets, the fact that Amarr ships tend to have less than 4 mids is by design so you have to lose one of prop mod, point, web, cap injection. Pulse laser projection would be op as hell if things also struggled to get close to the ship that out projects them by about 12 miles...literally.

Reality has an almost infinite capacity to resist oversimplification.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#17 - 2014-03-20 08:00:31 UTC
Taoist Dragon wrote:
Last Wolf wrote:


I do find it ironic that the ships who's weapons need to stay at optimal to be effective are the slowest, heaviest ships with the fewest mids for propulsion/webbing mods. But at the same time, they having longer ranges to be able to engage sooner than a faster ship with a shorter range. So I'm not really sure what type of ship lasers actually work best on, Big slow juggernaughts or fast and nimble kiters.


Both of them!

Being able to engage from longer range means being able to 'front load' your damage to your target before they engage. Hopefully giving you enough of a head start once they get into you and start applying their own damage.

And don't be fooled into thinking that every ship needs the 'holy trinity' of prop mod+scram+web to be effective in a brawl. There are plenty of fits out there that operate in brawls and get plenty of kills (dual rep incursus is probably the most famous)

This will really nock off a few of the frig jock pvp'ers on these forums but whatever the 'theory' says 2 mid slot/ no web brawlers are effective in various areas of eve.

To add to that and as we've already established lasers have fantastic damage projection and one of the things that makes you hard to kite if you are slow is damage projection. For example if you have a frigate that has tackled a battleship and is under its guns and will survive the drones and you send in some dps. The battleship is likely to start shooting at your dps and the farther that battleship can reach that harder it's going to be to dps it safely, especially if you are a cruiser gang for example. Getting in neut range can get you dead in a hurry if the battleship can apply most of it's damage at that range.

Reality has an almost infinite capacity to resist oversimplification.

Danny John-Peter
Blue Canary
Watch This
#18 - 2014-03-20 09:30:19 UTC
Is this legit a "Buff Lasers" thread.

Eveplz.

Pulses are currently in my opinion one of the strongest weapon systems in the game, at Small Size the apply good damage with reasonable tracking out to the edge of Scram Range, or out to beyond long point range with bonuses, with instant ammo switching.

Medium Pulses I would argue are the best Medium short ranged turret, amazing applied damage at range with reasonable tracking, ridiculous applied damage at range on bonused hulls (Have you tried using Medium ACs at the edge of point range recently, now there's a weapon system that needs some help) again with instant ammo switching.

Finally Large Pulse offer amazing flexibility with decent tracking at close range and good damage out to ~60K or 90+ on a bonused hull, and again, instant ammo switching further accentuating that excellent flexibility.

Some of the Amarr ships suffer from somewhat difficult slot layouts but that just means you have to be a little unconventional when using them, use Scorch to kite at range or fly with friends, the best ship is friendship after all and a lot of Laser ships at a larger size benefit greatly from support to allow them to use there heavy tanks and good flexibility to their advantage.

Basically no, CCP fix Med ACs and HMLs then we can look at the other weapon systems and see of any changes need to be made.
Dato Koppla
Neuronix
#19 - 2014-03-20 11:25:04 UTC
All arguments about pulse lasers being good come down to one thing: Scorch. Without Scorch it would be a subpar weapon system, I'm not saying Pulses are bad, in the right conditions they are amazing, but it's really reliant on Scorch, T1 pulses are just sad.
IIshira
School of Applied Knowledge
Caldari State
#20 - 2014-03-20 13:16:41 UTC
Dato Koppla wrote:
All arguments about pulse lasers being good come down to one thing: Scorch. Without Scorch it would be a subpar weapon system, I'm not saying Pulses are bad, in the right conditions they are amazing, but it's really reliant on Scorch, T1 pulses are just sad.


This is true and many say it is OP. Scorch in pulse lasers reminds me of autocannons. A short range weapon that is able to hit long range.
12Next page