| Pages: [1] 2 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.02 17:39:00 -
[1] - Quote
There has been much hand wringing around here about energy weapons. I've been poking around, and I have noticed that the mag stab, gyro, and heat sink all give the same bonuses, a damage multiplier and a RoF bonus. I know that when I've made Amarr fits, one of the things that I keep running into is that every heat sink I fit has a significant impact on the ship's cap.
So here's an idea:
Increase the multiplier by a little and decrease the RoF bonus proportionally to reduce an unintentionally severe drawback of the weapon upgrade. |

Dato Koppla
Perkone Caldari State
19
|
Posted - 2012.05.02 17:48:00 -
[2] - Quote
Wont that mean it would give overall less dps due to more stacking though? |

Jhelom
Divine Reckoning
3
|
Posted - 2012.05.02 17:49:00 -
[3] - Quote
I fly Amarr exclusively and feel your pain with cap demands.
Wouldn't it make more sense to adjust the cap usage of laz0rs rather than the modules? Virtually all other weapons have been 'tweaked' at some point. It seems to me CCP should follow suit with Amarr and 'balance' lasers by reducing cap/fitting requirements.
Just my $.02 |

Alara IonStorm
2062
|
Posted - 2012.05.02 18:00:00 -
[4] - Quote
I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon. |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.02 18:03:00 -
[5] - Quote
Dato Koppla wrote:Wont that mean it would give overall less dps due to more stacking though?
Off the top of my head I think that would only happen with a collision rig. Multiple heat sinks should just be proportional. I'd need to do some analysis to know for sure. Do you know where I can get the basic stacking formula? |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.02 18:16:00 -
[6] - Quote
Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon.
I like that a lot. In previous games I've played I've seen migrations from alpha optimization to higher frequency DPS as rules were tweaked to reduce one-shoting. It would give lasers a PvE bump because it would further reduce the turret dead time.
If CCP were to adopt it they might just figure that if the cycle time was fast enough, they wouldn't have to deal with the extra math of proportional cap and applied damage (probably easier to code that way). |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.02 18:21:00 -
[7] - Quote
Jhelom wrote:I fly Amarr exclusively and feel your pain with cap demands.
Wouldn't it make more sense to adjust the cap usage of laz0rs rather than the modules? Virtually all other weapons have been 'tweaked' at some point. It seems to me CCP should follow suit with Amarr and 'balance' lasers by reducing cap/fitting requirements.
Just my $.02
I'm kind of making an assumption that major changes to the turrets (like better falloff, better tracking, reduced fitting, or cap usage) is more or less off the table for a while as they're probably still looking at the second and third order effects of the hybrids buffs. If they were to make a radical change I'd like to see Alara's idea rather than a more mundane tweak.
Mostly I started this thread to put up other ideas than what has been previously discussed that might give a minor change to the balance than try to keep hitting things with a hammer. |

Lunkwill Khashour
Red Federation RvB - RED Federation
75
|
Posted - 2012.05.02 18:24:00 -
[8] - Quote
Demieta wrote:There has been much hand wringing around here about energy weapons. I've been poking around, and I have noticed that the mag stab, gyro, and heat sink all give the same bonuses, a damage multiplier and a RoF bonus. I know that when I've made Amarr fits, one of the things that I keep running into is that every heat sink I fit has a significant impact on the ship's cap.
So here's an idea:
Increase the multiplier by a little and decrease the RoF bonus proportionally to reduce an unintentionally severe drawback of the weapon upgrade.
Heat sinks aren't the problem here. |

Kasutra
Tailor Company
32
|
Posted - 2012.05.02 18:27:00 -
[9] - Quote
Isn't the complaint basically that lasers use too much cap? 
Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon. There are probably about five thousand balance problems hidden in there, but the idea is seriously cool. |

TotalRapeage
Republic Military School Minmatar Republic
1
|
Posted - 2012.05.03 05:53:00 -
[10] - Quote
Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon.
I would like that we just play the game and stop friggin complaining.
I bet you crybabies would scream for a nerf in a game of chess!! Oh, why was his queen able to move like that and checkmate me???!!! omg nerf nerf !!!!!
If you can't handle a game of chess then go play freaken checkers man!! |

Katalci
Creative Cookie Procuring Veto Corp
73
|
Posted - 2012.05.03 06:25:00 -
[11] - Quote
Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon. If you touch my 4k volley damage Abaddons I will be forced to do bad things to you. |

Alara IonStorm
2068
|
Posted - 2012.05.03 06:41:00 -
[12] - Quote
Kasutra wrote:Isn't the complaint basically that lasers use too much cap?  Yup. Removing all RoF Bonuses from Ships and Mods to Damage Bonuses would lessen that.
Kasutra wrote: There are probably about five thousand balance problems hidden in there, but the idea is seriously cool.
I know. But hey throw everything against the wall and see what sticks.
TotalRapeage wrote: I would like that we just play the game and stop friggin complaining.
I bet you crybabies would scream for a nerf in a game of chess!! Oh, why was his queen able to move like that and checkmate me???!!! omg nerf nerf !!!!!
If you can't handle a game of chess then go play freaken checkers man!!
Why do you think I am complaining. I am fine with the game and enjoy it. Doesn't mean I won't suggest what I want. If they do it they do it, if they don't they don't.
If that bugs you, gets under your skin enough to make you type the underlined.
Well that is just a little bonus for me.
Katalci wrote: If you touch my 4k volley damage Abaddons I will be forced to do bad things to you.
I am a little very extremely turned on by this. |

Daniel Plain
Science and Trade Institute Caldari State
82
|
Posted - 2012.05.03 08:23:00 -
[13] - Quote
TotalRapeage wrote:Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon. I would like that we just play the game and stop friggin complaining. I bet you crybabies would scream for a nerf in a game of chess!! Oh, why was his queen able to move like that and checkmate me???!!! omg nerf nerf !!!!! If you can't handle a game of chess then go play freaken checkers man!!
meh |

Alara IonStorm
2069
|
Posted - 2012.05.03 08:34:00 -
[14] - Quote
Skynet is born.
Fortunately humanity is safe as long as they do not stand in a diagonal path of its Terminators.
Skynet announces goal of moving forward with its invasion plan until its armies reach a point where they can move backwards. |

Joyitii
Imperial Academy Amarr Empire
7
|
Posted - 2012.05.04 03:22:00 -
[15] - Quote
Alara IonStorm wrote:I would like that they remove Duration as a bonus and Volley all together.
Make all Lasers have a 1 Second Duration and no Cycle Animation. It glows like the Cloak when active. Their DPS is their Volley and all bonus are to Dmg only and Cap is divided by their current volley into how much per second and deducted once a second. Same with the division of overheat dmg.
Basically they become Solid State Lasers, the Beam never breaks. You fire it the beam comes out, you turn it off or die and the beam stops.
That would be a very unique weapon. Void Rays. Void Rays. Gotta mass up my Void Rays! |

Katy Ling
Crimnson Concept Flame Flaming Nebula
15
|
Posted - 2012.05.04 07:10:00 -
[16] - Quote
Jhelom wrote:I fly Amarr exclusively and feel your pain with cap demands.
Wouldn't it make more sense to adjust the cap usage of laz0rs rather than the modules? Virtually all other weapons have been 'tweaked' at some point. It seems to me CCP should follow suit with Amarr and 'balance' lasers by reducing cap/fitting requirements.
Just my $.02
a T2 Projectile gun has a penalty of cpu and powergrid increase, in relation to a M4 projectile gun.
a T2 Laser has that CPU and Powergrid penality + capacitor powergrid.
they also have bad tracking, compared with other gun types ...
the situation is a bit ridiculous in case of Abaddons, that need to be cap feed, in several situations, just to keep on shooting they're guns by prolonged time...
Lasers need to have they're cap usage consumption reviewed and reduced, as well as the penalisation from Meta 4 to T2 Laser Guns.
|

Grimpak
Midnight Elites Echelon Rising
438
|
Posted - 2012.05.04 09:25:00 -
[17] - Quote
Demieta wrote:Dato Koppla wrote:Wont that mean it would give overall less dps due to more stacking though? Off the top of my head I think that would only happen with a collision rig. Multiple heat sinks should just be proportional. I'd need to do some analysis to know for sure. Do you know where I can get the basic stacking formula?
25% RoF = 33% straight up damage bonus.
I know that there's a formula somewhere that proves this, but I forgot it and I'm very bad at maths. [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

DarkAegix
Acetech Systems
1109
|
Posted - 2012.05.04 10:01:00 -
[18] - Quote
Grimpak wrote:Demieta wrote:Dato Koppla wrote:Wont that mean it would give overall less dps due to more stacking though? Off the top of my head I think that would only happen with a collision rig. Multiple heat sinks should just be proportional. I'd need to do some analysis to know for sure. Do you know where I can get the basic stacking formula? 25% RoF = 33% straight up damage bonus. I know that there's a formula somewhere that proves this, but I forgot it and I'm very bad at maths. 1 damage per 0.75 second cycle = 1.33 damage per second (1/0.75=1.33) 1.25 damage per 1 second cycle = 1.25 damage per second (1.25/1=1.25)
|

Bouh Revetoile
The Rough Riders Ares Protectiva
18
|
Posted - 2012.05.04 10:02:00 -
[19] - Quote
Lasers have cap problem ; other weapons have ammo and reload problem. BTW, Rokh cap themselves too with railguns, and they also use ammo ; a bit like having all problems in one weapon... Lasers are also very versatile weapons for the range of engagement, not the best at any range, but better than most. |

Bap1811
Club Bear
4
|
Posted - 2012.05.04 10:06:00 -
[20] - Quote
Jhelom wrote:I fly Amarr exclusively and feel your pain with cap demands.
Wouldn't it make more sense to adjust the cap usage of laz0rs rather than the modules? Virtually all other weapons have been 'tweaked' at some point. It seems to me CCP should follow suit with Amarr and 'balance' lasers by reducing cap/fitting requirements.
Just my $.02 Well, lasers were the first to be "rebalanced" AKA buffed ages ago (specially scorch), they were fotm for ages until they buffed autocannons later. Now we just got the blaster fix which made them less useless rather than fotm which is quite a phenomenon.
I expect drones or missiles will be rebalanced next. Apparently its drones. |

Grimpak
Midnight Elites Echelon Rising
438
|
Posted - 2012.05.04 10:30:00 -
[21] - Quote
DarkAegix wrote:Grimpak wrote:Demieta wrote:Dato Koppla wrote:Wont that mean it would give overall less dps due to more stacking though? Off the top of my head I think that would only happen with a collision rig. Multiple heat sinks should just be proportional. I'd need to do some analysis to know for sure. Do you know where I can get the basic stacking formula? 25% RoF = 33% straight up damage bonus. I know that there's a formula somewhere that proves this, but I forgot it and I'm very bad at maths. 1 damage per 0.75 second cycle = 1.33 damage per second (1/0.75=1.33) 1.25 damage per 1 second cycle = 1.25 damage per second (1.25/1=1.25) thanks [img]http://eve-files.com/sig/grimpak[/img]
[quote]The more I know about humans, the more I love animals.[/quote] ain't that right |

Jorma Morkkis
State War Academy Caldari State
31
|
Posted - 2012.05.04 11:05:00 -
[22] - Quote
Demieta wrote:There has been much hand wringing around here about energy weapons. I've been poking around, and I have noticed that the mag stab, gyro, and heat sink all give the same bonuses, a damage multiplier and a RoF bonus. I know that when I've made Amarr fits, one of the things that I keep running into is that every heat sink I fit has a significant impact on the ship's cap.
So here's an idea:
Increase the multiplier by a little and decrease the RoF bonus proportionally to reduce an unintentionally severe drawback of the weapon upgrade.
Heat sinks aren't the problem. Problem is that "must be cap stable" and Amarr ship doesn't work well together. |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.04 16:53:00 -
[23] - Quote
I'm not sure that lasers use too much cap base, but then I've mostly flown ships with a cap use bonus or pirate faction laser boats. My main point is that the only damage mod that has any disadvantage other than increased ammo use is the heat sink.
TBH I think that if they modded the T2 heatsink to have a damage bonus of 1.25 and no RoF bonus, or a 1.1 damage bonus and a 10% reduction in cap use instead of the RoF bonus, it would be a pretty noticeable improvement. |

Jorma Morkkis
State War Academy Caldari State
31
|
Posted - 2012.05.04 18:51:00 -
[24] - Quote
So your point is that you want laser damage nerfed? |

Mfume Apocal
Origin. Black Legion.
422
|
Posted - 2012.05.04 19:04:00 -
[25] - Quote
Demieta wrote:I'm not sure that lasers use too much cap base, but then I've mostly flown ships with a cap use bonus or pirate faction laser boats. My main point is that the only damage mod that has any disadvantage other than increased ammo use is the heat sink.
TBH I think that if they modded the T2 heatsink to have a damage bonus of 1.25 and no RoF bonus, or a 1.1 damage bonus and a 10% reduction in cap use instead of the RoF bonus, it would be a pretty noticeable improvement.
Magstabs increase cap consumption as well. Not so much now that they've nerfed how much cap blasters use, but still. |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.04 20:35:00 -
[26] - Quote
Jorma Morkkis wrote:So your point is that you want laser damage nerfed?
Current damage bonus is 1.1 for T2 and 10.5% RoF bonus. 10.5% inclusive is about 15% exclusive so .15 + 1.1 (existing bonus) = 1.25. That's pretty much the same DPS with the heat sink as before with 10.5% less cap drain. In my head when I started this thread I was thinking more along the lines of ~5% RoF bonus and 1.175 damage multiplier, but the example holds.
How is that a nerf? |

Jorma Morkkis
State War Academy Caldari State
31
|
Posted - 2012.05.04 22:21:00 -
[27] - Quote
Demieta wrote:Jorma Morkkis wrote:So your point is that you want laser damage nerfed? Current damage bonus is 1.1 for T2 and 10.5% RoF bonus. 10.5% inclusive is about 15% exclusive so .15 + 1.1 (existing bonus) = 1.25. That's pretty much the same DPS with the heat sink as before with 10.5% less cap drain. In my head when I started this thread I was thinking more along the lines of ~5% RoF bonus and 1.175 damage multiplier, but the example holds. How is that a nerf?
Ok, maybe not then. But what capacitor has to do with all this? (Your OP)
I ask because it's not a problem. True, some Amarr ships have cap problems with local reps if flown incorrectly. |

Demieta
Deep Core Mining Inc. Caldari State
0
|
Posted - 2012.05.14 17:22:00 -
[28] - Quote
Jorma Morkkis wrote:
Ok, maybe not then. But what capacitor has to do with all this? (Your OP)
So for example using round numbers:
Ship 1 does 100 damage per shot with a 5s cycle time for one gun
Ship 2 does 150 damage per shot with a 7.5s cycle time for one gun
Ship 1 and Ship 2 have the same guns, and the guns have the same cap use per shot.
In this case over a period of 15s they both do 300 damage but Ship 2 uses 2/3 the cap.
By upping the damage bonus and reducing the RoF there would be less cycles for a given time period. With fewer shots less cap is used, therefore my proposed tweaks would reduce the additional average cap per second used when a heat sink is added.
|

Salo Aldeland
Luma Operations
36
|
Posted - 2012.05.14 18:35:00 -
[29] - Quote
It's a silly reason, but I love RoF on medium guns just so I can get Quad Light Beams down under 1s cycle times. So bad ass, meanest looking turrets spewing blazing death everywhere. It's just a shame they don't even have the range of Dual Light Beams. They could use three halves of their current range and two thirds of their current tracking and they'd just about make sense as a low-caliber cruiser gun instead of a LOL TERRIBLE joke weapon. |

Francis Longbottom
Freelance Economics Astrological resources Tactical Narcotics Team
0
|
Posted - 2012.05.14 19:50:00 -
[30] - Quote
While we are at it, can we lower the CPU cost of BCS to match heat sinks,gyro and mags.. while we are at it. |
| |
|
| Pages: [1] 2 :: one page |
| First page | Previous page | Next page | Last page |