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[Odyssey] Large Energy Turrets

First post First post First post
Author
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#201 - 2013-04-14 14:00:42 UTC
Tasha Saisima wrote:
back when lasers were very good across the board, the cap use made sense to help keep them in line. These days, it's too much. They don't have the dps or the tracking of blasters, they don't have the alpha of arties, you can't change damage type etc etc


And missiles have better range with their high dps ammo compared to conflag and are easily neutable.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Expron
Deep Core Mining Inc.
Caldari State
#202 - 2013-04-14 14:39:54 UTC
progodlegend wrote:
progodlegend wrote:
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.


Bump.

To update this I'm going to point out the problem with Amarr battleship guns using more numbers and maths.

Using all level 5 skills, a Neutron blaster II uses 2.2 cap per second (shooting antimatter), while a Mega Pulse Laser II (shooting multifrequency) uses 6.5 cap per second. That's essentially 3x as much. With the proposed 10% reduction in cap use, they will be using 5.85 cap per second. On an abaddon, a full rack of pulse lasers shooting either multifrequency or scorch (the only two crystals they use) will still take up 46 cap per second after the proposed changes. Shooting just it's guns, WITH NO OTHER MODULES ON. If that Abaddon has an MWD fit (giving it a -25% reduction in cap, a standard fitting choice though) the cap on that abaddon will last for 3 minutes 14 seconds. How long does it last now? 2 minute and 42 seconds. Congratulations, you have given a ship 35 extra seconds of just using it's guns, not counting any other active modules.

The cap requirements for amarr battleship guns are absurd, and are not fixable by just a 10% reduction in pulse lasers. The change needs to be significant. A realistic change would be bringing the cap requirement for mega pulse lasers down to just above double the neutron blaster requirement (which would take up 4.4 cap per second with all level 5 skills instead of 6.5 cap per second). If i'm correct, that means bringing the base cap requirement for pulse lasers down from 40 to 25 cap, or a 37.5% reduction. I know that sounds like a massive reduction, but the amount of cap used is still huge, as with a rack of 8 guns, it still will take 35 cap per second to just run it's guns, which is a good bit more than it's natural recharge. But at least, with decent cap booster management you can fight for longer than 5 minutes.

tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.

agreed i hate capping out my amarr bses
Shani Mukantagara
Fairlight Corp
Rooks and Kings
#203 - 2013-04-14 15:28:23 UTC
What is going to happen to the Dual Heavy Pulse laser as they where only useful on a Gank Geddon with ROF implants and Dmg Rigs?



Barrogh Habalu
Imperial Shipment
Amarr Empire
#204 - 2013-04-14 15:54:28 UTC
progodlegend wrote:
progodlegend wrote:
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.


Bump.

To update this I'm going to point out the problem with Amarr battleship guns using more numbers and maths.

Using all level 5 skills, a Neutron blaster II uses 2.2 cap per second (shooting antimatter), while a Mega Pulse Laser II (shooting multifrequency) uses 6.5 cap per second. That's essentially 3x as much. With the proposed 10% reduction in cap use, they will be using 5.85 cap per second. On an abaddon, a full rack of pulse lasers shooting either multifrequency or scorch (the only two crystals they use) will still take up 46 cap per second after the proposed changes. Shooting just it's guns, WITH NO OTHER MODULES ON. If that Abaddon has an MWD fit (giving it a -25% reduction in cap, a standard fitting choice though) the cap on that abaddon will last for 3 minutes 14 seconds. How long does it last now? 2 minute and 42 seconds. Congratulations, you have given a ship 35 extra seconds of just using it's guns, not counting any other active modules.

The cap requirements for amarr battleship guns are absurd, and are not fixable by just a 10% reduction in pulse lasers. The change needs to be significant. A realistic change would be bringing the cap requirement for mega pulse lasers down to just above double the neutron blaster requirement (which would take up 4.4 cap per second with all level 5 skills instead of 6.5 cap per second). If i'm correct, that means bringing the base cap requirement for pulse lasers down from 40 to 25 cap, or a 37.5% reduction. I know that sounds like a massive reduction, but the amount of cap used is still huge, as with a rack of 8 guns, it still will take 35 cap per second to just run it's guns, which is a good bit more than it's natural recharge. But at least, with decent cap booster management you can fight for longer than 5 minutes.

tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.

Signed.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#205 - 2013-04-14 15:57:19 UTC
50% less cap usage bonus is funny, but that isn't always enough. If we are to get ships with real bonuses, we should address lasers in a way that would make them useable on new ships without something ridiculous like dual cap boosters (or single boosters even on ships with no utility).

Only after that things like Scorch should be addressed if necessary.
yoyo6000
Fusion Enterprises Ltd
Pandemic Horde
#206 - 2013-04-14 17:06:34 UTC
progodlegend wrote:
progodlegend wrote:
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.


Bump.

To update this I'm going to point out the problem with Amarr battleship guns using more numbers and maths.

Using all level 5 skills, a Neutron blaster II uses 2.2 cap per second (shooting antimatter), while a Mega Pulse Laser II (shooting multifrequency) uses 6.5 cap per second. That's essentially 3x as much. With the proposed 10% reduction in cap use, they will be using 5.85 cap per second. On an abaddon, a full rack of pulse lasers shooting either multifrequency or scorch (the only two crystals they use) will still take up 46 cap per second after the proposed changes. Shooting just it's guns, WITH NO OTHER MODULES ON. If that Abaddon has an MWD fit (giving it a -25% reduction in cap, a standard fitting choice though) the cap on that abaddon will last for 3 minutes 14 seconds. How long does it last now? 2 minute and 42 seconds. Congratulations, you have given a ship 35 extra seconds of just using it's guns, not counting any other active modules.

The cap requirements for amarr battleship guns are absurd, and are not fixable by just a 10% reduction in pulse lasers. The change needs to be significant. A realistic change would be bringing the cap requirement for mega pulse lasers down to just above double the neutron blaster requirement (which would take up 4.4 cap per second with all level 5 skills instead of 6.5 cap per second). If i'm correct, that means bringing the base cap requirement for pulse lasers down from 40 to 25 cap, or a 37.5% reduction. I know that sounds like a massive reduction, but the amount of cap used is still huge, as with a rack of 8 guns, it still will take 35 cap per second to just run it's guns, which is a good bit more than it's natural recharge. But at least, with decent cap booster management you can fight for longer than 5 minutes.

tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.


+1
Kethry Avenger
Ministry of War
Amarr Empire
#207 - 2013-04-14 18:38:40 UTC
progodlegend wrote:
progodlegend wrote:
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.


Bump.

To update this I'm going to point out the problem with Amarr battleship guns using more numbers and maths.

Using all level 5 skills, a Neutron blaster II uses 2.2 cap per second (shooting antimatter), while a Mega Pulse Laser II (shooting multifrequency) uses 6.5 cap per second. That's essentially 3x as much. With the proposed 10% reduction in cap use, they will be using 5.85 cap per second. On an abaddon, a full rack of pulse lasers shooting either multifrequency or scorch (the only two crystals they use) will still take up 46 cap per second after the proposed changes. Shooting just it's guns, WITH NO OTHER MODULES ON. If that Abaddon has an MWD fit (giving it a -25% reduction in cap, a standard fitting choice though) the cap on that abaddon will last for 3 minutes 14 seconds. How long does it last now? 2 minute and 42 seconds. Congratulations, you have given a ship 35 extra seconds of just using it's guns, not counting any other active modules.

The cap requirements for amarr battleship guns are absurd, and are not fixable by just a 10% reduction in pulse lasers. The change needs to be significant. A realistic change would be bringing the cap requirement for mega pulse lasers down to just above double the neutron blaster requirement (which would take up 4.4 cap per second with all level 5 skills instead of 6.5 cap per second). If i'm correct, that means bringing the base cap requirement for pulse lasers down from 40 to 25 cap, or a 37.5% reduction. I know that sounds like a massive reduction, but the amount of cap used is still huge, as with a rack of 8 guns, it still will take 35 cap per second to just run it's guns, which is a good bit more than it's natural recharge. But at least, with decent cap booster management you can fight for longer than 5 minutes.

tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.


Glad someone with more visible experience than me posted this.
Kethry Avenger
Ministry of War
Amarr Empire
#208 - 2013-04-14 18:48:41 UTC
For my own general thoughts on balance of large lasers.

You should be able to fit all versions of T2 lasers on the T1 BS with the most pg without using a fitting mod at all.

All T2 lasers should with MF be cap stable at least at 34% with no other modules fitted and all level 5 skills on any BS hull. Preferably this should be more like 40-50% cap stable.

I think double the cap use of similar tier Hybrids is enough, this 3 times is to much. At one time in the dark distant past of EVE when laser were all around better the cap use and pg difficulties made sense, in this day and age in EVE its excessive.

I also have some ideas about crystals.

And its time to end the no bonus that is -10% cap use for lasers.
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#209 - 2013-04-14 19:00:26 UTC  |  Edited by: Vayn Baxtor
Gratz to Amarr players.

I'm not sure if this is a viable question as I haven't used Lasers for a very long time but could we also have some of the names be adjusted?

IIRC, the "medium" names are actually of a different weapon size.
Identically, Large Autocannons has this too with "800mm Repeating Artillery".

Now I can differentiate this (and it is logical that the AC's are "BFG repeating artillery") and it is all just a name and keeping an eye on the exact features of turrets, but I recall many other players fitting wrong weapons or confusing such over the years.

Just a thought - it is not crucial though.

Using tablet, typoes are common and I'm not going to fix them all.

progodlegend
Amok.
Goonswarm Federation
#210 - 2013-04-14 20:09:02 UTC
We'll give it til tomorrow. If 3 pages worth of talking about the same thing isn't enough, we'll send more Jabber pings, except different alliances this time :).
Jureth22
State War Academy
Caldari State
#211 - 2013-04-14 20:14:31 UTC
progodlegend wrote:
We'll give it til tomorrow. If 3 pages worth of talking about the same thing isn't enough, we'll send more Jabber pings, except different alliances this time :).



YES WE CAN!
Gilbaron
The Scope
Gallente Federation
#212 - 2013-04-14 20:22:51 UTC
what progod said
Naso Aya
Imperial Shipment
Amarr Empire
#213 - 2013-04-14 20:29:10 UTC
progodlegend wrote:
We'll give it til tomorrow. If 3 pages worth of talking about the same thing isn't enough, we'll send more Jabber pings, except different alliances this time :).


I do have a question: would it be worth it to wait a year, knowing cap sucks, for the promise of a laser rebalance? Or do you think that cap on Amarr ships is in such a bad state that even with these adjustments (It's a flat 10% reduction on cap of the current Abaddon) that things can't change fast enough?
Taawuz
League of Non-Aligned Worlds
#214 - 2013-04-14 20:57:08 UTC
progodlegend wrote:
tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.



Proof of this is that people actually fit large projectile turrets on amarr ships, that speaks volumes of how weak the large pulse laser is.
progodlegend
Amok.
Goonswarm Federation
#215 - 2013-04-14 21:04:29 UTC
Naso Aya wrote:
progodlegend wrote:
We'll give it til tomorrow. If 3 pages worth of talking about the same thing isn't enough, we'll send more Jabber pings, except different alliances this time :).


I do have a question: would it be worth it to wait a year, knowing cap sucks, for the promise of a laser rebalance? Or do you think that cap on Amarr ships is in such a bad state that even with these adjustments (It's a flat 10% reduction on cap of the current Abaddon) that things can't change fast enough?


I think this has always been a problem, and here comes a situation where the Dev's are actively looking at changing this specific mechanic. If there was ever a time to ask for this change, now is it, because the only thing the dev's have to do is go back to where they entered -10% on the spreadsheet, and change it to -37.5%.
Tasha Saisima
Doomheim
#216 - 2013-04-14 21:04:51 UTC
Taawuz wrote:
progodlegend wrote:
tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.



Proof of this is that people actually fit large projectile turrets on amarr ships, that speaks volumes of how weak the large pulse laser is.


ya, it is sad that we have to fit 1400's on our Amarr ships because the cap is so bad
Avald Midular
Doomheim
#217 - 2013-04-14 22:17:25 UTC
Naso Aya wrote:
progodlegend wrote:
We'll give it til tomorrow. If 3 pages worth of talking about the same thing isn't enough, we'll send more Jabber pings, except different alliances this time :).


I do have a question: would it be worth it to wait a year, knowing cap sucks, for the promise of a laser rebalance? Or do you think that cap on Amarr ships is in such a bad state that even with these adjustments (It's a flat 10% reduction on cap of the current Abaddon) that things can't change fast enough?


I agree with Progod, if they're looking at this now after it's been this broken for so long, if CCP doesn't get it right this time it might be another year or two before we actually get to fit our own weapons on our BS's.
Naso Aya
Imperial Shipment
Amarr Empire
#218 - 2013-04-14 22:35:54 UTC
I'm just being a devils advocate here. The changes help both the Abaddon and Apocalypse...but what would it take to make the Apoc viable, or at least worth the same amount to the Abaddon? From a capacitor/laser standpoint. Is it possible, or is the difference in dps/tank too much?
progodlegend
Amok.
Goonswarm Federation
#219 - 2013-04-14 22:39:07 UTC
Naso Aya wrote:
I'm just being a devils advocate here. The changes help both the Abaddon and Apocalypse...but what would it take to make the Apoc viable, or at least worth the same amount to the Abaddon? From a capacitor/laser standpoint. Is it possible, or is the difference in dps/tank too much?



The apoc is becoming one of the new attack battleships, so it's an entirely different animal all together. With the new emphasis on speed though, one would think making the apoc more cap stable would only help the concept they are trying to adapt, by allowing it to run an MWD longer.
Naso Aya
Imperial Shipment
Amarr Empire
#220 - 2013-04-14 22:42:04 UTC
progodlegend wrote:
Naso Aya wrote:
I'm just being a devils advocate here. The changes help both the Abaddon and Apocalypse...but what would it take to make the Apoc viable, or at least worth the same amount to the Abaddon? From a capacitor/laser standpoint. Is it possible, or is the difference in dps/tank too much?



The apoc is becoming one of the new attack battleships, so it's an entirely different animal all together. With the new emphasis on speed though, one would think making the apoc more cap stable would only help the concept they are trying to adapt, by allowing it to run an MWD longer.


Not entirely, the Apoc has to find room somewhere between the Oracle and the Abaddon, yet have the price of the Abaddon. In my opinion, that's the hardest thing to justify from the changes so far.