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Give us proper lasers please CCP!!

Author
Reynas Arthie
Doomheim
#1 - 2014-12-04 01:53:04 UTC  |  Edited by: Reynas Arthie
Lasers are all wrong right now!

Right now they are back asswards.

Pulse lasers SHOULD be massive ALPHA weapons with huge cap usage but decent tracking with low rof to help with overall cap usage and dps balancing.

Beam laser SHOULD be dps lasers with NO 'alpha'. i.e. they do damage each second. Effectively very low damage but with very fast rof (1 second).

EDIT:

This would make lasers very very unique and more in keeping with actual laser physics (I know its a game but I want bright beams of laser all ova da place!)

It would also shake up the short/long range high/low dps tactics and give a bit of life into a lot of old tired arguments about what guns system to fit and how it 'compares' to the other systems.
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-12-04 01:55:17 UTC
Oh look. Someone's trying to bring realism into EVE. Again.

How cute.
Rawketsled
Generic Corp Name
#3 - 2014-12-04 01:55:47 UTC
So, really, you're just advocating a name change and not a change in mechanics?
Reynas Arthie
Doomheim
#4 - 2014-12-04 02:05:47 UTC
Not really bothered about being 'real' tbh just more trying to shake up the mechanics around lasers to be something different than just guns that shoot light.

No not just a name change a total change to how they operate. Wouldn't even need any game mechanics to be changed just tweak the stats to produce the effects.

Pulse lasers: Short range, massive alpha, huge cap use per 'pulse' but low low ROF.

Beam lasers: Long range, literally no alpha, but applies constant DPS. i.e 100 dps = 100 points of damage each sec.

Stats can be tweaked to ensure that these wouldn't completely dominate but it would shake up what has arguably become a fair stale meta around the use of turreted weapon systems.
Reynas Arthie
Doomheim
#5 - 2014-12-04 02:06:41 UTC
Alvatore DiMarco wrote:
Oh look. Someone's trying to bring realism into EVE. Again.

How cute.


Mate we fly spaceship submarines. This isn't even close to real.

I just want funner lasers!! Twisted
Tusker Crazinski
Native Freshfood
Minmatar Republic
#6 - 2014-12-04 02:13:55 UTC
yes and the should be limited to the inverse squared law, so they have exponential damage drop off.

on a serious note they already work like that, I just think it should be accentuated further than it is.
Reynas Arthie
Doomheim
#7 - 2014-12-04 02:27:53 UTC  |  Edited by: Reynas Arthie
Tusker Crazinski wrote:
yes and the should be limited to the inverse squared law, so they have exponential damage drop off.

on a serious note they already work like that, I just think it should be accentuated further than it is.


TBH I would just have their falloff = 1m!

They work nothing like that now. They are just guns that shoot light.

Imagine if pulse laser had alpha like arty could track but with low ROF and nearly capped you out when you fired the bloody things Twisted


Or had med/long range and slowly melted through your opponent. with 'constant' damage but were less of an issue with cap usage.




I'll leave you think about how that could potentially shake up how you would use amarr ships in combat.
FireFrenzy
Cynosural Samurai
#8 - 2014-12-04 10:07:28 UTC
All i want is for the beam laser of a beam laser to have the animation length of the cycle time...
Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2014-12-04 13:31:58 UTC
Actually I think CCP has it about right. Aside from the fact that lasers would have the longest optimal range and falloff of any weapon system, pulse lasers would certainly have a higher DPS than beam lasers while requiring less power, and either one would fire in short bursts followed by a brief cooldown period. Pulse laser weapons would fire several very short pulses in one brief burst, with the laser fire abating just in time for the ablating material on the target to clear away somewhat so that the energy of the laser isn't wasted on vaporizing smoke. Beam lasers would fire an extended burst (lasting maybe a second) and then stop for several seconds while a cooling system flushed the firing mechanism, charge chamber, capacitor, and power transformer with pre-cooled antifreeze solution, and also delaying while the charge chamber recharged.

Beam lasers wouldn't have more range than pulse lasers, but they would deal about the same damage while draining power a lot faster, and requiring much more substantial power cables to connect to the ship's power supply. Either laser system would pause between firing both to cool and recharge the charge chamber. Now a laser system could be designed to drain power at the same rate with a laser that is constantly firing, and a cooling system running during firing, but this would actually waste energy and would deal less damage to the target because the impact site would not reach as high a temperature. There would be too much time for the heat to dissipate before the materials are blasted apart from the heat differential.

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."

Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2014-12-04 13:40:11 UTC
Reynas Arthie wrote:
Not really bothered about being 'real' tbh just more trying to shake up the mechanics around lasers to be something different than just guns that shoot light.

No not just a name change a total change to how they operate. Wouldn't even need any game mechanics to be changed just tweak the stats to produce the effects.

Pulse lasers: Short range, massive alpha, huge cap use per 'pulse' but low low ROF.

Beam lasers: Long range, literally no alpha, but applies constant DPS. i.e 100 dps = 100 points of damage each sec.

Stats can be tweaked to ensure that these wouldn't completely dominate but it would shake up what has arguably become a fair stale meta around the use of turreted weapon systems.


I am interested in a short range blapping tool. I don't support too much of a change to pulse lasers because they are the only existing mid-range turret, but beam lasers are pretty similar to railguns. Beam lasers already have some decent alpha on the larger ones.

Perhaps if pulse lasers were all about waiting for the right moment to strike, it really wouldn't be such a bad thing. Might be neat if they fired in slow pulses, making several distinct shots in a short time (like 2 shots per second, string of 5 shots), each shot dealing damage separately, and then having a cooldown period of several seconds.

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."

almanac Omaristos
Dirt 'n' Glitter
Local Is Primary
#11 - 2014-12-04 13:44:28 UTC
Reaver Glitterstim wrote:
Reynas Arthie wrote:
Not really bothered about being 'real' tbh just more trying to shake up the mechanics around lasers to be something different than just guns that shoot light.

No not just a name change a total change to how they operate. Wouldn't even need any game mechanics to be changed just tweak the stats to produce the effects.

Pulse lasers: Short range, massive alpha, huge cap use per 'pulse' but low low ROF.

Beam lasers: Long range, literally no alpha, but applies constant DPS. i.e 100 dps = 100 points of damage each sec.

Stats can be tweaked to ensure that these wouldn't completely dominate but it would shake up what has arguably become a fair stale meta around the use of turreted weapon systems.


I am interested in a short range blapping tool. I don't support too much of a change to pulse lasers because they are the only existing mid-range turret, but beam lasers are pretty similar to railguns. Beam lasers already have some decent alpha on the larger ones.

Perhaps if pulse lasers were all about waiting for the right moment to strike, it really wouldn't be such a bad thing. Might be neat if they fired in slow pulses, making several distinct shots in a short time (like 2 shots per second, string of 5 shots), each shot dealing damage separately, and then having a cooldown period of several seconds.


I support this thread +
Sobaan Tali
Caldari Quick Reaction Force
#12 - 2014-12-04 18:16:40 UTC
I would just be happy if they replaced the damn sound fx for the love of all that is Eve.

This won't happen, but I honestly think they need to give PGI a call and borrow a few of their sound guys for a couple months to work on a weapon sound overhaul...energy weapons in MechWarrior Online sound killer!

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Celthric Kanerian
Viziam
Amarr Empire
#13 - 2014-12-04 20:42:47 UTC
I thought this was a legit post about lasers... I was wrong.

Lasers look and sound terrible in their current state...
Phoenix Jones
Small-Arms Fire
#14 - 2014-12-04 21:03:30 UTC
... It actually makes sense. It would put lasers in a different category. You would also have to address tracking and how it should function with a permanent beam.

Yaay!!!!

Phaade
LowKey Ops
Snuffed Out
#15 - 2014-12-04 21:14:18 UTC
Alvatore DiMarco wrote:
Oh look. Someone's trying to bring realism into EVE. Again.

How cute.


So making a weapon system functionally different from the other turrets is cute.

Your comment is cute.

OP, that's a pretty good idea. Won't happen though.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#16 - 2014-12-04 21:36:28 UTC
Reynas Arthie wrote:
Alvatore DiMarco wrote:
Oh look. Someone's trying to bring realism into EVE. Again.

How cute.


Mate we fly spaceship submarines. This isn't even close to real.

I just want funner lasers!! Twisted



not seeing how we fly space submarines, while we may not fly a straight line while doing a barrel roll, or upside down you can come from any direction. if i want i can come straight up from underneath someone, unlike startrek or star wars that try and play on a fairly 2d plane like flying a plane, they can climb and descend but almost never come at someone vertically or off center at a perpendicular intersection.
Besides flying your ship upside down or any other direction will make a lot of players lose their point of reference and when you want to turn right you end up going left or up becomes down. Also the camera isnt a full 360 as it has stopping points up and below your spacecraft.....which is kind of disappointing

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

per
Terpene Conglomerate
#17 - 2014-12-04 22:53:09 UTC
oh, huge beam battles could be awesome, neverending lasers everywhere ... sadly it sounds like damage over time weapon (like cycle every second) i dont think ccp will go this way - more stress on server side
anyway effects could be tweaked to have proper lasers ;)
Vapor Ventrillian
The Scope
Gallente Federation
#18 - 2014-12-05 01:01:34 UTC
Id use lasers if this happened

Plus one from me

The Evil Overlord of Scope, self elected as all good overlords should be

James Baboli
Warp to Pharmacy
#19 - 2014-12-05 01:17:26 UTC
I like the concept of doing lasers more realistically.

So, for beams, the Gj/s translates fairly directly into damage output, with a fairly constant heat to the module rack and thus damage to the lasers every cycle. They end up tracking EXCEEDingly slowly because its either moving a physical collimator or adjusting gravitic lensing while the weapon is energized, necessitating extreme caution.

Pulse Lasers would end up as the end all, be all of arty weapons if you went to terrawat ranged lasers, as at that point, even a 1400mm projectile, or 425mm bit of antimater would be childsplay. They'd also either eat up the lenses almost instantly, or need to use a chemical lasing system, which would be consumed by the energy used in the laser.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Krops Vont
#20 - 2014-12-05 08:26:34 UTC
Aaaaand server can't keep up. There is a reason for cycles, timers, round bleepy things on my galactic window. The server would not be able to keep up with consistency like weapons. Though I can agree that it would be nice if the "Beam" lasers worked like salvager animation. Nothing fancy, just a damn animation change to suit the name.

I want my foward torpedos and lasers to fit my secret RP u kno

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