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[Autocannons] A Balance Suggestion

Author
Stitch Kaneland
The Tuskers
The Tuskers Co.
#281 - 2014-12-23 13:12:55 UTC
baltec1 wrote:
Arla Sarain wrote:
baltec1 wrote:
It is also not a good idea to start trying to say people who disagree with you don't know how to play the game when the same people are well known for their ability to get ships to do seemingly impossible things.

Selectable damage has been argued against. Range too.
EFT is a poor metric, but market trends are not an indication of poor choice? Cmon. Just cause people buy stuff in bulk doesn't mean they do it for good reasons.
I bought packs of A/Cs and A/C ships.

The part where A/Cs have "double the range of blasters" - that's bollocks. Barrage loaded 200mm A/Cs with 2 falloff rigs are still not even double the range of Null loaded neutrons. No range bonuses on either of the hulls. The range bonus is at most 50%.

The common pattern is 25% more tracking for blasters and 25% more range for A/Cs. The latter is trivial. Blasters have 35% higher damage to boot. The the following doesn't require EFT - damage drop due to range is not linear. The 25% more falloff that A/Cs get does not compensate for damage Null blasters have over barrage A/Cs.

Fighting at the edge of falloff can't be taken seriously.


Neutron blasters are effective up to 30km, 800mm are effective out to 60.

Tracking wise, blaster get higher tracking due to having to deal with ships at much closer range. Autos have more range which means the strain of tracking targets is less than on blasters. This is why the canes loaded with sabot dominated roaming gangs for several years. Incidentally, nothing changed with them in terms of their firepower, they are just as deadly today as they were before. Both the Jag and Wolf are among the best frigates out there for both fleet and solo work. The rupture, stabber, fleet stabber and fleet scythe are all fully able to hold their own. The tornado is king of the alpha gankers. The pest is one of the few battleships that can solo effectively and the Mael is still by far the most effective fleet alpha boat and would still dominate null doctrines if not for the issues with shield ships and bombs.

The problem with people here is that they don't like the fact that all of the other ships are not as helpless as they used to be.


Do you even check what you say? Lets compare talos with tornado.

http://i1331.photobucket.com/albums/w591/Stitch156/talosvstornado_zps136c3122.png Talos is green, nado is red.

The talos, WITHOUT any range bonuses on hull, stomps a/c in dps and application all the way out to 55km with null. The Tornado with faction with a fall-off bonus is quite below what the talos can output. With barrage, a/c start to out dps blasters at 40km. By then though, i would need to sink an RF point and links to actually tackle the talos with the nado at the range i would start to out dps them. Talos will track me better than i can it, since it has tracking bonus. Tanks are comparable (both shield fit).

Hurricanes kited, but not with sabot, you only have like 17km fall-off when using sabot, doing a whole 350ish dps. Maybe they could have used sabot when brawling smaller targets, since thats all i use it for on my nado. Hurricanes used to kite before TE nerf/nano nerf, that is not the case anymore. The only time i see hurricanes is fitted with artillery and camping gates. I see the occasional gank cane, but still rarer than i see myrm, talos, brutix, drakes, cyclones etc.

Explain how the wolf and jag are best for solo and fleet work, i'm curious how you came to that conclusion? The wolf has 2 mids, meaning, anything with a web could pull range on it, and it has a pathetic fall-off bonus, meaning you have to be within 10km to apply meaningful dps. Which comes back to the web thing. And if jag is so good for fleet work, why are you guys using harpies? I've never once seen a jag doctrine (could be that i haven't been in a fleet for a year, but still, never read about one before). Could it be because a/c's apply meaningless dps at the ranges you guys fight at? Or that you can't fit artillery and a tank to it like you can harpies with rails?

This is a discussion about a/c, not artillery. So your point on nado and maelstrom alpha fits is irrelevant. Where are the a/c maelstrom and nado doctrines? They don't exist because a/c fall-off gives **** dps at engagement ranges and is not favorable for fleet work. If i recall, the TFI doctrine uses artillery (correct me if i'm wrong, i don't study everyone's doctrines).

You are still missing the point. The only buff a/c's need is to their base fall-off, to shift their dps curve into a medium engagement range, instead of being right in blaster range with null, which blasters are supposed to be short range weapons, but as shown in the example above, out dps a/c's in all relevant ranges. Not asking for a damage, RoF, tracking buff, just simply a 10-20% fall-off increase to base a/c stats. In the big picture, you're talking 2-4km increase and maybe shifting dps 50-75 out at point range. This is not game-breaking, or trying to get the FOTM back, its so a/c's have a role that aren't outperformed by blasters.
baltec1
Bat Country
Pandemic Horde
#282 - 2014-12-23 13:21:32 UTC  |  Edited by: baltec1
Stitch Kaneland wrote:
baltec1 wrote:
Arla Sarain wrote:
baltec1 wrote:
It is also not a good idea to start trying to say people who disagree with you don't know how to play the game when the same people are well known for their ability to get ships to do seemingly impossible things.

Selectable damage has been argued against. Range too.
EFT is a poor metric, but market trends are not an indication of poor choice? Cmon. Just cause people buy stuff in bulk doesn't mean they do it for good reasons.
I bought packs of A/Cs and A/C ships.

The part where A/Cs have "double the range of blasters" - that's bollocks. Barrage loaded 200mm A/Cs with 2 falloff rigs are still not even double the range of Null loaded neutrons. No range bonuses on either of the hulls. The range bonus is at most 50%.

The common pattern is 25% more tracking for blasters and 25% more range for A/Cs. The latter is trivial. Blasters have 35% higher damage to boot. The the following doesn't require EFT - damage drop due to range is not linear. The 25% more falloff that A/Cs get does not compensate for damage Null blasters have over barrage A/Cs.

Fighting at the edge of falloff can't be taken seriously.


Neutron blasters are effective up to 30km, 800mm are effective out to 60.

Tracking wise, blaster get higher tracking due to having to deal with ships at much closer range. Autos have more range which means the strain of tracking targets is less than on blasters. This is why the canes loaded with sabot dominated roaming gangs for several years. Incidentally, nothing changed with them in terms of their firepower, they are just as deadly today as they were before. Both the Jag and Wolf are among the best frigates out there for both fleet and solo work. The rupture, stabber, fleet stabber and fleet scythe are all fully able to hold their own. The tornado is king of the alpha gankers. The pest is one of the few battleships that can solo effectively and the Mael is still by far the most effective fleet alpha boat and would still dominate null doctrines if not for the issues with shield ships and bombs.

The problem with people here is that they don't like the fact that all of the other ships are not as helpless as they used to be.


Do you even check what you say? Lets compare talos with tornado.

http://i1331.photobucket.com/albums/w591/Stitch156/talosvstornado_zps136c3122.png Talos is green, nado is red.

The talos, WITHOUT any range bonuses on hull, stomps a/c in dps and application all the way out to 55km with null. The Tornado with faction with a fall-off bonus is quite below what the talos can output. With barrage, a/c start to out dps blasters at 40km. By then though, i would need to sink an RF point and links to actually tackle the talos with the nado at the range i would start to out dps them. Talos will track me better than i can it, since it has tracking bonus. Tanks are comparable (both shield fit).

Hurricanes kited, but not with sabot, you only have like 17km fall-off when using sabot, doing a whole 350ish dps. Maybe they could have used sabot when brawling smaller targets, since thats all i use it for on my nado. Hurricanes used to kite before TE nerf/nano nerf, that is not the case anymore. The only time i see hurricanes is fitted with artillery and camping gates. I see the occasional gank cane, but still rarer than i see myrm, talos, brutix, drakes, cyclones etc.

Explain how the wolf and jag are best for solo and fleet work, i'm curious how you came to that conclusion? The wolf has 2 mids, meaning, anything with a web could pull range on it, and it has a pathetic fall-off bonus, meaning you have to be within 10km to apply meaningful dps. Which comes back to the web thing. And if jag is so good for fleet work, why are you guys using harpies? I've never once seen a jag doctrine (could be that i haven't been in a fleet for a year, but still, never read about one before). Could it be because a/c's apply meaningless dps at the ranges you guys fight at? Or that you can't fit artillery and a tank to it like you can harpies with rails?

This is a discussion about a/c, not artillery. So your point on nado and maelstrom alpha fits is irrelevant. Where are the a/c maelstrom and nado doctrines? They don't exist because a/c fall-off gives **** dps at engagement ranges and is not favorable for fleet work. If i recall, the TFI doctrine uses artillery (correct me if i'm wrong, i don't study everyone's doctrines).

You are still missing the point. The only buff a/c's need is to their base fall-off, to shift their dps curve into a medium engagement range, instead of being right in blaster range with null, which blasters are supposed to be short range weapons, but as shown in the example above, out dps a/c's in all relevant ranges. Not asking for a damage, RoF, tracking buff, just simply a 10-20% fall-off increase to base a/c stats. In the big picture, you're talking 2-4km increase and maybe shifting dps 50-75 out at point range. This is not game-breaking, or trying to get the FOTM back, its so a/c's have a role that aren't outperformed by blasters.


I was answering what I quoted. Before you accuse others of not reading you should probably read what you are responding to first.

As for your idea, it doesn't seem the bulk of people in this thread agree with you given that they think the AC stabber is no good, a ship with a 50% bonus to falloff.
Goldensaver
Maraque Enterprises
Just let it happen
#283 - 2014-12-23 13:55:51 UTC  |  Edited by: Goldensaver
Stitch Kaneland wrote:

Do you even check what you say? Lets compare talos with tornado.

http://i1331.photobucket.com/albums/w591/Stitch156/talosvstornado_zps136c3122.png Talos is green, nado is red.

The talos, WITHOUT any range bonuses on hull, stomps a/c in dps and application all the way out to 55km with null. The Tornado with faction with a fall-off bonus is quite below what the talos can output. With barrage, a/c start to out dps blasters at 40km. By then though, i would need to sink an RF point and links to actually tackle the talos with the nado at the range i would start to out dps them. Talos will track me better than i can it, since it has tracking bonus. Tanks are comparable (both shield fit).

Hurricanes kited, but not with sabot, you only have like 17km fall-off when using sabot, doing a whole 350ish dps. Maybe they could have used sabot when brawling smaller targets, since thats all i use it for on my nado. Hurricanes used to kite before TE nerf/nano nerf, that is not the case anymore. The only time i see hurricanes is fitted with artillery and camping gates. I see the occasional gank cane, but still rarer than i see myrm, talos, brutix, drakes, cyclones etc.

Explain how the wolf and jag are best for solo and fleet work, i'm curious how you came to that conclusion? The wolf has 2 mids, meaning, anything with a web could pull range on it, and it has a pathetic fall-off bonus, meaning you have to be within 10km to apply meaningful dps. Which comes back to the web thing. And if jag is so good for fleet work, why are you guys using harpies? I've never once seen a jag doctrine (could be that i haven't been in a fleet for a year, but still, never read about one before). Could it be because a/c's apply meaningless dps at the ranges you guys fight at? Or that you can't fit artillery and a tank to it like you can harpies with rails?

This is a discussion about a/c, not artillery. So your point on nado and maelstrom alpha fits is irrelevant. Where are the a/c maelstrom and nado doctrines? They don't exist because a/c fall-off gives **** dps at engagement ranges and is not favorable for fleet work. If i recall, the TFI doctrine uses artillery (correct me if i'm wrong, i don't study everyone's doctrines).

You are still missing the point. The only buff a/c's need is to their base fall-off, to shift their dps curve into a medium engagement range, instead of being right in blaster range with null, which blasters are supposed to be short range weapons, but as shown in the example above, out dps a/c's in all relevant ranges. Not asking for a damage, RoF, tracking buff, just simply a 10-20% fall-off increase to base a/c stats. In the big picture, you're talking 2-4km increase and maybe shifting dps 50-75 out at point range. This is not game-breaking, or trying to get the FOTM back, its so a/c's have a role that aren't outperformed by blasters.


Not to detract from the point you're trying to make, but in comparing the primary weapon system you would typically remove drones from the DPS graphs. At least I'm fairly certain that the loss of drone control at 60km is why you have a sudden cliff of a DPS drop as opposed to the nice curve we've had for the rest of the graph. Yes the Talos does outdamage the Tornado at just about all ranges, but the argument is typically Blasters vs Autocannons, not Blasters+Drones vs Autocannons.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#284 - 2014-12-23 14:03:56 UTC  |  Edited by: Stitch Kaneland
baltec1 wrote:
Stitch Kaneland wrote:
baltec1 wrote:
Arla Sarain wrote:
baltec1 wrote:
It is also not a good idea to start trying to say people who disagree with you don't know how to play the game when the same people are well known for their ability to get ships to do seemingly impossible things.

Selectable damage has been argued against. Range too.
EFT is a poor metric, but market trends are not an indication of poor choice? Cmon. Just cause people buy stuff in bulk doesn't mean they do it for good reasons.
I bought packs of A/Cs and A/C ships.

The part where A/Cs have "double the range of blasters" - that's bollocks. Barrage loaded 200mm A/Cs with 2 falloff rigs are still not even double the range of Null loaded neutrons. No range bonuses on either of the hulls. The range bonus is at most 50%.

The common pattern is 25% more tracking for blasters and 25% more range for A/Cs. The latter is trivial. Blasters have 35% higher damage to boot. The the following doesn't require EFT - damage drop due to range is not linear. The 25% more falloff that A/Cs get does not compensate for damage Null blasters have over barrage A/Cs.

Fighting at the edge of falloff can't be taken seriously.


Neutron blasters are effective up to 30km, 800mm are effective out to 60.

Tracking wise, blaster get higher tracking due to having to deal with ships at much closer range. Autos have more range which means the strain of tracking targets is less than on blasters. This is why the canes loaded with sabot dominated roaming gangs for several years. Incidentally, nothing changed with them in terms of their firepower, they are just as deadly today as they were before. Both the Jag and Wolf are among the best frigates out there for both fleet and solo work. The rupture, stabber, fleet stabber and fleet scythe are all fully able to hold their own. The tornado is king of the alpha gankers. The pest is one of the few battleships that can solo effectively and the Mael is still by far the most effective fleet alpha boat and would still dominate null doctrines if not for the issues with shield ships and bombs.

The problem with people here is that they don't like the fact that all of the other ships are not as helpless as they used to be.


Do you even check what you say? Lets compare talos with tornado.

http://i1331.photobucket.com/albums/w591/Stitch156/talosvstornado_zps136c3122.png Talos is green, nado is red.

The talos, WITHOUT any range bonuses on hull, stomps a/c in dps and application all the way out to 55km with null. The Tornado with faction with a fall-off bonus is quite below what the talos can output. With barrage, a/c start to out dps blasters at 40km. By then though, i would need to sink an RF point and links to actually tackle the talos with the nado at the range i would start to out dps them. Talos will track me better than i can it, since it has tracking bonus. Tanks are comparable (both shield fit).

Hurricanes

Explain how the wolf and jag are best for solo and fleet work, i'm curious how you came to that conclusion? The wolf has 2 mids, meaning, anything with a web could pull range on it, and it has a pathetic fall-off bonus, meaning you have to be within 10km to apply meaningful dps. Which comes back to the web thing. And if jag is so good for fleet work, why are you guys using harpies? I've never once seen a jag doctrine (could be that i haven't been in a fleet for a year, but still, never read about one before). Could it be because a/c's apply meaningless dps at the ranges you guys fight at? Or that you can't fit artillery and a tank to it like you can harpies with rails?

This is a discussion about a/c, not artillery. So your point on nado and maelstrom alpha fits is irrelevant. Where are the a/c maelstrom and nado doctrines? They don't exist because a/c fall-off gives **** dps at engagement ranges and is not favorable for fleet work. If i recall, the TFI doctrine uses artillery (correct me if i'm wrong, i don't study everyone's doctrines).

You are still missing the point. The only buff a/c's need is to their base fall-off, to shift their dps curve into a medium engagement range, instead of being right in blaster range with null, which blasters are supposed to be short range weapons, but as shown in the example above, out dps a/c's in all relevant ranges. Not asking for a damage, RoF, tracking buff, just simply a 10-20% fall-off increase to base a/c stats. In the big picture, you're talking 2-4km increase and maybe shifting dps 50-75 out at point range. This is not game-breaking, or trying to get the FOTM back, its so a/c's have a role that aren't outperformed by blasters.


I was answering what I quoted. Before you accuse others of not reading you should probably read what you are responding to first.

As for your idea, it doesn't seem the bulk of people in this thread agree with you given that they think the AC stabber is no good, a ship with a 50% bonus to falloff.


No? I said do you even check what you say about blasters being less effective at range than acs. Which as shown, is not the case. So i stated if you check what you say cause you are way off in terms of ranges with blasters. A part of me wants to believe that you still think this is the age of winmatar, when its not. Minmatar have been consistently nerfed for the past couple years. Some indirect nerfing, like other ships being faster or equal in speed.

Also if you read (now i said it), i dont expect acs to do full damage at kite range. That what lasers do currently. But their dps curve needs to shift towards the medium engagement range to apply meaningful dps. Its the subject of the OP, how could they not agree?

Also, still waiting on your explanation of what you stated. I can say arbitrary things too, doesnt make it true.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#285 - 2014-12-23 14:05:35 UTC  |  Edited by: Stitch Kaneland
Goldensaver wrote:
Stitch Kaneland wrote:

Do you even check what you say? Lets compare talos with tornado.

http://i1331.photobucket.com/albums/w591/Stitch156/talosvstornado_zps136c3122.png Talos is green, nado is red.

The talos, WITHOUT any range bonuses on hull, stomps a/c in dps and application all the way out to 55km with null. The Tornado with faction with a fall-off bonus is quite below what the talos can output. With barrage, a/c start to out dps blasters at 40km. By then though, i would need to sink an RF point and links to actually tackle the talos with the nado at the range i would start to out dps them. Talos will track me better than i can it, since it has tracking bonus. Tanks are comparable (both shield fit).

Hurricanes kited, but not with sabot, you only have like 17km fall-off when using sabot, doing a whole 350ish dps. Maybe they could have used sabot when brawling smaller targets, since thats all i use it for on my nado. Hurricanes used to kite before TE nerf/nano nerf, that is not the case anymore. The only time i see hurricanes is fitted with artillery and camping gates. I see the occasional gank cane, but still rarer than i see myrm, talos, brutix, drakes, cyclones etc.

Explain how the wolf and jag are best for solo and fleet work, i'm curious how you came to that conclusion? The wolf has 2 mids, meaning, anything with a web could pull range on it, and it has a pathetic fall-off bonus, meaning you have to be within 10km to apply meaningful dps. Which comes back to the web thing. And if jag is so good for fleet work, why are you guys using harpies? I've never once seen a jag doctrine (could be that i haven't been in a fleet for a year, but still, never read about one before). Could it be because a/c's apply meaningless dps at the ranges you guys fight at? Or that you can't fit artillery and a tank to it like you can harpies with rails?

This is a discussion about a/c, not artillery. So your point on nado and maelstrom alpha fits is irrelevant. Where are the a/c maelstrom and nado doctrines? They don't exist because a/c fall-off gives **** dps at engagement ranges and is not favorable for fleet work. If i recall, the TFI doctrine uses artillery (correct me if i'm wrong, i don't study everyone's doctrines).

You are still missing the point. The only buff a/c's need is to their base fall-off, to shift their dps curve into a medium engagement range, instead of being right in blaster range with null, which blasters are supposed to be short range weapons, but as shown in the example above, out dps a/c's in all relevant ranges. Not asking for a damage, RoF, tracking buff, just simply a 10-20% fall-off increase to base a/c stats. In the big picture, you're talking 2-4km increase and maybe shifting dps 50-75 out at point range. This is not game-breaking, or trying to get the FOTM back, its so a/c's have a role that aren't outperformed by blasters.


Not to detract from the point you're trying to make, but in comparing the primary weapon system you would typically remove drones from the DPS graphs. At least I'm fairly certain that the loss of drone control at 60km is why you have a sudden cliff of a DPS drop as opposed to the nice curve we've had for the rest of the graph. Yes the Talos does outdamage the Tornado at just about all ranges, but the argument is typically Blasters vs Autocannons, not Blasters+Drones vs Autocannons.


Good point. It was a rush job this morning. Forgot to remove them. blasters still out dps at ranges regardless of the drones. Its 5 warriors in the graph, which is like 80dps i think.
baltec1
Bat Country
Pandemic Horde
#286 - 2014-12-23 14:21:20 UTC
Stitch Kaneland wrote:


No? I said do you even check what you say about blasters being less effective at range than acs. Which as shown, is not the case. So i stated if you check what you say cause you are way off in terms of ranges with blasters. A part of me wants to believe that you still think this is the age of winmatar, when its not. Minmatar have been consistently for the past couple years. Some indirect nerfing, like other ships being faster or equal in speed.


It is not the age of winmatar it is the first age of balance. I know blasters inside and out and I will let you in on a secret, EFT lies. It might take the numbers but in practice things happen differently.
Stitch Kaneland wrote:

Also if you read (now i said it), i dont expect acs to do full damage at kite range. That what lasers do currently. But their dps curve needs to shift towards the medium engagement range to apply meaningful dps. Its the subject of the OP, how could they not agree?

Also, still waiting on your explanation of what you stated. I can say arbitrary things too, doesnt make it true.


What I say isn't arbitrary, its what happens in game. So far over the last page we have had people say AC ships are so bad nobody flys them. I point out the two most deadly ships both use AC and people make excuse like they fly in fleets. I point out that just as many AC hulls are sold as other ships in their class and people come back with some tosh about people buy them but dont use them. I give a list of ships currently in wide use and then you come at me with a bunch of examples of hulls with poor fits or being used badly.

The reason why you are not getting any blue tags in here is the same reason why all of those 100+ page anti-ganker threads got none. You don't have a case. In the end, the ships are all balanced with eachother and that has taken away the safety net you used to have for when you make mistakes.
Badman Lasermouse
Run and Gun Mercenary Corps
#287 - 2014-12-23 14:41:34 UTC
Baltec, thanks for derailing my thread and turning it into this. If you could stop commenting on it completely I'd appreciate it.

Bottom line here is Im proposing a buff to the falloff of autocannons, the issue is whether that would improve the current meta, or break the game. The majority of opinions seem to think it would improve the meta, with a few exceptions.

-Badman

Jack Oam
Close Encounters of the EVE Kind
Goonswarm Federation
#288 - 2014-12-23 14:54:27 UTC  |  Edited by: Jack Oam
Badman Lasermouse wrote:


I'm only asking for about 10km in falloff here guys. I think its reasonable for a Hurricane to be able to do more than 250 DPS at 20km with AC's.

Badman


would you ask same for blasters? why not?
Want more falloff take ship with falloff bonuses, or increase falloff with modules.

if anything medium artillery sucks dps wise

some data:
t3 with 6 long range guns 3 damage mods and dps subsystem, all 5 skills, short range t1 ammo
ship/dps/optimal/falloff/ half damage / optimal+falloff
proteus: 580 18/23 290/41
legion: 588 23/10 294/33
tengu: 483 36/15 241/51
loki: 397 23/22 198/45
411 15/33 205/48


same for short range guns:
ship/dps/optimal/falloff/ half damage / optimal+falloff
proteus: 645 2.3/9.4 322/11.7
legion: 538 12/6.3 269/18.3
tengu: 537 4.5/6.3 268/10.8
loki: 494 1.5/18 247/19.5
470 2.3/12 235/14.3
Arla Sarain
#289 - 2014-12-23 14:57:19 UTC
Point from the discussion is that
A/Cs advantage is profound on select cruiser hulls and BS level where TEs can be fit.
Less so on frigate level, especially on hulls with tracking bonuses. Falloff bonused ships can manage (rifter/wolf), jaguar has enough slots to pull some magic off.
Part of the issue on frigate size is scram/web being constant throughout all ship sizes. If you are scram webbed on BS level you are in blaster optimal anyway.
But on frig level null reaches out to scram kite range and the advantage of barrage A/Cs don't matter anymore.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#290 - 2014-12-23 14:59:06 UTC  |  Edited by: Stitch Kaneland
baltec1 wrote:
Stitch Kaneland wrote:


No? I said do you even check what you say about blasters being less effective at range than acs. Which as shown, is not the case. So i stated if you check what you say cause you are way off in terms of ranges with blasters. A part of me wants to believe that you still think this is the age of winmatar, when its not. Minmatar have been consistently for the past couple years. Some indirect nerfing, like other ships being faster or equal in speed.


It is not the age of winmatar it is the first age of balance. I know blasters inside and out and I will let you in on a secret, EFT lies. It might take the numbers but in practice things happen differently.
Stitch Kaneland wrote:

Also if you read (now i said it), i dont expect acs to do full damage at kite range. That what lasers do currently. But their dps curve needs to shift towards the medium engagement range to apply meaningful dps. Its the subject of the OP, how could they not agree?

Also, still waiting on your explanation of what you stated. I can say arbitrary things too, doesnt make it true.


What I say isn't arbitrary, its what happens in game. So far over the last page we have had people say AC ships are so bad nobody flys them. I point out the two most deadly ships both use AC and people make excuse like they fly in fleets. I point out that just as many AC hulls are sold as other ships in their class and people come back with some tosh about people buy them but dont use them. I give a list of ships currently in wide use and then you come at me with a bunch of examples of hulls with poor fits or being used badly.

The reason why you are not getting any blue tags in here is the same reason why all of those 100+ page anti-ganker threads got none. You don't have a case. In the end, the ships are all balanced with eachother and that has taken away the safety net you used to have for when you make mistakes.


I know ACs and how poorly they apply. 80% of what i fly is projectile in some way. Capless and selectable damage types look nice, but in pratice are not all you make them out to be (see how easy it is to say things without examples or facts?). You want me to believe your statements, you are gonna need to bring something to the table other than "i know stuff".

Market metrics is in no way a tool for determining if a weapon system is balanced. Heavy missiles see use in PVE, so you probably see plenty of HML sales. does that mean theyre balanced for pvp? Nope. Also how many cynabals ram into their targets instead of kite? Just cause someone buys a ship, doesnt mean it does its intended role. Maybe they like the cynabals cochroach exterior?

Im wondering when youll explain to me how wolf and jag are best. How blasters can still blap stuff at 40km (easily verifiable with pvp vids on youtube), but acs struggle. Plus why do you often fly mega but not pest or mael? I mean you make it out to sound like ac have no short comings? Also.. the age of balance, thats great. The ishtar and carriers would like a word with you.

I dont care for a bluetag, more interested in discussion with playerbase and seeing if others agree or have a better recommendation. If the devs see it, great. I dont demand/expect a response.
Badman Lasermouse
Run and Gun Mercenary Corps
#291 - 2014-12-23 15:12:27 UTC
Jack Oam wrote:
Badman Lasermouse wrote:


I'm only asking for about 10km in falloff here guys. I think its reasonable for a Hurricane to be able to do more than 250 DPS at 20km with AC's.

Badman


would you ask same for blasters? why not?
Want more falloff take ship with falloff bonuses, or increase falloff with modules.

if anything medium artillery sucks dps wise

some data:
t3 with 6 long range guns 3 damage mods and dps subsystem, all 5 skills, short range t1 ammo
ship/dps/optimal/falloff
proteus: 580 18/23
legion: 588 23/10
tengu: 483 36/15
loki: 397 23/22
411 15/33
411 15/22








Why are you linking arty and rail fits when we are talking about autocannons?

-Badman

baltec1
Bat Country
Pandemic Horde
#292 - 2014-12-23 18:26:50 UTC
Stitch Kaneland wrote:

Im wondering when youll explain to me how wolf and jag are best.


I never did, I said they are among the best frigates.

Stitch Kaneland wrote:

How blasters can still blap stuff at 40km (easily verifiable with pvp vids on youtube), but acs struggle.


Blasters don't blap stuff at 40km. ACs operate differently than blasters, they arn't there to overpower an enemy like blaster do they are there to apply sustained fire and are to be used in conjunction with things such as neuts. This is why the bulk of matari ships come with the fitting room for things such as neuts and their weapons are capless.

Stitch Kaneland wrote:

Plus why do you often fly mega but not pest or mael? I mean you make it out to sound like ac have no short comings? Also.. the age of balance, thats great. The ishtar and carriers would like a word with you.


Carrier has yet to be seen to and the ishtar is not OP, its the sentries it uses. AC naturally have short comings, just as every other weapon. The Pest is infact, a better option for what I like doing due to its slots, speed, weapons, cap and adaptability, I stick to the mega because I love the ship.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#293 - 2014-12-23 19:07:24 UTC
baltec1 wrote:
Stitch Kaneland wrote:

Im wondering when youll explain to me how wolf and jag are best.


I never did, I said they are among the best frigates.

Stitch Kaneland wrote:

How blasters can still blap stuff at 40km (easily verifiable with pvp vids on youtube), but acs struggle.


Blasters don't blap stuff at 40km. ACs operate differently than blasters, they arn't there to overpower an enemy like blaster do they are there to apply sustained fire and are to be used in conjunction with things such as neuts. This is why the bulk of matari ships come with the fitting room for things such as neuts and their weapons are capless.

Stitch Kaneland wrote:

Plus why do you often fly mega but not pest or mael? I mean you make it out to sound like ac have no short comings? Also.. the age of balance, thats great. The ishtar and carriers would like a word with you.


Carrier has yet to be seen to and the ishtar is not OP, its the sentries it uses. AC naturally have short comings, just as every other weapon. The Pest is infact, a better option for what I like doing due to its slots, speed, weapons, cap and adaptability, I stick to the mega because I love the ship.


Ok. Let me rephrase that since we are splitting hairs instead answering the basis of the question. Why do you think the jag and wolf are among the best frigates? Out of shear curiosity, why does your alliance favor harpies over a jag?

Blasters have blapped things at 40km, especially tackle. I myself was killed at about 35km when talos was first released in a merlin, and again when i was in a keres. Im sure i could find a handful of videos to prove this. Acs with the already low dps become even worse at those falloff ranges. Meaning that ships will generally escape due to not being able to get relevant dps on target.

In conjuction with lower overall dps and even further reduced applied dps in falloff, exactly how am i supposed to kill a dual repped anything in my vagabond, when im doing 200-350dps at 20km? Most dual rep fits are 400-500 dps tanks. Am i supposed to get in close to use my small neut to cap out a cap boosted ship? Or so i can get scrammed/web and be a dead vagabond.

I get what you are saying, but thats not how it works in practice. To commit to a fight and accept i will be scrammed/webbed, i need tank. Show me a vagabond that can tank a deimos without dropping a crystal set + ded sheild booster to make it work. Not gonna happen. Even when i have a medium neut on my vaga, you are outside of its effective range while kiting and is therefore not providing the utility you mention. All the vaga can rely on is the acs to kill things at range. Otherwise you must commit to the fight and get scrammed for the neut to be useful.

Ishtar is OP because it can use sentries, yep glad we agree. Its still OP whether its the ship, or drones its allowed to use.
baltec1
Bat Country
Pandemic Horde
#294 - 2014-12-23 22:12:07 UTC
Stitch Kaneland wrote:


Ok. Let me rephrase that since we are splitting hairs instead answering the basis of the question. Why do you think the jag and wolf are among the best frigates? Out of shear curiosity, why does your alliance favor harpies over a jag?



Harpies get used because of their rails and tank. When it comes to tackle the jag and wolf are the ship of choice for a lot of pilots in every fleet we take out. They are tough little scrappers with the firepower to deal with any frigate they will meet.

Stitch Kaneland wrote:

Blasters have blapped things at 40km, especially tackle. I myself was killed at about 35km when talos was first released in a merlin, and again when i was in a keres. Im sure i could find a handful of videos to prove this. Acs with the already low dps become even worse at those falloff ranges. Meaning that ships will generally escape due to not being able to get relevant dps on target.


800s are just as effective at popping frigates as blasters are. AC have advantages over blasters in a few areas, chief among them is the selectable damage that allows you to punch through the explosive hole in an ishtar while the blasters have to struggle with the two highest resists of the ship. If you fit duel 425s then it is possible to get them to more or less the same tracking speed as medium autos on a pest, vs cruisers and below they can be devastating especially when coupled with duel heavy neuts. I'm looking at getting a few in the new year.

Stitch Kaneland wrote:

In conjuction with lower overall dps and even further reduced applied dps in falloff, exactly how am i supposed to kill a dual repped anything in my vagabond, when im doing 200-350dps at 20km? Most dual rep fits are 400-500 dps tanks. Am i supposed to get in close to use my small neut to cap out a cap boosted ship? Or so i can get scrammed/web and be a dead vagabond.


Duel repped ships are notoriously cap hungry and frankly, it depends upon what they are packing. If long range you get in close, if close ranged you make them waste their cap. The Vaga is not an anti everything, sometimes you just have to pass up the tougher cookies. I have even had to abandon a fight vs a diemost due to my 1200 dps mega not breaking its tank.



Stitch Kaneland wrote:

I get what you are saying, but thats not how it works in practice. To commit to a fight and accept i will be scrammed/webbed, i need tank. Show me a vagabond that can tank a deimos without dropping a crystal set + ded sheild booster to make it work. Not gonna happen. Even when i have a medium neut on my vaga, you are outside of its effective range while kiting and is therefore not providing the utility you mention. All the vaga can rely on is the acs to kill things at range. Otherwise you must commit to the fight and get scrammed for the neut to be useful.



There are not many ships that can break the tank of a diemost solo.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#295 - 2014-12-24 16:55:49 UTC  |  Edited by: Stitch Kaneland
Baltec1 wrote:
Harpies get used because of their rails and tank. When it comes to tackle the jag and wolf are the ship of choice for a lot of pilots in every fleet we take out. They are tough little scrappers with the firepower to deal with any frigate they will meet.


In a roaming frig gang, perhaps, where a/c short comings are not as noticeable since you have additional dps on field. Solo is another story. Jag dps is pretty low in comparison to other AF's. Its tank is decent when fit with ac's, however the optimal bonus on the hull provides no benefit to autocannons, and is wasted. The jag is meant for artillery, but struggles to have it fit with anymore than a single AAR for tank.

Wolf would be perfect if it had a 3rd mid, but without it its not a good solo boat. It's slowish with MWD, and if you fight someone with a web, they will be able to range control the entire fight. The only niche i've found for it is giant killing (cruisers), similar to claw. In a fleet/gang though, i agree, it probably is a good boat because you have other webs on the field.

Baltec1 wrote:
800s are just as effective at popping frigates as blasters are. AC have advantages over blasters in a few areas, chief among them is the selectable damage that allows you to punch through the explosive hole in an ishtar while the blasters have to struggle with the two highest resists of the ship. If you fit duel 425s then it is possible to get them to more or less the same tracking speed as medium autos on a pest, vs cruisers and below they can be devastating especially when coupled with duel heavy neuts. I'm looking at getting a few in the new year.


Depends on how the ishtar is fit, if shield fit, i'm hitting 50% base resist + tank mods. If its armor fit, there is a good chance explo hole will be plugged. EM is best against ishtar in either case most times. Blasters have higher dps than a/c's, and the difference in resists to DPS is noticable, but not a huge struggle. Especially on most of the kite ishtars.

What has been bolded/underlined clearly illustrates the benefit of increased fall-off that is being discussed. See how well those a/c's perform and apply damage due to the high base fall-off of large guns (and higher dps). Now, by no means am i saying i want medium's at those ranges. But adding a few km to base fall-off on mediums will actually make the lower dps of medium a/c's apply half-way decently and not be so weak.

With selectable damage comes added expense and cargo. Blaster boats are often being fed by a cap booster, and can hold more "tank" since normally they only carry 2 types of ammo, faction AM and null. I have to fill up with 5-7 types of ammo in a projectile ship to get all those benefits you speak of. This limits room for cap boosters, depots etc. As previously discussed, if you're kiting, most times you are using barrage, not "selectable" ammo types, since most times the bump in application on barrage will still mean you do more dps than if you were using selectable faction ammo.

Baltec1 wrote:
Duel repped ships are notoriously cap hungry and frankly, it depends upon what they are packing. If long range you get in close, if close ranged you make them waste their cap. The Vaga is not an anti everything, sometimes you just have to pass up the tougher cookies. I have even had to abandon a fight vs a diemost due to my 1200 dps mega not breaking its tank


Dual rep ships are fed by a cap booster, the only time they're hungry is under heavy dps, or being neuted themselves, though its quite common for some ships to carry 2 cap boosters. Which makes it a non-issue then.

If i get close, i get scrammed/webbed/neuted etc, which is the dumbest thing you can do in a vagabond. If i sit too far, then i don't do enough dps to break their tank, which means they could potentially run a single rep to tank me, extending life of cap boosters. And its VERY rare that the t1 vexor i have pointed, doesn't have a 5-10man gang behind him. So i cannot just "take my time" waiting for him to run out of cap boosters, that's just absurd.

The vaga is all minny have for a HAC. The muninn is garbage in almost all but armor HAC fleets, but has been made obsolete by the isthar. You're telling me that my 300m HAC is doing the same job a 25m stabber or caracal can do? Anti-frigate duty, as thats all it will be able to kill while kiting.

Also, T1 vexor is a tough cookie? wut

Baltec1 wrote:
There are not many ships that can break the tank of a diemost solo.

nerf deimos? 2 right off the top of my head are sac and ishtar.

Which reminds me, about the "Age of Balance" you mentioned earlier. What about drones in general? They have selectable damage types, move with the target, or have ridiculous ranges (sentries). You could say they can be shot, but most drone boats have durability bonuses and generous drone bays. Also have to hope you'll be in range to shoot the drones. I'd like to see a vagabond try and shoot sentries at 60km, or have to burn in to shoot the sentries. It won't end well.

How come drones don't suffer from **** application with selectable damage type like missiles and a/c's. Missiles can also be killed, and a/c's TD'd, so the drone killing argument is almost irrelevant.
Nodire Hermetz
Jump 2 Beacon
Death Legion of Capybaras
#296 - 2014-12-25 18:18:09 UTC
lets do this boys , Bump it !
Diesel47
Deep Core Mining Inc.
Caldari State
#297 - 2014-12-26 07:04:35 UTC
SMT008 wrote:
Daichi Yamato wrote:

all you know is that hes going to see you and what youre flying first. And with that information will build a fleet comp with the purpose of making it as easy as possible to beat your fleet comp.

@ stitch

yep AC's are medium range weapons, and that is exactly what they do right now.


Dude, you can fumble around with words all you want, but it's pretty clear everything takes a dump on AC boats at pretty much every purposes.

If it wasn't the case, you'd regularly see AC-based doctrines all around nullsec and lowsec. But it doesn't happen.

It would happen more if ACs weren't bad.

You're telling us ACs are medium range weapons but everything else performs better than ACs at medium range.

HAM Cerberus, most RLML ships, most serious droneboats etc.

Unbonused AC ships have ranges comparable to brawling ships, so there is no point trying to fight anything as you'll be either outgunned at close-range, or out-ranged in every other situation.

Bonused AC ships...well there are 3 of those, and they all get **** on by their counterparts in other races except for the very very few situations where they perform just marginally better.

If you want versatility, just don't take ACs, they are simply not versatile, most fleets will dunk you any time of the day.

EDIT : Yeah ask Omega CrendRaven about "versatile ACs". The Sleipnir is probably the only AC boat worth flying now.


Spot on.
Diesel47
Deep Core Mining Inc.
Caldari State
#298 - 2014-12-26 07:08:09 UTC  |  Edited by: Diesel47
I cannot think of a single ship worth flying because of autocannons.
Alia Ravenswing
DARK HAT
#299 - 2014-12-26 07:32:42 UTC
I disagree. You forgot about the other benefits they have such as RANGE, and no flight time.

As a Minmatar, I like the Autocannons and Arty just fine the way it is.
Diesel47
Deep Core Mining Inc.
Caldari State
#300 - 2014-12-26 07:33:36 UTC  |  Edited by: Diesel47
Kaerakh wrote:
Honestly, after skimming the thread I think the main complaint is that people keep trying to use autocannons(specifically) like blasters or lasers. A basic solution is to kite blasters and get into nose bleed range with lasers. Something that autocannons out perform their competition respectively very well. Which is to say that range control is the primary concern of a Minmatar hull, and, considering that they have innate and bonused advantages to speed and sometimes agility, this should make them exceedingly good at that role.

So yeah, -1.


Are you dumb?


Alia Ravenswing wrote:
I disagree. You forgot about the other benefits they have such as RANGE, and no flight time.

As a Minmatar, I like the Autocannons and Arty just fine the way it is.


Just because you fly minmatar, it doesn't make you any less wrong.