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[Rhea] Pulse Lasers and Scorch

First post First post
Author
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#81 - 2014-11-28 14:26:05 UTC
Skyler Hawk wrote:
why are people acting like losing a whole 2% of optimal range on pulses with scorch is something to get worked up about

it is 2%

if it bothers you that much get a 3% optimal range hardwiring or something, idk


It's not about the 2%, it's about setting precedent. It's about CCP saying "even if X wouldn't merit a nerf, we are going to nerf it so you use the other things that are useless and cannot be bothered to adequately tweak". Also because if this change doesn't seem to have enough effect, then it's sure to be followed by MORE undeserved nerfs.

So I say no thanks.
Cartheron Crust
The Tuskers
The Tuskers Co.
#82 - 2014-11-28 16:01:51 UTC
Hahaha seriously wtf?!

Much change.

So balance.

Very dev.

:2percent:
Anthar Thebess
#83 - 2014-11-28 16:48:39 UTC
DPS on Revelation also need some boosting.
Vibrance Sovereign
Sovereign Fleet Tax Shelter
#84 - 2014-11-28 16:56:20 UTC
The problem is not in scorch, or pulses.

The problem is in the ammo penalties.

Autocannons: optimal is insignificant so the range penalties/bonuses of T1 ammo is irrelevant
T2 ammo gives a boost of ~50% range over the "standard" range

Blasters: optimal is important, but a large part of the range comes from falloff so the range penalties/bonuses of T1 ammo don't matter very much
T2 ammo boosts falloff, and returns the lost optimal, its a 40% bonus over the "unmodified" range of the guns, but a larger bonus considering anti-matter as the "standard" since the optimal is not insignificant

Pulse: optimal is very important, so the range penalties/bonuses of T1 ammo very much matter

Scorch ammo gives a boost of 50% optimal range over the "unmodified" range, but considering multifrequency to be "standard" its actually more like 3x

If you look at the stats of the guns themselves, which is probably how the balance started, they seem fine.
But lasers lose massive range when going for high damage ammo, whereas blasters lose only a little, and autos almost nothing.
Further diverging from the stats unmodified by ammo, the already high tracking autos get tracking boosts (no other T1 ammo gives tracking boosts)
The T1 ammo is defective, not the T2 scorch.
On top of this, is the TE/TC which boosts the effective range of autos and blasters far more than it does for lasers.

If high damage T1 ammo has an optimal penalty, but no falloff penalty for projectiles,
then high damage T1 laser crystals should have a falloff penalty, but no optimal penalty.
Hyrbids should have a split optimal/faloff penalty, just like the T2 ammo has a split optimal/falloff boost.

Scorch is not OPd. Either the other T1 ammos are OPd, or the T1 crystals and under powered.

This boosts T1 crystals a little, while leaving scorch mostly alone....
I'd still like to see a complete overhaul of optimal vs fallof vs tracking modifiers.
Then base the guns on that, or make it so all the ammo sleections have similar relative effects to the unmodified stats.

Scorch was fine, not whining about the changes.
Am whining about the focus wasted on this instead of other things
God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#85 - 2014-11-28 17:03:30 UTC
The different crystals not being used in short range lasers isn't a problem specific to lasers. Nobody ever carries plutonium or lead in blaster boats or uranium or proton in AC boats (with the exception of titanium sabot because that is actually useful for its tracking bonus). T1 crystals and hybrid ammo do use less cap towards the middle ranges, and more cap at the extreme ranges. e.g. Standard and lead are the most cap efficient t1 laser and hybrid ammos respectively, while antimatter/multi and iron/radio are the most cap intensive (not entirely true but the point still stands).

The reason nobody uses t1 ammo besides the highest damage one is because t2 long range ammo gives the same range as the longest range t1 ammo while doing the same damage as the mid range t1 ammo. There's really no way to compete. Long ranged weapons are more balanced in this sense because long range t2 ammo has an actual drawback and because they actually have the range to utilize the minute differences in range that the t1 ammos offer.

So what does this mean for balance? Well first there are too many damn t1 ammos. Even in my beam phantasm, where I'm constantly switching between multi, xray, standard, infrared, and aurora to suit the range I'm at, I'm still not carrying half of all the varieties of t1 ammo. If you want to give meaningful advantages to different t1 ammos, a good place to start would be cutting the absurd number of them down.

"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

Spc One
The Chodak
Void Alliance
#86 - 2014-11-28 17:04:56 UTC  |  Edited by: Spc One
Scorch is quite bad as is, because it mostly does EM damage, other weapon systems do more thermal kinetic explosive damage which is way better than only EM.
It is good against Sansha in PVE, but that's about it.
Try shooting angel cartel with sorch, it takes FOREVER.
Unsuccessful At Everything
The Troll Bridge
#87 - 2014-11-28 17:16:15 UTC
Fozzie, show us on the ship doll where the ebil Zealot touched your alt....





Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Ralph King-Griffin
New Eden Tech Support
#88 - 2014-11-28 18:47:08 UTC
Unsuccessful At Everything wrote:
Fozzie, show us on the ship doll where the ebil Zealot touched your alt....

i would guess Blink
afkalt
Republic Military School
Minmatar Republic
#89 - 2014-11-28 18:49:49 UTC  |  Edited by: afkalt
God's Apples wrote:
The different crystals not being used in short range lasers isn't a problem specific to lasers. Nobody ever carries plutonium or lead in blaster boats or uranium or proton in AC boats (with the exception of titanium sabot because that is actually useful for its tracking bonus). T1 crystals and hybrid ammo do use less cap towards the middle ranges, and more cap at the extreme ranges. e.g. Standard and lead are the most cap efficient t1 laser and hybrid ammos respectively, while antimatter/multi and iron/radio are the most cap intensive (not entirely true but the point still stands).

The reason nobody uses t1 ammo besides the highest damage one is because t2 long range ammo gives the same range as the longest range t1 ammo while doing the same damage as the mid range t1 ammo. There's really no way to compete. Long ranged weapons are more balanced in this sense because long range t2 ammo has an actual drawback and because they actually have the range to utilize the minute differences in range that the t1 ammos offer.

So what does this mean for balance? Well first there are too many damn t1 ammos. Even in my beam phantasm, where I'm constantly switching between multi, xray, standard, infrared, and aurora to suit the range I'm at, I'm still not carrying half of all the varieties of t1 ammo. If you want to give meaningful advantages to different t1 ammos, a good place to start would be cutting the absurd number of them down.


This fine gentleman gets it.
Anthar Thebess
#90 - 2014-11-28 21:59:40 UTC
Put also some love to ammo.
Why Sansha or Blood crystals are worst than imperial navy in all aspects?
Make them the same or at least different.
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#91 - 2014-11-29 00:16:44 UTC  |  Edited by: Qvar Dar'Zanar
But why should T1 ammo be comparable to T2? T2 and faction get used up. They have to be better. The main problem I see is conflag and the faction ammos that aren't multifreq.

edit: I'm not saying that T1 ammo couldn't use a buff. Only that not necessarily so big that it's an alternative to T2/faction ammo.
Torei Dutalis
IceBox Inc.
Rogue Caldari Union
#92 - 2014-11-29 01:34:59 UTC
I'm really curious as to what the thought process behind what needs to be balanced is for the balance team. There are plenty of things in the game that are so obviously and totally broken (is the vigil even a ship?) that I sometimes wonder if the devs are really in touch with the game at all. These little nickle and dime changes to weapons and ships that either don't need changes or need more comprehensive looks are starting to get a little tiring. Tracking enhancers, light missiles, scorch. All these changes just seem like they are meant to make players feel like you guys are doing "something." Where are the iterations on ship balance? And I don't mean the tweaks where you add +3 CPU to the punisher.
God's Apples
Wilderness
IIIIIIIIIIIIIIIIIIIIIIIII
#93 - 2014-11-29 03:22:25 UTC
Qvar Dar'Zanar wrote:
But why should T1 ammo be comparable to T2? T2 and faction get used up. They have to be better. The main problem I see is conflag and the faction ammos that aren't multifreq.

edit: I'm not saying that T1 ammo couldn't use a buff. Only that not necessarily so big that it's an alternative to T2/faction ammo.


By t1 ammo we mean the t1 line of crystals. By saying multi or standard we are meaning imperial navy multi and imperial navy standard. Anyone with half a clue understands this. Please don't propagate ignorance. Thanks.

"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

Gavin Dax
Sebiestor Tribe
Minmatar Republic
#94 - 2014-11-29 03:32:41 UTC
I agree with the overall sentiment here.

It would be nice to see some actual data and a more comprehensive balancing of the weapon systems.

By that I mean graphs of things like effective damage at different ranges, vs. different velocities, etc. for all weapons (including drones, sentries).

I'm going to take a guess and say that those numbers would expose some obvious imbalances. For example, compare barrage to null - even though ACs give about 20% more falloff, their DPS is so much lower than the blasters that ACs barely match (and in most cases do less) damage at their max falloff (don't even mention close ranges).

It would also expose things like the huge ranges you can get on some of the larger supposedly short-range guns (e.g. why use beams when you can hit so far out with pulse lasers on a rev, as was mentioned here previously?).

Sentries need re-balancing way more than lasers, probably followed by ACs, then beams and missiles (select-able damage types don't mean as much when most of the ships only get a bonus for kinetic anyway). And hybrids really need a major range nerf, since their only drawbacks right now are no EM/explosive damage option and cap use - pretty much makes them the no-brainer best option outside of sentries. It's pretty ridiculous that hybrids can match AC ranges... I'd say that's a bigger problem than all this scorch stuff.
Nordalis Rmith
Thorny Holdings
#95 - 2014-11-29 04:14:54 UTC
I really do like the effort of addressing scorch.

I feel like buffing other types is better than nerfing scorch.
Gregor Parud
Imperial Academy
#96 - 2014-11-29 09:21:47 UTC
I'm kinda amazed by how people are calling this a nerf.

MUCH more workable ranges that actually matter: the falloff increases are pretty massive and the optimal bonus is nice, at a total cost of.... 2% derived optimal loss on Scorch (which no one is going to notice and will easily be made up for by the falloff buff). It's a BUFF folks, the only reason that scorch overall loses some optimal is so that they could use rounded numbers with the balancing changes.
afkalt
Republic Military School
Minmatar Republic
#97 - 2014-11-29 09:31:06 UTC
The thing is, it doesnt change the choice of crystal compared to today. It rearranges some deckchairs, but the ship's overall condition remains the same.
Eessi
Murderous Inc
EDGE Alliance
#98 - 2014-11-29 12:51:06 UTC
As someone who flies scorch ships alot thank you for being gentle with the changes. The balance pass factors in nicely with the release of the confessor and as such will change the fitting meta.

Thank you for your awesome work!
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#99 - 2014-11-29 13:23:47 UTC
I'm happy this isn't a huge change. I was worried that I was going to come in here and find it over nerfed like arguably happened with HML.
CCP don't need to make balance changes perfectly every single time, doing things incrementally where they have the option of doing a little more at a later date is much less disruptive and better for the game.
Qvar Dar'Zanar
Ministry of War
Amarr Empire
#100 - 2014-11-29 17:22:48 UTC
God's Apples wrote:


By t1 ammo we mean the t1 line of crystals. By saying multi or standard we are meaning imperial navy multi and imperial navy standard. Anyone with half a clue understands this. Please don't propagate ignorance. Thanks.


Woah really? Your words are LSD to my mind. I wouldn't have never realized that T1 = T1 if not for your savvy words, thank you sir.
How did you came up with such brilliant convention?