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Player Features and Ideas Discussion

 
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T2 weapon skills

First post
Author
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#1 - 2012-05-01 11:13:05 UTC
Problems:
#1 Very few people train spec skills to lvl 5, the bonus is not worth the training time
#2 T2 Hybrids and lasers have all the fitting downsides of T2 projectiles, plus increased capacitor use relative to meta 4, T2 launchers have fitting downsides, and the T2 ammo has ship penalties on top of comparable ammo penalties
#3 The names of the skills are not very descriptive

Proposed changes:
* Change the bonus for hybrids and lasers from 2% bonus to damage per level, to 2% bonus to damage and capacitor use per level
This increases the benefits of training the skills, and reduces cap use (by 10% at lvl 5), and adresses points #1 and #2
For missiles, add a 2% reduction to the ship penalties of the corresponding T2 ammo
No added bonus for projectile turrets, because T2 projectile turrets have almost no drawbacks compared to meta4 projectile turrets (fitting only, but all the other weapon systems have fitting penalties, and then another drawback on top of that)

* Make a weapon spec skill apply to all weapons of that type. If I train Medium blaster specialization, I should get a bonus to medium blasters.
OR
* Rename the skill, ie instead of "Medium blaster specialization" call it the "Advanced medium Blaster turrets" similar to the "Medium Hybrid turret" skill, the name implies the higher tech level blasters, and is consistent with the labeling of T2 ammo as "advanced" [weapon type] ammo.
Vito Antonio
Doomheim
#2 - 2012-05-01 13:58:39 UTC
With the speed that CCP makes balance changes I wouldn't get my hopes up.
Petrus Blackshell
Rifterlings
#3 - 2012-05-01 15:13:24 UTC
I'm not sure the balance part of your post is necessary. T2 weaponry is not supposed to be blanket "better". In fact, on top of the things you listed, T2 weapons also have poorer overheating. They're not designed to be better all around, but better at damage and at flexibility (via T2 ammo) for some costs (like fittings, cap, overheating ability, etc). Spec V, like Multitasking V, exists as one of those skills that a bittervet trains when he has literally nothing more to train for.

I've got medium T2 turrets of all types, and the cap problem isn't really that serious (and I'm not sure that unbalanced laser and hybrid skills relative to projectile skills are really the way to fix it even if there was).

I agree that the skill naming could be improved, but offering the damage bonus of the spec skill to all weapons of the same type is not the key. That would end up reducing the relative advantage of T2 weapons, and downright make them suck in damage compared to faction weapons. Changing the ":size: :weapon: Specialization" to "Advanced :size: :weapon: Turret"' seems reasonable, though.

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

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#4 - 2012-05-01 15:29:01 UTC  |  Edited by: Verity Sovereign
I don't have much experience with hybrids, but I just got large lasers (a day away from spec 4), lucky me, they nerf incursions right as I get T2 lasers for my nightmare...

I can say with the nightmare, the cap is a problem, T2's are using 30% more cap. I used to be able to last 10+ minutes with all my hardeners on shooting faction multi - not so anymore. (Its not that my cap skills are horrible, the nightmare essentially has a built in 50% reduction in laser cap use due to having 4 lasers do the work of 8, controlled bursts is lvl 4, energy operation lvl 5, energy management lvl 4, a +5% to cap capacity implant, and a -5% to cap recharge time implant)
I can't imagine trying to fly an Abaddon with T2s and no cap booster.

Unlike other modules where T2 is not the best, with guns, they are the best - and saddling the best weapons for hybrids and lasers with 30% more cap use while nothing comparable is done for projectiles is pretty poor IMO.
Yes, I know scorch is one of "the best" T2 ammo choices (ie offers one of the best improvements over T1 ammo)

Note that with these proposed changes, even at ""bittervet" lvl 5, T2 guns would still use more cap than meta4.

I *suppose* that to be "fair" one could give advanced projectile skills a 2% reduction to reload time per level (not weapon cycle time/ROF, but the time it takes you to reload a magazine/change ammo).

Hybrids now can probably feasibly change ammo types in combat since the reload time was halved, and lasers switch ammo very fast. We could throw a bone to projectile users, and let them reload in 9 seconds at spec V
Another option (though it would make less lore sense) would be to have a 2% increased magazine capacity per level.
An Autocannon that held 120 rounds would then hold 132 rounds at lvl 5.
For artillery, this would give more incentive to get lvl5, as at lvl 4, you would be just shy of holding another round if your base capacity was 20 rounds
Petrus Blackshell
Rifterlings
#5 - 2012-05-01 15:55:33 UTC
AFAIK, Nightmare cap is horrible. I don't know about the other battleships (I almost never fly BS hulls), but I haven't had issues with the cap on small/med lasers. I mean, I wouldn't say no to a buff in their cap usage, but I'm still not sure it's necessary.

If it does turn out to be necessary, I'm not sure how to be "fair" to autocannons without triggering "they're just buffing Winmatar more X". Reload time would be interesting, as it could be applied to missile launchers as well, as projectiles and missiles are the slowest-reloading weapons now.

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

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#6 - 2012-05-01 20:10:43 UTC
If you think the nightmare cap is horrible, look at the Abaddon, its firing 8 lasers with no cap bonus - its no wonder they are often fit with arty

Lets look at the Amarr BSs + Nightmare + Bhaalgorn
Abaddon*:
6375 GJ/1250 s 5.108 ratio

Apocalypse/Apoc Navy issue/Bhaalgorn (same cap stats):
7500 GJ/1154.88 s 6.494 ratio

Armageddon/IN Geddon/Redeemer:
5312.5 GJ/1087.5 s 4.885 ratio

Paladin:
5625 GJ/923.9 s 6.088 ratio

Nightmare:
6950 GJ/1154.88 s 6.018 ratio

*The Abaddon is the only ship without either a half cap usage bonus, or a double turret bonus + half the normal number of turrets.

We see that the Nightmare has a better capacity than everything except the Bhaalgorn, and the Apocalypses.
It has a regen on par with the Paladin, and better than everything but the Paladin, Bhaal, and Apocalypses.

If the Nightmare has a bad cap (I actually agree that its cap is a bit weak), then that basically means the entire laser BS lineup is underpowered in terms of cap, except the Bhaalgorn (which is meant for capacitor warfare) and the Apocalypse (no wonder the Apoc is recommended for beginner amarr mission runners).

If the Nightmare has a bad cap, then how can you expect any other Amarr BS except the Apocalypse, to deal with the 30% increase in cap use of T2 lasers?
The Apoc, by the way, due to its range bonus, is the one that least needs Scorch....
Lyron-Baktos
The Scope
Gallente Federation
#7 - 2012-05-01 20:48:49 UTC
I haven't gotten to Amarr BS's yet but what are the pros/cons of lasers? Below are the ones I know of:

pros
-very fast reload time
-uses one of the best ammo in game, scorch

cons
-poor tracking
-cap intensive
-limited damage types
Petrus Blackshell
Rifterlings
#8 - 2012-05-01 20:52:02 UTC  |  Edited by: Petrus Blackshell
Note: Nightmare also needs its cap to run its tank (invulns, etc) and is usually active-tanked, which gives it an even worse cap problems than what the other Amarr battleships deal with.


Verity Sovereign wrote:

If the Nightmare has a bad cap (I actually agree that its cap is a bit weak), then that basically means the entire laser BS lineup is underpowered in terms of cap, except the Bhaalgorn (which is meant for capacitor warfare) and the Apocalypse (no wonder the Apoc is recommended for beginner amarr mission runners).

If the Nightmare has a bad cap, then how can you expect any other Amarr BS except the Apocalypse, to deal with the 30% increase in cap use of T2 lasers?

That's a nice comparison you did. However, lasers have (and have always had) three primary downsides: cap usage, fitting cost, and tracking. If it weren't for those lasers would be hands down the best weapon platform.

Again, I don't have the experience using large lasers to say with real certainty that T2 lasers need to use less cap, but I'm trying to point out that reducing their cap draw would significantly reduce the reasons to not use lasers everywhere (i.e. massive buff of massiveness, of the same scale as increasing damage or falloff of autocannons).

Verity Sovereign wrote:
The Apoc, by the way, due to its range bonus, is the one that least needs Scorch....

Are you kidding me? That's the reason to use Scorch! 60 km pulse lasers without needing any range mods is delicious!

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

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#9 - 2012-05-01 20:52:20 UTC
You forgot high cap use and high PG requirements
EvEa Deva
Doomheim
#10 - 2012-05-01 20:55:05 UTC
Train weapon upgrades and advanced weapon upgrades to 5, T2 is a must unless you have fat pockets and want faction/deadspace mods
FT Diomedes
The Graduates
#11 - 2012-05-01 21:01:33 UTC
The energy weapon cap use reduction rigs can be very nice with certain setups.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#12 - 2012-05-01 21:02:12 UTC  |  Edited by: Verity Sovereign
"Train weapon upgrades and advanced weapon upgrades to 5, "
Doesn't help cap consumption

"T2 is a must unless you have fat pockets and want faction/deadspace mods"
Faction guns use the same PG as T2, so AWG doesn't change T2 vs faction stats.
Its also generally accepted that faction guns are inferior to T2 (but there are many other threads on how to "fix" faction guns)

I don't see what either of those has to do with addressing the three points (and priarily #1 and #2) of the original post.

As to the cap reducing rigs - yes, it seems they are a must, they bring the cap use back down to approximately meta-4 levels

Why should Gallente and Amarr need to devote a rig slot just to deal with the T2 weapon cap consumption...
The projectile users don't need to mount a rig for that
-plus that rig increases the PG use of the guns, by at least 5%, meaning that to get rid of the cap penalty for going to T2 guns, you take a -1 rig slot penalty+ increased PG use.
Soon Shin
Scarlet Weather Rhapsody
#13 - 2012-05-02 07:35:07 UTC
I have never bothered to train a weapon specialization to 5. The amount it takes to get to level 5 is better spend getting a ship level to 5 like Cruiser 5, BC5, Recon 5, HAC 5, etc.

Getting it to level 5 for turret spec will give you only 1.85% more damage.

Sure if you nothing else to train go for it, but if there are things you plan to do in the future then train for those first.
ISD Sky Garden
Caldari Provisions
Caldari State
#14 - 2012-05-03 09:07:01 UTC
Moved from Ships & Modules

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Zyress
Caldari Provisions
Caldari State
#15 - 2012-05-03 14:46:53 UTC
I thought I read somewhere they were going to scrap the T2 Ammo penalties