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[Odyssey] Large Energy Turrets

First post First post First post
Author
Frothgar
State War Academy
Caldari State
#41 - 2013-04-12 18:08:46 UTC  |  Edited by: Frothgar
Love the Battleship changes. Quick question, with Battleships soon providing new and varied gameplay (Excited!!) any chance you could give some thought to making them more wormhole firendly?

(You can bring only ~12 BS round trip in a wormhole with little room for anything else, while using the same mass, you can bring ~40-50 T3 BCs or ~140 Tech3 cruisers and logistics)

Battleships don't provide anywhere near the benefits for the mass they take up, and as such are basically unusable in wormholes. I'd love to see that looked at. (Before anyone says Bhaalgorn, please take in mind they are easily tracked by dreads and effectively 2 shot)

I'd not want a flat mass increase for wormhole mass limits (Capitals don't need any love in WH space) But I'd love some viable ways of bringing a battleship gang around.
Beaver Retriever
Reality Sequence
#42 - 2013-04-12 18:16:42 UTC
yES

Just what these needed. I don't even have lasers trained but I like variety.. and having something to look forward to.
AyayaPanda
Ministry of War
Amarr Empire
#43 - 2013-04-12 18:21:23 UTC
Frothgar wrote:
Love the Battleship changes. Quick question, with Battleships soon providing new and varied gameplay (Excited!!) any chance you could give some thought to making them more wormhole firendly?

(You can bring only ~12 BS round trip in a wormhole with little room for anything else, while using the same mass, you can bring ~40-50 T3 BCs or ~140 Tech3 cruisers and logistics)

Battleships don't provide anywhere near the benefits for the mass they take up, and as such are basically unusable in wormholes. I'd love to see that looked at. (Before anyone says Bhaalgorn, please take in mind they are easily tracked by dreads and effectively 2 shot)

I'd not want a flat mass increase for wormhole mass limits (Capitals don't need any love in WH space) But I'd love some viable ways of bringing a battleship gang around.


Just a crazy thought: something in the utility high/mid to decrease the ship mass, just like a HIC's bubble, but BS hull only?
Veshta Yoshida
PIE Inc.
Khimi Harar
#44 - 2013-04-12 18:38:51 UTC
Nothing about crystal damage spread? It is the only dual-type weapon that goes from a near 50/50 to a 100/0 state in the course of progressing through the ranges.
Give them the projectile treatment sp we get lots of choices between therm/EM ratio's with some tracking/range/cap use thrown in on some of them.
Would love a low dps, extreme tracking option for instance.

Nothing about lasers in general? Navy MF/Scorch is the only ammo used with Conflag only used against known EM tankers, rest are very situational (Gamma has near MF spread with a little extra range so still seeing some use).
All lasers can use more tracking and all can use an ever so slight shift towards falloff (or reverse if you want to be evil) .. would prefer it be done through the ammo, but whatever floats your boat/inflatable girlfriend/cat.

For cap use 10% won't cut it. Consider the Abaddon in its current form (being joined now by Apocalypse), you need two eludite rigs to be semi autonomous using just guns (no MWD even fitted) .. that is a whopping 40% cap use decrease from two rigs which is barely enough to make it past five minutes of guns firing with some ECCM and a hardener thrown in = injector will be mandatory.
So even with the -10%, which is an appreciated gesture for sure, you are still looking at a requirement that says injector+2 rigs or cap from outside .. kind of harsh.
PS: That is with my maxed skills by the way, imagine what the scrub that you are so concerned about will experience trying to make cap-ends meet Smile
Jezza McWaffle wrote:
... Maybe 15% bonus on powergrid reduction for Tachyons?

Tachs are for all intents and purposes over-sized modules, as such requiring a fitting mod or two in order to use them more than acceptable .. current state where you have to use considerably more fitting mods however ..
PinkKnife
The Cuddlefish
Ethereal Dawn
#45 - 2013-04-12 18:42:27 UTC
Jezza McWaffle wrote:
... Maybe 15% bonus on powergrid reduction for Tachyons?

Tachs are for all intents and purposes over-sized modules, as such requiring a fitting mod or two in order to use them more than acceptable .. current state where you have to use considerably more fitting mods however .. [/quote]


Except for you know, on the Oracle, a battle cruiser designed to use guns that are designed to be used on battleships.

Seriously, no one race has to fit a fitting module (or 2) just to be able to fit all of their guns, let alone run them. Tachyons either need a huge damage increase to make them worth it, or a grid buff to make them easier to fit.

As is with current logic, The oracle should be ridiculously overpowered since it can fit tachyons without fitting modules, yet, it isn't.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#46 - 2013-04-12 18:46:04 UTC
I'm happy with Tach's being hard to fit. I think 1400mm arty are the same for Minmatar?
They work fantastically on a Nightmare, and can be used in select fits on other ship if you want out and out damage at range.

You can compromise by using mega beams for easier fitting, cap usage etc. They're not *that* much worse
Veng3ance
Imperial Academy
Amarr Empire
#47 - 2013-04-12 18:46:57 UTC
Thank you!!!
Regolis
Imperial Academy
Amarr Empire
#48 - 2013-04-12 18:49:45 UTC
Moar numbers

I know everyone here is concentrating on Tachyons .. I'll get around to those at some point..

350mm Railgun 1
activation 15.4

Dual Heavy Beam Laser 1
activation 35

The numbers for these guns (range,falloff,refire) all seem fairly balanced.
Using the same configuration for Mega Beam 1 it's activation cost should be between 49 and 52 BEFORE adding
your new -20%

I don't have a direct comparison for the Tachyons as they are an oversized module. The numbers for them appear
to be somewhere between 70 and 85 for Tachyon Beam 1 before the 20% reduction.
Haradgrim
Caldari Provisions
Caldari State
#49 - 2013-04-12 19:05:54 UTC
This feels like a good direction. I think with this change lasers will be in a pretty good place. Now if rails could be made viable for BS's at sub sniping ranges.........

Really looking forward to playing with lasers again, by far and away my favorite weapon system.
Bakuhz
NED-Clan
Goonswarm Federation
#50 - 2013-04-12 19:13:53 UTC
Regolis wrote:
Ok so maybe my ability at math is broken...

Mega Beam Laser 1
40 km range
16 falloff
65 GJ power usage
9.00 rate of fire
3.0 damage modifier
tracking 0.0153125 rad/sec
FITTING
55 CPU
3250 Powergrid



425mm Railgun 1
48 km range
24 km falloff
21 GJ power usage
9.56 rate of fire
3.025 damage modifier
0.01010625 rad/sec
FITTING
67 CPU
2200 Powergrid


ok so for 0.56 rate of fire and better tracking .. the Mega beam has 50% more fitting cost and 3x
the power cost to fire...
so lets reduce the capacitor on Amarr ships....

20% reduction in power use and 10% in grid is a joke .. took me less than 5 minutes to type this in even less to actually look at the data ... maybe you guys should

Reposted here from Amarr BS rebalance thread


stop smoking please

https://zkillboard.com/character/584042527/

ThisIsAnAwoxCharacter
Doomheim
#51 - 2013-04-12 19:17:24 UTC
How about looking at the cap usage of XL lasers while you are at it?
Bienator II
madmen of the skies
#52 - 2013-04-12 19:31:50 UTC
make it so

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Niko Lorenzio
United Eve Directorate
#53 - 2013-04-12 19:33:10 UTC
This is a great start, but try to avoid moving further into making all shps/races/weapons pretty much the same crap different look. Still, this change is a MUST to make the proposed BS changes usable.

The CSM XI Election are now open until March 25th, 2016. Consider Niko Lorenzio for CSM XI.

CSM matters, your voice matters, your vote matters!

Regolis
Imperial Academy
Amarr Empire
#54 - 2013-04-12 19:34:43 UTC
Bakuhz wrote:
Regolis wrote:
Ok so maybe my ability at math is broken...

Mega Beam Laser 1
40 km range
16 falloff
65 GJ power usage
9.00 rate of fire
3.0 damage modifier
tracking 0.0153125 rad/sec
FITTING
55 CPU
3250 Powergrid



425mm Railgun 1
48 km range
24 km falloff
21 GJ power usage
9.56 rate of fire
3.025 damage modifier
0.01010625 rad/sec
FITTING
67 CPU
2200 Powergrid


ok so for 0.56 rate of fire and better tracking .. the Mega beam has 50% more fitting cost and 3x
the power cost to fire...
so lets reduce the capacitor on Amarr ships....

20% reduction in power use and 10% in grid is a joke .. took me less than 5 minutes to type this in even less to actually look at the data ... maybe you guys should

Reposted here from Amarr BS rebalance thread


stop smoking please



I'm sorry ... let me try that again with those side by side so you can see them

65 GJ vs 21 GJ with close to the same stats besides tracking ...
3250 grid vs 2200 grid would be 50% of the fitting of the 2200 to get to 3250 ...
sukee tsayah
Southern Cross Silver Shields
Flying Dangerous
#55 - 2013-04-12 19:48:24 UTC
Great start, but as it has been said previously, you really need to look more into:

1) 10% not being nearly enough
2) doing the same to small/medium energy turrets

If it's true that this is something you guys have been thinking about doing for a long time, please do it correctly. We will likely not see a re-balance of Amarr's cap problem for a really long time after this, so please get this right.

To re-iterate: 10% is not enough; do the same to small/medium energy turrets.
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#56 - 2013-04-12 19:51:59 UTC
Regolis... You're significantly overlooking the other benefits of lasers.... Like ammo usage. Plus Amarr ships tend to have more powergrid to fit the larger guns.

By all means argue that lasers use too much cap, but suggesting they should have the same usage as Hybrids is bonkers.
Esna Pitoojee
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#57 - 2013-04-12 19:54:58 UTC
If the proposed changes to Amarr battleships do go through, this (or something like it) will be a neccesity.
Ayla Crenshaw
Ministry of War
Amarr Empire
#58 - 2013-04-12 19:55:34 UTC  |  Edited by: Ayla Crenshaw
Well that mildly suprised me!

It's going in a good direction. Cap need change on beams, while not completely counterbalancing loss of hull bonuses towards cap use will help make all of the new lineup more capstable. Maybe even firing the damn things without capping out!

What it needs now is some heavy EFT wizardry and testing on SiSi. It's really a good starting point for the discussion though.
Regolis
Imperial Academy
Amarr Empire
#59 - 2013-04-12 19:57:12 UTC
Mr Floydy wrote:
Regolis... You're significantly overlooking the other benefits of lasers.... Like ammo usage. Plus Amarr ships tend to have more powergrid to fit the larger guns.

By all means argue that lasers use too much cap, but suggesting they should have the same usage as Hybrids is bonkers.



Reading comprehension -1 mate ...

I said that Mega Beam 1s should stay in SCALE with the ration of the Dual Beam / 350mm scaling

IE a Mega Beam 1 should use approx 47 capacitor BEFORE adding the -20% planned change ..
This would keep the scaling in balance with what already exists ..
At no point did I say they should use the same amount of cap..
The trouble with beam lasers has always been the wonky scaling of cap use
Ganthrithor
School of Applied Knowledge
Caldari State
#60 - 2013-04-12 19:59:08 UTC
My future absurd anti-support pulse Apoc fits thank you. <3 <3 <3