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Lunkwill Khashour
Red Federation RvB - RED Federation
71
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Posted - 2012.04.29 14:24:00 -
[1] - Quote
Lasers do the least amount of dps per grid even when taking Amarr powergrind into account. Lasers do the least amount of dps for cap even when taking Amarr cap and cap use into account. (In both cases the comparisons were made with faction short range high dmg ammo)
The most extreme example is the person trying to decide the weapons for his Punisher: AC200T2+rep flt emp: dps: 27.2 optimal+falloff: 0.75+6 tracking: 0.394 grid/cpu: 3.6/6.75
GatlingT2+imp navy multfreq: dps: 26 optimal+falloff: 3+0.625 tracking: 0.385 grid/cpu: 5.4/3
In exchange for some cpu, you get a weapon that does more damage, selectable damage type, better range, better tracking, less grid use and no cap use. |

Lunkwill Khashour
Red Federation RvB - RED Federation
71
|
Posted - 2012.04.29 22:31:00 -
[2] - Quote
bubble trout wrote: Aren't they doing the same damage @2km, with the lasers having .009 worst tracking? Don't the lasers stay even or slightly ahead if you change ammo the farther you go out? Do laser users change ammo ever?
Doesn't it have more to do with the ships themselves and how they are piloted? Don't the systems just fit the style in which the race's ships should be flown?
(real questions, I'm a newb and am making an amarr character after my trade alt has daytrading 4 and accounting 4 trained up)
1. Beyond 3.3k, the ac's do more dmg. There is al small area where the gatling pulse does more. As the punisher however can't decide range, whatever you're fighting is not going to be fighting you at that range (unless it also has lasers)
2. Small lasers not only have bad tracking, they can't downscale their guns even further to improve that tracking. Every AC will outtrack every laser, always.
3. Ammo changing doens't happen that often. Most frigs bring short range high dmg ammo and T2 long range ammo and that's it. I you would change laser ammo, the resulting graph roughly follows the falloff curve of the short range high damage AC ammo. So the AC user doesn't have to change ammo to keep up.
4. Beyond 3k, the gatling user will switch to scorch, which is the long range T2 ammo. This ammo doesn't outperform the short range AC ammo till about 5k.
5. The AC user can switch to barrage to gain extreme falloff. He won't do that during the fight unless the other ships gets to dictate range and you have to adjust. AC users are usually the ones dictating range however.
6. Good piloting helps (it always does) but that doesn't mean the weapons are balanced. The ship styles of the races increase the differences between the weapon systems so that doesn't help either.
7. While dps seems similar, the AC user can also choose which dmg type to load (he does this before engaging though not everyone bothers with it) This moves everything greatly out of balance vs. Armor tanked ships.
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Lunkwill Khashour
Red Federation RvB - RED Federation
73
|
Posted - 2012.04.30 13:08:00 -
[3] - Quote
Jorma Morkkis wrote: Shield Cane vs armor Harbinger. Cane wins. Shield Cane vs shield Harbinger. Cane wins. Armor Cane vs armor Harbinger. Cane wins. Armor Cane vs shield Harbinger. Cane wins.
I do believe an armor Harbinger sends a Shield Cane running (unless it gets caught, then bb cane) |

Lunkwill Khashour
Red Federation RvB - RED Federation
74
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Posted - 2012.05.02 11:35:00 -
[4] - Quote
[quote=Jaketh Ivanes I agree, as a first step. 2nd would be to look at Weapon vs Ship bonuses. Amarr ships should keep their Cap bonus so Lasers are only really viable on Amarr ships. Likewise should Projectile only really be viable on Minmatar ships and Hybrid only really viable on Gallente ships. RoF could be the "fixing" attribute for Minmatar and Tracking for hyrid.[/quote]
Why should a weapon type only be viable on a single ship? If you're willing to lose a bonus, you should be able to surprise your opponent. Moreover, Minmatar don't need ROF and Gallente don't need tracking. Amarr however still have worst cap use even after the cap use bonus and even after big Amarr natural capacitors.
At this point however, projectiles are viable/competitive on any Amarr ship with one bonus to lasers. Lasers suffer from lack of downsizing options to increase tracking, fitting and cap use.
This is hidden because Scorch is the best ammo in the game. Lasers + Scorch is ok-ish, over all shipclasses I'ld say subpar but on the BS fleet-level strong.
IMO: Buff lasers, adjust Scorch accordingly.
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Lunkwill Khashour
Red Federation RvB - RED Federation
74
|
Posted - 2012.05.02 14:13:00 -
[5] - Quote
Jhelom wrote:Just a couple of minor suggestions from an Amarr pilot:
Increase laz0r dmg Decrease laz0r cap usage Increase laz0r range + optimal. enable optional God-mode for Amarr pilots Provide complimentary 12-pack of Amarr pilot's beer of choice
/Takes a bow
You forgot: Change laser to laz0r |
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