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Khanidizing the broken laser ships

Author
Takeshi Yamato
Ministry of War
Amarr Empire
#1 - 2011-12-31 18:10:57 UTC  |  Edited by: Takeshi Yamato
In this thread I'll explain how to fix the many broken Amarr laser ships and why Khanid style bonuses would finally allow these ships to function as intended. Not all ships should become 'khanidized' though, I'll share some thoughts about when it is appropriate and when not.

1) The -10% laser cap usage losers

- Maller
- Prophecy
- Punisher

These are all considered inferior to their peers. They also have an armor resist bonus per level. An armor resist bonus lends itself best to passive tanked ships (without a repairer). Passively tanked armor ships do not need a cap reduction bonus because they use little cap. An armor resist bonus also lends itself to an active tank. The problem with that though, is that the pilot is playing the game of outlasting while flying the ship with the most cap hungry weapons (even after the cap reduction bonus). So how do these ships work best then? By capitalizing on their armor resist bonus, which means putting on as many armor plates as possible, then putting on whatever weapon can still fit (often autocannons or frigate-grade blasters). Why is this so? Lasers have some the highest powergrid requirements in the game and coincidentally, armor plates also have high power grid requirements. Spending power grid on armor plates is gives better returns in combat performance than spending it on lasers without a damage bonus.

It is clear that the combination of a laser cap reduction bonus and an armor resist bonus is inherently flawed.

The solution? The Maller and Prophecy become Khanid ships. In this way these ships can be the tough brawler they were intended to be. A damage bonus, HAM launchers using less powergrid than lasers and being more compatible with active tanked setups would avoid all the aforementioned contradictions.

What about the Punisher? A Khanid style Punisher is out of the question because there already is a missile ship in the Amarr T1 frigate lineup*. There are two choices here: a cap+damage or a damage+resistance bonus, and both are proven designs that will work.


2) The Devoter

While the ship works because it can effectively provide an infinipoint, it is yet another design that would be better off as HAM ship. The same problem of laser powergrid requirements on a ship that gets a lot out of armor plates applies here. In addition it is expected to operate in environments where energy neutralizers are common and capacitor is critical to keep the infinipoint running. I realize that the cookie cutter Devoter actually uses frigate-grade autocannons and that HAM bonuses won't change that (and the turret hardpoints should be kept to preserve the currently used fits). What HAM bonuses will do though is make the Devoter less of a one trick pony and give it bonuses that actually make sense!


3) The Legion covert subsystem is worth mentioning because it only has a -10% laser cap usage bonus.

Should this be 'khanidized'? In my opinion, no. Cloaky strategic cruisers are all about striking hard and destroying the target before help can arrive. This tactic values damage over endurance, whereas Khanid ships value endurance over damage. It just needs a damage bonus to make it worthwhile fitting lasers.


To sum all the suggestions up in a few lines:
- Punisher gets +5% damage +5% armor resist bonus per level OR -10% cap usage +5% damage per level
- Maller and Prophecy get +5% HAM damage +5 armor resists per level
- Devoter keeps its turret hardpoints, gets +10% HAM velocity and +5% HAM ROF per level and 4 launcher hardpoints.
- The Legion covert subsystem should NOT receive HAM bonuses but instead a laser damage bonus.


* the Inquisitor is patiently awaiting Tiericide and rocket damage / armor resistance bonuses.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#2 - 2011-12-31 18:21:42 UTC
Or you could just drop the 10% laser cap use bonuses on all of those ships and give them a 5% laser damage bonus instead.

Which would make alot more sense than your stupid idea.
Takeshi Yamato
Ministry of War
Amarr Empire
#3 - 2011-12-31 18:28:29 UTC  |  Edited by: Takeshi Yamato
Vimsy Vortis wrote:
Or you could just drop the 10% laser cap use bonuses on all of those ships and give them a 5% laser damage bonus instead.

Which would make alot more sense than your stupid idea.


It is anything but stupid. Not only does it fix several broken ships, it also makes the Amarr T1 lineup more varied. That's better than having laser ship after laser ship.

This is going to be especially true when Tiericide finally arrives. Variety in ship bonuses is going to be much needed to differentiate the ships, otherwise the only variety is going to be: this ship here has a bit more EHP, while this other ship does a bit more damage but they fly and fit the same.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#4 - 2011-12-31 18:48:49 UTC
The idea behind the cap bonus is that lasers have the highest base (unbonused) damage of the various turrets, but can't be effectively used by other races. It held true for a long time, but the various buffs and balances have upset that plan quite a bit. Also, these hulls are not as underpowered as you'd think- they come with a massive number of low slots and you can fit enough heat sinks to easily get theire DPS up to match other races. The maller works well with this, the Prophecy does not because of its too low powergrid. I'd say that tiericide will fix this to a very large degree, and any adjustments to lasers should wait until after that is done.

However, the Amarr DO need damage type selection options. As much as I like the laser Maller (350 dps at 20+km, with a "it's just a flying brick" metagame tank meaning noone ever shoots you, at 15m isk fitted) I'd be willing to give it up for a khanid style ship that gives much needed variety to amarr.
Takeshi Yamato
Ministry of War
Amarr Empire
#5 - 2011-12-31 18:57:09 UTC  |  Edited by: Takeshi Yamato
Ines Tegator wrote:
Also, these hulls are not as underpowered as you'd think- they come with a massive number of low slots and you can fit enough heat sinks to easily get theire DPS up to match other races. The maller works well with this, the Prophecy does not because of its too low powergrid. I'd say that tiericide will fix this to a very large degree, and any adjustments to lasers should wait until after that is done.

However, the Amarr DO need damage type selection options. As much as I like the laser Maller (350 dps at 20+km, with a "it's just a flying brick" metagame tank meaning noone ever shoots you, at 15m isk fitted) I'd be willing to give it up for a khanid style ship that gives much needed variety to amarr.


You're mistaken on your dps figure. A Maller with 3x Heat Sink II, 5x Heavy Pulse II and Scorch does only 274 dps (and has no powergrid left to fit anything but an afterburner). Whether you can make this work in your meta-games or not, there are some fundamental problems with this ship and its brothers.

The Prophecy isn't as bad as the Maller but it's pretty much just a worse Harbinger unfortunately. If it were a Khanid ship, it would be worth flying because it would be unique. If not in PvP, then certainly in PvE for its selectable damage types.
tankus2
HeartVenom Inc.
#6 - 2011-12-31 23:35:22 UTC
few people fly a ferox, or a cyclone, or a brutix yet you don't hear anyone screaming about them ;P

as for the cap use bonus, every single t1 Amarrian ship that is designed to use lasers has this bonus. Now, I can see some of these ships using a rebalancing but you shouldn't cast out the bonus on some laser-spewing ships unless you do it to all of them.

Where the science gets done

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#7 - 2012-01-01 06:48:32 UTC  |  Edited by: Ines Tegator
Takeshi Yamato wrote:
...


Ok, got my range off. You was right. The 350 figure is with navy multifreq or conflag (and that was rounding up by ten or so). Oopsie. And yes, it's flawed, but not useless. Give it some drones and it'd be just fine. Relating to OP though, a HAM ship is really called for in the lineup somewhere and I think the Maller is probably the best place for it, since it's already suitable to brawling and the sacrilege follows it. Amarr really do need a way to get damage selection; given the range flexibility of lasers, refitting to a different weapon system to force a trade off is the way to go.
King Rothgar
Deadly Solutions
#8 - 2012-01-01 09:11:03 UTC
tankus2 wrote:
few people fly a ferox, or a cyclone, or a brutix yet you don't hear anyone screaming about them ;P

as for the cap use bonus, every single t1 Amarrian ship that is designed to use lasers has this bonus. Now, I can see some of these ships using a rebalancing but you shouldn't cast out the bonus on some laser-spewing ships unless you do it to all of them.


The abaddon doesn't, most do though. The real problem with them is that the cap usage bonus is really a half bonus, rather than a full one. To put this in perspective, if you increased it to 20% per lvl then whether you fit AC's or lasers would depend on whether you needed range or tracking. It's a pretty even situation when both weapons use no cap at all but are effectively unbonused otherwise. But with lasers still using enough cap to mandate a cap booster in most setups, the 50% reduction might as well be 0%. It just doesn't make any practical difference. And since you then have the option of PG hungry lasers with a cap booster to run them vs PG light AC's with no cap booster needed, the choice becomes obvious as to which is better on that ship.

Long story short, either that cap usage bonus needs to be replaced with something else or it needs to be doubled in strength. I'd prefer to see it just go away and for amarr to get a damage/RoF bonus in it's place for ships with no damage bonus. Others with a damage bonus already should get armor resists or optimal range. Gank really isn't supposed to be the amarr way, they are about staying power so double damage bonuses really don't belong on their t1 hulls. That's more of a minmatar thing.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Takeshi Yamato
Ministry of War
Amarr Empire
#9 - 2012-01-01 09:54:59 UTC
I forgot the Coercer:

Destroyers fights always end quickly (one way or another). As such, a laser cap usage bonus is useless on this ship. A Dual Light Pulse II, Scorch, 2x HS Coercer is cap stable. Without the cap usage bonus, it would cap out in 3 minute 42 seconds. The battle will be long over by then.

Should this be 'khanidized'? Absolutely not, the instant damage of turrets is very important to the Destroyer role. There are a variety of bonuses that would work well, but I think the details are best left to CCP because the Coercer is up for mid-slot related changes anyway.