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Player Features and Ideas Discussion

 
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Here's an idea: Nerf Projectile Turrets

Author
Ninevite
Aliastra
Gallente Federation
#1 - 2012-01-12 17:50:19 UTC
Projectile turrets really need to be re-evaluated and fixed (i.e. nerfed). Everyone knows it. Nothing has been done. Just look at the killboards. This game has become "Minmatar Online: Go **** Everyone Else Edition".

-Projectiles need no cap
-Projectiles can switch damage type when hybrids and lasers can't
-Projectiles are more useful on many Amarr\Gallente ships instead of native turret types (myrmidon comes to mind immediately)
-Projectiles alpha more than anything (wtf is the point of railguns)
-Projectile autocannons have more range and more realized damage output than blasters
-Just look at the killboard again if you have any doubts that projectile turrets are indeed broken

Discuss.
Lord Zim
Gallente Federation
#2 - 2012-01-12 18:49:14 UTC  |  Edited by: Lord Zim
Misplaced a region?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Ninevite
Aliastra
Gallente Federation
#3 - 2012-01-12 18:51:42 UTC
Nope, I fly solo pretty much exclusively. Take your trolling somewhere else
Velicitia
XS Tech
#4 - 2012-01-12 19:01:22 UTC
1. OK, no biggie
2. yeah, that's annoying.
3. CCP's still working on hybrids -- note though that the Myrmi has ZERO bonuses to hybrids, so cap-less guns are just gravy on a tight (cap) fit.
4. don't mind the high alpha -- on similar ships, you get only about half the applied DPS out of arties (but, this assumes the other ship survives the alpha ... )
5. range, yes ... will have to EFT up a brawl between a blaster and AC boat to see what's happening though.
6. yup...

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Ninevite
Aliastra
Gallente Federation
#5 - 2012-01-12 19:12:25 UTC
Velicitia wrote:

5. range, yes ... will have to EFT up a brawl between a blaster and AC boat to see what's happening though.


Noooooooo!! I know that you already know that EFT is a poor indicator of what goes on in game. Blasters out-DPS autocannons by a bit on paper, but when your optimal range is 2k you don't see any of that damage. This is especially true because minmatar is faster, more maneuverable, and can generally get range on blaster boats, leaving blaster users relying on crap falloff damage. I know CCP is working on hybrids, but I feel like there is something fundamentally wrong with how minmatar and projectiles have been paired together
Jask Avan
Republic Military School
Minmatar Republic
#6 - 2012-01-12 19:12:27 UTC
I think the third point is the most telling. Ships fitting unbonused projectiles are as good or better than when fitting bonused lasers or hybrids. Rather doubtful you'll see the opposite ever be useful. Largely cuz the fitting is so low on projectiles.
Petrus Blackshell
Rifterlings
#7 - 2012-01-12 21:11:54 UTC
Ninevite wrote:
Projectile turrets really need to be re-evaluated and fixed (i.e. nerfed). Everyone knows it. Nothing has been done. Just look at the killboards. This game has become "Minmatar Online: Go **** Everyone Else Edition".

-Projectiles need no cap
-Projectiles can switch damage type when hybrids and lasers can't
-Projectiles are more useful on many Amarr\Gallente ships instead of native turret types (myrmidon comes to mind immediately)
-Projectiles alpha more than anything (wtf is the point of railguns)
-Projectile autocannons have more range and more realized damage output than blasters
-Just look at the killboard again if you have any doubts that projectile turrets are indeed broken

Discuss.


1) And?
2) True, but hybrids/lasers have more range control
3) Myrm is not a good example, as has previously been said. Punisher and Prophecy are better examples, and that's just because those ships need better bonuses, not because lasers suck.
4) Artillery alphas most, but is shortest range, lowest DPS, and slowest fire rate. Beam lasers have most DPS, and mediocre range. Railguns have crappy DPS/alpha, but hella long range. Each system is better at different things.
5) Used to be true, but they really don't anymore. Blasters have longer optimal range and better tracking, leading to more up-close damage, particularly with Void (which is now possible to use on tracking-bonused ships like the Tristan). Autocannons always fire in falloff, so they will always do less than the paper DPS shown in EFT
6) We are still in the shifting period after a patch. Artillery ships will remain popular because of the alpha-game in sov warfare, but we are going to see more blaster ships as time goes on.

The real reason projectile weapons is popular is because of the range flexibility that they offer via long falloff. Even if you overshoot your range, you will still almost always do a fragment of damage. This makes autocannon ships easier to fly (hence the Rifter, Hurricane, etc).

Autocannons are fine. Arty is very good at what it does, but poor at everything else. Blasters are looking fine (the Null buff may actually be overzealous). Railguns are getting better. Beam lasers are good. Pulse lasers amazing with Scorch, but poor otherwise, except on select ships (dual web Harbinger?). They might need looking at.

And by the way, I have flown a beam laser Vigil, and a pulse laser Myrmidon quite effectively. Autocannons are commonly used because they don't use cap, but if you have cap to spare...

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Velicitia
XS Tech
#8 - 2012-01-12 21:36:55 UTC
Ninevite wrote:
Velicitia wrote:

5. range, yes ... will have to EFT up a brawl between a blaster and AC boat to see what's happening though.


Noooooooo!! I know that you already know that EFT is a poor indicator of what goes on in game. Blasters out-DPS autocannons by a bit on paper, but when your optimal range is 2k you don't see any of that damage. This is especially true because minmatar is faster, more maneuverable, and can generally get range on blaster boats, leaving blaster users relying on crap falloff damage. I know CCP is working on hybrids, but I feel like there is something fundamentally wrong with how minmatar and projectiles have been paired together


You're right -- but I'm not experienced with ACs enough to really argue anything one way or the other. I'd rather have "on paper" knowledge that "if I'm 800 meters away in a blaster boat, I'm throwing out x DPS, and the AC boat is throwing out y ... but if the target gets outside of 4km, I'm SOL" so that I can actually converse on said topic instead of agreeing with the crowd, just because "hybrids suck" and "winmatar".

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Xandralkus
Caldari Provisions
Caldari State
#9 - 2012-01-12 21:57:31 UTC  |  Edited by: Xandralkus
Artillery is fine as is - it does high alpha, but relatively low DPS. Massive fitting requirements keep it in line, considering it requires no cap. Not to mention, the tracking is crap.

Autocannons, however, need a spectacular nerf. It's so unbalanced right now, mid-grade named autocannons out-DPS and out-track T2 pulse lasers on my Maller. Not to mention, they consume less powergrid. And did I mention that they consume ZERO capacitor whatsoever? And that my laser skills are MUCH better than my projectile skills?

Pulse lasers should be consistent and predictable DPS weapons, since they require so much capacitor. Blasters have lower capacitor demands and higher potential DPS, but applying full DPS should still be difficult. Autocannons require extremely fast tracking, since Minmatar ships are so fast and agile. Combined with the fact that they require no capacitor, they should do absolutely terrible DPS, since they cannot be stopped with capacitor neutralizers.

I can't wait to see the whining of everyone in Jita local, when all the autocannon users get the message: "The Nerfbat perfectly strikes your autocannons, reducing your DPS by 40%".

Eve UI wouldn't suck if CCP allowed UI addons.

Hirana Yoshida
Behavioral Affront
#10 - 2012-01-12 22:05:52 UTC
The guns are pretty much where they need to be although auto falloffs might do with a ever so light decrease and grid requirements bumped a tad.
What made them truly godly was the ammo revamp that went with the gun overhaul, the damage increase was simply not needed and/or over the top considering the change to near perfect damage type selection.

Remove 4/2/1 damage from L/M/S ammo and projectiles will be in-line with other turret systems.
Misanthra
Alternative Enterprises
#11 - 2012-01-12 23:01:23 UTC
killboards? you'll have to argue with the drake/tengu haterz there dude....they use them to claim the op of HML. You both can't be right about that. You get with them, fight it out and when done the victor can claim killboards for op weapon of the year.

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#12 - 2012-01-13 00:09:26 UTC
As mentioned, when you have AC's being put on unbonused ships and giving superior performance, it is clear that things are out of balance.

a 10-15% falloff reduction should do the trick. Sharpens the DPS curve and reduces the range advantage. They have enough advantages already, they don't need the effective range of lasers (which have heavy penalties).
Lyrrashae
Hellstar Towing and Recovery
#13 - 2012-01-13 06:53:03 UTC
No.

STFU and GTFO.

Ni.

SpawnSupreme
Hardly Mischief
#14 - 2012-01-13 08:23:59 UTC
i say buff em not nerf em lolz
more tracking ftw
Lord Zim
Gallente Federation
#15 - 2012-01-13 08:26:00 UTC
I say nerf your awful spelling.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Xandralkus
Caldari Provisions
Caldari State
#16 - 2012-01-16 21:45:17 UTC  |  Edited by: Xandralkus
Ines Tegator wrote:
As mentioned, when you have AC's being put on unbonused ships and giving superior performance, it is clear that things are out of balance.

a 10-15% falloff reduction should do the trick. Sharpens the DPS curve and reduces the range advantage. They have enough advantages already, they don't need the effective range of lasers (which have heavy penalties).


Falloff reduction would only make them duplicate blasters with different special effects - except capless and with variable damage type.

Aside from this...no real coherent discussion since my last post.

Xandralkus wrote:
Artillery is fine as is - it does high alpha, but relatively low DPS. Massive fitting requirements keep it in line, considering it requires no cap. Not to mention, the tracking is crap.

Autocannons, however, need a spectacular nerf. It's so unbalanced right now, mid-grade named autocannons out-DPS and out-track T2 pulse lasers on my Maller. Not to mention, they consume less powergrid. And did I mention that they consume ZERO capacitor whatsoever? And that my laser skills are MUCH better than my projectile skills?

Pulse lasers should be consistent and predictable DPS weapons, since they require so much capacitor. Blasters have lower capacitor demands and higher potential DPS, but applying full DPS should still be difficult. Autocannons require extremely fast tracking, since Minmatar ships are so fast and agile. Combined with the fact that they require no capacitor, they should do absolutely terrible DPS, since they cannot be stopped with capacitor neutralizers.

I can't wait to see the whining of everyone in Jita local, when all the autocannon users get the message: "The Nerfbat perfectly strikes your autocannons, reducing your DPS by 40%".


As long as autocannons have god-like tracking, no capacitor demand, variable damage types, and good effective range, it should be impossible to put 'autocannon' and 'heavy DPS' in the same sentence. Absolutely, unquestionably impossible.

Another potential nerf to autocannons - they fire a stream of rounds with each cycle. Charges consumed per cycle should be a number larger than 'one'.

Eve UI wouldn't suck if CCP allowed UI addons.

Jensen Blayloc
Bitter Sea Trading Company
#17 - 2012-01-24 22:41:30 UTC
I would take this more seriously if not for the fact that outside a few months, Arty was the absolute bottom effective DPS due to tracking from 2003 to 2009. By 2010 I had switched to Amarr, so maybe they got better, but I don't really think so. I have taken the last year off, and I really hope that projectiles are good. It would be a first for me. Other than using ACs with T2 ammo, they have at or near the bottom of usefullness since Eve went live.

I would like to think that some real balace would be in play, but I doubt it will happen. Until it does, someone has to be last. It would be nice if it were a race other that mine for a bit. We will see. I hope you are QQing for a reason, but since I have heard this crap even when it the only ship that made it to "average" in our entire arsenal was the vaga (which was admittedly above average, but not an excuse to make the rest of our ships absolutely BLOW), I am a bit skeptical.
Mag's
Azn Empire
#18 - 2012-01-25 00:10:23 UTC
I disagree. I think they need to buff hybrids some more. Big smile

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Ocih
Space Mermaids
#19 - 2012-01-25 01:39:01 UTC
While I've gone on my own Winmatar diatribes a few times, the Projectile itself isn't the real issue.

When CCP nerfed Webs, Minmatar became Winmatar. The thing that makes them annoying is they can skin out at thier liesure. They are too fast to tackle, too fast to hit, too fast to get away from.

I don't care that they shoot me, I hate it when they run away.

Amarr here, I have conflag. That's it. So if they aren't in my conflag optimal, I sit there and die. Even if I switch out to Arti, if they don't like the damage I am delivering, they just leave.