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Turret-Equivalent of the Rapid ML Concept [Quad Beams&Dual 250 Rails]

Author
Hakaari Inkuran
State War Academy
Caldari State
#41 - 2015-04-14 13:26:56 UTC
Saelyth wrote:
Celthric Kanerian wrote:
battleships surviving cruiser fights... Isn't this what tracking computer is for?
Surviving frigates... Isn't that what drones are for?

I don't see the point of this.


Rapid Heavy/Light Missile systems weren't designed to "survive" against smaller ship classes, they were implemented to allow them to prey upon them.

A pointless distinction which is also not an argument AGAINST having turret equivalents
13kr1d1
Hedion University
Amarr Empire
#42 - 2015-04-14 14:12:30 UTC
afkalt wrote:
13kr1d1 wrote:
We don't need even more ways to make frigates obsolete. There's already T3Ds.


Fixed that for you.


I agree T3D are stupidly powerful, but CCP needs to keep coming up with new ships to skill up and buy to retain players' interest, instead of investing into story or fine tuning ships that already exist. It might hold the attention of older players just long enough to sub up a few more times, but it sacrifices overall playability.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Alexis Nightwish
#43 - 2015-04-16 16:41:25 UTC
This idea was brought up recently. If done right (as in doesn't remove any of the current weapon modules, just adds more) I'd love to see it.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Iroquoiss Pliskin
9B30FF Labs
#44 - 2015-04-16 17:16:02 UTC
Yes I was late to the party.

Something needs to be done! (ง ͠° ͟ل͜ ͡°)ง
unidenify
Deaf Armada
#45 - 2015-04-16 18:36:10 UTC  |  Edited by: unidenify
I can support it as long as:
1. set as new class of turret, not class as Heavy or Medium Turret. It is so ABC can't use them, and BC won't have bonus on them (you can look at Drake, Nighthawk, Cyclone, Claymore, and Damnation to noted that they only have bonus to Heavy/HAM)

2. as new class, they can't get benefit from ship hull except for damage, and Projectile for rapid small turret only.

3. their sustainable dps must be lowest of three (long range turret, short range turret and rapid turret)
Catherine Laartii
Doomheim
#46 - 2015-05-11 16:46:20 UTC  |  Edited by: Catherine Laartii
I'd like to point out something that I think may have been missed.

The reason, I believe, rapid launchers are effective as an effective step-down PD weapon system is because of how missile speed affects "tracking" faster targets. A big part of missile application has to do with how effective a missile's speed or flight time is compared to the ship it's chasing, and by extension sort of acts as a tertiary tracking modifier for them.

Wouldn't it then be more sensible to have the PD turrets in this case be the close-range variants? The issue at hand anyway is tracking smaller targets, so having the higher-tracking weapons at close range makes much more sense to me. It would also help alleviate balance issues with ABCs and such due to damage projection range being reduced. Dual heavy pulse lasers, especially bonused on the apoc, would be killer tho. I'm assuming anyway that these are using medium ammo as it stands, and having basically double the damage of their listed caliber, same as the rapid launchers.

Also, in regards to lasers: Why not just rework how the weapon system itself works? Have them be a continuous beam that does actual damage per second over time, and have the crystal for them burn out over a certain amount of time. You could have separate modifiers on the turrets as well as the ammo for determining when the burnout time is. T1 ammo would burn out a lot slower but would remain the lowest dps option. Sure we'd have to give up infinite laser ammo and alpha strikes, but you could balance it so the charge lasts about as long anyway, and a continuous beam would have HUGE advantages in pvp since it would be much easier to manage damage application.
James Baboli
Warp to Pharmacy
#47 - 2015-06-10 15:13:05 UTC
Is anyone else interested in actual voice chat about this?

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#48 - 2015-06-10 17:57:07 UTC
i agree with this, one of the problems currently is the downstepped turrets do no see bonuses from the ship despite using the ammo for the ship

what is it for rails on a battleship vs cruisers? duel 250 mm rails using large ammo sees 0 bonus.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Frostys Virpio
State War Academy
Caldari State
#49 - 2015-06-10 18:10:47 UTC  |  Edited by: Frostys Virpio
Agondray wrote:
i agree with this, one of the problems currently is the downstepped turrets do no see bonuses from the ship despite using the ammo for the ship

what is it for rails on a battleship vs cruisers? duel 250 mm rails using large ammo sees 0 bonus.


You want them compared from 250s on a cruiser to dual 250s on a BS or both from BS so 250s compared to 425s?

EDIT : OK dual 250s are supremely bad. I never though it would be less tracking, less damage, more fitting cost, more cap usage and the same range as 250s...

Are 250s still unbalanced? I can understand cap use (2 rail to activate), fitting (it's bound to require more power and CPU to countrol), tracking (the mount is bigger), but less damage output? It has less alpha and less DPS. WTF?
James Baboli
Warp to Pharmacy
#50 - 2015-06-10 18:32:35 UTC
Frostys Virpio wrote:
Agondray wrote:
i agree with this, one of the problems currently is the downstepped turrets do no see bonuses from the ship despite using the ammo for the ship

what is it for rails on a battleship vs cruisers? duel 250 mm rails using large ammo sees 0 bonus.


You want them compared from 250s on a cruiser to dual 250s on a BS or both from BS so 250s compared to 425s?

Most direct comparison is moa and rokh or thorax and mega, right?

So, lets do t2 250s and 425s on those pairs, with faction Anti, and all skills 5.
Thorax: 271DPS 18+15km .03523rad/s 91.32% grid consumed 38.18% CPU consumed +5.61gj/s cap budget
Megathron: 429DPS 36+30km .01737rad/s 75.11% grid consumed 51.8% CPU consumed +0.894gj/s cap budget

So, oddly enough, the cruiser ends up with a higher cap budget and CPU remaining, while the Battleship winds up with a larger PG budget. Predictably, the range and DPS is higher on the battleship, and the tracking is higher on the cruiser. Was not expecting the tracking on the cruiser to be double that of the battleship though, especially as both are tracking bonused.

Moa: 271DPS 18+15km 0.02563 rad/s 88.09% grid consumed 33.16% CPU consumed +7.1gj/s cap budget
Rokh: 368DPS 54+30km 0.01263 rad/s 88.7% grid consumed 45.54% CPU consumed +2.03gj/s cap budget

Again, higher cap and CPU budget on the cruiser, while the battleship has lost the edge in PG remaining (percentage). The DPS edge is much slimmer, while tracking remains about twice as good. Range on the battleship is now about 3x cruiser range, but getting under the guns shouldn't be too hard.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

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