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Friendly reminder that autocannons are still terrible

Author
Frostys Virpio
State War Academy
Caldari State
#41 - 2015-09-02 19:09:27 UTC
Vic Jefferson wrote:
Baali Tekitsu wrote:
Im not entirely convinced that the speed creep is a entirely bad thing, many weapon systems have survived it/are now more viable than before, it resurrected Cruisers and it made long range medium guns together with their buff a more viable thing. Its just Projectiles that need a buff to keep up with the times.



Speed Creep is the single biggest thing making this game miserable at all levels of play. There I said it.

Small gang has degenerated into t3ds online - if you aren't this fast and this powerful, you have literally lost your place in the game. Brawling does not exist. It is absolutely hilarious that the description for Amarr has them pinned as hulking armor brutes, but every single one of their viable non BS ships is some combination of speed kiting or is best fit for shield - off the design goals much?

Large scale comps are hilariously risk-averse and non-committal. Slippery petes and MJD sniper BS - the moment you are going to lose, you can disengage at almost no consequence. This is no fun for anyone.

On both levels, everyone being so kitey and manoeuvrable means you don't get visceral brawls, you get one or two things getting caught and the losing gang wisping away. The game with one second ticks and locktimes etc. was not made for cruisers ever going to the speeds they are reaching today - the game is just to clunky to be able to deal with the twitch factor required for catching things that fast. it's just no fun for anyone.

Then we get situations like this where only one or two weapon systems are adequate for the current meta, so by default this invalidates the other 5 or 6. That is simply not healthy. Then those weapon systems need adjustment only because the world they live in is sick and twisted. So they give medium ACs the requested buff - where does that leave blasters*? In the trashcan, but no one cares because rails are till pretty good. Why fix individual systems when the real culprit is still at large?


End the kiting madness now.


*Blasters may occasionally find lots of use in HS, but freighters and barges can't exactly kite eh?


Applying to fast target is also harder which mean logi are that much more effective.
M1k3y Koontz
House of Musashi
Stay Feral
#42 - 2015-09-02 19:38:26 UTC
Frostys Virpio wrote:

And even so, it still died to the ship that had "low damage at kite range". I mean, so what if it took you 3 minutes if you end up killing the other guy? Your ship, it's fit and your piloting still won against the other guy's.


Because anacdotal evidence doesn't make for the basis of good balance? Just because autocannons are useful at point blank in one fight doesn't mean they're balanced. Minmatar ships are generally kiting ships; they're fast, shield tanked, and are good at evasion.

So that low damage at kite range is exactly the issue here. One Vexor who didn't know that Vagabonds have extreme EM resists doesn't mean they're balanced.

How much herp could a herp derp derp if a herp derp could herp derp.

Maldiro Selkurk
Radiation Sickness
#43 - 2015-09-02 19:47:46 UTC  |  Edited by: Maldiro Selkurk
Baali Tekitsu wrote:
Maldiro Selkurk wrote:
Baali Tekitsu wrote:
Except when shooting a Phantasm or 100MN T3s a RLML ship will apply 100% of its damage to any Cruiser while shooting faction ammo and without application mods.


Your original blanket statement said that RLML do 100% of their damage up to their maximun range to which i said you were 100% incorrect (because they can do zero or near zero damage to a small signature, fast moving frigate).

You then revised your statement to apply to cruisers to which i now get to revise my response in that the effective damage RLMLs apply to Phantasms and T3 cruisers is ZERO since those ships will rep the RLML damage to zero and kill the moron attempting to kill a phantasm or T3 cruiser with RLMLs.

In both cases im right and in both cases youre wrong.


These 1v1 comparisons are ******** to make and dont reflect ship balance. Take a more likely scenario to happen like 2 Phantasm vs 2 Orthrus and see where your Phantasm(s) is/are tanking anything.


Medium Autocannons have lost their main role/niche of kiting within 20k of their target due to the speed creep and the ridiculous nerf which came together with the tracking enhancer nerf.
Now they get outperformed by blasters as a brawling weapon and outkited by Pulse lasers + Rapid lights. They also are not a "jack of all trades" since they arent just bad at kiting, they just cant do it. They also kinda suck at hitting frigates which doesnt make it better.


Oh, i get it, You intend to twist your statement ex post facto till it fits some niche encounter where your statement MIGHT apply depending on pilot skill, ship set up and a whole host of other factors, in which you get to dictate all the variables so that your bogus broad generalization finally applies.

Sad....

Why not take the high road and just admit you were and remain wrong.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#44 - 2015-09-02 20:00:35 UTC
Quote:


And even so, it still died to the ship that had "low damage at kite range". I mean, so what if it took you 3 minutes if you end up killing the other guy? Your ship, it's fit and your piloting still won against the other guy's.


You do realize most fights are rarely 1v1 right? Since apparently im going to have to explain the entire fight to you to help you understand.

That vexor had an eagle and friend come help when i got him into low armor. He was low armor, i was almost out of boosters, and i was seconds away from having another 400dps thrown my way. The only reason i lived was because i made the vexor chase me 100km from the gate. Otherwise that 3minutes of shooting, ammo, and feathering would have been wasted because acs are **** and take too damn long to kill anything at range, except frigs.

I could have disengaged and lived had the dps got to me. But id like minmatar to not be the best at running away.
Joe Risalo
State War Academy
Caldari State
#45 - 2015-09-03 00:50:06 UTC
EFT comparison with no skills, or modules factored, using t2 ammo only on un-bonused ships.
Targeting a Merlin with no skills, mods, or props. Merlin will be at max transversal. (no resists factored)

Mind you, I'm only factoring t2 ammo(obviously t2 guns) to make this easier, and I'm only factoring the heaviest class of medium guns. I will factor rapid lights, as they're really the only weapon class used on cruiser size missile boats, and heavies and hams require too high fitting costs. However, I will factor heavies and hams despite this.

Damages and ranges are a rough estimate as EFT isn't displaying properly for me.

T2 short range, damage ammo
425mm AC - no damage within 3km. max dps 1.6 @ 10.5km
heavy neutron blaster - no damage within 2.8km. max dps 1.1 at 6.2km
HAM(rage) - 1.4dps out to 7.4 km
heavy pulse - No damage within 5km. max dps 1.5 @ 11.5km


t2 short range, ranged ammo
AC - no damage within 3km. max dps 3.6 @ 13km
blaster - no damage within 3km. max dps 4.1 @ 10.2km
ham(jav) - 1.8 dps out to 13.5
puls - no damage within 5km. max dps 7.1 @ 18km
I say AC wins again

T2 ranged, damage ammo (fury missile)
720mm - No damage within 10km, max dps 1.2 @ 27km
250mm - No damage within 10km, max dps .9 @ 24km
HML (fury) - .8 dps to 21km
Beam - no damage within 7km, max dps 1.1 @ 16km

T2 ranged, ranged ammo (precision missile)
720mm - .1 dps @ 73km
250mm - .1 dps @ 68km
HML(precision) - 3 dps @ up to 14km
Beam - .2 dps @ 52km

Rapid light
Fury - 7dps up to 14km
Precison - 13.2 dps up to 9.3 km


Now, just for giggles, we'll make the Merlin stationary.

short range, high damage
AC - 19dps up to 2.5km. max range around 18km
Blaster - 26dps up to 2.7km. max range 10km
Rage - 4dps up to 7.5km
Pulse - 21dps up to 6.5km. max range around 17km

short range, ranged ammo
AC - 14dps up to 2.5km. max range around 32km
Blaster - 19dps up to 5km. max 25km
Jav - 4dps up to 13.5km
Pulse - 15dps up to 17.5km. max around 31km

Long range, high damage (fury)
Arty - 15dps up to 6km. max around 42km
Rail - 20dps up to 7.8km. max around 41km
Fury - 3dps up to 21km
Beam - 21dps up to 6km. max 30km

long range, long range ( precision)
Arty - 9 dps up to 44km. max around 80km
Rail - 11 dps up to 52km. max around 80km
Precision - 4 dps up to 14km
Beam - 12 dps up to 44km. max 67 km.

Rapid
fury - 11 dps 14km
Precision - 13 dps 9.4km

Here, I'll simply note the unbonused dps (weapon - short range - long range)
AC - 19dps - 14dps
Blaster - 26dps - 18dps
Pulse - 21dps - 15dps
Hams - 21dps - 14dps

Arty - 15 - 9
Rail - 20 - 11
Beam - 21 - 12
Hml - 12(precision) - 16

Rapid light - 13 - 19


while projectiles have the lowest damage, they also have middle ground tracking/range with damage selection.
The real question I pull from this is, why do missiles suck?????

I mean, rapid lights are the only missiles worth using on a cruiser due to application and fitting costs... Though, their long reload time makes damage selection worthless (you'll die before you reload new ammo) and it's middle of the road damage and range make it a less optimal choice.

It does go to show that HMLs and Hams are virtually useless on a cruiser... They're basically intended for BCs.
Though, if you noticed, I used the highest size turrets at their greatest comparison, which also don't fit on cruisers very well.
Reduced size gives reduced range and damage, but gives greater tracking, which balances dps, if not increases it.

As far as the topic of projectiles goes.
No cap consumption, lower fitting costs, high alpha, middle ground tracking, double the falloff (meaning less optimal range, but higher damage throughout falloff ranges). As well as damage selection.
Not to mention they're typically fit on the most versatile ships, with the highest general velocities and/or agility for their respective classes.
That's another thing you fail to factor. You can't just factor damage done. You must also factor the ship it's on.
Rupture and stabber may not be the highest dps cruisers out there, but they got a lot of other things going for them.
M1k3y Koontz
House of Musashi
Stay Feral
#46 - 2015-09-03 02:02:25 UTC  |  Edited by: M1k3y Koontz
Joe Risalo wrote:

As far as the topic of projectiles goes.
No cap consumption, lower fitting costs, high alpha, middle ground tracking, double the falloff (meaning less optimal range, but higher damage throughout falloff ranges). As well as damage selection.
Not to mention they're typically fit on the most versatile ships, with the highest general velocities and/or agility for their respective classes.
That's another thing you fail to factor. You can't just factor damage done. You must also factor the ship it's on.
Rupture and stabber may not be the highest dps cruisers out there, but they got a lot of other things going for them.


You don't appear to be counting the fact that falloff means you apply less damage, only 50% of the paper DPS at edge of falloff. So half the DPS and you'll have a realistic damage number for the closes a kiting ship should ever get to its target. And alpha doesn't apply to autocannons.

How much herp could a herp derp derp if a herp derp could herp derp.

Shank Ronuken
TURN LEFT
#47 - 2015-09-03 02:13:45 UTC
Auto Cannons cannot project damage in any way that makes them viable in the roles they are meant to fulfill.

In this DPS graph we have three anti-tacklers, all performing the same role and using the various weapons systems, IE AC, Pulse and RLML. Mind you these graphs are all at 0km-50km with a 0 speed and transversal

http://i.imgur.com/Aa9N6qf.png

Vaga is double Gyro, double TE, double Ambit Rig
Nomen is triple heat sink double locus
Caracal is triple BCU

As you can see the autocannons (Vaga are doing 80% of their dps at point range )~25k) and the further the range the harder they fall off. So at 40k they are doing only 35% of their dps.

Now the pulses on the nomen are applying full damage out to almost 50k before it starts falling off, and the caracal pushes it's damage even further.

See the disparity in projection? It's horrendous, and when you factor in speed and sig the situation grows exponentially worse. They essentially become insignificant and meaningless. Even with speed/sig/tracking pulses and rlml are still able to apply meaningful damage out to good ranges while anything at or past point range on the vagabond is only producing 3/4rds the damage before mitigation (ie speed, sig, transversal) .

Adding all of this together as an anti-tackler you NEED to be able to remove fast tackle before they get within 30k of you because they are moving so fast (due to speed creep etc) and if they are not removed prior to reaching this distance your role has not been fulfilled. and you or your gang/fleet members will get pointed/scrammed/webbed.

The base issue is that projectiles as a platform operate entirely in falloff. Prior to tracking enhancer nerf your "falloff" was around 64km which meant you could apply meaningful damage out to approximately 35k which is manageable. Now that the end of their falloff is under 40k they cannot project damage worth ****.

You cancerous autists need to look at graphs and reality instead of pulling arbitrary and imaginative statistics from your asses and instead pull your head from your ass and use logic and facts.

Real scenarios and Graphs don't lie.
Joe Risalo
State War Academy
Caldari State
#48 - 2015-09-03 02:30:02 UTC
Shank Ronuken wrote:
Auto Cannons cannot project damage in any way that makes them viable in the roles they are meant to fulfill.

In this DPS graph we have three anti-tacklers, all performing the same role and using the various weapons systems, IE AC, Pulse and RLML. Mind you these graphs are all at 0km-50km with a 0 speed and transversal

http://i.imgur.com/Aa9N6qf.png

Vaga is double Gyro, double TE, double Ambit Rig
Nomen is triple heat sink double locus
Caracal is triple BCU

As you can see the autocannons (Vaga are doing 80% of their dps at point range )~25k) and the further the range the harder they fall off. So at 40k they are doing only 35% of their dps.

Now the pulses on the nomen are applying full damage out to almost 50k before it starts falling off, and the caracal pushes it's damage even further.

See the disparity in projection? It's horrendous, and when you factor in speed and sig the situation grows exponentially worse. They essentially become insignificant and meaningless. Even with speed/sig/tracking pulses and rlml are still able to apply meaningful damage out to good ranges while anything at or past point range on the vagabond is only producing 3/4rds the damage before mitigation (ie speed, sig, transversal) .

Adding all of this together as an anti-tackler you NEED to be able to remove fast tackle before they get within 30k of you because they are moving so fast (due to speed creep etc) and if they are not removed prior to reaching this distance your role has not been fulfilled. and you or your gang/fleet members will get pointed/scrammed/webbed.

The base issue is that projectiles as a platform operate entirely in falloff. Prior to tracking enhancer nerf your "falloff" was around 64km which meant you could apply meaningful damage out to approximately 35k which is manageable. Now that the end of their falloff is under 40k they cannot project damage worth ****.

You cancerous autists need to look at graphs and reality instead of pulling arbitrary and imaginative statistics from your asses and instead pull your head from your ass and use logic and facts.

Real scenarios and Graphs don't lie.


What program are you using?
Shank Ronuken
TURN LEFT
#49 - 2015-09-03 02:31:07 UTC
Pyfa, it's more accurate than EFT, Results will be similar though regardless of either program
Joe Risalo
State War Academy
Caldari State
#50 - 2015-09-03 04:06:19 UTC  |  Edited by: Joe Risalo
Shank Ronuken wrote:
Pyfa, it's more accurate than EFT, Results will be similar though regardless of either program


If you're going to do a comparison, it's only fair that you compare t1 ships vs comparable t1 ships.

http://i.imgur.com/QPsQam8.png

Now, it's worth noting, these fits are factored with all skills V, and long range ammo on the weapons sizes likely to be used on these ships.

What this shows is fairly balanced as far as ships go.
Caracal may have consistent damage, but it has no peak

Also, I find it funny that you didn't even include blasters on your original graph.
Kinda makes your point look like whining when you realize blasters don't even reach the required range for anti-tackle / kiting.


That said, this graph shows a much more reliable story.

http://i.imgur.com/osNE85N.png

However, looking at this graph the ships/ weapon systems still appear balanced.

In comparison
Stabber has - Highest speed, one of two ships where weapons don't require cap, can fit armor or shield giving versatility and surprise, lowest sig, highest scan res, 2nd highest alpha (which matters), and 1 of 2 with damage selection.


So, with all that said, I then revert back to saying the ship is a factor in the comparison.


Also, the Caracal basically only has the option for rapid lights due to fitting and application.
I think this is worse than anything I've seen with ACs.

Edit...
Just realized that the Stabber is the only ship I accidentally factored in reload time...
Shank Ronuken
TURN LEFT
#51 - 2015-09-03 04:24:51 UTC  |  Edited by: Shank Ronuken
By adding in the Thorax you are putting a non-kiting non anti-tackle platform onto the mix thus making the waters muddy. Blasters are supposed to be the be all and end all of brawling. CCP has made that very clear, also rail thorax outperforms autocannons at the antitackle role by a fair margin.

Your entire post and logic is nothing but a distraction from the topic at hand and is biased against kiting and for brawling (blasters). You're comparing hulls with completely different roles and hull bonuses. In your example only the Stabber and Caracal are bonused for range and meant to be anti-tackle. The hulls chosen for the original comparison all had similar range bonuses and the same role. Faction/t1/t2 doesn't really matter because we're comparing what % of possible dps can be applied at what range prior to mitigation mechanics. Fallof for autocannons post-nerf makes them mechanically weaker than other platforms performing the same role, and this is further amplified when mitigation comes into account.

The fact of the matter is that medium autocannons are unplayable as kiting and anti-tackle weapons system due to their current state of falloff application. Their ability to project damage is broken on the mechanical level. No matter how much you try and spin the topic or muddy the waters this is a fact. I used to fly Vagabonds almost exclusively, even after the TE nerf but it got to a point where I realized that a Navy Slicer was more effective at the Vagabond's job. I have to say, this is my final comment on the topic, I am not Jesus. I can't make the blind see.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#52 - 2015-09-03 04:41:37 UTC  |  Edited by: Stitch Kaneland
Joe Risalo wrote:
Shank Ronuken wrote:
Pyfa, it's more accurate than EFT, Results will be similar though regardless of either program


If you're going to do a comparison, it's only fair that you compare t1 ships vs comparable t1 ships.

http://i.imgur.com/QPsQam8.png

Now, it's worth noting, these fits are factored with all skills V, and long range ammo on the weapons sizes likely to be used on these ships.

What this shows is fairly balanced as far as ships go.
Caracal may have consistent damage, but it has no peak

Also, I find it funny that you didn't even include blasters on your original graph.
Kinda makes your point look like whining when you realize blasters don't even reach the required range for anti-tackle / kiting.


That said, this graph shows a much more reliable story.

http://i.imgur.com/osNE85N.png

However, looking at this graph the ships/ weapon systems still appear balanced.

In comparison
Stabber has - Highest speed, one of two ships where weapons don't require cap, can fit armor or shield giving versatility and surprise, lowest sig, highest scan res, 2nd highest alpha (which matters), and 1 of 2 with damage selection.


So, with all that said, I then revert back to saying the ship is a factor in the comparison.


Also, the Caracal basically only has the option for rapid lights due to fitting and application.
I think this is worse than anything I've seen with ACs.

Edit...
Just realized that the Stabber is the only ship I accidentally factored in reload time...


You're missing the point, the vagabond's role can be done just as easily, and cheaper by a caracal or nomen. Its not a direct comparison. Its more like, why spend 200m on a ship, that the same role can be filled by a 35m or 90m ship?

Also, no one kites with a blaster thorax, so i'm not sure how that's relevant to the discussion. Its most likely why he didn't include blasters. Including weapon systems that aren't even used for kiting, in a discussion about a weapon system, on a hull that is almost primarily used for kiting, muddies the waters of the conversation.

Fitting armor and shield can be done by a caracal, thorax, arbitrator or a vexor. That isn't special to minmatar, its just a fitting choice. Missiles don't require cap either, and in the case of RLML, project their dps just as well (with fully selectable damage type i might add). Yes they don't apply great to fast targets, but this can be mitigated by a TP, rigor, or crash booster without much issue.

I can add 3 range mods to a/c's, and they still project poorly out to their intended operating range. Yet, an RLML caracal fits a single TP, or rigor, or no application mods at all and pops a crash booster and applies well. Even better, against larger targets, RLML apply perfectly fine. I could shoot a BS with a/c's at 25km, and still lose at least 1/2 of my dps with it sitting still.

Not sure where you got the highest alpha either? Arty stabbers are very rare because of how gimped they are to work properly. 720 stabber is actually impossible to fit as well. Not to mention, this is a topic on AUTOCANNONS, not artillery. If you're talking a/c, then you're just straight up wrong.

Volley amount (alpha) - all naked fits:
Stabber w/ barrage and 425's = 482
Omen w/ scorch and HPL = 626
Thorax w/ null (because you for some reason think this is a thing) = 959
Caracal w/ faction LM = 653
Vexor w/ 5 valks = 772

The stabber (AC's) is the lowest alpha turret. There are arty ruptures running around fairly frequently, but not arty stabbers, and if you want to show me a 650 stabber that fits, i can show you other t1 ships that will run circles around it.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#53 - 2015-09-03 04:43:37 UTC
Shank Ronuken wrote:
By adding in the Thorax you are putting a non-kiting non anti-tackle platform onto the mix thus making the waters muddy. .


Are we kindred brutors? I said the same thing.. spooky
Stitch Kaneland
The Tuskers
The Tuskers Co.
#54 - 2015-09-03 15:29:54 UTC  |  Edited by: Stitch Kaneland
I still think the best way to fix acs is buff the base falloff at least 15-20%. Its what was requested in the previous AC threadnaught. We got 7.5%. I think the ammo could be tweaked as well. Like nuclear and proton rounds are barely used in artillery. Maybe buff the damage slightly and change optimal bonus to falloff bonus. Making those rounds more ac focused, and keeping sabot and depleted Uranium as the tracking bonused rounds. Also have nuclear rounds mixed as thermal/explosive and proton EM/kinetic. To differentiate them from barrage.

I miss flying my vaga as a kite ship. Plzfix
afkalt
Republic Military School
Minmatar Republic
#55 - 2015-09-03 15:37:34 UTC
You can't have RLML in the discussion and ignore reload time - it's silly.

What ACs do excel at, and I've not seen much chat around is shooting down sizes - certainly in the medium sizes - the damage difference between 180s vs 425 is not severe and the tracking is to die for, especially when you add a web.

Stabber fleets in particular, mulch frigates like there is no tomorrow. Yes, I know, RLMLs exist but I feel like that aspect has been missed from the debate so shouldn't be ignored.
Baali Tekitsu
AQUILA INC
#56 - 2015-09-03 15:44:18 UTC
afkalt wrote:
You can't have RLML in the discussion and ignore reload time - it's silly.

What ACs do excel at, and I've not seen much chat around is shooting down sizes - certainly in the medium sizes - the damage difference between 180s vs 425 is not severe and the tracking is to die for, especially when you add a web.

Stabber fleets in particular, mulch frigates like there is no tomorrow. Yes, I know, RLMLs exist but I feel like that aspect has been missed from the debate so shouldn't be ignored.


Blasters do it better while brawling and lasers do it better when kiting.

RATE LIKE SUBSCRIBE

afkalt
Republic Military School
Minmatar Republic
#57 - 2015-09-03 15:59:45 UTC
Baali Tekitsu wrote:
afkalt wrote:
You can't have RLML in the discussion and ignore reload time - it's silly.

What ACs do excel at, and I've not seen much chat around is shooting down sizes - certainly in the medium sizes - the damage difference between 180s vs 425 is not severe and the tracking is to die for, especially when you add a web.

Stabber fleets in particular, mulch frigates like there is no tomorrow. Yes, I know, RLMLs exist but I feel like that aspect has been missed from the debate so shouldn't be ignored.


Blasters do it better while brawling and lasers do it better when kiting.


I prefer my brawlers to not have neutable guns.

Anyway, I don't disagree they need a little something but let's not pretend they're heavy missile bad Blink

It would be easy to go OTT here.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#58 - 2015-09-03 17:45:10 UTC
afkalt wrote:
You can't have RLML in the discussion and ignore reload time - it's silly.

What ACs do excel at, and I've not seen much chat around is shooting down sizes - certainly in the medium sizes - the damage difference between 180s vs 425 is not severe and the tracking is to die for, especially when you add a web.

Stabber fleets in particular, mulch frigates like there is no tomorrow. Yes, I know, RLMLs exist but I feel like that aspect has been missed from the debate so shouldn't be ignored.


Sure you can. You use rapid launchers for their burst dps, not sustained. They fill an anti-support role. The same thing acs are supposed to. They are unique in that attribute of damage per magazine, instead of sustained damage. Because of the burst dps, they will quickly swat down tackle while bigger ships hit the juicier targets. In the case of rlml though, the damage they APPLY is consistent when they have missiles in a magazine. Yes, you have a reload, but by the time you reload you will have taken out the frigs that needed to die before they tackle your friends.

And 180s have terrible projection past 10-13km. Especially on unbonused hulls. Its great that a 40m isk hull can mulch frigates that are dumb enough to tackle a 180 fit ship (especially one with a 50% tracking bonus). But, past that, a caracal or vexor can do the same thing for 1/2 the cost. Vexor even gets neuts and dual reps. SFI gets what.. dual prop and a 1600 plate? Maybe dual rep if you drop web for cap booster. Also a RLML scyfi will mulch frigs just as easily as a 180 fit SFI. EXCEPT, it can do it out to 40km.

We arent saying you cant kill things with acs, hell i still use acs in a few very niche scenarios and get kills with them. That doeant change the fact, that there are other ships that can do the same role better, cheaper, or both. Combined with speed creep, the days of kitey ac ships are over.

The main issue we have with acs is their ability to project. Not what brawls them. Tell me how well that SFI does shooting out to 20-25km. Im not disputing acs brawling capabilities. Im disputing the fact thier touted role as medium engagement range weapons is a joke.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#59 - 2015-09-03 17:48:10 UTC
afkalt wrote:
Baali Tekitsu wrote:
afkalt wrote:
You can't have RLML in the discussion and ignore reload time - it's silly.

What ACs do excel at, and I've not seen much chat around is shooting down sizes - certainly in the medium sizes - the damage difference between 180s vs 425 is not severe and the tracking is to die for, especially when you add a web.

Stabber fleets in particular, mulch frigates like there is no tomorrow. Yes, I know, RLMLs exist but I feel like that aspect has been missed from the debate so shouldn't be ignored.


Blasters do it better while brawling and lasers do it better when kiting.


I prefer my brawlers to not have neutable guns.

Anyway, I don't disagree they need a little something but let's not pretend they're heavy missile bad Blink

It would be easy to go OTT here.

Luckily every gallente ship has 4 mids. Prop, point, web and CB. My hurricane died to 2 thoraxes that i couldnt neut out due to CB. My fleet phoon died to a gang with plated nomens that had CB that i couldnt shut off their scrams/guns with dual heavy neuts. Your cap arguement is invalid when you stick a CB there and eliminate the cap dependency of those guns.
afkalt
Republic Military School
Minmatar Republic
#60 - 2015-09-03 18:01:32 UTC
Stitch Kaneland wrote:
The main issue we have with acs is their ability to project. Not what brawls them. Tell me how well that SFI does shooting out to 20-25km. Im not disputing acs brawling capabilities. Im disputing the fact thier touted role as medium engagement range weapons is a joke.


I get that, my point is that you must use caution - it wouldn't take much to push them OTT by accident, imho.