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[Autocannons] A Balance Suggestion

Author
SMT008
Deep Core Mining Inc.
Caldari State
#61 - 2014-10-31 15:28:46 UTC
Daichi Yamato wrote:
SMT008 wrote:
Daichi Yamato wrote:
And when you are (like alliance tournies) you do see more AC's.


What AC ships are you talking about ?

Except Sleipnirs (which are very much used as high-tank brawling ships), I haven't seen many AC ships.


Vargurs, Jaguars, slashers, thrashers, sabres, dramiels, machariels, stilletos, AC Ferox's, huginns, AC Herons, Lokis, stabber fleets, stabbers, rapier, ruptures, canes, rifters, vagas, cynabals etc

but you dont see that many turrets in general, more missiles and drones. Lasers seem to be the least used.


Vargurs : Good because it's a Marauder.

Jaguar : AC fit because Arties won't really fit. But alright, decent ship.

Slashers : Mostly there for tackling purposes. Can fit token guns, they do some damage, they're alright.

Thrashers/Sabres : Yep, works, they're pretty decent because high-DPS, and comparable to other destroyers/dictors in terms of usefulness.

Dramiels : They're fast, not too squishy and do some DPS. I'd rather use a Worm/Garmur at that point, but if you want to fly a hipster ship, feel free to hop in a Dramiel.

Machariels : Good because it's the fastest battleship out there. If it wasn't for that, I doubt many would fly it.

Stilettos : Yeah no, those don't shoot. Not an AC ship.

AC Ferox : Relic of the past. Last Ferox I saw on TQ in nullsec was a couple months ago iirc ? No really. No one uses that. Not an AC ship.

Huginns : Utility guns. Huginns don't shoot much in general. Not an AC ship.

AC Herons : Really ? What about AC Mammoth. Not an AC ship.

Lokis : Most AC-Lokis are Armor Lokis in T3 fleets or any other armorfleets, purely there for their webbing range. I've seen plenty of ArtyLokis (and even fleets of them) but I didn't see many AC Lokis around.

Stabber Fleet : Yep, the first effective armor-cruiser of the Minmatar line-up. Ruptures could be considered "effective armor cruisers", but they're not on the same level as the stabber fleets. There is no T2 armor HACs for Minmatars. They are used not because they're better than other ships at a specific task, they are used because nothing else in the Minmatar line-up does what they do.

Stabbers : Considered inferior to other races' cruisers. Squishy, a bit hard to fit, pathetic DPS at very unimpressive ranges.

Rapier : Don't fit weapons, and when they do, they fit 3 arties because their engagement range is 30+ due to webs. Not an AC ship.

Ruptures/Canes : Are you kidding me ? Ruptures are mostly arty-fit those days, it's the poor mans' Muninn. I haven't seen an actual combat Cane in a while.

Rifters : One of the worst frigates those days.

Vagas : Outclassed at brawling by any brawler, outclassed at kiting by pretty much everything at every ranges. It's a bad ship now that everything else got buffed.

Cynabals : It was in the same state the Vagabond was. Then it got nerfed. Then it got some warp-speed boost, which makes it alright at ganking ratters, I suppose.

Quote:
AC basically are only usable on ships that have falloff bonus. On all the others, the blaster ships outdps them isnide tackle range, and outside tackle range both do so little dps that long range weapons should be the choice.


Yep. And even then, on falloff-bonused ships, their range is so poor you can't reliably enough DPS to be useful in most situations. That applies mostly to Medium-sized ACs, Large ACs are a bit better in that regard.
TheMercenaryKing
Collapsed Out
Pandemic Legion
#62 - 2014-10-31 16:00:33 UTC
Quote:
THEY DO LESS DPS


What if your target has High EM/Thermal resist? Lasers do less DPS
What if your target has High Kin/Therm Resists? Hybrids do less DPS
What if your target has High Explosive Resists? Projectile Changes ammo.

What if your target is neuting you? Lasers and Hybrids may turn off. Projectiles Stay on.

What if your being tracking disrupted, webbed, pointed, Jammed? Your ****** anyways.

Autos are fine, you just seem to want the ships changed.
Badman Lasermouse
Run and Gun Mercenary Corps
#63 - 2014-10-31 16:23:03 UTC
Ship changes would be nice, however I think an autocannon change would be more feasible. Increasing medium AC's falloff would in no way over power them, it would just allow them to fufill their role on more platforms.

TheMercKing, I see from your killboard that you USED to be a Minimitar Pilot, maybe you need to fit another AC Rupture or Cane to see what they are like these days.

-Badman

TheMercenaryKing
Collapsed Out
Pandemic Legion
#64 - 2014-10-31 17:30:55 UTC
Badman Lasermouse wrote:
Ship changes would be nice, however I think an autocannon change would be more feasible. Increasing medium AC's falloff would in no way over power them, it would just allow them to fufill their role on more platforms.

TheMercKing, I see from your killboard that you USED to be a Minimitar Pilot, maybe you need to fit another AC Rupture or Cane to see what they are like these days.



I used to be a lot of things but Eve became really dull - Part of the reason I am ecstatic for the Jump Drive changes.

However I do know that autos got a nerf bat to them - because they needed it. But everyone still looks at it like "This is not strong enough". Could they use a buff? Maybe slightly, but the Pros heavily out weigh the cons. A weapon system has it's niche uses and needs a complementing fitting. Because of the lack of cap usage you have a surplus you can use for active tacking or EWAR, which is a lot harder to do on Cap using weapon ships.

Because of the changes, people are not using Minmatar and auto-cannons as much as it used to be - heavily dominating the PVP sector. Since they are less effective now than they used to be, other ships are becoming more popular. THIS IS A GOOD THING.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#65 - 2014-10-31 17:45:01 UTC
TheMercenaryKing wrote:
Quote:
THEY DO LESS DPS


What if your target has High EM/Thermal resist? Lasers do less DPS
What if your target has High Kin/Therm Resists? Hybrids do less DPS
What if your target has High Explosive Resists? Projectile Changes ammo.

What if your target is neuting you? Lasers and Hybrids may turn off. Projectiles Stay on.

What if your being tracking disrupted, webbed, pointed, Jammed? Your ****** anyways.

Autos are fine, you just seem to want the ships changed.


The same could be said about heavy missiles. Those are "fine" too right? Roll

Everything else has been sped up and improved while minny ships flounder around with limited tank and fitting. Their kiting ability has been neutered, add on top of the TE nerf, which wasnt just for acs but more for the kiting blaster talos that were everywhere when released. The applied dps at the intended medium range on a falloff bonused hull is stupid, taking a 50% drop in damage. Tell me, can you kill a dual rep vexor with 200-250dps?

Then, to add icing to the cake, the projectile that actually projects well is damn near impossible to fit without 3+ fitting mods and implants. Artillery is useless since you have even less tank/speed and now tracking when you fit it. Plus the lack of tracking bonused hulls.

The ONLY ship you can fit arty plus decent tank is loki. But forgive me if i dont want to spend 500m everytime i want to fly with arty on something that doesnt die when you cough on it.

ACs are not "fine". Theyre not completely useless, like HML, but need some tweaking.
afkalt
Republic Military School
Minmatar Republic
#66 - 2014-10-31 17:54:13 UTC
AC suffered a lot for the same reason HML did - a few awesome hulls gave them a bad repution. Then the hulls got nerfed later anyway and the guns left in the dust.
Daichi Yamato
Jabbersnarks and Wonderglass
#67 - 2014-11-01 12:45:17 UTC
Kagura Nikon wrote:


A mega outdps the tempest with blaster on all ranges. That while armor tanked and the tempest shield tanked!!! Ifyou armor tank the tempest, it becomes a massive joke.


This is true.

@SMT

asks about tournies, then talks about TQ null sec.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Harvey James
The Sengoku Legacy
#68 - 2014-11-01 16:00:28 UTC
so options could be

- 5% ROF
- reduced reload time .. in the region of 3-6 seconds

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Stitch Kaneland
The Tuskers
The Tuskers Co.
#69 - 2014-11-01 17:11:25 UTC
Harvey James wrote:
so options could be

- 5% ROF
- reduced reload time .. in the region of 3-6 seconds


No, they dont need a straight dps bump, but the options are:

-base fall-off increased by 10-15% (2-3km)

Or

-Giving fall-off bonused hulls a 15% bonus per level instead of the current 10% (25% bonus, but only affecting stabber,vagabond,wolf,rifter and broadsword)
Badman Lasermouse
Run and Gun Mercenary Corps
#70 - 2014-11-01 20:33:01 UTC
Or just give them a 20% falloff bonus across the board. Mediums at the very least.

-Badman

Jenshae Chiroptera
#71 - 2014-11-01 20:51:47 UTC
1.15x current rate of fire should be enough.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Kagura Nikon
Native Freshfood
Minmatar Republic
#72 - 2014-11-01 21:20:44 UTC
A falloff buff is waht is needed alongsdie a slight tracking buff. . So that the AC are better than Blasters at border of their range (adn that envelope grows in size, because right now when it exists is 1-2 km) and trhe trackign make them better than lasers at point blank.

How much falloff? Just you need that the tempest OUTDPS the megatron over some 16-18 km. The equivalent for the rupture and thorax ( rupture must outdps the thorax just over 9km (scram range) .

Notice that this is stil an extreme scenario where ships with 2 damage bonuses must get on a quite defined range to have a chance agasint blaster ships tha use only 1 of their bonuses to deal damage.



Without that, there is NO reason at all to use AC, because blasters with null simply make them non viable.

BTW, I called that this woudl happend when ccp announced the OVERDONE blaster buff.

"If brute force does not solve your problem....  then you are  surely not using enough!"

To mare
Advanced Technology
#73 - 2014-11-01 21:57:54 UTC
TheMercenaryKing wrote:
wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.

maybe this was true a couple years ago, before blaster and null got boosted, and tracking enhancer got nerfed, those changes really putted AC in a bad spot .
To mare
Advanced Technology
#74 - 2014-11-01 22:11:36 UTC
TheMercenaryKing wrote:
Quote:
THEY DO LESS DPS


What if your target has High EM/Thermal resist? Lasers do less DPS
What if your target has High Kin/Therm Resists? Hybrids do less DPS
What if your target has High Explosive Resists? Projectile Changes ammo.

What if your target is neuting you? Lasers and Hybrids may turn off. Projectiles Stay on.

What if your being tracking disrupted, webbed, pointed, Jammed? Your ****** anyways.

Autos are fine, you just seem to want the ships changed.


by the time you switch ammo you are ****** anyway. it's not like minmatar ships shines for their impressive tanks except some active tank bonused ships (half of them use missiles anyway) most of the time you are better off loading phased plasma because its the only ammo that give you flexibility against both armor and shield and guess what other what other weapon system deal kin/th damage but in even more balanced way.

minmatar weapons always sucked hard (except for when they were just rebalanced), the strength of minmatar race always been their fast and agile hulls which kinda compensated for the crappy weaponry, but since CCP it's on a crusade to nerf every single minmatar ship to the point amarr ships have less mass than minmatar that's no longer true.
at the moment the only reason to fly minmatar is because it's the only race you have trained for, if you have over 100M sp on subcaps and can fly pretty much any ship in the game with same skills you will pretty much always find a ship that do the job better than a minmatar ship.
God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#75 - 2014-11-02 03:54:50 UTC
Medium ACs are garbage because mid-range combat doesn't exist anymore. Back when people fought in unlinked t2 point range they were a fine weapon system with some of the strongest hulls in the game. However, now we are in the days of skirmish links where engagement ranges for kiting ships are 30 - 40km. At this distance optimal bonused pulses, sentries, rails, and beams excel. If you want to brawl you just use blasters. Kiting with autocannons also means using barrage which pigeon holes your damage just like lasers do while you are doing less than 50% dps at kiting range vs a laser ship's 100%.

The only strong AC ships that aren't frigs/dessies are the sleip and the mach and that is only because they have absurdly power stats and hull bonuses.

Perhaps a way to fix medium ACs is give buff to range to undo TE nerf and make barrage do omni damage...

"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX

Reaver Glitterstim
The Scope
Gallente Federation
#76 - 2014-11-02 05:13:07 UTC
Badman Lasermouse wrote:
One would expect that autocannons would fall somewhere in middle of the damage/tracking/projection equation but they fall short in just about every category. A medium blaster loaded with null can just about outperfom a medium autocannon in every category.



Any feedback is appreciated.


Badman

Null ammo seems a bit overpowered. A blaster loaded with null would generally be considered to have a longer effective range than an autocannon loaded with T1 short range ammo, while also having very significantly higher DPS and only marginally worse tracking. If the autocannon then loads Barrage, it does not gain much range but loses even more DPS and also loses that tracking margin. Barrage does not give a large enough range bonus, and either one should probably have a stronger reduction to tracking.


Autocannons have a bit less tracking than blasters by simple numbers, but they also have more range. Small autocannons only win by a little bit, but medium and especially large autocannons have a pretty good effective range margin over blasters when you are willing to take advantage of that falloff. Autocannons tend to get even less than the listed DPS due to generally firing in falloff, but it comes with the advantage of having excellent tracking for the range, allowing a lot of comfort in the shorter ranges for making sure hits get scored. In that way, they are sort of between missiles and regular turrets because it is harder to completely avoid damage from autocannon fire. I would give autocannons the award for fastest tracking weapon by virtue of their falloff.

=========================================

It is also difficult to balance weapons when the different sizes are all jacked up and line up differently. For instance, small blasters have almost as much range as 200mm autocannons, while 800mm autocannons have nearly double the range of large blasters. Also, small pulse lasers have the highest DPS of the similar three, followed by autocannons, with beam lasers being marginally underneath. On medium turrets, it is actually the beam lasers which have the highest DPS, followed by pulse lasers, leaving autocannons in the rear. On large turrets, pulse lasers are once again on top, with beam lasers a close second and autocannons once again being the weakest.

I feel that pulse lasers and autocannons should have comparable DPS at all levels, as that will still leave pulse lasers hitting harder when they are hitting due to their heavy use of optimal range with much less falloff. Beam lasers should have at least a little less DPS than either one. I can vouch with out a doubt that medium beam lasers are overpowered. I was playing around with them for the first time and discovered that they were the dream turret I had been searching for for years now. They have excellent, dare I say incredible damage projection at quite substantial ranges, with very comfortable tracking considering the range. I was using them on a Prophecy, which has a drone damage bonus but does not have any laser bonuses. Yet I was pretty much ignoring my drones in favor of the more impressive beam lasers I had mounted. Even just 4 of them were doing quite a bit of damage. After that experience, I got a Zealot and found I rather liked it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kagura Nikon
Native Freshfood
Minmatar Republic
#77 - 2014-11-02 10:34:12 UTC
God's Apples wrote:
Medium ACs are garbage because mid-range combat doesn't exist anymore. Back when people fought in unlinked t2 point range they were a fine weapon system with some of the strongest hulls in the game. However, now we are in the days of skirmish links where engagement ranges for kiting ships are 30 - 40km. At this distance optimal bonused pulses, sentries, rails, and beams excel. If you want to brawl you just use blasters. Kiting with autocannons also means using barrage which pigeon holes your damage just like lasers do while you are doing less than 50% dps at kiting range vs a laser ship's 100%.

The only strong AC ships that aren't frigs/dessies are the sleip and the mach and that is only because they have absurdly power stats and hull bonuses.

Perhaps a way to fix medium ACs is give buff to range to undo TE nerf and make barrage do omni damage...



Not only that. If you Try to stay closer to the old ranges, New overpowered NUll + overboosted neutrons of all sizes give blasters MOre range than AC.


AC were nerfed heavily with TE, but more than that, blasters were overbuffed into a form that they make AC completely redundant.


AC are only important if you are fighting a blood raider ship... oo wait.. no.. because the blood raiders web you outside your effective range and peel you with lasers. So no.. AC donot have a reasonable role anymore.

That is just a clear example of how changes not analysed agaisnt the whole of the game will just destroy the balance. When I saw CCP hybrids buff thread for the first time it was instantaneous to me that AC were DEAD!

I have 37 different combat ships in my hangar that we use for small scale warfare. So we use only short range guns and missiles. Know how many use AC? Just a cynabal... and a loki that do not even have damage mods, because its role is not dealing damage (if it was any other t3 or even hac with real weapons would be better)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kane Fenris
NWP
#78 - 2014-11-02 13:30:28 UTC  |  Edited by: Kane Fenris
There are basically 2 grps of people posting here:

1. people who take hulls and ammo into account (and prob have flew them at some point)
because when you talk about AC's you have to talk about 2 diffent scenarios:

  • AC's with "high damage" ammo which is the only tech 1 ammo you can use because if you use anything else you gimp your dmg so hard you just could self destruct and save the time so you should call it "normal damage ammo"
  • BUT then you have those range penaltys so the normal acs does not have the paper range but a the reduced range
  • AC's with barrage have "huge range " less and non-selectable dmg and nerfed tracking


2. people who look at the guns and throw in all good things about the guns even if you cant have those at the same time.

Projectile guns are sup par or allmost useless
the worst beeing medium size

imho CCP made mistakes when the rebalanced medium guns
IF they hade made medium artys a effective kiteing weapon they could have put acs is a spot where they were:
-less dmg than blasters
-less tracking than blasters
-a better range profile than blasters
meaning they do more dmg at some point in falloff heres important that both waepons are viable in longpoint range! lets say blasters up to 10-13km (scram) while acs maintain meaningfull dps to 20 km longpoint and medium artys beeing viable from 18+km
Stitch Kaneland
The Tuskers
The Tuskers Co.
#79 - 2014-11-02 16:02:51 UTC
God's Apples wrote:
Medium ACs are garbage because mid-range combat doesn't exist anymore. Back when people fought in unlinked t2 point range they were a fine weapon system with some of the strongest hulls in the game. However, now we are in the days of skirmish links where engagement ranges for kiting ships are 30 - 40km. At this distance optimal bonused pulses, sentries, rails, and beams excel. If you want to brawl you just use blasters. Kiting with autocannons also means using barrage which pigeon holes your damage just like lasers do while you are doing less than 50% dps at kiting range vs a laser ship's 100%.

The only strong AC ships that aren't frigs/dessies are the sleip and the mach and that is only because they have absurdly power stats and hull bonuses.

Perhaps a way to fix medium ACs is give buff to range to undo TE nerf and make barrage do omni damage...


as much as i'd like to see barrage do omni damage, i doubt that will ever happen. I think T2 ammo in general probably needs another look.

Getting tired of drones and gal ships in general. They've overbuffed gal ships, which is inducing power creep. For other ships to compete with gal, they need buffed, which will then induce more power creep. So, yea, buffing a/c's is needed (as well as HML), but maybe blasters need to be tweaked and lose some fall-off and gaining slightly more optimal. Making them the best at close range, but losing their medium engagement range unless on optimal or fall-off bonused hulls.
Harvey James
The Sengoku Legacy
#80 - 2014-11-02 16:07:47 UTC
Stitch Kaneland wrote:
God's Apples wrote:
Medium ACs are garbage because mid-range combat doesn't exist anymore. Back when people fought in unlinked t2 point range they were a fine weapon system with some of the strongest hulls in the game. However, now we are in the days of skirmish links where engagement ranges for kiting ships are 30 - 40km. At this distance optimal bonused pulses, sentries, rails, and beams excel. If you want to brawl you just use blasters. Kiting with autocannons also means using barrage which pigeon holes your damage just like lasers do while you are doing less than 50% dps at kiting range vs a laser ship's 100%.

The only strong AC ships that aren't frigs/dessies are the sleip and the mach and that is only because they have absurdly power stats and hull bonuses.

Perhaps a way to fix medium ACs is give buff to range to undo TE nerf and make barrage do omni damage...


as much as i'd like to see barrage do omni damage, i doubt that will ever happen. I think T2 ammo in general probably needs another look.

Getting tired of drones and gal ships in general. They've overbuffed gal ships, which is inducing power creep. For other ships to compete with gal, they need buffed, which will then induce more power creep. So, yea, buffing a/c's is needed (as well as HML), but maybe blasters need to be tweaked and lose some fall-off and gaining slightly more optimal. Making them the best at close range, but losing their medium engagement range unless on optimal or fall-off bonused hulls.


more of a need too nerf drones a little i think .. especially the combo of drones+ missiles/blasters ..
for instance you can setup a myrmidon or gila too do more dps than a brutix .. doesn't seem right too me at all

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using