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Balancing Feedback: Hybrid Turrets

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Author
m0cking bird
Doomheim
#1361 - 2011-12-09 01:15:48 UTC  |  Edited by: m0cking bird
m0cking bird wrote:
Pretty bad story:

I'll stick with a Mongol and Viking analogy. 25 viking warriors on foot raid a village. Woman and children. Smashing and grabing. Stolen gold. Now! A single Mongol warrior returns to his village while this is going on. Mongol warrior has a bow and arrow, short sword and is riding a horse. He starts shooting arows @ Vikings and takes out 2. The rest start rushing after the lone Mongol warrior and he rides, taking the Viking raiders to more open ground (Hurricane).

In the chase he drops 5 more Vikinge his mobility. Vikings atempt to throw axe's but cannot throw it far enought to be effective and cannot out run a horse. Now, the Mongol has brought the Vikings to a space where the Mongol has a advantage. More space to use superior mobility. Mongol kills the Vikings still not smart enough to disengage and move to either a forest or back to the village where the Mongol warrior has less of an advantage. (Mongol = Hurricane or Harbinger versus Vikings = Brutix

Clearly, the concept behind Mongol warriors martial tactics seem superior. Although limited to open area's where slower combatant have no hope of escape.

How could the Vikings change this. Well, they could all get horses the next time they raid. Great! Problem solved. More speed. Above happens again. Mongol starts taking out 2 viking raiders again. He now cannot out run the Vikings and he will be caught sooner or later. He just needs to prolong being caught as long as possible while taking out Viking Raiders. Out of the 25 he has killed 10 and is now caught or in a situation where he cannot run. Oh well! Go down fighting and kill more Vikings while they rush you for the final blow. 2 more Vikings are dead.

(Mongol = heavy missile Drake versus any other battle-cruiser)

Clearly much has not change. The focking Mongle is still able to prolong a chase long enough to pretty generate the same results. Except he is caught and killed in the end, which means success I suppose and more gold for whom ever is left. Still that is a costly battle.

Throw a Viking in this same situation and he is very limited. Mongles raided his village. viking shows up. If he rushes one and he alerts the others. He is dead. If he manage to kill one. He could not hope to out run the rest if they see viking killing one of there dudes. Clearly he must stay in the village to limit advantage of mobility and range of Mongol or else dead. He is dead anyway so he tries to suicide another Mongol before he goes and fail dies to arrows or blob of Mongol swords.

Ight. 300 years l8er. There's some innovation. Thanks to a new handsome viking named proxyyyy. Takes 300 years because the rest of his community have identified the issue along time ago, but think Vikings with bow and arrows and horses is not manly enough. Proxyyy leads his merry band of new Vikings raiding villages. Mongol warrior comes out of nowhere and kills a Viking. Another viking sees this and shoots him dead with a arrow. Yey! More profit because some dumb-ass Viking let his guard down and failed. The rest of us are good. We roll out like woman with vaginas because we use pink bows and arrows and ride unicorns.


-man it feels good to be a viking.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1362 - 2011-12-09 09:22:25 UTC
Can someone translate that drivel please?
The Djego
Hellequin Inc.
#1363 - 2011-12-09 11:35:48 UTC
It is something about having more range and being able to dictate range wins you fights. Covered in some sort of medieval scenario about horses, bows and axes and the general proxyyy nonsense.

As for the hybrid "buff" it is in general a very big disappointment all around outside frigs and I am not really sure why there are so many changes that are intended to make gallente less worse, instead of actually fixing what broke gallente blaster ships 3 years ago(lack of close range efficiency in scenarios blaster ship are suitable) and adjust the rest later on.

Also I keep wondering why I can read more CCP feedback in Eve General than here.

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

m0cking bird
Doomheim
#1364 - 2011-12-09 12:18:43 UTC
Well at-least some people found it funny. This awesome story actually came to me in a dream. Just had to tell it. Also, CCP is done with blasters. You cannot fix what is not broken. At-least Gallente ships stats and their bonuses.

The issue is not limited to Gallente ships and can be found in all races. Unfortunately most Gallente ships operate in a small envelope. You have to resign yourself to choosing your battles very carefully. Once engaged, your position is tenuous. Any negative factor introduced is often disastrous. If a engagement does not end in under 30 seconds. You position is greatly reduced as time goes on. At-least in the current game environment.

There are only 2 ways to deal with this situation.

In any-case. A Drake (heavy assault missiles) or Hurricane (armour). Would have just as much trouble in the above scenario as a Myrmidon or Brutix.
Pinky Denmark
The Cursed Navy
#1365 - 2011-12-09 12:34:16 UTC
Tanya if you have no clue about the CCP philosophy on balance you will never get your points across. Even a top of the line T2 cruiser is not always designed to fit the top tier guns, mwd and oversized plates/extenders. This might be the job for commandships.

Also long range ship are designed to use more fitting on the weapons leaving less tank and less mobility to compensate for being able to sit out of tackle range... Unfortunately this part of Eve hasn't been looked into since forever and it's somewhat broken. But if you want a MWD on your Eagle you better be prepared to drop tank or fit RCU's.

Pinky
The Djego
Hellequin Inc.
#1366 - 2011-12-09 14:05:07 UTC
m0cking bird wrote:
You cannot fix what is not broken. At-least Gallente ships stats and their bonuses.


Depends a lot form what pov you look at it. The limited range always made them mostly small gang/solo ships, the gtfo ability was always terrible. Yes this works not really with the meta game, but still blaster ships did work within the overall mechanics of eve, even to a point of being the preferred tool for the job for some people.

What really changed back in the days was that most blaster hulls lost her ability to actually really work predictable and efficient at point blank. Point in case would be dual prop ranis or vindi that got what it takes to make them work at close range very well. If you for example give the cruiser, bc and bs hulls stronger webs and a utility med for using dual prop or dual web to archive something that the currently hybrid changes totally failed to archive. The ships would be actually worth brining to point blank because they would be pretty good and flexible there. Not because they do 5% more dps but because they can turn the meta game around, actually performing very good at this range and seriously outperforming other hulls in realistic close range fights plus being worth flown in solo/small gang again because they bring something to the table that you couldn't archive with other hulls.

I for myself still find it kind of funny that back in the days most pilots in mini hulls cried about not being as good as gallente when it comes to close range and now people first come up with shield/te setups on gallente hulls trying to make them just as good as minmatar at medium range. In both cases people simply using the wrong tool for the job, and if CCP gives people a good reason to do blaster pvp, you would see it right out there in pvp.

So yeah you might not be able to fix a broken concept, however you could replace it with a working one and start to balance the ships around the new one.

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

Hamox
The Scope
Gallente Federation
#1367 - 2011-12-09 14:52:41 UTC
Pinky Denmark wrote:
Tanya if you have no clue about the CCP philosophy on balance you will never get your points across. Even a top of the line T2 cruiser is not always designed to fit the top tier guns, mwd and oversized plates/extenders. This might be the job for commandships.

Also long range ship are designed to use more fitting on the weapons leaving less tank and less mobility to compensate for being able to sit out of tackle range... Unfortunately this part of Eve hasn't been looked into since forever and it's somewhat broken. But if you want a MWD on your Eagle you better be prepared to drop tank or fit RCU's.

Pinky



I agree that a ship should not be able to fit everything and to have a great tank, a great cap, great damage and great speed.
But when we come back to the Die-Most we see that we have a ship that MUST go through all optimals of all weapons, through all kind of EWAR, NOS, NEUT EVERYTHING until it can apply some damage.
So lets check out what we can do with our Die-Most:
1. Equip big guns but die before you can get in range.
2. Equip good armor but never come into range.
3. Equip speed, have a sig radius of a Moon with weak tank, get a lot of damage and not being able to do enough damage once in range.

The problem is simple: Since Blaster Boats MUST come into range they MUST equip mods for speed. This is a absolutely MUST and not a stupid nice to have. From this MUST all problems come. You loost a med-slot, a lot of cap, CPU and PG to satisfy this MUST leaving less resources left for tank and damage.
Now you could say that other ships also need to have a MWD. But they do not have to crawl through all that Neut, Nos, Ewar becouse they just shoot at you from a higher distance.

The problem still is the range:
1. A blaster boat has less DPS becouse it looses time while traveling to the target.
2. It is a one way ticket. When you decide to engage you have poor chances to escape and run away if needed. You put everything on one card.
3. If you can not come into range you will be kitet and you will die like a noob while the Cane pilot feels like the ultimative Pro

Becouse of 3 you decide to run away as long as you can or you decide to use other ships for PVP. So you cross train to other ships. This you can see from the kill statistics.

I can not understand why CCP isn't going to fix this properly. They know about this issue, otherwise they would be really stupid which I don't believe they are. So WHY this issue is not going to be adressed with the needed attention.
Who needs half baked fixxes like 5% more tracking and 5 seconds less reload speed when it is clear and obvious that this changes will not fix anything?

Why is there a Gallente bashing for years now? Why is there so much sympathy with Mini from CCP?

I have found my ways to live with that becouse I cross trained to other races. I'm still active in this thread becouse I want this game to become better, with more strategies at PVP and deeper game mechanics. This CCP would achieve if they eventuelly would decide to FIX Hybrids and their plattforms instead of just bringing some useless changes to gain some time.
Tanya Powers
Doomheim
#1368 - 2011-12-09 16:17:53 UTC
Pinky Denmark wrote:
Tanya if you have no clue about the CCP philosophy on balance you will never get your points across. Even a top of the line T2 cruiser is not always designed to fit the top tier guns, mwd and oversized plates/extenders. This might be the job for commandships.

Also long range ship are designed to use more fitting on the weapons leaving less tank and less mobility to compensate for being able to sit out of tackle range... Unfortunately this part of Eve hasn't been looked into since forever and it's somewhat broken. But if you want a MWD on your Eagle you better be prepared to drop tank or fit RCU's.

Pinky


Little bit of sarcasm about nonsense stuff is always good to keep juices flowing and make some brains work.
Not sure it works completely thou cause for the meanwhile nothing gets done, or at least done properly.
m0cking bird
Doomheim
#1369 - 2011-12-09 17:23:47 UTC  |  Edited by: m0cking bird
You allude to some mythical time where hybrids were awesome. Apparently superior to the way hybrids were before the current expansion.

I don't remember it the way you do.
In late 2008 I was soloing 0.0 with Drakes and Brutix's. I also had fun engagements with my close friend Josh, @ the time. We often only used Gallente cruisers, frigates and battle-cruisers.

I had the same difficulty I have today. I did then, before the nano-changes. Honestly, even more so. However, in our dual Thorax's. Josh and myself often caught vagabonds and curses by surprise. Using overheated modules under specific circumstances. (I'm really focusing on cruiser and battle-cruiser class ships here.) Frigates were alot easier to destroy with 90% stasis webifier's, but for engaging cruisers and above. Many ships could use mobile tactics that left Gallente and Minmatar battle-cruisers wanting (Drake, Harbinger).

Frigate engagements were alot more static than it is now (Honestly alot like how battleship engagements are today, but still ended quickly). Gallente frigates range limitations was not a serious issue then. So 90% stasis webifier was greatly effective here.

With battleships. No one has ever argued that 90% stasis webifier was not beneficial to battleships. Battleships had almost no issues dealing with ships of lower classes. Even frigates. However, the Tempest was still able to use it's mobility to effectively stay out of a Megathrons range (stasis webifier range = 13,000meters). The Megathron was loved because so many pilots used them to engage ships of lower classes.

It's alot easier for Gallente ships to catch mobile ships now than they ever did in the past period. Once I catch a vagabond now. I'm overheated (Thorax), often catching a mobile ship off guard. Stasis webifier has the same increase in range with heat it did in the past. Once applied the Vagabond has a velocity decrease. @ 10,000 meters I apply a warp scrambler. The Vagabonds micro-warp-drive is deactivated (caught). His propulsion module cannot be turned on (as long as my warp scrambler is active). Most Vagabonds do not use warp scramblers. So, I have mobility advantage (Thorax). (Damage output and defence)

This is the same tactics you had to do in the past. Although, one module had a more significant ability to limit another vessels mobility. Instead of 2 modules for the same purpose (warp scrambler and 60% stasis webifier).

So this mythical fantasy time were Gallente was popular because apparently they worked (I often pointed Gallente ships were popular for no reason @ the time). Did not exist. In fact. That was the time I switched to MInmatar because I believed Minmatar ships had more options to deal with the environment @ the time and coming changes. Even though. I had no answer for the Myrmidon, Brutix, Vexor, Taranis, and Ishkur @ the time.

All battleships were superior with 90% stasis webifiers. Amarr battleships were still superior to all other battleships @ the time as they are now. Maestroms and Rokhs were still tanking like a boss and killing sh!t even without a stasis webifier. The whole back in the Gallente hayday argument is deluded and fanciful. Good luck with it though. Also, dual propulsion cruisers have been a way to counter the current warp scrambler and stasis webifer mechanics. Not to mention, not even a Hurricane using dual tracking enhancers can track a cruiser orbiting close range with a afterburner. That is not going to be limited to Gallente ships only (also welcome to a year ago when I mentioned this on the forums).

Also, the problem is the weapon system (blaster). By virtue of blaster range. it limits certain hybrid ships to a sub-optimal concept. And make no mistake. Close range weapons are sub-optimal. All of them. No matter if it's auto-cannons without the benefits of tracking enhancers or ship bonuses to range or Heavy assault missiles and blasters.
Mekhana
The Scope
Gallente Federation
#1370 - 2011-12-09 21:24:55 UTC
I'm never letting this thread die.

The players are waiting for more news.

Vide longe er eros di Luminaire VII, uni canse pra krage e determiniex! Sange por Sange! Descanse bravex eros, mie freires. Mortir por vostre Liberete, farmilie, ide e amis. lons Proviste sen mort! Luminaire liber mas! 

Hamox
The Scope
Gallente Federation
#1371 - 2011-12-09 22:07:13 UTC
Mekhana wrote:
I'm never letting this thread die.

The players are waiting for more news.


This is a good reason to post in this thread.
We need to keep bumping it.
tEcHnOkRaT
WipeOut Inc.
Pandemic Horde
#1372 - 2011-12-09 23:57:47 UTC
the current hybrid rebalance wasnt that small and still the hybrid wepon platform is way behind lasers and projektils
so u can see how broken they are and how little aplications they have.

as i see it there are only 3 options

1. make them similar to projectile turrets cuz they have the role that gallente was supposed to have

2. give them some unique abilitys like after getting damaged by hybrids u get web effects on enemy ships / neut effects / removing allignment /or 50% damage to higher class hulls / huge hull ressist boost if blasters are fitted (only for galente hulls) or there are many other options that would give a unique taste for blasters and rails. u dont need to give boosts to galente ships boost the MagFieldStab for extra speed buff , damage, evasion and so on, there are many options (but again effects only apply if used with hybrids) .

3. reinburst the SP spent on gallente boats and hybrid guns so everyone unlucky enough to train them can use it to retrain for winmatar or amar :)

and yes my balls still hurt after the recent hybrid rebalance
Tanya Powers
Doomheim
#1373 - 2011-12-10 05:04:02 UTC
Last test on SISI for that horrible Diemost: Lol

5 Neutron Blaster II

6th high slot: empty

Meds
10MN MWD II
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I

Lows
1x800RT
1xEnergised Reactive Membrane II
1xDamage Control II
1xTracking Enhancer II
2x Magnetic Field Stabiliser II

5x Warrior II

515 DPS with Null+Drones - 6.5Km+14Km
700 DPS with Void+Drones -4km+6km

29400 EHP
Cap Stable for 3.5Min everything On


Well, little better for sure but not enough.

That utility high slot is totally useless, just because your cap is so fragile it's better not even try to fit something like useless NOS
Since NOS is useless and that utility slot also, why don't you move this high slot to a med one or a low one?

Med: opens other fitting options like double web or if enough PG to fit cap injector and enjoy MWD'n al around chasing stuff.

Low: actually this one seems more interesting, +1EANM or +1 TE or +1 MFS or something else.

Actually in this current SISI version, with my poor skills, I think this ship needs for about 350+PG and 20% cap recharge just for fittings and cap, crappy estimation but the idea is there.

Then we have range, acceleration, linear speed, dmg application.
While on paper and on fitting window you can easily see the 700DPS number in fact you can not apply it that much.
With Void you mes with your distance first and then with your tracking there where you should have it to track properly your target, so either you're static at optimal and apply said dmg or you move and then it's catastrophic, your dps goes under the floor, removing Void tracking penalty and add some more falloff would help.

Actually my Proteus has those tools, 10% tracking per level + 10% optimal range per level, with sub at level 4 the dmg applied is quite impressive compared with Diemos adn the only difference between both is that I've fitted the Proteus for the same dps but I have +40% tracking and op range.

Doesn't makes the Proteus some sort of Hurricane mark II but this distance difference makes it more versatile without being overpowered. (then some might bring slaves blah blah and I'll ask you about double bonus web/neut Loki or Neut Legion or "I shoot ya from there, k?" Tengu)

So:
-needs more pg/cap recharge

-utility slot moved low (my opinion) or med (most people ask this one)

-linear acceleration better but not enough already with 800RT, with 1600... 1410m/s without OL and my poor skills (950 radius youhou can you see me?)

-Dps bonus on hull it's ok for a ship of this size spit 700dps+ with blasters+drones it's very good.
The main issue is with rails, it's plain crap but this comes from rails themselves and the ammo (needs almost 100% dmg+)

-Tracking issue comes only with short range ammo. Take it away please, give some more op/fall off range (ammo?)
-long range ammo: op/fall off not bad with 1TE but dps it's just...meh? - ammo needs some more dps, 15%

-Rails: even with shield fit 4mfs 2te's it's...crap. Med railguns themselves are in need of a lot more dmg modifier, tracking now it's not bad. Ammo short range is really short (get rid of penalties!) and long range poor dmg.
Fon Revedhort
Monks of War
#1374 - 2011-12-10 06:40:59 UTC
Tanya Powers wrote:
Med railguns themselves are in need of a lot more dmg modifier, tracking now it's not bad. Ammo short range is really short (get rid of penalties!) and long range poor dmg.

That's a total BS. Railguns already outdamage beams while consuming almost no cap and being extremely easy to fit. And on top of that having superior range.

Heavy Beam Laser II: 3.6 dmg mode / 6.00 = 0.6
250mm Railgun II: 3.63 dmg mode / 6.38 rof = 0.569

Now add a typical pair of bonuses (cap consumption vs damage one) and you'll see that there's no point in using beams whatsoever.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Mag's
Azn Empire
#1375 - 2011-12-10 10:21:00 UTC  |  Edited by: Mag's
m0cking bird wrote:
Well at-least some people found it funny.
They are laughing at you.

m0cking bird wrote:
You cannot fix what is not broken.
You thought they were OK before the changes, you were wrong then and you're wrong now.

The changes for blasters didn't go far enough, you're still better off using lasers or projectiles.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Hamox
The Scope
Gallente Federation
#1376 - 2011-12-10 10:39:48 UTC
Fon Revedhort wrote:
Tanya Powers wrote:
Med railguns themselves are in need of a lot more dmg modifier, tracking now it's not bad. Ammo short range is really short (get rid of penalties!) and long range poor dmg.

That's a total BS. Railguns already outdamage beams while consuming almost no cap and being extremely easy to fit. And on top of that having superior range.

Heavy Beam Laser II: 3.6 dmg mode / 6.00 = 0.6
250mm Railgun II: 3.63 dmg mode / 6.38 rof = 0.569

Now add a typical pair of bonuses (cap consumption vs damage one) and you'll see that there's no point in using beams whatsoever.


You rails still need ammo and you have 5s recharge timer on your ammo.
With beams you also have more space left in your cargo for cap boosters.
Nikuno
Atomic Heroes
#1377 - 2011-12-10 11:42:10 UTC  |  Edited by: Nikuno
Hamox wrote:
Fon Revedhort wrote:
Tanya Powers wrote:
Med railguns themselves are in need of a lot more dmg modifier, tracking now it's not bad. Ammo short range is really short (get rid of penalties!) and long range poor dmg.

That's a total BS. Railguns already outdamage beams while consuming almost no cap and being extremely easy to fit. And on top of that having superior range.

Heavy Beam Laser II: 3.6 dmg mode / 6.00 = 0.6
250mm Railgun II: 3.63 dmg mode / 6.38 rof = 0.569

Now add a typical pair of bonuses (cap consumption vs damage one) and you'll see that there's no point in using beams whatsoever.


You rails still need ammo and you have 5s recharge timer on your ammo.
With beams you also have more space left in your cargo for cap boosters.


Damage multipliers only mean something when considered with the base damage they multiply. Your figures are meaningless Fon.

Let's take a look as they really stand, setup with 3 damage mods and ship bonuses with long range weapons;

Zealot 5 Heavy Beam II; 436 dps @ 23+10 with multi, 290 dps @ 81+10 with aurora

Muninn 5 720mm II; 347 dps @ 18+23 with emp, 232 dps @ 81+22 with tremor

Diemos 5 250mm rail II; 352 dps @ 18+23 with antimatter, 235dps @ 65+23 with spike

Eagle 5 250mm rail II; 282 dps @ 41+15 with antimatter, 188 dps @ 146+15 with spike


amarr has best for close range dps, for long range dps.
amarr and minmatar both project damage further than rails (81km vs 65 for deimos, and laughable damage for eagle so we'll ignore that)
minmatar gets huge alpha as well as virrtually identical dps to gallente (and massively better dps than eagle)
amarr has instant ammo change
minmatar is cap free
minmatar has damage type selection

Where's the benefit of using rails ?
Fon Revedhort
Monks of War
#1378 - 2011-12-10 14:13:17 UTC
How about you starting comparing apples to apples and providing valid info?

It's pretty evident that a Zealot outdamages any other hac at his own optimal. All his bonuses are devoted to lasers and the ship's got no drones, no utility etc. It must outdamage everything in its class.

I'm pretty sure you've omitted drones of Deimos. Also - yeah, long-range sniping is dead, but still - what's the damage output of a Zealot at the distances Eagle is intended for? Muninn is a bit weird in its design.

Yet again, provide valid pairs for comparison.

abso: 535 DPS @ 15 and merely 490 @ 19
astarte: 535 @ 19 (and this ship has got x2.3 falloff in comparison)

apoc: 312 @163 (fleet setup dating back to 2008)
mega: 343 @168 (fleet setup dating back to 2008)

Figures imply 2 damage mods.

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Jack bubu
Caldari Provisions
Caldari State
#1379 - 2011-12-10 15:13:54 UTC
yes please boost rails some more, so our rokh fleet gets even better B)
Nikuno
Atomic Heroes
#1380 - 2011-12-10 15:43:11 UTC  |  Edited by: Nikuno
Fon Revedhort wrote:
How about you starting comparing apples to apples and providing valid info?

It's pretty evident that a Zealot outdamages any other hac at his own optimal. All his bonuses are devoted to lasers and the ship's got no drones, no utility etc. It must outdamage everything in its class.

I'm pretty sure you've omitted drones of Deimos. Also - yeah, long-range sniping is dead, but still - what's the damage output of a Zealot at the distances Eagle is intended for? Muninn is a bit weird in its design.

Yet again, provide valid pairs for comparison.

abso: 535 DPS @ 15 and merely 490 @ 19
astarte: 535 @ 19 (and this ship has got x2.3 falloff in comparison)

apoc: 312 @163 (fleet setup dating back to 2008)
mega: 343 @168 (fleet setup dating back to 2008)

Figures imply 2 damage mods.


I used the ships you chose to quote originally. If you now admit they disproved what you were trying to demonstrate why make the assertion in the first place?

As for your latest attempts;

Absolution 6 heavy beam II, 2 HS II; 465 dps @ 15+10 with multi, 310dps @ 54+10 with aurora
Astarte 7 250mm Rail II, 2 MFS II; 482 dps@ 18+23 with antimatter, 321 dps @ 65+23 with spike

The astarte gets 3.6% dps more for fitting an extra rail. If the guns were equivalent then it should gain an extra 16.7%. In other words, on this gallente ship, designed for doing damage, it is underperforming the equivalent laser platform by almost 13%, and to achieve equity has to use an extra slot. This could be seen as the Abso's extra low slot being used to fit a 3rd HS. Which makes the abso not only a better dps ship, but also still a superior tank.

Your turn.