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So how are blaster/rail BSes for lvl4s now?

Author
Frillo Teslar
Republic Military School
Minmatar Republic
#21 - 2011-12-15 18:15:19 UTC
Lady Spank wrote:
It's BSs not BSes. How can anyone take you seriously if you can't communicate clearly..


so.. battleshipes...
Drew Solaert
Aliastra
Gallente Federation
#22 - 2011-12-15 22:48:34 UTC
Your stock standard Mega has improved, you can now get a full rack of 425mm's, large armour rep and 100mn afterburner on without breaking a sweat so controlling range just became a ton easier and as such applied dps has increased.

I lied :o

The Djego
Hellequin Inc.
#23 - 2011-12-16 09:14:26 UTC
Drew Solaert wrote:
Your stock standard Mega has improved, you can now get a full rack of 425mm's, large armour rep and 100mn afterburner on without breaking a sweat so controlling range just became a ton easier and as such applied dps has increased.


You could fit this all before, the tricky part was getting the 50 CPU for the drone link to apply sentry's up to 80km.

Btw, people still doing the 100mn to drop transversal in L4 like with the old arti fittings instead of just using a fitting that can track stuff properly?

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

Vachir Khan
Rugged Ruff and Ready
#24 - 2011-12-16 09:23:46 UTC
The Djego wrote:
Btw, people still doing the 100mn to drop transversal in L4 like with the old arti fittings instead of just using a fitting that can track stuff properly?


Uuhm, rails are gonna have issues within 15km with orbiting targets so lowering your angular will always help, even on a tracking bonused BS with 2 TCs. There's a few ways to solve it; one is to burn away but me personally I use a web on my Kronos. Either way, by trying to do so you increase applied dps which is always smart so your reaction makes zero sense.
The Djego
Hellequin Inc.
#25 - 2011-12-16 10:11:57 UTC
Vachir Khan wrote:
The Djego wrote:
Btw, people still doing the 100mn to drop transversal in L4 like with the old arti fittings instead of just using a fitting that can track stuff properly?


Uuhm, rails are gonna have issues within 15km with orbiting targets so lowering your angular will always help, even on a tracking bonused BS with 2 TCs. There's a few ways to solve it; one is to burn away but me personally I use a web on my Kronos. Either way, by trying to do so you increase applied dps which is always smart so your reaction makes zero sense.


Trust me I have seen a lot people ABing all over the place making her BS hit somehow, while refusing to fit up a proper number of tracking and damage mods to get around a problem that doesn't really become one with this mods on the ship. In the standard L4 scenario npcs will fly in a straight line from her spawning point to your position, giving you the opportunity to apply the dps rather well and avoiding the problem if you take down the ships that you will have issues to track later on. If you now use mobility to reduce transversal to one of them, you at the same time mostly increase it towards the other targets, what again needs adjustments after you are done with the target, and costs you in many cases more time than you will by the better applied damage. Overall if you compare the Kronos(Rails) to the Pala(Tachs) in this situations, the pala with the same tracking suffers a lot less from it, because it can apply far better dps in the situations while it hits good, what for the most part is enough to nearly compleetly avoid situations where it doesn't.

If you have missions where npcs are so close that you can't do this properly, a short range fitting with lasers or acs would be the proper solution or using like you the Kronos, that can cover the 1-15km area by the web and only got the 16-25km area where it considerably loses dps in a normal fitting(2 TCs).

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

Vachir Khan
Rugged Ruff and Ready
#26 - 2011-12-16 10:24:58 UTC
The Djego wrote:
or using like you the Kronos, that can cover the 1-15km area by the web and only got the 16-25km area where it considerably loses dps in a normal fitting(2 TCs).


Exactly, so people who don't have a bonused web and can't make use of OP scorch or 72km falloff on ACs (ie, hybrid ships) will have to come up with a solution. Fitting blasters in most of those missions won't work due to spawns at range, unless you like refitting halfway a mission.

So fitting an AB with a "keep at range" is the next best thing. Not our fault that hybrids are still gimped for pve in comparison to lasers, Acs and missiles and not everyone will have access to things like a Kronos with fed or sansha web. In short, I still don't see the need to bash the kiting strategy for anything other than "lol, you fly something that's not OP" :)
The Djego
Hellequin Inc.
#27 - 2011-12-16 11:01:10 UTC  |  Edited by: The Djego
Vachir Khan wrote:
The Djego wrote:
or using like you the Kronos, that can cover the 1-15km area by the web and only got the 16-25km area where it considerably loses dps in a normal fitting(2 TCs).


Exactly, so people who don't have a bonused web and can't make use of OP scorch or 72km falloff on ACs (ie, hybrid ships) will have to come up with a solution. Fitting blasters in most of those missions won't work due to spawns at range, unless you like refitting halfway a mission.

So fitting an AB with a "keep at range" is the next best thing. Not our fault that hybrids are still gimped for pve in comparison to lasers, Acs and missiles and not everyone will have access to things like a Kronos with fed or sansha web. In short, I still don't see the need to bash the kiting strategy for anything other than "lol, you fly something that's not OP" :)


Don't get me wrong, I don't bash using range and transversal control to make stuff work just for the sake of it. It is just the point that most people start off with a rather bad solution for a problem, than do anything they can to solve it and still end up with a rather dissatisfying result.

Technically, what rails lack in pve is quite a bit tracking in combination with a rather mobile hull to dedicate range/transversal or being backed up by sentrys, like on the domi/kronos(that should rather have 5 sentry's + some room for anti frig drones) to archive a reasonable good baseline damage as well as applied dps at medium ranges. With a combination of this you would archive a similar good result like with other solutions. It doesn't matter so much if you have a little bit less on paper dps if the damage application still is good enough to create a comparable result, similar as acs/puls where the higher tracking combined with the high range makes the the preferred option compared to long range guns.

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

Vachir Khan
Rugged Ruff and Ready
#28 - 2011-12-16 11:09:15 UTC  |  Edited by: Vachir Khan
The Djego wrote:
It is just the point that most people start off with a rather bad solution for a problem, than do anything they can to solve it and still end up with a rather dissatisfying result.


That I very much agree with.

On your point about buffing hybrids more I'm not so sure. The only thing I'd really like to see is ships that get an optimal range bonus (Rokh, Ferox, Harpy etc) to also get a falloff bonus. Rather than make Gallente silly OP I'd much rather have them tone down pulse+scorch and the ret@rdo decision to give ACs damage type selection AND the TE/TC buff at the same time, while not realising that this means they should have a good look at AC base stats because of that.

If you drop range on scorch and remove the idiot damage projection of ACs a bit then that means drawing them closer into gallente ships, resulting in fireworks (that and the Cane needing a nerf).
The Djego
Hellequin Inc.
#29 - 2011-12-16 11:35:03 UTC  |  Edited by: The Djego
While it doesn't matter if you nerf anything around hybrids in eve or buff up hybrids to a satisfying state, the later option would be probably more enjoyable for many people and even easier to accomplish from a balancing pov, since you need to tweak far less.

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

Vachir Khan
Rugged Ruff and Ready
#30 - 2011-12-16 11:49:41 UTC
To me BUFF EVERYTHING MOAR is the chicken way out, balance wise. You mostly end up with silly stuff and everything being the same. I don't want blasters to have more range, I want the strategy of using blasters to work in the usual PVP situations. If that means taking care of things that are ridiculously OP (scorch wtf) then that makes it even better.

A good nerf bat may produce whines short term, but long term it's better for variety and gameplay. Imagine what would have happened if they wouldn't have done the nano nerfs but instead had made everything silly fast to "get it up to par with the specific nano ships". You'd end up with silly gameplay for15 yearold ADHD kiddos.
The Djego
Hellequin Inc.
#31 - 2011-12-16 12:18:40 UTC  |  Edited by: The Djego
Vachir Khan wrote:
To me BUFF EVERYTHING MOAR is the chicken way out, balance wise. You mostly end up with silly stuff and everything being the same. I don't want blasters to have more range, I want the strategy of using blasters to work in the usual PVP situations. If that means taking care of things that are ridiculously OP (scorch wtf) then that makes it even better.

A good nerf bat may produce whines short term, but long term it's better for variety and gameplay. Imagine what would have happened if they wouldn't have done the nano nerfs but instead had made everything silly fast to "get it up to par with the specific nano ships". You'd end up with silly gameplay for15 yearold ADHD kiddos.


Well I did write down a lot about blasters over the years. In the end it comes down to blasters suck at close range pvp, rather than sucking compared to puls with scorch. Also weapons shouldn't be looked at separately, you always will have them on a ship, geared to do one thing pretty good in a trade off for being less appealing for other stuff. Was a Abaddon the better gang ship with the more balanced EHP/DPS than the general mega? Sure. Was the mega more suitable to go out solo/small gang to hunt and kill some people than the slow ass Abaddon or snipe at 200km? Yes. You see everything has(or at least should have) stuff where it makes sense and becomes a preferable solution. What you have now is basically blaster ships being unpractical in typical solo/small gang pvp at point blank, or at least less practical than minmatar that also offer the neuts, more range, selectable damage types and speed. Sure you could start a debate about how useful is a particular role, but technically it would be more important to look at it once it actually works well in his role and then draw a better conclusion.

Actually blaster ships where a lot better during the nano age then they are now, because they actually where pretty effective at her thing. Getting in range was harder, but targets where also easier to kill once you where there(no extender rigs, low dps on nano setups by occupied lows with speed stuff etc.) what made blaster ships pretty nice, at least for me back then. Also you had a lot more solo ships around, that trusted in her nano fu and where more than willing to start a fight with a lonely blaster ship, what was overall very enjoyable since the outcome was mostly depended around the player skill and the kitting game, if you get close you will win this if you can't you will lose, no questions asked and no strings attached.

The nano nerf is actually a rather bad example, since it broke just as much as it fixed(roles for cruisers\HAC, blasters, bs in solo/small gang environments etc.). This overall eve adjustments, while necessary at some points always tend to leave a lot wreckage of ships that become meh behind, so I for my self would rather avoid it and stick to fixing stuff what is still broken by this 3 years old changes.

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

Vachir Khan
Rugged Ruff and Ready
#32 - 2011-12-16 13:49:09 UTC  |  Edited by: Vachir Khan
Upping blasters to have the same effective range as pulses/AC means that the strategy of "upclose and personal" is even more obsolete. Sure the ships will perform better but to me that's not the point. Rather than making blasters work outside their limited niche (by boosting them into silliness) I'd very much like to see other weapon systems lose a bit of their allround capabilities, forcing them closer into blaster territory.

Doing what you suggest is like loading a shotgun with slugs and putting a scope on it; hilarious as fck but it's not exactly a shotgun anymore, now is it. I'd rather HAVE that shotgun but nerf snipers a bit so both strategies can co exist.
The Djego
Hellequin Inc.
#33 - 2011-12-16 14:22:14 UTC  |  Edited by: The Djego
Vachir Khan wrote:
Upping blasters to have the same effective range as pulses/AC means that the strategy of "upclose and personal" is even more obsolete. Sure the ships will perform better but to me that's not the point. Rather than making blasters work outside their limited niche (by boosting them into silliness) I'd very much like to see other weapon systems lose a bit of their allround capabilities, forcing them closer into blaster territory.


I never was for upping blasters to ac/puls ranges. Again the problem mostly is that blasters don't work in her limited niche, or at least not well enough to be the preferred option here. However since you agree that blasters shouldn't be like every other weapon good at medium range, you might get the drift about improving rails at medium range combat, making them working in bigger gang situations at medium range, similar to pve, the main issue here is tracking since you play here against the short range turrets of the other races.

Vachir Khan wrote:
Doing what you suggest is like loading a shotgun with slugs and putting a scope on it; hilarious as fck but it's not exactly a shotgun anymore, now is it. I'd rather HAVE that shotgun but nerf snipers a bit so both strategies can co exist.


A shotgun is a fairly inaccurate weapon, the blaster(at least in his working days) not so much. Not only by fielding the better baseline dps(compared to puls not really a advantage) but focusing her game play around the much higher damage application in real game play. This was one thing that CCP basically turned upside down with the nano nerf making everything a lot slower(therefore easier to hit at medium range) and reducing web effects plus introducing scrams, what costs blaster ships around 2000% tracking compared to the old days(assuming sig bloom and 90% webs). A blaster ship wasn't good by having 10% more dps but by relay able forcing targets in situations where you could apply peak dps with them, making it more a 50-100% damage advantage when you compared what a puls ship could do against a nano hac at 20km or a blaster ship at 5km.

The perception that blasters do melt targets came not from a myth, but a general combination of game mechanics and typical blaster pvp game play/fitting. Technically you could nerf the other weapons a lot and blasters still wouldn't archive a similar effect that made them a attractive choice for some situations/play styles.

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

Red Teufel
Calamitous-Intent
#34 - 2011-12-16 14:52:36 UTC
rails are meant to do average dps from very far ranges. comparing them to high dps weapon systems is dumb. you shouldn't be tanking in a rail boat. if you want high dps then you need to use blasters.
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