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Whats the community think? Hybrids / Lasers

First post
Author
DHB WildCat
Out of Focus
Odin's Call
#1 - 2014-07-17 17:02:47 UTC  |  Edited by: DHB WildCat
Missiles - All 4 damage types

Drones - All four damage types

Projectiles - All four damage types.




So what do we think..... should we give hybrids and lasers all four damage types? Or should we make missiles, drones, and projectiles have only 2 damage types as well? Or leave everything alone?


Curious to hear what you think


Example of 2 damage types all weapons....


Missiles - Kinetic / Explosive -since they hit with force and explode.... make sense.

Drones - Gallente weapon for the most part ... caldari are enemy thus is would make sense to use EM/ Therm but that steps on the toes of amarr, so EM / Exp for exploding magnetic rounds?

Projectiles - Enemy is amarr, would make sense their damage does Therm, and secondary damage maybe Explosive.

Hybrids - Are fine Kin /Therm

Lasers - Extreme heat using light waves / photons. Thermal / EM


This way no two weapon types do the same damage. Please remeber its just an example.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#2 - 2014-07-17 17:12:59 UTC
tl;dr: Leave things alone.



Let me point out an alternative scenario:

Quote:
Missiles - require reloads

Projectiles - requires reloads

Hybrids - require reloads




So what do we think..... should we give lasers and drones ammunition? Or should we make missiles, hybrids, and projectiles require no ammunition as well? Or leave everything alone?


EvE is about variability and making choices. Things shouldn't all be the same, otherwise there are no real choices.

Relatively Notorious By Association

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Aerie Evingod
Midwest Miners LLC
#3 - 2014-07-17 17:13:10 UTC
DHB WildCat wrote:
Missiles - All 4 damage types

Drones - All four damage types

Projectiles - All four damage types.




So what do we think..... should we give hybrids and lasers all four damage types? Or should we make missiles, drones, and projectiles have only 2 damage types as well? Or leave everything alone?


Curious to hear what you think


Example of 2 damage types all weapons....


Missiles - Kinetic / Explosive -since they hit with force and explode.... make sense.

Drones - Gallente weapon for the most part ... caldari are enemy thus is would make sense to use EM/ Therm but that steps on the toes of amarr, so EM / Exp for exploding magnetic rounds?

Projectiles - Enemy is amarr, would make sense their damage does Therm, and secondary damage maybe Explosive.

Hybrids - Are fine Kin /Therm

Lasers - Extreme heat using light waves / photons. Thermal / EM


This way no two weapon types do the same damage. Please remeber its just an example.


Projectiles only have 3 damage types for short range ammo, the small amount of kinetic in each doesn't count.

Lasers have infinite ammo and instant reload. Hybrids have 5 seconds reload and greater damage or better range. Every thing has pros and cons. No homogenization of eve.
Hakaari Inkuran
State War Academy
Caldari State
#4 - 2014-07-17 17:18:44 UTC
I never understood why missiles are kinetic damage while projectiles are explosive. Logically speaking, it should be the other way around. Missiles explode. Projectiles smack into their targets. Maybe there was some racial balance consideration at play here.

Yes, some projectiles actually use explosive rounds but most do not. All missiles, however, have an explosive payload to deal damage to the target. What missiles are solid cylinders of steel without a payload? Therefore it should be switched.
Goldensaver
Maraque Enterprises
Just let it happen
#5 - 2014-07-17 17:20:55 UTC
First of all, I'm wondering if you switched from the number to the word breaking consistency just to annoy people.

Second of all: Projectiles aren't fully selectable, though they do get about 70-90% pure damage of choice. Drones also aren't completely because each damage type has a specific role. You won't get good frigate chasers in Thermal damage, nor will your sentries hit solidly at 100km with Thermal.

So because of this I am of the belief that rather than having high selection, I'd say that there's a gradient going along here. It goes from missiles at fully selectable, to Drones at fully selectable, but limited roles to each damage type, to Projectiles at limited selectable, to Hybrids and Lasers at locked damage. This causes me to believe they are balanced against each other. With that belief I'd say we leave things alone for the most part.

However, I would like to see a small change in the damage values of various ammo types to allow a bit more choice between your two primary damages in Hybrids and Lasers. Lasers are for the most part kept to EM with a dash of Thermal. Hybrids are primarily Kinetic with a lesser value of Thermal. I'd like to see some ammo changed up to be copies of other types with a bit more of a stress on a single damage type. Perhaps change AM from a 58/42 kin/therm to more of a 70/30 and make another that's the same, but with the typing switched around. Same idea applies to Lasers.

I know this would still leave them behind with only being able to choose between their two damage types, but it would allow a bit more of a focus within their selection.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#6 - 2014-07-17 17:33:12 UTC
Hakaari Inkuran wrote:
I never understood why missiles are kinetic damage while projectiles are explosive. Logically speaking, it should be the other way around. Missiles explode. Projectiles smack into their targets. Maybe there was some racial balance consideration at play here.

Yes, some projectiles actually use explosive rounds but most do not. All missiles, however, have an explosive payload to deal damage to the target. What missiles are solid cylinders of steel without a payload? Therefore it should be switched.


Modern armor-piercing anti-tank missiles are definitely based on kinetic damage. Even though they rely on explosive warheads, those warheads are often shape charges propelling high density penetrators through the armor of the target. That would be "kinetic". A regular blast/frag warhead would be "explosive" and a napalm/pyrotechnic warhead would be "thermal". There's no real-world equivalent of an "EM" warhead yet, but it'd probably be a miniature EMP.

Much of the same technology is used in cannon projectiles as well, so it makes sense that, in EvE, both missiles and projectiles have flexible damage types.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Ocih
Space Mermaids
#7 - 2014-07-17 17:37:17 UTC
The damage types are fine. I say that as a primary Amarr pilot who knows Lasers are last in line for preferred weapons in PvP due to the EM primary.

If they were going to give damage a once over I'd like to see them add stat effect and residual to the various damages. If your ship gets hit by an artillery shell it should impact your velocity and orbital. An EM laser with thermal properties should mess up all kinds of systems on the ship long after you have been hit.

They could offset it with the now, detrimental Tactical Shield Manipulation and while I don't see it coming any time soon, deep impact changes through weapon and damage type would be where I would rather see them take change.
Yee Ant
Indus Pirotech
#8 - 2014-07-17 18:01:25 UTC
Hakaari Inkuran wrote:
I never understood why missiles are kinetic damage while projectiles are explosive. Logically speaking, it should be the other way around. Missiles explode. Projectiles smack into their targets. Maybe there was some racial balance consideration at play here.

Yes, some projectiles actually use explosive rounds but most do not. All missiles, however, have an explosive payload to deal damage to the target. What missiles are solid cylinders of steel without a payload? Therefore it should be switched.


Minimater scientists (if you can call them that) decided it would be cheaper to manufacture using low cost minerals for the shell casings, and then just fill up with any explosive chemical lying around. This had the unexpected result of producing shells that had brittle casings but strong explosive cores perfect for popping shiny Amarr slavers.

The one thing I am curious about is why the guns firign the projectiles look so "normal" and gun like. After all, their ships look so wierd and scrappy.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#9 - 2014-07-17 18:23:04 UTC
Ocih wrote:
The damage types are fine. I say that as a primary Amarr pilot who knows Lasers are last in line for preferred weapons in PvP due to the EM primary.


For ship-to-ship combat maybe. But for long POS seiges, lasers (and drones) are king. Not worrying about reloads means you have more people shooting and fewer people hauling ammo.

Relatively Notorious By Association

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I predicted FAUXs

Rayzilla Zaraki
Yin Jian Enterprises
#10 - 2014-07-17 18:52:44 UTC
In how many different sections of the forum and in how many different ways are you going to whine about the same thing?

Close thread due to duplication, biomass author.

Gate campers are just Carebears with anger issues.

IIshira
School of Applied Knowledge
Caldari State
#11 - 2014-07-17 20:33:11 UTC
Rayzilla Zaraki wrote:
In how many different sections of the forum and in how many different ways are you going to whine about the same thing?

Close thread due to duplication, biomass author.


The only thing worse than one "Lets make all weapons the same" thread is someone spamming the forms with multiple threads about it...

How about we give lasers flight time... Or missiles falloff?
Atomeon
Federal Navy Academy
Gallente Federation
#12 - 2014-07-17 21:40:09 UTC
How about the ship bonuses are like: "5% with large turrets per lvl".
And leave the pilot to chose his/her guns. Abbadon with blasters ^^

I m joking just leave the things how they are.
Hakaari Inkuran
State War Academy
Caldari State
#13 - 2014-07-17 23:33:24 UTC
Bronson Hughes wrote:
Hakaari Inkuran wrote:
I never understood why missiles are kinetic damage while projectiles are explosive. Logically speaking, it should be the other way around. Missiles explode. Projectiles smack into their targets. Maybe there was some racial balance consideration at play here.

Yes, some projectiles actually use explosive rounds but most do not. All missiles, however, have an explosive payload to deal damage to the target. What missiles are solid cylinders of steel without a payload? Therefore it should be switched.


Modern armor-piercing anti-tank missiles are definitely based on kinetic damage. Even though they rely on explosive warheads, those warheads are often shape charges propelling high density penetrators through the armor of the target. That would be "kinetic". A regular blast/frag warhead would be "explosive" and a napalm/pyrotechnic warhead would be "thermal". There's no real-world equivalent of an "EM" warhead yet, but it'd probably be a miniature EMP.

Much of the same technology is used in cannon projectiles as well, so it makes sense that, in EvE, both missiles and projectiles have flexible damage types.

Alright, perfect response!
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#14 - 2014-07-18 01:08:44 UTC
Ocih wrote:
The damage types are fine. I say that as a primary Amarr pilot who knows Lasers are last in line for preferred weapons in PvP due to the EM primary.

If they were going to give damage a once over I'd like to see them add stat effect and residual to the various damages. If your ship gets hit by an artillery shell it should impact your velocity and orbital. An EM laser with thermal properties should mess up all kinds of systems on the ship long after you have been hit.

They could offset it with the now, detrimental Tactical Shield Manipulation and while I don't see it coming any time soon, deep impact changes through weapon and damage type would be where I would rather see them take change.

Lasers are fine in PVP because:

1. PVP ships are omni tanked and damage types don't matter much.
2. Scorch.
3. Instant ammo swapping.
Lady Naween
Ministry of War
Amarr Empire
#15 - 2014-07-18 02:04:39 UTC
no dont make all weapon systems the same! stop posting all over about it. it is a terrible idea
Liam Inkuras
Furnace
Thermodynamics
#16 - 2014-07-18 02:07:50 UTC
Generic idea thread about making all weapons generic is generic.

I wear my goggles at night.

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

Dally Lama
Doomheim
#17 - 2014-07-18 04:30:59 UTC  |  Edited by: Dally Lama
Selectable damage types are too strategic to remove. Some people specifically choose Minnie because they want that advantage. Nothing wrong with that IMO.

So then why don't hybrids and lasers get the same treatment?

Hybrids do more DPS, at least blasters, so the lack of damage choice is good balance. Perhaps small/large rails need a slight damage buff.

Lasers it's the same story for large. I've only flown large laser ... and the beams are hitting for immense damage at decently long ranges. To pick damage type at that point... way too OP.
ISD Tyrozan
ISD Community Communications Liaisons
ISD Alliance
#18 - 2014-07-18 13:01:29 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Tyrozan

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Rowells
Pator Tech School
Minmatar Republic
#19 - 2014-07-18 13:25:21 UTC
have you looked at projectile ammo recently? Yes, I can technically deal at least some of any damage type i want, but I'm also dealing about 25-40% of another damage sometimes in the completely opposite side of the spectrum. Theres also no short range/high damage for kinetic. You have to to either use reduced damage long range or barrage, which is mostly explosive. Go look at EMP, over 25% of the damage is in explosive. Doesn't really help when you're trying to select a certain end of the spectrum now does it?

Only true damage selection is with missiles and drones.

So, no. The only thing wrong with lasers is not damage related and hybrids are working pretty well.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#20 - 2014-07-18 14:20:01 UTC
Hakaari Inkuran wrote:
Alright, perfect response!

Being a rocket scientist has its upsides. Blink

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

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