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Long range turret fitting requirements - still justified?

Author
Large Collidable Object
morons.
#1 - 2011-12-29 15:51:04 UTC  |  Edited by: Large Collidable Object
So I was bored and EFT-warrioring a bit to find something different to fly and since I find myself always using short range turrets over their long range variants, I decided I'd go for some long-range ship but inevitably found myself struggling with their fitting requirements.

It left me wondering if the quite substantial differences in LR fitting requirements are still justified in todays eve and if it wasn't in the best interest of diversity to lower them or even equalize them with SR requirements.

I understand the initial design decision, where range is supposed to be the tank, but since the introduction of quick on-grid probing, that idea has become a bit outdated and hence, snipers are nearly extinct (except for arties, which are mostly used for the alpha rather than their range).

So basically, LR turrets trade overall DPS and tracking for longer range damage projection and more alpha - in todays Eve, that sounds like a fair trade to me without gimping the rest of the fit.

I'm personally rather undecided on the issue, hence I'd appreciate some discussion.

(Oh - and I intentionally left the new Tier 3's out, as they're a bit of an outlier when it comes to this topic).
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Kahz Niverrah
Distinguished Johnsons
#2 - 2011-12-29 15:53:54 UTC
Large Collidable Object wrote:
So basically, LR turrets trade overall DPS and tracking for longer range damage projection and more alpha - in todays Eve, that sounds like a fair trade to me without gimping the rest of the fit.

I think this bit sums it up nicely. Tachs for all!

I don't always post on the forums, but when I do, I post with my main.

Tenga Halaris
Galactic Traders Union
#3 - 2011-12-29 15:55:59 UTC
Considering the vast amount of answers your post might generate, because it's not even including any real question, I will sum up all possible responses:

Yes... and No..., sometimes both.

Large Collidable Object
morons.
#4 - 2011-12-29 16:00:37 UTC
Tenga Halaris wrote:
Considering the vast amount of answers your post might generate, because it's not even including any real question, I will sum up all possible responses:

Yes... and No..., sometimes both.




The question actually is in the threads title - but to spell it out:

Do you think that higher fitting requirements for long range turrets are still justified in todays eve gameplay?
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Liam Mirren
#5 - 2011-12-29 16:16:36 UTC
Large Collidable Object wrote:
Tenga Halaris wrote:
Considering the vast amount of answers your post might generate, because it's not even including any real question, I will sum up all possible responses:

Yes... and No..., sometimes both.




The question actually is in the threads title - but to spell it out:

Do you think that higher fitting requirements for long range turrets are still justified in todays eve gameplay?


I think it's more a question of "are silly low fitting reqs for short range turrets (and mostly for Minnie) justified?".

Excellence is not a skill, it's an attitude.

Lunkwill Khashour
Ministry of War
Amarr Empire
#6 - 2011-12-29 16:17:53 UTC
Lowering their requirements won't change anything. They'll still be the inferior choice in todays meta. Likewise, once the meta changes to favour them, they'll become popular again despite whatever fitting requirements they carry.

Kahz Niverrah
Distinguished Johnsons
#7 - 2011-12-29 16:19:37 UTC
Liam Mirren wrote:
"are silly low fitting reqs for short range turrets (and mostly for Minnie) justified?".

This is now a "nerf winmatar" thread.

I don't always post on the forums, but when I do, I post with my main.

Tenga Halaris
Galactic Traders Union
#8 - 2011-12-29 16:20:15 UTC
Since the reqs have been modified and a Domi now puts out 1k dps with 6x 425 mm rails, i'd say yes.
Goose99
#9 - 2011-12-29 16:31:40 UTC  |  Edited by: Goose99
1400s should require more grid than Tach. Rails should require less grid than it does (yes, even after Crucible). Otherwise balanced. Blob + volley = pwnage. Blob fitting requirement is too low.
Tenga Halaris
Galactic Traders Union
#10 - 2011-12-29 17:12:07 UTC
the 1400 arties are op considering the alpha, yes...but also is scorch ammo and so on...
Tanya Powers
Doomheim
#11 - 2011-12-29 17:20:55 UTC
Large Collidable Object wrote:
Do you think that higher fitting requirements for long range turrets are still justified in todays eve gameplay?


Depends what LR turrets you're talking about.

Yes for Projectiles no for lasers and rails.
But it's just a matter of opinion that includes first of all the base PG available for those ships the number of turrets and tiers you can fit on said ship and then what's left for tank and upgrades.
Projectiles don't have enough drawbacks since they can fit highest tiers weapons without a single PG issue, fit a hell of a tank, speed and dmg upgrades without even CPU problems and there's still left.
If projectile ships have a problem is not the PG/CPU but the missing number of slots to use those. Lol
SpaceSquirrels
#12 - 2011-12-29 17:51:00 UTC
Individually no, but as others said when you group long range together... Things get different. However at that point its not longer a fitting issue rather a blob/numbers issue.

Perhaps the fitting reqs on long range under large guns Should be evaluated.
Takeshi Yamato
Ministry of War
Amarr Empire
#13 - 2011-12-29 18:07:28 UTC
The low-tier long range turrets could be made mid-range weapons: more dps, low alpha, lower optimal, acceptable fitting requirements that allows for a moderate buffer and propulsion mod.

Because let's face it, they are currently for the most part a suboptimal PvE weapon for the players who can't yet field better alternatives.
Liang Nuren
No Salvation
Divine Damnation
#14 - 2011-12-29 18:10:16 UTC  |  Edited by: Liang Nuren
The question you should be asking is what you'd spend those slots on if you didn't need fitting mods. Seeing as how we can't go shooting 150-250km anymore the answer to that question is almost certainly going to be tank. Thus, the question you just asked was whether or not extreme range RDPS should have less tank than close range gank ships that are expected to tank close range gank damage....

Basically: Yes. The fitting costs are justified.

-Liang

Ed: Also, you looked so pretty in Amamake local last night. <3 <3

I'm an idiot, don't mind me.

Large Collidable Object
morons.
#15 - 2011-12-29 18:35:37 UTC  |  Edited by: Large Collidable Object
Kahz Niverrah wrote:
Liam Mirren wrote:
"are silly low fitting reqs for short range turrets (and mostly for Minnie) justified?".

This is now a "nerf winmatar" thread.



Eventually CCP will have to come to their senses and nerf projectile ammo as well as increasing projectiles fitting reqs accross the board, so I wouldn't want to see individual 'adjustments' between individual turrets. They need a few minor, simple & global nerfs.

So I'd rather keep it restricted to comparisons between each races long and short range turrets. What if fitting requirements were equal?

Personally, I'd say:

- Arties vs AC's: Arties and AC's will still have their place. I certainly wouldn't start fitting arties to every Minmatar ship I own simply because I don't partake in blob warfare and ACs are still better for most purposes I use them for due to arties quite terrible tracking. The blob will always use arties, no matter what - and I don't think an increase in tanking capabilities thanks to lower fitting requirements would change a whole lot - doesn't really matter if WNs Artiebaddons and Goons Malestorms blob each other with a couple of more EHP or not.

- Beams vs. Pulses: I'd probably use beams more often. Sure there's scorch, but pulse tracking is the worst in the game already and with scorch loaded, pulse tracking is still sufficient for the intended ranges, but not really great. Comparing e.g. Scorch Megapulses with faction crystal Megabeams, both have comparable dps, comparable damage projection. Beams have slightly higher alpha and under most circumstances a favourable damage profile, but ~50% worse tracking.

- Blasters vs. rails: Can't really say much as I lack first hand experience with rails - only finished t2 large rails a couple of days back and didn't have the opprtunity to test them yet. Yet I think that equal requirements for rails and blasters would help gallente and especially Caldari turretboats a lot.


Conclusion: I personally wouldn't regard long range turrets imbalanced, even with their fitting requirements lowered to that of their short range counterparts. Even then, I'd still favour short range turrets most of the time.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Kahz Niverrah
Distinguished Johnsons
#16 - 2011-12-29 18:44:03 UTC  |  Edited by: Kahz Niverrah
Tenga Halaris wrote:
the 1400 arties are op considering the alpha, yes...but also is scorch ammo and so on...

I don't get how scorch is considered so OP by some. What's more overpowered? The slowest, least agile ships in the game hitting at long range with terrible tracking, or the fastest, most maneuverable ships in the game hitting at long range with excellent tracking? On some Amarr ships, scorch is the only thing that makes them viable.

I don't always post on the forums, but when I do, I post with my main.

Large Collidable Object
morons.
#17 - 2011-12-29 18:45:01 UTC
Liang Nuren wrote:
The question you should be asking is what you'd spend those slots on if you didn't need fitting mods. Seeing as how we can't go shooting 150-250km anymore the answer to that question is almost certainly going to be tank. Thus, the question you just asked was whether or not extreme range RDPS should have less tank than close range gank ships that are expected to tank close range gank damage....

Basically: Yes. The fitting costs are justified.

-Liang


Not quite sure - see above post - if a SR gang lands on top of a LR gang or catches them on a gate, LR will get slaughtered, no matter how much tank they have.

Quote:

Ed: Also, you looked so pretty in Amamake local last night. <3 <3


Why thank you. Actually I haven't left Amamake in Months, however I log this character very rarely (I was actually hoping to see or even sponsor the Nanodrake vs. Proteus Fight and eventually passed out, forgetting to log off...).
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Liang Nuren
No Salvation
Divine Damnation
#18 - 2011-12-29 18:51:14 UTC
Large Collidable Object wrote:

Not quite sure - see above post - if a SR gang lands on top of a LR gang or catches them on a gate, LR will get slaughtered, no matter how much tank they have.


I'm really at a loss as to how you can legitimately believe this and still push for a projectile nerf. You're basically asking for RDPS with a range tank + normal tank + likely some kind of speed tank. Frankly, at the ranges people are complaining about AC performance, people would be better off with Artillery and its **** tracking. It seems extremely dubious to argue for both positions simultaneously.

-Liang

I'm an idiot, don't mind me.

m0cking bird
Doomheim
#19 - 2011-12-29 19:18:23 UTC
I dont believe CCP will NERF Minmatar fitting requirements. I know CCP will either NERF base autocannon falloff or projectile damage. I'm not sure if CCP will touch tracking enhancers, because that would NERF all turrets in a way.

Projectiles will be NERFED and im pretty sure it will be the first time or second CCP has ever nerfed turrets. As oppose to boosting everything.

I also hope to see a Amarr and caldari boost in the future.
Jask Avan
Republic Military School
Minmatar Republic
#20 - 2011-12-29 19:18:52 UTC
I think in general it's justified. But just a little too far on rails and beams.
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