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[Autocannons] A Balance Suggestion

Author
Badman Lasermouse
Run and Gun Mercenary Corps
#1 - 2014-10-29 13:43:02 UTC
Good Morning,

I would like to propose a change to Autocannons that I feel would add a bit more balance and make them and in turn Minimitar ships a bit more viable.

So Lets talk about Autocannons compared to the competition. They have some advantages, zero cap usage, selectable damage type. The trade off is lower overall DPS and mediocre tracking and damage projection. Lasers have higher DPS and projection, while blasters do significantly more DPS, with better tracking. One would expect that autocannons would fall somewhere in middle of the damage/tracking/projection equation but they fall short in just about every category. A medium blaster loaded with null can just about outperfom a medium autocannon in every category.

My fix would be a simple one, extend the falloff of autocannons by 20-30% across the board. I feel that with would bring a bit more balance by increasing the damage projection of Minimatar ships without being game breaking.

Any feedback is appreciated.


Badman

-Badman

TheMercenaryKing
Collapsed Out
Pandemic Legion
#2 - 2014-10-29 13:52:34 UTC
wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.
Syrias Bizniz
some random local shitlords
#3 - 2014-10-29 14:01:08 UTC  |  Edited by: Syrias Bizniz
TheMercenaryKing wrote:
wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.



Medium Projectile turrets would like to have a word with you.

Edit: Then again, nothing to be scared off, since they can't harm you anyways




Edit 2:

Interesting idea might be some experimental guns:

Medium guns that shoot Large Ammo, at reduced rate of fire and with a reduced damage modifier.

Or vice versa: Like Rapid Launchers, some kind of 'Gattling' system that shoots high amounts of smaller rounds at high rate of fire?
Badman Lasermouse
Run and Gun Mercenary Corps
#4 - 2014-10-29 14:25:36 UTC
TheMercenaryKing wrote:
wow...If there is any weapons in the game that doesn't need a buff, it is projectile turrets in general.



As far as constructive feedback goes, please explain to me how projectiles are overpowered. Mediums in particular.


Badman

-Badman

Spugg Galdon
Federal Navy Academy
Gallente Federation
#5 - 2014-10-29 14:59:17 UTC
So you basically want to undo the tracking enhancer nerf and then buff projectile projection even more?

I think medium projectiles do just fine
Daichi Yamato
Jabbersnarks and Wonderglass
#6 - 2014-10-29 15:26:18 UTC
you are massively down playing the benefits of selectable damage types and having decent damage projection without spending time swapping ammo.

and no, a medium blaster loaded with null does not out perform a medium autocannon in every category. you can still load that auto cannon with barrage or swap damage types.

One thing you could do with projectiles on the other hand is change the range modifiers on the ammo from optimal to fall off and make the ammo choices a bit more meaningful.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

SMT008
Deep Core Mining Inc.
Caldari State
#7 - 2014-10-29 15:34:53 UTC
Small Projectiles are mostly fine.

Large Projectiles could use some help, MAYBE.

Medium Projectiles are sub-par and don't fit in the current meta at all.

At short-range, there is simply no reason to use them when blasters are better at everything.

At kiting-range, they are massively outgunned by all the newly-buffed medium-sized weapons, and they're so close to blasters in terms of damage projection that they shouldn't be considered kiting weapons at all.

Sub-par in pretty much every situation, and not versatile enough to warrant their use.

Needs more falloff, as more damage would be problematic vs Blasters.

Also, about the ammo, optimal modifier should matter for arties, and there should be a falloff modifier too, that should apply to ACs.

Currently, AC boats only use Fusion, EMP and Barrage.

Hail could use some help too, the DPS buff doesn't warrant their use against RF Fusion because of the tracking nerf.

Basically, no one uses Hail unless that's all they have in cargohold for short-range Explosive damage.
Harvey James
The Sengoku Legacy
#8 - 2014-10-29 15:37:20 UTC
despite them being a little weak on damage .. the ability too cater what damage type you like can often make up for any raw dps lost .. being immune too neuts is also very powerful.. they still track better than lasers so they fine on that score..

i think they have the most choice with ammo .. perhaps a 6 second reload timer might offer a nice useful buff.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

SMT008
Deep Core Mining Inc.
Caldari State
#9 - 2014-10-29 15:45:45 UTC
Harvey James wrote:
despite them being a little weak on damage .. the ability too cater what damage type you like can often make up for any raw dps lost .. being immune too neuts is also very powerful.. they still track better than lasers so they fine on that score..

i think they have the most choice with ammo .. perhaps a 6 second reload timer might offer a nice useful buff.


Being able to choose damage type is great, that's for sure. It doesn't really make up for any raw DPS lost due to pathetic ranges, but it does at short-range.

Being immune to neuts is cool. Not very powerful, but cool.

Neut-ranges are pretty short, and in the kiting meta, you basically don't care at all about neuting. In the brawling meta, Blasters supported by a heavy cap-booster are usually better than ACs.

They track better than the weapon that tracks the least, true. Thank God for that Straight
Stitch Kaneland
The Tuskers
The Tuskers Co.
#10 - 2014-10-29 15:59:04 UTC
SMT008 wrote:
Small Projectiles are mostly fine.

Large Projectiles could use some help, MAYBE.

Medium Projectiles are sub-par and don't fit in the current meta at all.

At short-range, there is simply no reason to use them when blasters are better at everything.

At kiting-range, they are massively outgunned by all the newly-buffed medium-sized weapons, and they're so close to blasters in terms of damage projection that they shouldn't be considered kiting weapons at all.

Sub-par in pretty much every situation, and not versatile enough to warrant their use.

Needs more falloff, as more damage would be problematic vs Blasters.

Also, about the ammo, optimal modifier should matter for arties, and there should be a falloff modifier too, that should apply to ACs.

Currently, AC boats only use Fusion, EMP and Barrage.

Hail could use some help too, the DPS buff doesn't warrant their use against RF Fusion because of the tracking nerf.

Basically, no one uses Hail unless that's all they have in cargohold for short-range Explosive damage.


Hail is useful only against larger targets, or scram/webbed targets. This is a common theme with all weapon systems (void, conflag, and rage/fury missiles)

So no problems there. I think a 10-15% falloff bonus to ac is a better start than 20-30%. That would make kiting with small acs viable and not overpower mediums. Also 10-15% wont cause as huge of a change with barrage and double TE fits.

As it stands now, my vaga can shoot out to 38ish KM with barrage and 2 TE using 220s. With these changes it would be around 40-42km. With a 30%buff you would see near 50 in some casee, which is a bit much.

I do agree though, ac application at point range needs to be tweaked slightly. 550 dps vaga doing 200-300 dps with 2 application mods makes me sad. Great for killing frigs, anything else.. not so much. Especially if theyre active tanked.
Daichi Yamato
Jabbersnarks and Wonderglass
#11 - 2014-10-29 16:04:03 UTC
SMT008 wrote:


At short-range, there is simply no reason to use them when blasters are better at everything.



Bearing in mind blasters are meant for brawling, AC's stiil give you better damage against most AF's, HACs and T3's, give you more choice in ranges to engage in and immunity to neuts is more than cool when youre not in a 1v1. It becomes a big deal and in fact a counter to neuts in gang and fleet fights.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Badman Lasermouse
Run and Gun Mercenary Corps
#12 - 2014-10-29 16:13:39 UTC
Lets talk about mediums on non-falloff bonused hulls.

Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.

Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.

Blasters, loaded with Null, can still outdamage autocannons within 20km.


Where exactly is that sweet spot where autocannons outperform blasters or lasers?

It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.

Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range.

-Badman

SMT008
Deep Core Mining Inc.
Caldari State
#13 - 2014-10-29 16:30:48 UTC
Daichi Yamato wrote:
SMT008 wrote:


At short-range, there is simply no reason to use them when blasters are better at everything.



Bearing in mind blasters are meant for brawling, AC's stiil give you better damage against most AF's, HACs and T3's, give you more choice in ranges to engage in and immunity to neuts is more than cool when youre not in a 1v1. It becomes a big deal and in fact a counter to neuts in gang and fleet fights.


Indeed, you have more choice in ranges to engage in.

You can engage at close range, and you get killed because well, blasters are king at that kind of thing.

You can engage at point-range, and unless you have a falloff bonused ship, you're not hitting anything. And if you do, you barely do enough damage to actually matter. Should have taken a ship that actually does DPS at range and not a lousy Vagabond.

There goes the choice.

When I say immunity to neuts, what I'm saying is that few ships fit neuts, and the ones that do are easy to recognize. You can just stay out of their range, which aren't really impressive compared to weapon ranges.

So yeah, in theory, you're immune to neut. In reality, not so much.

A blastership is under neut pressure from whatever ship you want. It has a capbooster most of the time, and can mitigate the effect of neuting so that it isn't really a problem. If it's an Ashimmu or a Bhaalgorn neuting you, well, you'll die like you would have died with most AC ships.

An AC ship under neut pressure loses his prop, which is about 80% of the ship. He can't point, can't get his hardeners/invuls/whatever module he has and quickly gets killed. Sure, he can shoot for the whole 15 seconds his ship will take to die.

You can shoot while being neuted, but it isn't the super important thing that will make me choose ACs over Blasters.

Shooting at targets happens 100% of the time. How much of that time are you under neut pressure ?

So yeah, I'd pick the weapon that is the best at killing the enemy.
Daichi Yamato
Jabbersnarks and Wonderglass
#14 - 2014-10-29 17:01:54 UTC
Badman Lasermouse wrote:

Where exactly is that sweet spot where autocannons outperform blasters or lasers?



you said it yourself, less dps, more range and with better tracking. oh and selectable damage types and immunity to neuts.

tell me what your null dps does to a kitey ishtar gang compared to EMP or Barrage? or IN-MF does to a brawl gang with geddon support.

@SMT

again youre thinking of 1v1 situations.

many, MANY ships fit neuts. there is a very healthy neut vexor navy/ishtar/geddon/prophecy meta out there. And when your fighting for territory rather than a 1v1 you dont always have that luxury of 'Oh well i can see on D-scan you've countered my ship so ill just leave now'.

The sheer versatility the autocannon provides, that sweet spot middle ground and robust resistance to neuts is an excellent conservative choice when you cant always pick your fights and dont know what youre coming up against.

You come with brawlers? ill pull range, i dont need to refit nor even swap ammo save to poke your resist hole
You come with lasers? ill close range and brawl you down, again i dnt really need to refit change ammo.
You come in a shield ishtar? Thats ok you're still in fall off, i still track ok and i can poke that resist hole.
Your gang is heavy on neuts? That's alright, wasnt using that prop mod when im scrammed and webbed anyways and logi keeps me alive.

other weapons dont have these 'on the fly' answers. so yeah, if you know what youre fighting and can pick those fights, by all means pick the right weapon for the job.

But if you dont know what the enemy are bringing before you have a chance to refit or reship, and you dont have a choice as to whether you take the fight or not because youre needed to defend something more meaningful than your killboard, then auto-cannons (along side missiles) are an excellent choice for being a jack of all trades, master of none.

TL:DR
the strength of autocannons is changing tactics on the fly and being difficult to counter.

AC's may not be as good as other weapons when they are at their best, but they are a whole lot better than other weapons at their worst.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Umino Iruka
#15 - 2014-10-29 17:27:36 UTC
I agree projectile guns need a buff.

The lack of optimal makes the already ****** autocannon dps even worse.

As far as artillery goes, I believe the biggest problem is the lack of minmatar ships with bonuses to optimal and tracking - you always get that stupid falloff bonus just to make sure the ship can use autocannons as well.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#16 - 2014-10-29 17:33:10 UTC
Daichi Yamato wrote:
Badman Lasermouse wrote:

Where exactly is that sweet spot where autocannons outperform blasters or lasers?



you said it yourself, less dps, more range and with better tracking. oh and selectable damage types and immunity to neuts.

tell me what your null dps does to a kitey ishtar gang compared to EMP or Barrage? or IN-MF does to a brawl gang with geddon support.

@SMT

again youre thinking of 1v1 situations.

many, MANY ships fit neuts. there is a very healthy neut vexor navy/ishtar/geddon/prophecy meta out there. And when your fighting for territory rather than a 1v1 you dont always have that luxury of 'Oh well i can see on D-scan you've countered my ship so ill just leave now'.

The sheer versatility the autocannon provides, that sweet spot middle ground and robust resistance to neuts is an excellent conservative choice when you cant always pick your fights and dont know what youre coming up against.

You come with brawlers? ill pull range, i dont need to refit nor even swap ammo save to poke your resist hole
You come with lasers? ill close range and brawl you down, again i dnt really need to refit change ammo.
You come in a shield ishtar? Thats ok you're still in fall off, i still track ok and i can poke that resist hole.
Your gang is heavy on neuts? That's alright, wasnt using that prop mod when im scrammed and webbed anyways and logi keeps me alive.

other weapons dont have these 'on the fly' answers. so yeah, if you know what youre fighting and can pick those fights, by all means pick the right weapon for the job.

But if you dont know what the enemy are bringing before you have a chance to refit or reship, and you dont have a choice as to whether you take the fight or not because youre needed to defend something more meaningful than your killboard, then auto-cannons (along side missiles) are an excellent choice for being a jack of all trades, master of none.

TL:DR
the strength of autocannons is changing tactics on the fly and being difficult to counter.

AC's may not be as good as other weapons when they are at their best, but they are a whole lot better than other weapons at their worst.


Good points.

The reason why a slight bump in base falloff for acs is being talked about is because dps at your desired engagement is less than desirable. As an example, the vagabond, with its falloff bonus is only applying 40-60% of its dps at 20-25km depending on application mods with faction ammo.

Out of the 550 paper dps my fit has (with x2 TE), its applying around 300 with faction and 350-375 with barrage. Perfect for frig hunting. But almost any active tank can out rep that dps. Meaning im highly vulnerable to their gang warping in and have to either run or try to get closer to apply meaningful dps. Which we all know a kiting ship that is hard tackled, is a dead kiting ship.

By increasing base ac falloff by maybe 10-15% would help shift the applied dps into the desired engagement range. We are probably talking an increase of 40-75 dps at 24km. From there we can determine if more tweaks are needed.

Having selectable damage is nice, but when you cant break a dual rep vexors tank with a HAC, then it doesnt matter much.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#17 - 2014-10-29 17:40:56 UTC
Umino Iruka wrote:
I agree projectile guns need a buff.

The lack of optimal makes the already ****** autocannon dps even worse.

As far as artillery goes, I believe the biggest problem is the lack of minmatar ships with bonuses to optimal and tracking - you always get that stupid falloff bonus just to make sure the ship can use autocannons as well.


The biggest issue with arty is the damn fitting. Cant fit small or medium arty on ships thay are bonused for it without fitting mods or implants. Keep in mind, these are ships designed to use artillery. One ACR is fine, but needing 2 t2 ACRs and sometimes a fitting implant just to some form of tank with arty is rediculous.

If arty was a feasible weapon system like rails, i wouldnt care about acs wimpy applied dps, because id have arty with 20km optimals and 30ish falloff.
Catherine Laartii
Doomheim
#18 - 2014-10-29 17:52:23 UTC
It would be MUCH more feasable to keep their total range intact, but shift more falloff into optimal. Aside from that, I would actually like to see lasers get the highest tracking speed of all the turret classes because they shoot light not mass projectiles...
James Baboli
Warp to Pharmacy
#19 - 2014-10-29 18:35:06 UTC
Stitch Kaneland wrote:
Umino Iruka wrote:
I agree projectile guns need a buff.

The lack of optimal makes the already ****** autocannon dps even worse.

As far as artillery goes, I believe the biggest problem is the lack of minmatar ships with bonuses to optimal and tracking - you always get that stupid falloff bonus just to make sure the ship can use autocannons as well.


The biggest issue with arty is the damn fitting. Cant fit small or medium arty on ships thay are bonused for it without fitting mods or implants. Keep in mind, these are ships designed to use artillery. One ACR is fine, but needing 2 t2 ACRs and sometimes a fitting implant just to some form of tank with arty is rediculous.

If arty was a feasible weapon system like rails, i wouldnt care about acs wimpy applied dps, because id have arty with 20km optimals and 30ish falloff.


medium arty on anything but a loki or PvE cane (or variant there-of) is almost exstinct for these very reasons, and god help you if you try to create an armor loki with plate, guns and prop, even with the PG subsystem. This seems to be a much more important thing to fix for me. That said, medium ACs are also in a terrible place.

Catherine Laartii wrote:
It would be MUCH more feasable to keep their total range intact, but shift more falloff into optimal. Aside from that, I would actually like to see lasers get the highest tracking speed of all the turret classes because they shoot light not mass projectiles...


If they give up something else for it, like making actual fairly massy solid slugs to become the ultimate in applied damage at long range rather than a weapon which should have a fairly strong reduction in damage at range because of the angular nature of beam coherence and subsequently energy density at range inherent to lasers.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

TheMercenaryKing
Collapsed Out
Pandemic Legion
#20 - 2014-10-29 18:49:01 UTC  |  Edited by: TheMercenaryKing
Badman Lasermouse wrote:
Lets talk about mediums on non-falloff bonused hulls.

Currently, an armor Rupture or Cane (without multiple TE's) with 220's will have a falloff of around 12km using short range high damage ammo. With Barrage loaded and ~100 less DPS that number jumps to about 20km. So that means, at around 20km your average autocannon boat is doing about half their already anemic DPS.

Pulse Lasers will do FULL DPS out to 30km with scorch, albeit with slightly worse tracking.

Blasters, loaded with Null, can still outdamage autocannons within 20km.


Where exactly is that sweet spot where autocannons outperform blasters or lasers?

It doesn't exist. In Frigate Fights scram range kiting is a viable tactic, however once you jump up to mediums, holding your target at 10KM gives the autocannon pilot no advantage, as the blasterboat with null still outdamages, and outracks your high damage short range ammo.

Extending an autocannons falloff will not give Mini pilots a significant advantage, however it will give a skilled pilot a chance to compete against a Blaster Boat by controlling range, or at the very least hit a Laser Boat that is applying its Full DPS to them at range.


Lasers use cap. Hybrid use cap. Projectiles do not use cap.
Lasers have 2 damage types constantly. Hybrids have 2 damage types constantly. Projectiles have 4 damage types it can select from (plus up to 2 additional damage types per charge).

lets look at 425 vs Neutron vs pulse:
Tracking: Neutron > 425 > Pulse
Range: Pulse > 425 > Neutron
non-bonused damage: Neutron > Pulse > 425
Fitting Costs: Pulse > Neutron > 425 (425s use less fittings)

So you get good tracking and good range with low fitting costs, no cap usage, and select-able damage types in exchange for DPS.

Also the reason that projects have a small optimal and long fall off is that they loose damage over distance much less. They lose damage sooner because of it, but they do not loose as much damage as lasers and hybrid per km in falloff.
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