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Takeshi Yamato
Blue Republic RvB - BLUE Republic
209
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Posted - 2012.07.25 11:29:00 -
[1] - Quote
The thing with Autocannons is that they benefit too much from Tracking Enhancers.
A Tracking Enhancer will actually increase DPS more than a Gyrostabilizer at >20 km or so (at the cruiser level). They become a viable alternative to pulse lasers with Scorch which is just wrong considering how many advantages they have on lasers.
Tracking Enhancer falloff bonus should be reduced from 30% to 15%.
Optimal rigs are +15%, falloff rigs are +15% but Tracking Enhancers give +15% optimal and +30% falloff? That never made sense. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
222
|
Posted - 2012.07.27 10:32:00 -
[2] - Quote
Bouh Revetoile wrote:Heavy missiles, IMO, are the problem of drake and tengu.
The problem with the Tengu is mostly the bonuses on the missile subsystem. It gets a +100% dps bonus and +50% range bonus. Other offensive subsystems only get between +50% to +66% dps. Other than that the Tengu just happens to have well thought out subsystem combinations (unlike say the Legion).
In PvE it can also use deadspace shield boosters which for some reason are miles better than deadspace armor reps, allowing a 700 dps perma tank without any real sacrifices. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
223
|
Posted - 2012.07.28 08:40:00 -
[3] - Quote
Soon Shin wrote: Taking a Frigate against a hurricane is virtually suicide.
With tracking enhancers, a hurricane can easily reach scorch range of pulse lasers with barrage and have better tracking.
Even interceptors with bonused point range are in trouble by hurricanes.
Staying at range makes you an easy target as the guns can then easily track you.
Getting close is dangerous as well, the hurricane can pack double webs and/or double neuts to render a frigate completely helpless.
Not to mention its dps is high for everything it can do. It is too versatile of a ship.
Autocannons + Tracking Enhancers + Barrage = death to frigates, even interceptors. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
227
|
Posted - 2012.07.29 15:53:00 -
[4] - Quote
Regarding beam lasers and the Prophecy:
1) Beam lasers just suck with the exception of Tachyon Beam Lasers. Also, they need to be better differentiated from pulse lasers, because for mid-range dps, Scorch is much better and actually allows for a tank.
250mm Railgun II with Antimatter 30 dps (38 with 5% dmg/level bonus) 18 km optimal (27k with 10% optimal/level bonus) 15 km falloff -1.1 cap/sec 0.03019 rad/sec tracking 42 CPU 208 PG
Heavy Beam Laser II with Multifrequency 32 dps 15 km optimal 10 km falloff 0.04125 rad/sec tracking -1.9 cap/sec (with -10% cap usage per level) 37 CPU 275 PG
They are so bad that railguns look good in comparison except for tracking. The only saving grace is that Tachyon Beam Lasers exist which are a tier above railguns and thus manage to reach decent dps, range and alpha. That's only at the Battleship level though.
So the reason why you don't see beam laser Harbingers is just because beam lasers are bad, not because the Harbinger lacks powergrid.
2) The Prophecy should not be a Harbinger clone. The ship needs become a HAM, drone, sniper, or even a TD ship but it should not be just another laser ship An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
238
|
Posted - 2012.08.02 08:56:00 -
[5] - Quote
Noisrevbus wrote: 10. Returning to the Amarr racials, tie that back to the overall balance and see how they could benefit as the cap-race.
Can you elaborate on this? What would you replace the -10% laser cap usage bonus with?
How do you propose to make Amarr the cap race? They clearly are the no cap race at the moment, at least as far as laser ships are concerned. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |

Takeshi Yamato
Blue Republic RvB - BLUE Republic
238
|
Posted - 2012.08.02 15:34:00 -
[6] - Quote
Noisrevbus wrote:
Amarr is the "cap race" in how they are the race that interact with cap the most - both the good and bad.
Gallente is the "drone race" - but that doesn't mean it's always a positive experience interacting with their drones, no?
Right. It's easy to misunderstand the term "cap race" because it's so vague. I've seen it used in different ways.
Quote:The example involved a cap total over cap usage because it was made to illustrate how a similar bonus can be better if it's more allround.
Yes a cap amount bonus is sometimes suggested as replacement for the laser cap usage bonus. This is precisely what I wanted to have a discussion on.
The pro is that it would take longer to neut a laser ship dry or cap out from MWD. You'd need a 10% cap amount/level bonus for this to be a good idea by the way.
The con is that it will not make people want to fit lasers because it's not a laser bonus.
Another con is that a cap bonus just feels bad in situations that don't require cap endurance. Why do I have a cap bonus on the Coercer when the fight is over in 30 seconds?
So all said, I think this is not a good idea. What could be realistically done though is increasing the base capacitor of laser ships while reducing recharge rate by the same amount. The base cap/sec from the capacitor remains the same, but it takes longer to cap out.
What to do about the -10% cap usage/level bonus is still open though. Most would suggest replacing it with a damage bonus. An analysis: fixing active tanking in a logical manner: https://forums.eveonline.com/default.aspx?g=posts&m=1693846 |
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