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What can we do about Railguns and Beams?

Author
Soon Shin
Scarlet Weather Rhapsody
#1 - 2012-08-06 07:04:30 UTC  |  Edited by: Soon Shin
Artillery is fantastic due high volley damage, selectable damage type, no capacitor cost, and the ability to reach out far with high optimal and falloff. With the tracking enhancers buffed, Artillery can do solid damage past 70km using the shortest range high damage ammo.

It is balanced out by low overall sustained dps, poor tracking, and demanding fitting cost.

But where does that leave Railguns and Beam lasers?

These are currently lacking and broken in many ways.

Both Weapon systems require capacitor to fire and have a fixed damage type. Both weapons have trouble fitting on medium and smaller class of ships.

Beams see use with the Tachyon Beam laser. The Tachyon Beam Lasers has good range, best tracking for long range, and DPS close to Mega Pulse lasers.

Balanced out by high capacitor usage and extremely demanding fitting that prevents an sort of tank to be put on the ship, unless your sacrifice fitting mods to do so.

Tachyon Beams are powerful, but fairly limiting weapons. These weapons are supposed to be a class above 425mm, 1400mm, and mega beams.

The rest of the beam lasers are not fantastic however. Regular beam lasers are rather paltry when you can use pulse lasers with scorch crystals. The high pg requirements make them rather difficult to fit, the loss of tracking, dps, and more cap usage for an increase in range make them only good for very niche situations that rarely occurs.

Now lets talk about one of the worst weapon systems in the game: Railguns (aka Failguns)

Railguns are in most cases meaningless. They do least volley damage out of all the turrets in the game, and have one of the lowest dps, about 10% better than artillery for several times less volley)

They wield the weakness of both Artillery and Beams, but has the strengths of neither.

The only advantage they have is range. Railguns requires ships that have range bonus to truly shine in that category. But that range difference between railguns and artillery are minor thanks to tracking enhancer buffs.

Sniping mechanics have been rendered mostly useless thanks to ongrid probing and 150km on-grid warp range.

Beams and Railguns IMHO should get a look at and be adjusted to provide another trait besides longer range. (Artillery has Alpha and Range, Beams and Railguns have only range)


TL:DR:

Beam lasers need more reasons to fit than better range.

Railguns need some seriously help.

What can we do to fix these weapon systems?
AndromacheDarkstar
Integrated Insterstellar Holdings
#2 - 2012-08-06 07:08:20 UTC
Add on top the complete mess that armour tanking is at the moment and you have a character like me mostly trained to fly amarr left struggling feeling a little let down.

What made things worse was the addition of the ASB (which is fantastic) for shield tankers while armour got some god awfull module which barely has any effect.
Soon Shin
Scarlet Weather Rhapsody
#3 - 2012-08-06 07:16:26 UTC
AndromacheDarkstar wrote:
Add on top the complete mess that armour tanking is at the moment and you have a character like me mostly trained to fly amarr left struggling feeling a little let down.

What made things worse was the addition of the ASB (which is fantastic) for shield tankers while armour got some god awfull module which barely has any effect.


Being able to fly all races gets you a feel how certain things are far better than what they do compared to other things in the same category.


Gallente frigates are one of the best in the game where close range brawling is common. But their cruisers and battleships suffer due to the increase in engagement range where blasters scale poorly along with nonsensical racial philosophies(slow, fat armor tanking ships with the shortest range weapons in the game).
Luis Graca
#4 - 2012-08-06 07:16:37 UTC
only have range Shocked is it so bad knowing you can kill people and they can't kill you
Tippia
Sunshine and Lollipops
#5 - 2012-08-06 07:17:29 UTC
Extend maximum range. Remove on-grid probing.
Soon Shin
Scarlet Weather Rhapsody
#6 - 2012-08-06 07:19:53 UTC  |  Edited by: Soon Shin
Luis Graca wrote:
only have range Shocked is it so bad knowing you can kill people and they can't kill you


The same can be said if you move in close and get under their guns. You can kill them and they can't kill you.

Artillery has a distinct ability of high alpha along with longer range.


Beams and Railguns do not offer anything other than longer range.


With probing engagement ranges are usually 70-100km max range.

This where 1400mm artillery excel at with tracking enhances that not only increase optimal but greatly increases the already large falloff of artillery. Which allows them to simply use the short range high damage ammunition within that engagement range.

While Railguns and Beams must switch to weaker longer range ammo.
rodyas
Tie Fighters Inc
#7 - 2012-08-06 07:22:13 UTC
Luis Graca wrote:
only have range Shocked is it so bad knowing you can kill people and they can't kill you


Yeah fighting minmitar does suck.

Signature removed for inappropriate language - CCP Eterne

Takeshi Yamato
Ministry of War
Amarr Empire
#8 - 2012-08-06 07:51:40 UTC  |  Edited by: Takeshi Yamato
Beam lasers have the problem of being too similar to mega pulse lasers with scorch. In my opinion, the vision of what beam lasers are supposed to be needs to be updated. The logical thing would be making all beam lasers more like the Tachyon Beam Laser which is the only beam laser that's still used.

What makes the Tachyon Beam Laser different? It has 50% higher alpha than mega beams and also does good dps (for a sniper weapon).

Also, what's up with 1400mm Artillery having 89% higher alpha than Tachyons and 182% higher alpha than 425mm railguns?
Pilna Vcelka
Doomheim
#9 - 2012-08-06 07:55:59 UTC
Confirming railguns are in bad shape and need some sweet, sweet lovin.

I mean, come on, just look at commonly used fleet set-ups or tournament fleets, how many railboats do you see?
Alara IonStorm
#10 - 2012-08-06 08:01:01 UTC  |  Edited by: Alara IonStorm
Rails are pretty well used on Rokh's and Naga's. High RoF makes their low volley better in higher numbers while range makes them do a higher % of their damage at ranges where a Maelstrom is in falloff.

Beams are overshadowed by Megapulse Scorch outside the Sniper Role what with Beams high fitting costs and heavy cap consumption.

As for medium weapons TE boosted long falloff, favorable fitting and Double DPS Bonused ships save medium Arty from the toilet but Heavy Missile Spam comes from being able to project 360 to 420(Fury) out to 60-85km-ish while all the others are pumping 200-250 at 50km while using up most of their grid.
Shameless Avenger
Can Preachers of Kador
#11 - 2012-08-06 08:05:52 UTC
Pilna Vcelka wrote:
Confirming railguns are in bad shape and need some sweet, sweet lovin.

I mean, come on, just look at commonly used fleet set-ups or tournament fleets, how many railboats do you see?


Yeah... rails suck and need a buff... vindi could use some love too. I want 100km targeting range and 10% more dps.... and another mid slot to web ever moar.

"This is the Ninja. He will scan you down; he will salvage your wrecks and there shall be no aggro"

Alavaria Fera
GoonWaffe
#12 - 2012-08-06 08:17:07 UTC
Tippia wrote:
Extend maximum range. Remove on-grid probing.

Extending maximum range would be interesting ... I think you can get railboats to like 300km optimal, while of course you can't shoot that far ...

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Sphit Ker
Ministry of War
Amarr Empire
#13 - 2012-08-06 09:24:26 UTC
I want to field Tachys on my Apocs and 'geddons without shitting up half my low rack with RCUs.

It is my take on this that the turret itself should be it's own balancing factor. Indirect "challenges" like inflated fitting requirements are not effective neither appropriate balancing methods. Really, 425s and Tachyons fighting within standard tackling ranges? You're going to miss damn near everything every time. Why the stupendous fitting nerf and cap usage annoyance? At that point, nobody care if you can or cannot fit a tank as well; you'll just die slightly slower anyway.

Fitting requirements have no business being higher for the sole reason they boast higher optimal and alpha numbers. The turret itself (tracking and sig. resolution) require preparation and favourable situation to be effective. That's all the balancing they really need. Obnoxious fitting and activation cost accomplishes little for balancing but worsening them; makes them unattractive to even think about outside of the very few hulls that can field these type of turrets without major fitting wizardry.

Fix? Relax fitting requirements. All 5 fitting skills? Let us go nuts. The attributes, by themselves, will decide what's hot or not. Artificial overdone fitting reqs needs to die.

It knows what you think.

Seishi Maru
doMAL S.A.
#14 - 2012-08-06 11:13:13 UTC
Soon Shin wrote:
Artillery is fantastic due high volley damage, selectable damage type, no capacitor cost, and the ability to reach out far with high optimal and falloff. With the tracking enhancers buffed, Artillery can do solid damage past 70km using the shortest range high damage ammo.

It is balanced out by low overall sustained dps, poor tracking, and demanding fitting cost.

But where does that leave Railguns and Beam lasers?

These are currently lacking and broken in many ways.

Both Weapon systems require capacitor to fire and have a fixed damage type. Both weapons have trouble fitting on medium and smaller class of ships.

Beams see use with the Tachyon Beam laser. The Tachyon Beam Lasers has good range, best tracking for long range, and DPS close to Mega Pulse lasers.

Balanced out by high capacitor usage and extremely demanding fitting that prevents an sort of tank to be put on the ship, unless your sacrifice fitting mods to do so.

Tachyon Beams are powerful, but fairly limiting weapons. These weapons are supposed to be a class above 425mm, 1400mm, and mega beams.

The rest of the beam lasers are not fantastic however. Regular beam lasers are rather paltry when you can use pulse lasers with scorch crystals. The high pg requirements make them rather difficult to fit, the loss of tracking, dps, and more cap usage for an increase in range make them only good for very niche situations that rarely occurs.

Now lets talk about one of the worst weapon systems in the game: Railguns (aka Failguns)

Railguns are in most cases meaningless. They do least volley damage out of all the turrets in the game, and have one of the lowest dps, about 10% better than artillery for several times less volley)

They wield the weakness of both Artillery and Beams, but has the strengths of neither.

The only advantage they have is range. Railguns requires ships that have range bonus to truly shine in that category. But that range difference between railguns and artillery are minor thanks to tracking enhancer buffs.

Sniping mechanics have been rendered mostly useless thanks to ongrid probing and 150km on-grid warp range.

Beams and Railguns IMHO should get a look at and be adjusted to provide another trait besides longer range. (Artillery has Alpha and Range, Beams and Railguns have only range)


TL:DR:

Beam lasers need more reasons to fit than better range.

Railguns need some seriously help.

What can we do to fix these weapon systems?


What to do? Maybe STOP WHINNING and check reality?

Arties have on advantage alpha strike, the capacitor usage factor is relevant when shooting POSs, but for that you have dreads most of time. Alpha strike main advantage is in smaller fleets , after you have 1000 ships you can alpha anything subcapital even with t1 railguns. So its a great advantage.. on a VERY SPECIFIC RANGE of engagement size.

Beams have FAR FAR higher DPS and FAR higher tracking (yes compare the dam numbers).

Railguns have longest range and decent DPS and decent tracking (both quite better than arties). Railbots can drop soem range moduels in favor of other modules.

Long range guns are EXTREMELY well balanced! If they were not then Rokhs would not be used so much currently!
Seishi Maru
doMAL S.A.
#15 - 2012-08-06 11:14:32 UTC
Sphit Ker wrote:
I want to field Tachys on my Apocs and 'geddons without shitting up half my low rack with RCUs.

It is my take on this that the turret itself should be it's own balancing factor. Indirect "challenges" like inflated fitting requirements are not effective neither appropriate balancing methods. Really, 425s and Tachyons fighting within standard tackling ranges? You're going to miss damn near everything every time. Why the stupendous fitting nerf and cap usage annoyance? At that point, nobody care if you can or cannot fit a tank as well; you'll just die slightly slower anyway.

Fitting requirements have no business being higher for the sole reason they boast higher optimal and alpha numbers. The turret itself (tracking and sig. resolution) require preparation and favourable situation to be effective. That's all the balancing they really need. Obnoxious fitting and activation cost accomplishes little for balancing but worsening them; makes them unattractive to even think about outside of the very few hulls that can field these type of turrets without major fitting wizardry.

Fix? Relax fitting requirements. All 5 fitting skills? Let us go nuts. The attributes, by themselves, will decide what's hot or not. Artificial overdone fitting reqs needs to die.



Probably fitting issues with disapear when the tiercide rebalance reach battleships. Until then we have to cope with this minor issues. Its not like as temepsts can fit 1400mm T2 much more easily than an apoc can field tachyons....
Tippia
Sunshine and Lollipops
#16 - 2012-08-06 11:16:43 UTC  |  Edited by: Tippia
Seishi Maru wrote:
Long range guns are EXTREMELY well balanced! If they were not then Rokhs would not be used so much currently!
…aside from the fact that the one factor that is really meant to differentiate them has largely been rendered irrelevant due to other mechanics (probing). So the “extreme” balance is only on paper and only if you look at the guns on their own without any kind of context.
Akirei Scytale
Okami Syndicate
#17 - 2012-08-06 11:16:44 UTC
Rails are the weapon by which TEST's conquest of Delve, Querious and Period Basis was wrought, you know.
Cpt Branko
The Scope
Gallente Federation
#18 - 2012-08-06 11:21:45 UTC  |  Edited by: Cpt Branko
Make it more reasonable to fit on sub-BS ships, and take less cap (in case of rails). I just can't work out sub-BS rail fits which are decent, mostly because they are so hard to actually fit on ships.
Goremageddon Box
Guerrilla Flotilla
#19 - 2012-08-06 11:23:07 UTC
I don't understand how many threads have to be made on this topic for ccp to listen.


:(((((((((((((((((((
Akirei Scytale
Okami Syndicate
#20 - 2012-08-06 11:23:38 UTC
Cpt Branko wrote:
Make it more reasonable to fit on sub-BS ships, and take less cap (in case of rails). I just can't work out sub-BS rail or beam fits which are decent, mostly because they are so hard to actually fit on ships.


I've totally ganked dumb people in a rainbow-beam coercer before.
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