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Commander Ted
Caldari Provisions Caldari State
508
|
Posted - 2013.03.02 22:35:00 -
[1] - Quote
A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. I am not sure why CCP has to make it so that a ship can only have two bonuses, it seems rather silly. Maybe something simple like a tracking bonus?
The drake gets a bonus to resistances and a dps bonus, but do its guns use less cap than a harbinger? Yea, good bonus. It's not like lasers give a really big advantage to counter using all that cap. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
821
|
Posted - 2013.03.02 22:46:00 -
[2] - Quote
Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. I am not sure why CCP has to make it so that a ship can only have two bonuses, it seems rather silly. Maybe something simple like a tracking bonus?
The drake gets a bonus to resistances and a dps bonus, but do its guns use less cap than a harbinger? Yea, good bonus. It's not like lasers give a really big advantage to counter using all that cap.
Where's that 3rd cap bonus for blasterboats?
No. You get another bonus when you lose the cap bonus. That makes 2. You don't get 3rd when blasterboats get 2. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Commander Ted
Caldari Provisions Caldari State
508
|
Posted - 2013.03.02 22:48:00 -
[3] - Quote
sabre906 wrote:
Where's that 3rd cap bonus for blasterboats?
No. You get another bonus when you lose the cap bonus. That makes 2. You don't get 3rd when blasterboats get 2.
Blaster boats still use less cap than a harbinger per gun. So a Brutix gets a bonus to dps and tank while still using less cap, and a thorax gets a bonus to dps and tracking while still using less cap.
Lasers just use a **** load more cap with little benefit.
Also WHY QUOTE ME WHEN THEIR IS ONLY ONE POST IN THE THREAD HERPADERP https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
821
|
Posted - 2013.03.02 22:55:00 -
[4] - Quote
Commander Ted wrote:sabre906 wrote:
Where's that 3rd cap bonus for blasterboats?
No. You get another bonus when you lose the cap bonus. That makes 2. You don't get 3rd when blasterboats get 2.
Blaster boats still use less cap than a harbinger per gun. So a Brutix gets a bonus to dps and tank while still using less cap, and a thorax gets a bonus to dps and tracking while still using less cap.
By your logic, your laserboat gets a bonus to range. Remove scorch and we'll talk.
Or maybe boats are different. Winmatar may need a nerf, but that doesn't mean laserboats get a 3rd bonus so that it can pwn hybrids worse than they do now. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.02 22:56:00 -
[5] - Quote
sabre906 wrote:By your logic, your laserboat gets a bonus to range. Remove scorch and we'll talk.  Or maybe boats are different. Winmatar may need a nerf, but that doesn't mean laserboats get a 3rd bonus so that it can pwn hybrids worse than they do now.
Lasers pwn hybrids? Lolwut. Whats your harbinger going to do? Perma run his mwd all day kiting a brutix? If only he had the cap. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
56
|
Posted - 2013.03.02 23:04:00 -
[6] - Quote
I agree with the OP, having a bonus to cap on amarr ships sucks when all that bonus does is to allow those weapons to function normally, thus it is not a bonus.
How about reducing cap requirements on all lasers, I've never understood how beam lasers should even require cap in the first place as (if I remember my optical physics correctly) all a beam laser needs is a continuous source of power (this is represented in the PG requirements as posted in the weapon description). Pulse lasers are a little different in that they rapidly fire multiple times per shot and as such need short bursts of power which is where a capacitor is needed.
So I would say, no cap on all beam lasers at the very least and reduced cap requirements for the more damaging, but shorter range pulse lasers. |

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.02 23:08:00 -
[7] - Quote
Little Dragon Khamez wrote:I agree with the OP, having a bonus to cap on amarr ships sucks when all that bonus does is to allow those weapons to function normally, thus it is not a bonus.
How about reducing cap requirements on all lasers, I've never understood how beam lasers should even require cap in the first place as (if I remember my optical physics correctly) all a beam laser needs is a continuous source of power (this is represented in the PG requirements as posted in the weapon description). Pulse lasers are a little different in that they rapidly fire multiple times per shot and as such need short bursts of power which is where a capacitor is needed.
So I would say, no cap on all beam lasers at the very least and reduced cap requirements for the more damaging, but shorter range pulse lasers. Thats more homogenizing the weapons which I think is bad, they should all have a glaring disadvantage but have a massive advantage. Blasters do lolwtf dps with awesome tracking but **** range, projectiles can select damage types, fit easy, and use 0 cap with slightly better dps than missiles, lasers eat cap and have better damage projection.
Yet on the harbinger it is not really good enough to snipe and it doesnt have any advantages in a brawl. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
821
|
Posted - 2013.03.02 23:12:00 -
[8] - Quote
Commander Ted wrote:Little Dragon Khamez wrote:I agree with the OP, having a bonus to cap on amarr ships sucks when all that bonus does is to allow those weapons to function normally, thus it is not a bonus.
How about reducing cap requirements on all lasers, I've never understood how beam lasers should even require cap in the first place as (if I remember my optical physics correctly) all a beam laser needs is a continuous source of power (this is represented in the PG requirements as posted in the weapon description). Pulse lasers are a little different in that they rapidly fire multiple times per shot and as such need short bursts of power which is where a capacitor is needed.
So I would say, no cap on all beam lasers at the very least and reduced cap requirements for the more damaging, but shorter range pulse lasers. Thats more homogenizing the weapons which I think is bad, they should all have a glaring disadvantage but have a massive advantage. Blasters do lolwtf dps with awesome tracking but **** range, projectiles can select damage types, fit easy, and use 0 cap with slightly better dps than missiles, lasers eat cap and have better damage projection. Yet on the harbinger it is not really good enough to snipe and it doesnt have any advantages in a brawl.
Glad your alt agrees with your main. Why don't we just give you hybrids instead of lasers? Problems solved? After all, blasters get "awsome tracking" and rails get... what do they get again? All for less cap. Sounds like the perfect weapons to use.
Yeah, laserboats clearly deserves a special 3rd bonus, and hybrid boats don't. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Alara IonStorm
4345
|
Posted - 2013.03.02 23:17:00 -
[9] - Quote
Meh, they should just cut Laser Cap use by 50% across the board and replace the 10% cap use with a real bonus. The Lasers would still use more cap than Hybrids.
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
56
|
Posted - 2013.03.02 23:18:00 -
[10] - Quote
That's the first time I've been called an Alt. I don't like it one bit. Still best not feed the obvious troll... |

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.02 23:18:00 -
[11] - Quote
sabre906 wrote:Glad your alt agrees with your main. Why don't we just give you hybrids instead of lasers? Problems solved? After all, blasters get "awsome tracking" and rails get... what do they get again? All for less cap. Sounds like the perfect weapons for you.  Yeah, laserboats clearly deserves a special 3rd bonus, and hybrid boats don't.
Thats rather paranoid assuming that is my alt. Please stop saying stupid ****.
Rails have omgwtfbbq range which used to be much more useful before CCP nerfed lock range. Rails suck different thread.
Hybrids don't need a 3rd bonus, and neither do most laser boats like the maller which is pretty good. As a brawler the harb can't eat capacitor like Rosie O'Donell drinks mayonaise while still staying viable and doesn't have an advantage sniping.
Blasters also use less cap and do more dps, lots more. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Alara IonStorm
4345
|
Posted - 2013.03.02 23:25:00 -
[12] - Quote
Little Dragon Khamez wrote:That's the first time I've been called an Alt. I don't like it one bit. Still best not feed the obvious troll... So far I am up to about seven or eight alts according to other forumers...
...and their alts.
|

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
56
|
Posted - 2013.03.02 23:30:00 -
[13] - Quote
sabre906 wrote:Commander Ted wrote:Little Dragon Khamez wrote:I agree with the OP, having a bonus to cap on amarr ships sucks when all that bonus does is to allow those weapons to function normally, thus it is not a bonus.
How about reducing cap requirements on all lasers, I've never understood how beam lasers should even require cap in the first place as (if I remember my optical physics correctly) all a beam laser needs is a continuous source of power (this is represented in the PG requirements as posted in the weapon description). Pulse lasers are a little different in that they rapidly fire multiple times per shot and as such need short bursts of power which is where a capacitor is needed.
So I would say, no cap on all beam lasers at the very least and reduced cap requirements for the more damaging, but shorter range pulse lasers. Thats more homogenizing the weapons which I think is bad, they should all have a glaring disadvantage but have a massive advantage. Blasters do lolwtf dps with awesome tracking but **** range, projectiles can select damage types, fit easy, and use 0 cap with slightly better dps than missiles, lasers eat cap and have better damage projection. Yet on the harbinger it is not really good enough to snipe and it doesnt have any advantages in a brawl. Glad your alt agrees with your main. Why don't we just give you hybrids instead of lasers? Problems solved? After all, blasters get "awsome tracking" and rails get... what do they get again? All for less cap. Sounds like the perfect weapons for you.  Yeah, laserboats clearly deserves a special 3rd bonus, and hybrid boats don't.
The point is that a bonus to cap is not a bonus at all if your main weapon sucks that cap dry. Another poster suggested cutting laser cap requirements by 50% I think that's a good place to start. Still don't take my word for it, why don't you ask your main what he thinks and let us all know. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
822
|
Posted - 2013.03.02 23:32:00 -
[14] - Quote
Commander Ted wrote:sabre906 wrote:Glad your alt agrees with your main. Why don't we just give you hybrids instead of lasers? Problems solved? After all, blasters get "awsome tracking" and rails get... what do they get again? All for less cap. Sounds like the perfect weapons for you.  Yeah, laserboats clearly deserves a special 3rd bonus, and hybrid boats don't. Thats rather paranoid assuming that is my alt. Please stop saying stupid ****. Rails have omgwtfbbq range which used to be much more useful before CCP nerfed lock range. Rails suck different thread. Hybrids don't need a 3rd bonus, and neither do most laser boats like the maller which is pretty good. As a brawler the harb can't eat capacitor like Rosie O'Donell drinks mayonaise while still staying viable and doesn't have an advantage sniping. Blasters also use less cap and do more dps, lots more.
"omgwtfbbq range"
Lol, really? What do you call Scorch?
How about we compare cap usage. Harbinger with heavy pulse IIs consumes 9.6 cap/sec on guns, Brutix with 250mm rail IIs (lol rails) consumes 9.0 cap/sec on guns. Former is 0.6 cap/sec higher, but gets Scorch. I'll give you rail performance for that 0.6 cap/sec, deal? Oh wait, but that's not enough, you want a 3rd bonus. What are you smoking and can i haz? Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.02 23:36:00 -
[15] - Quote
sabre906 wrote:[quote=Commander Ted]
"omgwtfbbq range"
Lol, really? What do you call Scorch?
Yea your right 115km range with medium guns loaded with t2 ammo and 0 modules is utter ****. I guess large rails having range longer than grid size is nothing special either right? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
56
|
Posted - 2013.03.02 23:36:00 -
[16] - Quote
sabre906, if that's true how come you never see lasers fitted to non amarr ships. I mean you see projectiles fitted on just about everything... |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
822
|
Posted - 2013.03.02 23:37:00 -
[17] - Quote
Commander Ted wrote:sabre906 wrote:[quote=Commander Ted]
"omgwtfbbq range"
Lol, really? What do you call Scorch? Yea your right 115km range with medium guns loaded with t2 ammo and 0 modules is utter ****. I guess large rails having range longer than grid size is nothing special either right?
Damn those rails. Now those are clearly OP, aren't they? Why don't you use them? Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Alara IonStorm
4346
|
Posted - 2013.03.02 23:40:00 -
[18] - Quote
sabre906 wrote:How about we compare cap usage. Harbinger with heavy pulse IIs consumes 9.6 cap/sec on guns, Brutix with 250mm rail IIs (lol rails) consumes 9.0 cap/sec on guns. Former is 0.6 cap/sec higher, but gets Scorch. I'll give you rail performance for that 0.6 cap/sec, deal? Oh wait, but that's not enough, you want a 3rd bonus. What are you smoking and can i haz?  Comparing long range guns to short range guns in cap use. The Turret you are looking for is Heavy Beam Laser.
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Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.02 23:42:00 -
[19] - Quote
sabre906 wrote:Damn those rails. Now those are clearly OP, aren't they? Why don't you use them?  Question? are you actually trying to make a point?
Harbinger fitted with pulses sucks compared to the other brawlers, and it can't snipe.
Railguns are a flawed weapon system that still do see tons of use. Naga and Rohk fleets errywhere. Also only tards fit rails on a brutix.
How many harbingers do you see fly around? Definetly not as any of the other tier 2 battlecruisers, even after the nerf they all have clear advantages over the harbinger. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
822
|
Posted - 2013.03.02 23:47:00 -
[20] - Quote
Alara IonStorm wrote:sabre906 wrote:How about we compare cap usage. Harbinger with heavy pulse IIs consumes 9.6 cap/sec on guns, Brutix with 250mm rail IIs (lol rails) consumes 9.0 cap/sec on guns. Former is 0.6 cap/sec higher, but gets Scorch. I'll give you rail performance for that 0.6 cap/sec, deal? Oh wait, but that's not enough, you want a 3rd bonus. What are you smoking and can i haz?  Comparing long range guns to short range guns in cap use. The Turret you are looking for is Heavy Beam Laser.
Blasters then, 8.4, huge difference. But I suppose these guns will be off while you get into range to tickle that scorchboat.
And who fit beams on their Harby instead of scorch? Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
56
|
Posted - 2013.03.02 23:55:00 -
[21] - Quote
sabre906 wrote:Alara IonStorm wrote:sabre906 wrote:How about we compare cap usage. Harbinger with heavy pulse IIs consumes 9.6 cap/sec on guns, Brutix with 250mm rail IIs (lol rails) consumes 9.0 cap/sec on guns. Former is 0.6 cap/sec higher, but gets Scorch. I'll give you rail performance for that 0.6 cap/sec, deal? Oh wait, but that's not enough, you want a 3rd bonus. What are you smoking and can i haz?  Comparing long range guns to short range guns in cap use. The Turret you are looking for is Heavy Beam Laser. Blasters then, 8.4, huge difference. But I suppose these guns will be off while you get into range to tickle that scorchboat.  And who fit beams on their Harby instead of scorch? 
As i've mentioned previously who puts lasers on anything other than an amarr ship? Obviously not enough advantages to outweigh the exhorbitant cap cost. |

Alara IonStorm
4347
|
Posted - 2013.03.03 00:03:00 -
[22] - Quote
sabre906 wrote:Blasters then, 8.4, huge difference. But I suppose these guns will be off while you get into range to tickle that scorchboat.  First off getting the numbers straight a Neutron Blaster uses
-0.8 Cap per sec / 0 Mag Stab -0.9 Cap per sec / 1 Mag Stab -1.0 Cap per sec / 2 Mag Stab -1.1 Cap per sec / 3 Mag Stab
While a Heavy Pulse Laser with a 50% Cap Bonus uses
-1.3 Cap per sec / 0 Heat Sink -1.5 Cap per sec / 1 Heat Sink -1.6 Cap per sec / 2 Heat Sink -1.7 Cap per sec / 3 Heat Sink
So yeah huge difference, +50% in fact with a - 50% Cap reduction.
sabre906 wrote:And who fit beams on their Harby instead of scorch?  Same person who would put rails on a Brutix.
I've argued that nerfing Heavies was a mistaken solution instead fixing Beams and Rails. While Heavies are not in terrible shape LR Medium Turrets need some work. |

Akara Ito
Eternity INC. Goonswarm Federation
63
|
Posted - 2013.03.03 00:14:00 -
[23] - Quote
Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. I am not sure why CCP has to make it so that a ship can only have two bonuses, it seems rather silly. Maybe something simple like a tracking bonus or maybe even a really weird bonus like to a type of ewar?
The drake gets a bonus to resistances and a dps bonus, but do its guns use less cap than a harbinger? Yea, good bonus. It's not like lasers give a really big advantage to counter using all that cap.
The lack of a second bonus is balanced by the natural performance of lasers. Honestly the Harbinger was fine before the patch and its equal if not a little better now.
|

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.03 00:38:00 -
[24] - Quote
Akara Ito wrote:
The lack of a second bonus is balanced by the natural performance of lasers. Honestly the Harbinger was fine before the patch and its equal if not a little better now.
This chart argues otherwise
http://content.eveonline.com/www/newssystem/media/64183/1/BCUse.jpg
The harbinger was the least used tier 2 battlecruiser. The myrmidon was more useful, the harbinger did nothing that other ships didn't do better and that is still the case. It is meh, it doesn't suck, its just really really meh.
Is it fast? No. is it extra tanky? No. is it a wtfdps machine? No. Does it have lots of utility? No. Does it have above average range? Sure. Have you ever seen that exploited with success? probably not that often.
The harbinger is the definition of mediocre. Throw a medium neut on it and it won't be able to fight back , get in an in your face brawl and it will just plain be out brawled, if your being kited just warp away or move up to it because its Sloooooooow. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Akara Ito
Eternity INC. Goonswarm Federation
64
|
Posted - 2013.03.03 00:53:00 -
[25] - Quote
Who cares about charts? There are so many factors that play into this chart, the Quality of the ships themselves isn't actually the most important. Perhaps the harbinger isnt used as much because a lot of people have Drake skills from pve and minmatar are generally prefered for (solo) pvp? No idea but certainly possible.
The point is: i fly Harbinger(s) and I have used it in fleets meant for Hurricanes. The cap use of lasers isn't as much of a problem as you say it is.
|

Commander Ted
Caldari Provisions Caldari State
510
|
Posted - 2013.03.03 00:55:00 -
[26] - Quote
Akara Ito wrote:Who cares about charts? There are so many factors that play into this chart, the Quality of the ships themselves isn't actually the most important. Perhaps the harbinger isnt used as much because a lot of people have Drake skills from pve and minmatar are generally prefered for (solo) pvp? No idea but certainly possible.
The point is: i fly Harbinger(s) and I have used it in fleets meant for Hurricanes. The cap use of lasers isn't as much of a problem as you say it is.
You ignored every other reason I listed for why the harbinger is underused. The harbinger is straight up inferior to the hurricane. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Paikis
Vapour Holdings
679
|
Posted - 2013.03.03 01:06:00 -
[27] - Quote
The only advantage a Harbinger has? It looks BAD ASS! Shame about the fact that it is otherwise really bad. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
354
|
Posted - 2013.03.03 07:18:00 -
[28] - Quote
Asking for a 3rd bonus, which would throw balance out the window, is not a good way to go.
All T1 ships have 2 bonuses which should be balanced against the ship they are on as well as other ships in their class and role. That system works.
A more logical idea would have been to ask for a cap recharge bonus instead, or something similar. But that would be of no help to fits that rely on cap boosters to keep running, while a cap need reduction does help in this field.
Lasers, like every other weapon system, have their own set of benefits and weaknesses.
Lasers have massive optimal, allowing for much more 'applied dps' when. compared to say projectiles which are almost always working in damage mitigating falloff. It also does not require reloading, unless your using faction or T2 ammo. I mean come on, a Zealot with Scorch M will easily have a 30km+ optimal range. Can any other weapon say the same?
All in all: Bonuses are for flavour, they should not make or break a ship. MODULAR DRONES
MORE ORE SHIPS |

Toxic Raioin
Ministry of War Amarr Empire
3
|
Posted - 2013.03.03 07:42:00 -
[29] - Quote
Hakan MacTrew wrote:Asking for a 3rd bonus, which would throw balance out the window, is not a good way to go.
All T1 ships have 2 bonuses which should be balanced against the ship they are on as well as other ships in their class and role. That system works.
A more logical idea would have been to ask for a cap recharge bonus instead, or something similar. But that would be of no help to fits that rely on cap boosters to keep running, while a cap need reduction does help in this field.
Lasers, like every other weapon system, have their own set of benefits and weaknesses.
Lasers have massive optimal, allowing for much more 'applied dps' when. compared to say projectiles which are almost always working in damage mitigating falloff. It also does not require reloading, unless your using faction or T2 ammo. I mean come on, a Zealot with Scorch M will easily have a 30km+ optimal range. Can any other weapon say the same?
All in all: Bonuses are for flavour, they should not make or break a ship.
Scorch is Amarrs saving grace. If conflag wasnt utter **** they could probably nerf scorch. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
356
|
Posted - 2013.03.03 08:48:00 -
[30] - Quote
Toxic Raioin wrote:Hakan MacTrew wrote:...All in all: Bonuses are for flavour, they should not make or break a ship. Scorch is Amarrs saving grace. If conflag wasnt utter **** they could probably nerf scorch. I hope that once all the ships are rebalanced, they will be able to rebalance weapons and other modules. MODULAR DRONES
MORE ORE SHIPS |

Sigras
Conglomo IMPERIAL LEGI0N
377
|
Posted - 2013.03.03 08:49:00 -
[31] - Quote
Lasers have massive optimal, and damage projection which is what justifies the lack of a bonus.
What you mean to complain about is the Harbinger as a ship not lasers compared with blasters, the harbinger's problem is with its speed (or lack thereof) not its weapon system
When you compare medium lasers with medium hybrids on most other ships, you'll actually find that they are fairly well balanced with the new ship changes, and that lasers have a definite edge in the ships that havent been re-balanced yet. (i mean would you really rather have a deimos than a zealot, or an astarte over an absolution?) |

Nevyn Auscent
Broke Sauce
157
|
Posted - 2013.03.03 10:38:00 -
[32] - Quote
Alara IonStorm wrote: First off getting the numbers straight a Neutron Blaster II uses
-0.8 Cap per sec / 0 Mag Stab -0.9 Cap per sec / 1 Mag Stab -1.0 Cap per sec / 2 Mag Stab -1.1 Cap per sec / 3 Mag Stab
While a Heavy Pulse Laser II uses
-2.6 Cap per sec / 0 Heat Sink -3.0 Cap per sec / 1 Heat Sink -3.2 Cap per sec / 2 Heat Sink -3.4 Cap per sec / 3 Heat Sink
I have fixed your numbers to reflect the actual weapons themselves, not the use on a ship with a 50% capacitor bonus to them. This is the problem the Op is talking about. Lasers use more than tripple the Cap of Blasters. This is because originally they were WTFOMGBBQ DPS. This Dps has since been significantly downpowered, yet the capacitor useage has been left the same. The 50% cap use bonus is not a 'bonus'. It is a crutch left in place to deal with legacy stats on lasers which no longer serve a purpose. Without the 50% cap use, Lasers are virtually unusable on most Amarr ships, so people fit projectiles, or on the Prophecy they fit missiles. I haven't seen a single serious new prophecy fit suggesting using Lasers, it's all projectiles or missiles. Because its simply not sustainable as a laser boat without a cap use bonus. And that is bad. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
357
|
Posted - 2013.03.03 10:40:00 -
[33] - Quote
Sigras wrote:Lasers have massive optimal, and damage projection which is what justifies the lack of a bonus. To put this another way, how about dropping 33% from all lasers optimal range as well as 50% of the cap they use. Then swap all cap use bonuses on all the amarr ships for an optimal bonus.
You then end up in the same place with the ship overall, but would it make you feel better? MODULAR DRONES
MORE ORE SHIPS |

Alvatore DiMarco
Capricious Endeavours Ltd
34
|
Posted - 2013.03.03 12:00:00 -
[34] - Quote
I think an important part of what everyone seems to be forgetting is that lasers..
...have instant ammo switching and have literally unlimited ammo unless you're using T2/faction crystals which still take damage pretty slowly.
I wish my projectile weapons and my missile bays (I fly Minmatar, so naturally I have both) could change ammo half as fast as lasers can change crystals.
No, really. You can fire an awful lot of times with those faction/T2 crystals before they break. Crystals take up nearly no space in the cargo, compared to the amount of ammo you'd need to make the same number of shots with any other gun. Lasers have a lot of benefits, but they're balanced by drawbacks and you're either failing or refusing to see the benefits because all you're interested in are the drawbacks.
Regarding the "make lasers take less cap and remove the cap bonus", I'm not going to touch that specifically but I do want to point out that some Amarr ships don't get a cap bonus to lasers, instead getting RoF and damage bonuses, or range and damage, or tracking and damage. The argument could possibly be made that cap-bonused ships are intended to more easily allow for active armor tanking as opposed to the ships without the cap bonus being intended mainly for passive armor tanking. |

Commander Ted
Caldari Provisions Caldari State
511
|
Posted - 2013.03.03 19:41:00 -
[35] - Quote
Hakan MacTrew wrote:Asking for a 3rd bonus, which would throw balance out the window, is not a good way to go.
Whats the point of a bonus if it doesn't actually make it better than anything but rather makes it not quite as ****? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Caldari Provisions Caldari State
511
|
Posted - 2013.03.03 19:42:00 -
[36] - Quote
Alvatore DiMarco wrote:I think an important part of what everyone seems to be forgetting is that lasers..
...have instant ammo switching and have literally unlimited ammo unless you're using T2/faction crystals which still take damage pretty slowly.
I wish my projectile weapons and my missile bays (I fly Minmatar, so naturally I have both) could change ammo half as fast as lasers can change crystals.
No, really. You can fire an awful lot of times with those faction/T2 crystals before they break. Crystals take up nearly no space in the cargo, compared to the amount of ammo you'd need to make the same number of shots with any other gun. Lasers have a lot of benefits, but they're balanced by drawbacks and you're either failing or refusing to see the benefits because all you're interested in are the drawbacks.
Regarding the "make lasers take less cap and remove the cap bonus", I'm not going to touch that specifically but I do want to point out that some Amarr ships don't get a cap bonus to lasers, instead getting RoF and damage bonuses, or range and damage, or tracking and damage. The argument could possibly be made that cap-bonused ships are intended to more easily allow for active armor tanking as opposed to the ships without the cap bonus being intended mainly for passive armor tanking.
That sure is helpful when I am watching a movie bashing a pos or running level 4's.
I am not for making lasers use less cap naturally, I just think the harbinger needs another ace up its sleeve other than it can do 450dps past 20km. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
49
|
Posted - 2013.03.03 19:54:00 -
[37] - Quote
As long as my myrm can get a blaster bonus, my brutix a tracking bonus, and my drake can get an omni missile damage increase and a rate of fire boost
Or the harbinger could just get a useful bonus to replace it's current one. |

Commander Ted
Caldari Provisions Caldari State
511
|
Posted - 2013.03.03 19:57:00 -
[38] - Quote
Drake Doe wrote:As long as my myrm can get a blaster bonus, my brutix a tracking bonus, and my drake can get an omni missile damage increase and a rate of fire boost
Or the harbinger could just get a useful bonus to replace it's current one.
None of those ships need a different bonus, the harbinger is at a great disadvantage being such a cap ***** and needs that cap bonus.
Having two bonuses shouldn't be an arbitrary rule because not all bonuses are created equal.
IE Active rep bonus vs resist bonus
ROF bonus vs true damage bonus
Tracking bonus vs range https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
49
|
Posted - 2013.03.03 20:03:00 -
[39] - Quote
Commander Ted wrote:Drake Doe wrote:As long as my myrm can get a blaster bonus, my brutix a tracking bonus, and my drake can get an omni missile damage increase and a rate of fire boost
Or the harbinger could just get a useful bonus to replace it's current one. None of those ships need a different bonus, the harbinger is at a great disadvantage being such a cap ***** and needs that cap bonus. Having two bonuses shouldn't be an arbitrary rule because not all bonuses are created equal. IE Active rep bonus vs resist bonus ROF bonus vs true damage bonus Tracking bonus vs range Which means a different bonus (I've never flown amarr so I don't know what bonus should go in it's place) would fix that |

Commander Ted
Caldari Provisions Caldari State
511
|
Posted - 2013.03.03 20:09:00 -
[40] - Quote
Drake Doe wrote: Which means a different bonus (I've never flown amarr so I don't know what bonus should go in it's place) would fix that
So your saying that the harbinger's guns should use more cap than a microwarp drive because 3 bonuses would make it look different from the other ships? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
49
|
Posted - 2013.03.03 20:39:00 -
[41] - Quote
Commander Ted wrote:Drake Doe wrote: Which means a different bonus (I've never flown amarr so I don't know what bonus should go in it's place) would fix that
So your saying that the harbinger's guns should use more cap than a microwarp drive because 3 bonuses would make it look different from the other ships? I'm saying that if it gets another bonus so should every other bc |

Commander Ted
Caldari Provisions Caldari State
511
|
Posted - 2013.03.03 20:45:00 -
[42] - Quote
Drake Doe wrote: I'm saying that if it gets another bonus so should every other bc
The other battlecruisers don't need 3rd bonuses.
Your argument boils down to "All of the descriptions should look the same regardless of the helpfulness of the bonus"
having only two bonuses is an arbitrary rule. The harbingers bonus is barely a bonus. Your argument is pointless.
Tell me what reason any of the other battlecruisers need a 3rd bonus?
I have listed tons of reasons why the harbinger NEEDS a 3rd bonus.
https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Omega Crendraven
ARG TeAm ELITE
0
|
Posted - 2013.03.03 21:49:00 -
[43] - Quote
Can't agree more, the harbinger and Amarrian ships in general need a bonus to decrease the consumption of cap in lasers |

Drake Doe
SVER True Blood Unclaimed.
51
|
Posted - 2013.03.04 01:49:00 -
[44] - Quote
So if it's barely a bonus, the bonus should be change but you say that the cap bonus is needed which contradicts your argument |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 02:16:00 -
[45] - Quote
Drake Doe wrote:So if it's barely a bonus, the bonus should be change but you say that the cap bonus is needed which contradicts your argument
ANGRY SMASHING ON KEYBOARDHAJLGSkagfluajkREPEATING MYSELF OVER AND OVER
IF THE BONUS IS NOT THEIR THE GUNS USE MORE CAP THAN A MICROWARPDRIVE K?
If you removed the cap recharge bonus and gave it a resist bonus then the ship would be a piece of ****.
Imagine for a second if the brutix was a laser boat, and you gave it the harbingers bonuses while removing the brutixes bonuses and adjusted the powergrid, would the ship be shittier despite have a nearly identical layout? YES.
What if you let the brutix keep its repair bonus what would you have? The exact same ship but with less dps, less cap stability, and more range. Nothing at all OP about that in any ******* way whatsoever. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
51
|
Posted - 2013.03.04 02:35:00 -
[46] - Quote
If it's bonuses are working that means it doesn't need a new one |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 02:37:00 -
[47] - Quote
Drake Doe wrote:If it's bonuses are working that means it doesn't need a new one They aren't working. They suck. The cap bonus is not good enough to make the ship viable and without the bonus the ship would be unusable. If you say that is contradictory you are a tool and I mean that. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
51
|
Posted - 2013.03.04 02:48:00 -
[48] - Quote
Commander Ted wrote:Drake Doe wrote:If it's bonuses are working that means it doesn't need a new one They aren't working. They suck. The cap bonus is not good enough to make the ship viable and without the bonus the ship would be unusable. If you say that is contradictory you are a tool and I mean that. Well **** you too, that just shows that the bonus is lower than where it should be since you just stated it's too small tp make a difference. |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 02:50:00 -
[49] - Quote
Drake Doe wrote:Commander Ted wrote:Drake Doe wrote:If it's bonuses are working that means it doesn't need a new one They aren't working. They suck. The cap bonus is not good enough to make the ship viable and without the bonus the ship would be unusable. If you say that is contradictory you are a tool and I mean that. Well **** you too, that just shows that the bonus is lower than where it should be since you just stated it's too small tp make a difference. WHAT? How on earth would that fix anything? Even if the guns used 0 cap the harbinger would still suck. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
827
|
Posted - 2013.03.04 02:56:00 -
[50] - Quote
Commander Ted wrote:Drake Doe wrote:Commander Ted wrote:Drake Doe wrote:If it's bonuses are working that means it doesn't need a new one They aren't working. They suck. The cap bonus is not good enough to make the ship viable and without the bonus the ship would be unusable. If you say that is contradictory you are a tool and I mean that. Well **** you too, that just shows that the bonus is lower than where it should be since you just stated it's too small tp make a difference. WHAT? How on earth would that fix anything? Even if the guns used 0 cap the harbinger would still suck.
Scorch suck? Why don't you crosstrain to hybrids? Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 03:00:00 -
[51] - Quote
sabre906 wrote:Scorch suck? Why don't you crosstrain to hybrids?  Exactly what I did. Hope ya like a 700dps thorax.
Scorch on a harby is meh as ****. How about I just fly an omen or caracal. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Drake Doe
SVER True Blood Unclaimed.
51
|
Posted - 2013.03.04 03:08:00 -
[52] - Quote
Commander Ted wrote:Drake Doe wrote:Commander Ted wrote:Drake Doe wrote:If it's bonuses are working that means it doesn't need a new one They aren't working. They suck. The cap bonus is not good enough to make the ship viable and without the bonus the ship would be unusable. If you say that is contradictory you are a tool and I mean that. Well **** you too, that just shows that the bonus is lower than where it should be since you just stated it's too small tp make a difference. WHAT? How on earth would that fix anything? Even if the guns used 0 cap the harbinger would still suck. Then fit cap mods, ask for the bonus to get changed and stop complaining |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 03:22:00 -
[53] - Quote
Drake Doe wrote: Then fit cap mods, ask for the bonus to get changed and stop complaining
              Do you even know how to fit for pvp? Alright so I fit a cap booster now I just have a ship that is outperformed by every other battlecruiser.
https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Nevyn Auscent
Broke Sauce
160
|
Posted - 2013.03.04 04:11:00 -
[54] - Quote
The Harbie has issues itself, it's a mediocre ship and didn't get enough change to give it a role anywhere.
But that doesn't affect the laser issue in general, which is really the crux of the thread, people are getting tied down on this 'Third bonus for harbies' thing and not looking at fixing the real problem.
If you fold the 50% ship bonus into Lasers themselves, LASERS STILL USE THE MOST CAP OF ANY WEAPONS. Bolded to make the point. They still use significantly more cap than the equivilent Hybrids while at -50% cap use.
So the 'bonus' should be folded into the weapon. Maybe at only 40% to reflect the fact a lot of people only train ships to lvl 4, while 5 is 'specialisation'. That then frees up a 'bonus' (Which isn't a bonus since it is required to use lasers on any ship which isn't pirate, you can 'just' use lasers on the pirate ships, but since they have half the guns for the same DPS, they have a 50% cap reduction bonus already in that) that can actually be something interesting. As well as allowing ships like the Maller & Abbadon to be viable as laser ships without capping out or requiring twin cap boosters just to shoot guns. |

Drake Doe
SVER True Blood Unclaimed.
51
|
Posted - 2013.03.04 04:13:00 -
[55] - Quote
 |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 05:00:00 -
[56] - Quote
Nevyn Auscent wrote:The Harbie has issues itself, it's a mediocre ship and didn't get enough change to give it a role anywhere.
But that doesn't affect the laser issue in general, which is really the crux of the thread, people are getting tied down on this 'Third bonus for harbies' thing and not looking at fixing the real problem.
If you fold the 50% ship bonus into Lasers themselves, LASERS STILL USE THE MOST CAP OF ANY WEAPONS. Bolded to make the point. They still use significantly more cap than the equivilent Hybrids while at -50% cap use.
So the 'bonus' should be folded into the weapon. Maybe at only 40% to reflect the fact a lot of people only train ships to lvl 4, while 5 is 'specialisation'. That then frees up a 'bonus' (Which isn't a bonus since it is required to use lasers on any ship which isn't pirate, you can 'just' use lasers on the pirate ships, but since they have half the guns for the same DPS, they have a 50% cap reduction bonus already in that) that can actually be something interesting. As well as allowing ships like the Maller & Abbadon to be viable as laser ships without capping out or requiring twin cap boosters just to shoot guns. Well on some ships the heavy cap use works, like on fast kiting ships like omens and slicers.
Why not just give all laser brawlers 3 bonuses with 1 being the cap use bonus. The cap use bonus should be fixed at 50% and not be per level. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

tankus2
The Peace Keepers
105
|
Posted - 2013.03.04 05:05:00 -
[57] - Quote
I think someone mentioned giving the harby a speed buff, and while we're at it give it a buff to its mass and capacitor capacity. Slightly nerf the hull and shield hp (only a hundred or less hp just so that most don't look and call 'op')
What do we get?
A ship with some agility for once that is better able to manage its cap, a mid-ranged 'striker' that is supposed to have the flexibility of either getting close with long-range foes or kiting close-range targets. A ship that, as how most people have forgotten, is not supposed to fly alone.
Oh wait, it can already do that!
I really hate how most people shove ships into roles they were not intended for. One does not fit a cyclone to be a drake then rages out how the shield boost bonus is useless, because we know what the ship's role is. Not a long-range passive-tanked fleet ship but a small gang vessel or a mission boat.
The harby is not supposed to rush after targets, nor really run away. It's not meant to tank the world either. It is meant to stand its ground with its allies and grind fools to dust with its awesome damage projection, dictating the range that the enemy fights at, to which the fleet prepares accordingly. If they get close enough to shut down the harby, they are likely in web/scram range which then the brawlers can melt the attacker. Where the science gets done |

Commander Ted
Caldari Provisions Caldari State
515
|
Posted - 2013.03.04 05:07:00 -
[58] - Quote
lolwut
how about I just fly an omen.
The harbinger is to slow to truly kite and to weak to brawl.
Interesting that you never see fleet compositions built around harbingers. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

To mare
Advanced Technology
174
|
Posted - 2013.03.04 05:14:00 -
[59] - Quote
what about ships like the hurricane who get only 1.3 bonus since the harby get a straight +10% on 6 turret and the hurricane waste 2x5% bonus (granted one is a rof and that the only reason i put 1.3 bonus) or what about the brutix who get only 1 useful bonus the 10% damage and the repair bonus its completely wasted since the ship perform much better as a shield gank boat than a armor repping bleeder. |

DataRunner Attor
American Cerberus Shattered Empire
0
|
Posted - 2013.03.04 05:25:00 -
[60] - Quote
For prospective, here some different stats of basic weapons.
Dual Afocal Pulse Maser I
Optimal Range: 4.73km activation cost: 2.5 (1.125 activation cost with standard ammo) Ammo limited: T1 considered unlimited ammo, it been said that your cap is your ammo. T2 degrades very slowly powergrid: 6 cpu: 7 Rate of fire: 3 s damage for standard ammo as follows: 5 EM 3 thermal 7.4 shield 3.9 armor damage (using this ammo will give you a 45% reduction to cap us for this ammo.)
Light Electron Blaster I Optimal range: 1km activation cost: .9 (.45 activation cost with lead ammo) ammo limit: true Powergrid: 4 CPU: 9 rate of fire: 2 s damage for lead ammo is as follows: 5 Kinetic 3 Thermal 5.4 shield 5.7 armor (Using this ammo will give a 50% reduction to cap bonus.)
125mm Gatling AutoCannon I
optimal range: .8 km Activation cost: none ammo limit: True powergrid: 1 cpu: 3 rate of fire: 3 s damage for Depleted Uranium is as follows: 3 explosive 2 kinetic 3 thermal 4.8 shield 6.1 armor (1.2 bonus to tracking speed)
So lets see what we come up with, okay
Lasers don't require ammo, and even their shortest range weapon as fing super range, and their ammo is as follows, more damage, takes up more cap, less damage, takes up less cap so you can choose to be an alpha burster, or a sustain firer They are best for killing shield tanks
hybrids have average range, take up cap to use, have ammo that reduces cap drain like lasers, and their damage is about middle ground on shields and armor they are for okay at killing both armor and shield tanks
projectiles: Have ammo, no cap charge, so their ammo choices can be to better range, less tracking or better tracking and less range and better tracking. so one can specialize their role further. Oh lets not forget that many of their ammo types can do three different types of damage. best for killing armor tanks |

To mare
Advanced Technology
174
|
Posted - 2013.03.04 05:30:00 -
[61] - Quote
Nevyn Auscent wrote:The Harbie has issues itself, it's a mediocre ship and didn't get enough change to give it a role anywhere.
But that doesn't affect the laser issue in general, which is really the crux of the thread, people are getting tied down on this 'Third bonus for harbies' thing and not looking at fixing the real problem.
If you fold the 50% ship bonus into Lasers themselves, LASERS STILL USE THE MOST CAP OF ANY WEAPONS. Bolded to make the point. They still use significantly more cap than the equivilent Hybrids while at -50% cap use.
So the 'bonus' should be folded into the weapon. Maybe at only 40% to reflect the fact a lot of people only train ships to lvl 4, while 5 is 'specialisation'. That then frees up a 'bonus' (Which isn't a bonus since it is required to use lasers on any ship which isn't pirate, you can 'just' use lasers on the pirate ships, but since they have half the guns for the same DPS, they have a 50% cap reduction bonus already in that) that can actually be something interesting. As well as allowing ships like the Maller & Abbadon to be viable as laser ships without capping out or requiring twin cap boosters just to shoot guns. lasers have a built in damage bonus, if the cap usage get reduced also that damage bonus would be reduced, you really want that? |

Nevyn Auscent
Broke Sauce
160
|
Posted - 2013.03.04 05:33:00 -
[62] - Quote
To mare wrote:what about ships like the hurricane who get only 1.3 bonus since the harby get a straight +10% on 6 turret and the hurricane waste 2x5% bonus (granted one is a rof and that the only reason i put 1.3 bonus) or what about the brutix who get only 1 useful bonus the 10% damage and the repair bonus its completely wasted since the ship perform much better as a shield gank boat than a armor repping bleeder.
The cane has two useful & effective bonuses, neither of which is 100% required simply to fit Projectiles, but are nice bonuses to those projectiles. Btw, Lrn2mth. 2*5% rate of fire bonus + 25% damage = 1.66666.... bonus. So is actually a larger damage buff than the Harbinger has.
The Brutix (Infact a lot of Gallente ships) is known for having issues with the armour rep bonus being impractical most of the time except for very niche fits, hence the number of suggestions people make on that. So... bringing up a known problem ship as a counter argument to another ship having problems? Not seeing your point here.
The Harbinger that cap bonus is required to use lasers. It doesn't make them 'better' in any way, it actually lets them be used.
P.S. To the other poster above.... Omen has a cap use bonus as well, so using the Omen as a counter argument to 'Why lasers Cap is ok' really doesn't work. Imperial Navy Slicer (Which I assume is what you were talking about) has a built in cap reduction via the 25% turret damage per level bonus, The same as the Pirate ships do also since it's 2 turrets count for 4/4.5 turrets so it's at 'half effective cap useage'. And happens to be a Navy ship with only two small turrets. So.... neither of those examples actually produce any meaningful statement that Laser Cap use is fine. Now.... Show me the viable Laser Mallers & Abbadons & Prophecies. Rather than Projectile Mallers & Abbadons & HAM/HM prophecies |

Nevyn Auscent
Broke Sauce
160
|
Posted - 2013.03.04 05:34:00 -
[63] - Quote
To mare wrote: lasers have a built in damage bonus, if the cap usage get reduced also that damage bonus would be reduced, you really want that?
Lasers no longer have this built in damage buff. One of the CCP devs recently posted to say this buff had been removed. And the fact that they get happily out DPSed by a lot of things kinda supports that. |

Valleria Darkmoon
Heretic Army Atrocitas
112
|
Posted - 2013.03.04 05:40:00 -
[64] - Quote
I fly at least as much Amarr as I do anything else and I don't support this for the harb or any other Amarr ships.
I read a thread similar to this some time ago that said all Amarr ships should get a 50% cap use role bonus and asked would the Abaddon really be overpowered if its cap wasn't so touchy? The short answer is yes. So ignoring the "where's X race's role bonus" threads which are 100% guaranteed to spawn in the wake of that decision there is just no reason for it. Amarr are not typically lacking compared to ships of other races to warrant second bonuses beyond what they have.
Amarr typically have stronger than average if not the strongest capacitors in each ship class available which goes a long way to mitigating the cap use of lasers, with decent skills the guns are not that big a strain and reducing the strain would just give that much more cap to use on everything else with my superior capacitor.
Reducing the base cap use of lasers is not a good option either or you risk running into an issue where kiting ships like Minmatar use lasers too because while projectiles are forgiving and at least partially effective at a huge variety or ranges no short range weapons can touch pulse/scorch for damage projection. On paper dps doesn't reflect this so much but scorch at optimal is usually the same as similar projectile turrets at optimal + falloff and therefore the projectile ship is doing ~50% of listed damage while the laser boat is doing ~100% with all else being equal.
Basically I feel like Amarr ships were balanced with the cap usage bonuses in mind and giving them something else would make them too good, especially in the hands of pilots with insane quantities of skill points. While in the short term it might make Amarr more appealing to low SP pilots there are people like myself who are approaching the stats you get in EFT with all level Vs loaded that would make you regret getting your way. |

Nevyn Auscent
Broke Sauce
160
|
Posted - 2013.03.04 05:49:00 -
[65] - Quote
Valleria Darkmoon wrote:I fly at least as much Amarr as I do anything else and I don't support this for the harb or any other Amarr ships.
I read a thread similar to this some time ago that said all Amarr ships should get a 50% cap use role bonus and asked would the Abaddon really be overpowered if its cap wasn't so touchy? The short answer is yes. So ignoring the "where's X race's role bonus" threads which are 100% guaranteed to spawn in the wake of that decision there is just no reason for it. Amarr are not typically lacking compared to ships of other races to warrant second bonuses beyond what they have.
Amarr typically have stronger than average if not the strongest capacitors in each ship class available which goes a long way to mitigating the cap use of lasers, with decent skills the guns are not that big a strain and reducing the strain would just give that much more cap to use on everything else with my superior capacitor.
Reducing the base cap use of lasers is not a good option either or you risk running into an issue where kiting ships like Minmatar use lasers too because while projectiles are forgiving and at least partially effective at a huge variety or ranges no short range weapons can touch pulse/scorch for damage projection. On paper dps doesn't reflect this so much but scorch at optimal is usually the same as similar projectile turrets at optimal + falloff and therefore the projectile ship is doing ~50% of listed damage while the laser boat is doing ~100% with all else being equal.
Basically I feel like Amarr ships were balanced with the cap usage bonuses in mind and giving them something else would make them too good, especially in the hands of pilots with insane quantities of skill points. While in the short term it might make Amarr more appealing to low SP pilots there are people like myself who are approaching the stats you get in EFT with all level Vs loaded that would make you regret getting your way.
Whats wrong with Minmatar ships with lasers? If Amarr ships with projectiles are fine that is......
If it's all fine & dandy for Amarr ships to have their standard fits be Projectiles, why is it not ok for certain Minmatar ships to fit Lasers as a standard fit
The argument you are attempting to employ goes both ways. As I said, maybe not a 50% cap reduction, but right now, Lasers use somewhere around 330% the cap that Hybrids do as a base cap useage. |

Bizheep
Red Federation RvB - RED Federation
0
|
Posted - 2013.03.04 06:26:00 -
[66] - Quote
we could write 1 full page with all the maths and stories about weapons balancing of the last years, and most of you would just ignore that and go crying for a boost. the long story short is that energy weapons have unmatched dps projection (still retaining a good dps at close range) and for that you pay cap. want dps no matter what? go blaster want no cap usage and selectable dmg? projectile or missile want good dps and awesome damage projection? go laser |

Sigras
Conglomo IMPERIAL LEGI0N
383
|
Posted - 2013.03.04 08:18:00 -
[67] - Quote
so wait . . . the OP is complaining that the harbinger is bad and that the way to fix the harb is to give it a third bonus?
First tell me what is wrong with the harbinger. Does it lack damage? Speed? Versatility?
The second thing is, would a third bonus really be the best way to address these shortcomings? And if so, what bonus are you gunning for?
The only complaint ive read in this thread is that "the 10% cap usage bonus isnt any good" that isnt a reason to give a ship a third bonus, the 7.5% armor rep bonus isnt any good either but the brutix and myrm dont need more bonuses.
Please list the things wrong with the harb that it needs a third bonus. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
615
|
Posted - 2013.03.04 08:23:00 -
[68] - Quote
All the Harbinger needs to be completely boss is a NOS buff.
Double web rapeage! Beyond Divinity Recruitment is open! |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
369
|
Posted - 2013.03.04 11:38:00 -
[69] - Quote
Omega Crendraven wrote:Can't agree more, the harbinger and Amarrian ships in general need a bonus to decrease the consumption of cap in lasers Then wouldn't it make more sense to change the weapon if the weapon is the problem?
And as for the numpty who said "Its not better if it just makes it less ****." Surely, by definition, if something makes something less ****, it makes it better.
So, again I say: every weapon system has its pros and its cons. Lasers have awesome optimal, no reload time, no ammo expenditure unless using faction or T2 ammo and a good level of dps. The downsides are that they have poorer tracking, limited damage type and high cap use. However, given that lasers also benefit the most from the gunnery skill; "Controlled Bursts", we are left with a somewhat interesting situation.
A stock Heavy Pulse Laser II has a 2.666gj/s draw. With all skills at 5, that same weapons draw is 2.777gj/s, adding the RoF increases and the cap need reduction.
Put that on a Harbinger at all 5's and the draw is 1.389gj/s.
So you don't need nearly as much power to use your weapons, allowing you to put damage down range for longer and even allowing for more damage mods because of it.
In combination, the two bonuses the Harbinger gets allow the damage potential of 9 lasers with the draw of 3. How is that not a useful bonus?
The 10% per level cap bonus gives more flexibility to the hull. Without it, you would need more cap mods to keep it going, taking away from speed, tank or damage potential.
Your problem is that you feel the bonus does not compare with other ships that have optimal bonuses or RoF bonuses. When you compare the bonuses to the weapons they tell a different story. Other ships need bonuses to optimal and falloff because their weapons are limited in that way. Blasters, without a bonus have a severely limited range, so you have to fit mods to give them range enough to be effective. Lasers don't need more range, they need more cap. The bonus supports them this way.
If you still feel that the cap use bonus is not good enough, then I suggest you run a few numbers without it. Try other bonuses on there, very few will be half as useful as the one it has. If your still not satisfied, then I still say your barking up the wrong tree and that your problem is the weapon not the ship. MODULAR DRONES
MORE ORE SHIPS |
|

CCP Fozzie
C C P C C P Alliance
4364

|
Posted - 2013.03.04 16:00:00 -
[70] - Quote
Hey guys, just want to pop into this discussion with my perspective.
I'll start by copypasting what I said in the Combat Frigs thread in relation to this question back before Retribution:
CCP Fozzie wrote:Laser cap use bonus on Amarr ships:So this became a pretty heated debate in the thread, and I'm going to address it even if it is a bit off topic. The original design of lasers was that they essentially had a built in damage bonus, being more powerful in base damage than any other weapon system. In the time since launch however that specific damage advantage has diluted somewhat, as most of the buffs lasers received over the years were to tracking. Pulse lasers tend to have good damage and excellent range for short range guns, and Beams have good damage, fair range and excellent tracking compared to other long range options. There are a lot of Amarr ships that need help, as well as many that are working well. Certain problems are tied to the weapons themselves, for instance fittings on small lasers need help and many of the problems with beams are tied to the weapons. We're taking our first steps towards improving the fitting situation for frigates in the already announced changes for winter: CCP Ytterbium wrote:All medium beam laser variations: -1 PWG and -1 CPU
All medium pulse laser variations: -1 PWG and -1 CPU
Expect more tweaks to many weapon systems, including lasers, as we go forward. That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

MailDeadDrop
Rage and Terror Against ALL Authorities
153
|
Posted - 2013.03.04 16:20:00 -
[71] - Quote
CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective.
Expect more tweaks to many weapon systems, including lasers, as we go forward.
That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board.
The problems aren't new. The solutions aren't forthcoming. My understanding from your statements is "Yeah, it's broken, and we're maybe going to fix it sometime in the nebulous future, perhaps even the distant future, but none of your ideas are what we're going to do, and no I can't tell you what we're going to do about it. You'll just have to put up with the brokenness until we do something about it"
Do you really expect us to be happy with that position? 
MDD |
|

CCP Fozzie
C C P C C P Alliance
4364

|
Posted - 2013.03.04 16:28:00 -
[72] - Quote
MailDeadDrop wrote:CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective.
Expect more tweaks to many weapon systems, including lasers, as we go forward.
That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board. The problems aren't new. The solutions aren't forthcoming. My understanding from your statements is "Yeah, it's broken, and we're maybe going to fix it sometime in the nebulous future, perhaps even the distant future, but none of your ideas are what we're going to do, and no I can't tell you what we're going to do about it. You'll just have to put up with the brokenness until we do something about it" Do you really expect us to be happy with that position?  MDD
You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Warde Guildencrantz
TunDraGon
659
|
Posted - 2013.03.04 16:30:00 -
[73] - Quote
bonus is fine, hull is fine. It's got better DPS than most other BCs at the moment and similar tank.
Cane needs a bit of its PG back, Beam lasers and rails on BCs need to be more useful. That's about all. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
369
|
Posted - 2013.03.04 16:34:00 -
[74] - Quote
MailDeadDrop wrote:The problems aren't new. The solutions aren't forthcoming. My understanding from your statements is "Yeah, it's broken, and we're maybe going to fix it sometime in the nebulous future, perhaps even the distant future, but none of your ideas are what we're going to do, and no I can't tell you what we're going to do about it. You'll just have to put up with the brokenness until we do something about it" Do you really expect us to be happy with that position?  MDD Alternatively, you can take what he said at face value which is:
"There is a lot that needs doing, we can't do it all at once, we will fix it." & "The high cap use of lasers means we can improve other parts of the weapon to make up for it."
Did Fozzy say: "We are going to ignore everything you guys have said"? No, he didn't. MODULAR DRONES
MORE ORE SHIPS |

Bienator II
madmen of the skies
1568
|
Posted - 2013.03.04 17:16:00 -
[75] - Quote
CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective. I'll start by copypasting what I said in the Combat Frigs thread in relation to this question back before Retribution: CCP Fozzie wrote:Laser cap use bonus on Amarr ships:So this became a pretty heated debate in the thread, and I'm going to address it even if it is a bit off topic. The original design of lasers was that they essentially had a built in damage bonus, being more powerful in base damage than any other weapon system. In the time since launch however that specific damage advantage has diluted somewhat, as most of the buffs lasers received over the years were to tracking. Pulse lasers tend to have good damage and excellent range for short range guns, and Beams have good damage, fair range and excellent tracking compared to other long range options. There are a lot of Amarr ships that need help, as well as many that are working well. Certain problems are tied to the weapons themselves, for instance fittings on small lasers need help and many of the problems with beams are tied to the weapons. We're taking our first steps towards improving the fitting situation for frigates in the already announced changes for winter: CCP Ytterbium wrote:All medium beam laser variations: -1 PWG and -1 CPU
All medium pulse laser variations: -1 PWG and -1 CPU
Expect more tweaks to many weapon systems, including lasers, as we go forward. That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board. That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks. This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board.
sorry but this statement is a bit unrealistic. For me it sounds like lasers are intended to be the best weapon in the whole game and receive therefore more drawbacks/penalties/direct counters than other weapon types. But this is clearly not the case in the current state of eve balancing. They are just a weapon like any other.. just with more drawbacks and direct counters. This does not make them bad or anything but they are certainly not a general purpose weapon like projectiles or missiles.
In a perfect not lore based world, gallente and amarr would be the projectile and missiles races and minmatar caldari the hybrid laser races. Why? because this would balance the capacitor drawbacks. No ship in eve should be able to fight AND tank with empty capacitor. Drawbacks and direct counters for everyone. a eve-style bounty system (done)-á dust boarding parties You fail you fail you fail you fail to jump because you are cloaked |

Pinky Denmark
The Cursed Navy
346
|
Posted - 2013.03.04 18:06:00 -
[76] - Quote
Im happy CP doesn't bend over for changing the lasers. Apart from beams and railguns the weapons systems in Eve are super close together ansd effective in each of their areas...
I do however agree the cap bonus is a waste when instead the Harbinger could get more flavour and a bigger capacitor in return. Would make the ship far more interesting. Tank and gank only get you so far - especially with limitations on both.
Pinky |

Ager Agemo
Imperial Collective
231
|
Posted - 2013.03.04 19:09:00 -
[77] - Quote
CCP Fozzie wrote:
You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.
Fozzie what about NOT build the cap bonus into the weapons or the ship, instead what about letting the weapon stay the same but replace the bonus on the ship, to something that makes it worth to use a super heavy capacitor weapon, say:
Rof bonus and Damage bonus
True, it would have it very hard capacitor wise but also its dps would be worth it, even if it lasts just for a short time.
the same could be applied to the larger ships, so instead of cap stability or long firing time you get really powerful ships that need very good capacitor skill management.
this way you keep the lasers a complete different weapon than other weapons, that also will behave on a more balanced way.
I find that laser Damage and damage application is not high enough to compensate for the capacitor use and lack of damage choice, but if the ships get very specialized on using said weapon, it makes it worth to pay the price of the drawbacks.
Also: I agree completely, giving third bonuses to just a line of ships or building the bonus into the hulls or homogenizing weapons is not a good idea at all. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
22
|
Posted - 2013.03.04 19:21:00 -
[78] - Quote
CCP Fozzie wrote:MailDeadDrop wrote:CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective.
Expect more tweaks to many weapon systems, including lasers, as we go forward.
That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board. The problems aren't new. The solutions aren't forthcoming. My understanding from your statements is "Yeah, it's broken, and we're maybe going to fix it sometime in the nebulous future, perhaps even the distant future, but none of your ideas are what we're going to do, and no I can't tell you what we're going to do about it. You'll just have to put up with the brokenness until we do something about it" Do you really expect us to be happy with that position?  MDD You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.
I would suggest the balance of lasers are fine too me the ships could use a little help here....... but my main thought is that the other weapon systems have been buffed much more than lasers and as such lasers don't look so good...
i think projectiles need a cap penalty as i think all turrets should need cap as a feature Missiles now dominate in range and can now track much better they have surpassed the bonus lasers had that made them worth using.
|

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
831
|
Posted - 2013.03.04 19:28:00 -
[79] - Quote
CCP Fozzie wrote:MailDeadDrop wrote:CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective.
Expect more tweaks to many weapon systems, including lasers, as we go forward.
That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board.
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board. The problems aren't new. The solutions aren't forthcoming. My understanding from your statements is "Yeah, it's broken, and we're maybe going to fix it sometime in the nebulous future, perhaps even the distant future, but none of your ideas are what we're going to do, and no I can't tell you what we're going to do about it. You'll just have to put up with the brokenness until we do something about it" Do you really expect us to be happy with that position?  MDD You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.
Lasers are good. But medium rails still need help. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

MailDeadDrop
Rage and Terror Against ALL Authorities
153
|
Posted - 2013.03.04 19:29:00 -
[80] - Quote
CCP Fozzie wrote:You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.
Fozzie, if I came across as attacking you personally, then I apologize. That wasn't my intention (I blame low blood sugar grumpiness).
It merely seems like for all the attempts at balancing the weapon systems we never get there. Projectiles have been the go-to turret system for years. It would be interesting to see weapon type use versus time over the last several years.
MDD |

sabre906
Old Spice Syndicate Sailors of the Sacred Spice
832
|
Posted - 2013.03.04 19:41:00 -
[81] - Quote
MailDeadDrop wrote:CCP Fozzie wrote:You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better. Fozzie, if I came across as attacking you personally, then I apologize. That wasn't my intention (I blame low blood sugar grumpiness). It merely seems like for all the attempts at balancing the weapon systems we never get there. Projectiles have been the go-to turret system for years. It would be interesting to see weapon type use versus time over the last several years. MDD
Pulse with Scorch has always been the one gun competitive with ACs. Rails and Blasters are jokes. It's just speed and armor tanking holding Amar back. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |

Lili Lu
705
|
Posted - 2013.03.04 19:49:00 -
[82] - Quote
CCP Fozzie wrote: You can be as happy or unhappy with me as you want, that's your prerogative. What I'm saying is that we're not going to remove the uniqueness of different turret types without good cause. The balance between weapon types is better now that it has ever been in EVE, and after each expansion in the future it will keep getting incrementally better.
Somewhat, yes. However, you caved to the missile whiners and left heavy missiles too powerful and HAMs got a boost. Result, witness the rise of the Caracal and Tengus still walk all over the others for pve. But yes the weapons are better balanced than they have been.
The problem with lasers is that they have no clear advantage to compensate for their shortcomings. Projectiles get either the alpha strike of Arty, or the tracking and falloff adaptibility to range(because in and of itself falloff sorta sucks for dps). Hybrids get dps, and even range advantage on rails especially with ridiculous 10% per level optimals with Caldari ships. What is it exactly that lasers get? Worst tracking of the short range variety but best optimal (scorch). Is that enough? Beams are prohibitively pg expensive and don't really have any redeeming quality.
Conceptually it has always appeared to me that CCP wanted Amarr and Caldari to be lumbering long range bricks. This is over-facilitated with Caldari by giving them 10% optimal bonuse on top of the longest range long range guns. And even though they are traditionally the slowest ships you years ago gave them an overdone agiality buff. So they have the ability to snip and gtfo.
Gallente and Minmatar got speed and agility advantage to go with a preference for short range combat. Of course this is to simplistically ignore the need for each race to have long and short range options. For Caldari with the agility buff and open lows due to not armor tanking added to the 10% per level gun and missile range bonuses you made them able to engage in close range combat. They already have agility, they can get speed through use of lows.
But what does Amarr get. If they are going to be armored cap warfare susceptible bricks where is their range advantage like Caldari have. Beams have worse damage profile over range than arty. It's ok to give lasers a short fallof, but other than scorch on pulses they do not get any optimal advantages. Without that, and being a brick, they are very weak for both long ranged and close ranged combat.
My suggestion is give beam lasers more optimal. A frickin beam of light should have more range in space than a railgun. Afterall a railgun is still having to overcome inertia. A laser is about as instantaneous as one can get. A railgun propelled mass cannot be as fast. Also, give lasers better tracking. The only limiting factor would be the computing power of the turret's guidance system and the mechanical ability of the turret to turn. Tracking (time to target) would impact the hybrid and projectile systems more. Certainly having falloff highest on projectiles makes sense. It is exploding, so it has wiggle room. To be clipped by a hybrid charge is still a kinetic impact. But lasers are eith hitting or not, so a falloff makes no sense.
Anyway, in short, more tracking (pulses and beams) and optimal (beams) for lasers. Then the alpha could be reduced and the dps either stay the same or slightly diminished. But lasers should be a weapon system that is very likely to hit it's target. Then maybe the cap drawbacks and ****** damage type would be worth their use. The range needed especially because you have married these weapons to lumbering brick boats.
Whatever you do, get on it. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
24
|
Posted - 2013.03.04 20:56:00 -
[83] - Quote
one thing i have thought about is with rail-guns and projectiles is that being bullets there is travel time involved if you ever watch sci-fi like stargate Atlantis and they start firing rail-guns you see the ammo in space moving to its target ... point being lasers are the only weapon system that would genuinly be instant damage and it would explain its high cap requirement also would it not?
|

fukier
RISE of LEGION
860
|
Posted - 2013.03.04 22:30:00 -
[84] - Quote
I think a fix could be found in the ammo the turrets use... when projectiles got boost all those years ago they got an awesome bonus to certain types of tech I ammo.
but if you compare hybrid and lazor ammo they are pretty much the same just swap em for kin damage.
why not do something similar that was done to projectile ammo but for lasers and energy turrets? At the end of the game both the pawn and the Queen go in the same box. |

Lili Lu
705
|
Posted - 2013.03.04 22:32:00 -
[85] - Quote
Jonas Sukarala wrote:one thing i have thought about is with rail-guns and projectiles is that being bullets there is travel time involved if you ever watch sci-fi like stargate Atlantis and they start firing rail-guns you see the ammo in space moving to its target ... point being lasers are the only weapon system that would genuinly be instant damage and it would explain its high cap requirement also would it not?
Yes. I don't see a problem with high cap use. It's a ***** on new players but then every weapon should have a drawback. The problem is what exactly do lasers have in exchange? They should have the most range (they don't currently). They should have the best tracking (they don't currently, at least at the pulse v ac v blaster level). If they got these things they would have to give up some volley and dps most likely. But that would be making lasers what they should be. A, the most, reliably hitting and far ranged turret (unless tracking dirupted or under guns or too far etc) but doing some measure of less raw dps than now compared to hybrids and the least volley compared to both other turret types.
Of course some turret sizes might need nothing but buffs. Quad beams being a great example. Very pretty visual effect. Sad that noone uses them because they are such **** in about every category immagineable. |

Sakkar Arenith
Amarrian Vengeance 24eme Legion Etrangere
47
|
Posted - 2013.03.04 23:07:00 -
[86] - Quote
The problem is not just the cap use or Amarr ships in general, the problem lies within faulty EVE mechanics that have not worked properly since the beta, and that only have gotten worse as time went by.
A bit of history, so you can put the current situation into context.
When EVE was designed the races were meant, and in the first iterations even were, vastly different from each other.
Amarr and Caldari were meant to be very expensive, meaning that their ships were supposed to fight numerically outnumbered, Gallente was the middle race that could do everything well, and Minmatar were meant to be cheap-to-replace throwaways.
Conversely with that, Lasers were meant to be THE BEST allround weapon, hands down, no questions asked. Thus they were prenefred with massive cap use and only to be fielded by the capacitor race Amarr, whose ships were slow and expensive, but very tanky and well, SUPERLASERS.
But, we all know that didnt really happen, and over the years all ships , races and weapon systems were pretty much equalized to a point where everyone is basically the same with minor differences. Hell, even the Avatars are a wild racial mix nowadays.. so much for racial diversity..
Thats a shame in my book, but yeah....
Anyway, so as we are now, lasers are exactly en par with the other weapon systems, but they still carry that prenerf for a bonus that never happened, on ships that were never realized as what they were meant to be.
And as if that wasnt bad enough, we are, and always have been, cursed with fundamentally flawed game mechanics.
Tackling (Range)
THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha).
Because there is no practical way to make a fight happen at range above 25ish km, all weapon systems going beyond that range, are basically pointless (pun).
Arties after many patches became the exeption because of high alpha which meant that you could destroy **** before it could just warp off, and we all know how great of a game mechanic it is when you simply freeze for a second to find yourself in a pod...
GF..... (great work on the tornado btw, REAAAAALLY well balaned and fun...)
So, tl:dr
**** you, read that **** i wrote and demand ccp to finally introduce long range tackle of some sort, and the associated (re)introduction of essential mechanics. |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
56
|
Posted - 2013.03.05 04:51:00 -
[87] - Quote
CCP Fozzie wrote: It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite. |

Bizheep
Red Federation RvB - RED Federation
0
|
Posted - 2013.03.05 05:19:00 -
[88] - Quote
Sinigr Shadowsong wrote:CCP Fozzie wrote: It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite. the weakest dps of all turrets? falloff mechanics? longest reload of all turrets?
|

Sinzor Aumer
Atlas Research Group Aerodyne Collective
108
|
Posted - 2013.03.05 05:20:00 -
[89] - Quote
Sakkar Arenith wrote:Tackling (Range) THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha). You are wrong with that. In large fleet engagements, you dont even fit a point on your ship - so the distance between you and your target is not limited by 25 km. That's why rails DO work very well, with Rokhs and Nagas among the most used ships recently. In medium-sized gang you will also have dedicated tacklers, and correct me if I'm wrong, but gallente recons would have a point range close to 100 km. Small gangs - once again, use dedicated fast tackle. Dont under-estimate the power of those tiny devils which are interceptors. Solo... even solo! You can camp a bubble and have some nice kills.
But yes, beam lasers sux and pulse would also be inferior if it were not for Scorch. Does anyone even fitted Tachyons btw? |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
108
|
Posted - 2013.03.05 05:54:00 -
[90] - Quote
As a brainstorm idea: Beam lasers should have [a lot] more DPS than appropriate pulse variants, while range and tracking proportion should remain mostly as it is now. It would give an interesting and unique flavour to lasers - you dont choose between DPS and range, you get both. But fitting them would be a nightmare, and dont forget a cap-booster to actually shoot them. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
372
|
Posted - 2013.03.05 06:44:00 -
[91] - Quote
Sakkar Arenith wrote:The problem is not just the cap use or Amarr ships in general, the problem lies within faulty EVE mechanics that have not worked properly since the beta, and that only have gotten worse as time went by.
A bit of history, so you can put the current situation into context.
When EVE was designed the races were meant, and in the first iterations even were, vastly different from each other.
Amarr and Caldari were meant to be very expensive, meaning that their ships were supposed to fight numerically outnumbered, Gallente was the middle race that could do everything well, and Minmatar were meant to be cheap-to-replace throwaways.
Conversely with that, Lasers were meant to be THE BEST allround weapon, hands down, no questions asked. Thus they were prenefred with massive cap use and only to be fielded by the capacitor race Amarr, whose ships were slow and expensive, but very tanky and well, SUPERLASERS.
But, we all know that didnt really happen, and over the years all ships , races and weapon systems were pretty much equalized to a point where everyone is basically the same with minor differences. Hell, even the Avatars are a wild racial mix nowadays.. so much for racial diversity..
Thats a shame in my book, but yeah....
Anyway, so as we are now, lasers are exactly en par with the other weapon systems, but they still carry that prenerf for a bonus that never happened, on ships that were never realized as what they were meant to be.
And as if that wasnt bad enough, we are, and always have been, cursed with fundamentally flawed game mechanics.
Tackling (Range)
THAT is the issue, why Rails never worked, beam lasers are for suckers, and why Arties kinda work (alpha).
Because there is no practical way to make a fight happen at range above 25ish km, all weapon systems going beyond that range, are basically pointless (pun).
Arties after many patches became the exeption because of high alpha which meant that you could destroy **** before it could just warp off, and we all know how great of a game mechanic it is when you simply freeze for a second to find yourself in a pod...
GF..... (great work on the tornado btw, REAAAAALLY well balaned and fun...)
So, tl:dr
**** you, read that **** i wrote and demand ccp to finally introduce long range tackle of some sort, and the associated (re)introduction of essential mechanics. With regards to solo PvP, and to a limited extent small gang PvP, your correct.
With all other combat activities, your reasons are flawed. Tackle ships pin down targets while longer range ships can bring their firepower to bear, without needing to close on their target to do so. Long range weapons still work effectively as part of a 'combined-arms' approach. There is a reason why Rokhs factor into null PvP doctrines and it sure as hell isn't their alpha.
Sinigr Shadowsong wrote:CCP Fozzie wrote: It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
Looking at weapon systems themselves there are no drawback that counterbalanes strengths of Autocannons. Of course players want their weapon system to be as "balanced" as long-time CCP favorite. So the fact that fighting in falloff automatically reduces your applied dps isn't a drawback then?
Yes, some people want their preferred weapon to be more equal than others, but your a hypocrite to ignore one of the fundamental flaws in ACs, being next to no optimal. Even large ACs are in falloff past a few kliks. MODULAR DRONES
MORE ORE SHIPS |

Sakkar Arenith
Amarrian Vengeance 24eme Legion Etrangere
48
|
Posted - 2013.03.05 07:13:00 -
[92] - Quote
Sinzor Aumer wrote: In large fleet engagements, you dont even fit a point on your ship - so the distance between you and your target is not limited by 25 km. That's why rails DO work very well, with Rokhs and Nagas among the most used ships recently. In medium-sized gang you will also have dedicated tacklers, and correct me if I'm wrong, but gallente recons would have a point range close to 100 km. Small gangs - once again, use dedicated fast tackle. Dont under-estimate the power of those tiny devils which are interceptors. Solo... even solo! You can camp a bubble and have some nice kills.
But yes, beam lasers sux and pulse would also be inferior if it were not for Scorch. Does anyone even fitted Tachyons btw?
Nothing matters in large fleet engagements except EHP and DPS, so taking them as a metric, we should all just be flying dreads and titans anyway.. (who knows, atm we are heading there..)
Sure you mentioned the gallente recons, can can longpoint to some 65 km effectively. BUT, remember how ONLY Gallente have that? Only two fully dedicated ships non the less? Does that seem balanced to you?
And what about ranges above 70 km? or even 100 km?
Furthermore, bubbles? Sure, if youre a nullbear and get off at sniping pods, bubbles are your friend, but lets just cut the crap here. bubbles were meant to hinder fleet movements, not to set up ****** gatecamps all over null.
Which again brings me to my initial conclusion, without adequate long range tackling, long range has no practical use over short range drps and full tackle.
Other maybe than a one hit one gank tornado.
What I am advocating for is not a 100km warp scrambler, but a way to to make a fight happen at longer range. Matter of fact I'd much rather see warp drives that needed time to spool up or something, and/or points that dont hold tackle indefinately but rather give people the option to either commit to a fight or dedicate everything to escaping.
You know, no more ****** ganks everywhere, but a serious trade-off for both the attacker and the attacked, where their actions can determine the outcome, instead of it being decided long before they enter a situation. |

Nevyn Auscent
Broke Sauce
166
|
Posted - 2013.03.05 10:06:00 -
[93] - Quote
CCP Fozzie wrote:
That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks.
This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board.
My complaint with this statment is primarily as follows. We are not suggesting changing the fact that Lasers are the highest Cap weapons. What we are suggesting is that laser cap useage should not be more than three times greater than it's comparable hybrid (In some classes, haven't checked all but fairly sure it remains that bad if not worse in most classes at least.) But somewhere in a more reasonable ball park.
What you appear to be saying is 'We refuse to consider tweaking Cap useage down in return for decreased cap bonuses on the hulls that have them'
While I certainly agree with your vision of lasers as a high cap use weapon, their current state makes them non viable weapons on a large number of Amarr Hulls, some of which are even bonused for lasers, just not sensible to fit them as projectiles produce better actually useable DPS. A change to drop the overall cap useage down on unbonused hulls, while decreasing the bonus on bonused hulls, would make these ships then capable of sensibly supporting lasers as their ship bonuses say they should. And this needs some work sooner rather than later. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
108
|
Posted - 2013.03.05 10:26:00 -
[94] - Quote
Sakkar Arenith wrote:Nothing matters in large fleet engagements except EHP and DPS, so taking them as a metric, we should all just be flying dreads and titans anyway.. (who knows, atm we are heading there..) Are you trolling me?
Sakkar Arenith wrote:Furthermore, bubbles? Sure, if youre a nullbear and get off at sniping pods, bubbles are your friend, but lets just cut the crap here. bubbles were meant to hinder fleet movements, not to set up ****** gatecamps all over null. Yes you are.
Sakkar Arenith wrote:Sure you mentioned the gallente recons, can can longpoint to some 65 km effectively. BUT, remember how ONLY Gallente have that? Only two fully dedicated ships non the less? Does that seem balanced to you? And what about ranges above 70 km? or even 100 km? For even longer points - use warfare links. And yes, it seems balanced to me. Because of a falcon, if you know what I mean. But there are not only 2 dedicated tacklers. I mentioned about ceptors as well and told you not to under-estimate them. And bubblers - they are still tacklers despite your despite.
Sakkar Arenith wrote:What I am advocating for is not a 100km warp scrambler, but a way to to make a fight happen at longer range. They do happen at longer range. Deal with it.
Sakkar Arenith wrote:Matter of fact I'd much rather see warp drives that needed time to spool up or something, and/or points that dont hold tackle indefinately but rather give people the option to either commit to a fight or dedicate everything to escaping. You know, no more ****** ganks everywhere, but a serious trade-off for both the attacker and the attacked, where their actions can determine the outcome, instead of it being decided long before they enter a situation. Crappiest BS I've read on this forum in a while. Please consider revising. |

Valleria Darkmoon
Heretic Army Atrocitas
112
|
Posted - 2013.03.05 11:19:00 -
[95] - Quote
CCP Fozzie wrote:Hey guys, just want to pop into this discussion with my perspective. I'll start by copypasting what I said in the Combat Frigs thread in relation to this question back before Retribution: CCP Fozzie wrote:Laser cap use bonus on Amarr ships:So this became a pretty heated debate in the thread, and I'm going to address it even if it is a bit off topic. The original design of lasers was that they essentially had a built in damage bonus, being more powerful in base damage than any other weapon system. In the time since launch however that specific damage advantage has diluted somewhat, as most of the buffs lasers received over the years were to tracking. Pulse lasers tend to have good damage and excellent range for short range guns, and Beams have good damage, fair range and excellent tracking compared to other long range options. There are a lot of Amarr ships that need help, as well as many that are working well. Certain problems are tied to the weapons themselves, for instance fittings on small lasers need help and many of the problems with beams are tied to the weapons. We're taking our first steps towards improving the fitting situation for frigates in the already announced changes for winter: CCP Ytterbium wrote:All medium beam laser variations: -1 PWG and -1 CPU
All medium pulse laser variations: -1 PWG and -1 CPU
Expect more tweaks to many weapon systems, including lasers, as we go forward. That being said I do not think the solution to the problem is to build the cap use bonus back into the guns. The high cap use is a defining feature of lasers, helps create interesting player decisions on Amarr ships, and I believe it provides us more balance tools than it removes. There's a lot we need to fix with many Amarr ships, but I do not currently expect that the solution is going to be removing the cap use bonuses across the board. That statement has not fundamentally changed. The solution to problems with certain Amarr ships isn't to remove the cap bonus across the board, or add a third bonus. It's to ensure that the strengths of each weapon system counterbalance the drawbacks. This is an ongoing iterative project and we're not going to get there for all weapon systems overnight, but I can fairly firmly state that we're not going to remove the laser cap use bonus from the Amarr flavor and we're not going to start giving them 3rd bonuses across the board. Good to hear.
As much as I love my lasers I really don't think incorporating the cap use bonus of Amarr onto the guns themselves is wise at all. If you make them not such a huge drain on my capacitor I will start fitting them to other ships that are more mobile then most Amarr hulls and if that ever caught on the lasers op threads would start popping up really fast when that projection starts to appear on fast kiting fits. Modestly fitted for range, optimal on the order of about 30km is easily attainable from pulses with scorch is more than doable while other "short" range turrets will struggle to to scratch paint at that range if they hit at all. Conversely removing the laser bonus on Amarr ships to replace it with something else is very dangerous, a tanking bonus would be a huge boost to Amarr brawlers that already tank very well and a damage or tracking bonus would just put Amarr over the top since they are not really lacking as it is and definitely not lacking when applying damage at engagement ragne.
Laser tracking may not be the best but your longer optimal goes a long way to mitigating that as you don't need to be in really really close to be in face melt range and I feel the overall package provided by lasers in general is accounted for when handing out bonuses and I think getting your way on the Amarr bonuses will be a lot stronger than people think. |

Valleria Darkmoon
Heretic Army Atrocitas
112
|
Posted - 2013.03.05 11:50:00 -
[96] - Quote
Where did my draft go? |

Valleria Darkmoon
Heretic Army Atrocitas
113
|
Posted - 2013.03.05 12:38:00 -
[97] - Quote
Nevyn Auscent wrote: Whats wrong with Minmatar ships with lasers? If Amarr ships with projectiles are fine that is......
If it's all fine & dandy for Amarr ships to have their standard fits be Projectiles, why is it not ok for certain Minmatar ships to fit Lasers as a standard fit
The argument you are attempting to employ goes both ways. As I said, maybe not a 50% cap reduction, but right now, Lasers use somewhere around 330% the cap that Hybrids do as a base cap useage.
Some Amarr ships used projectiles because they had the armor resist/cap usage bonus which didn't make sense why fit lasers to use a cap bonus when you can just fit projectiles and use no cap anyway. In either case you get no damage bonus so it made little difference. The changes to these ships have put lasers back up into the high slots.
You also missed the point I was making because it had nothing to do with off-race guns. The point is that godly projection and incredible speed/agility should not go hand in hand if you care about the game's balance at all, especially with the proliferation of links, particularly in low sec. Engagement range is typically around 20-25km and projectiles are the weapon of choice because Minmatar kites very well and projectiles are at least somewhat effective at that range. This is why Amarr got lasers and poor mobility. Pulses are devastating at that range and adding in the kiting ability of a Minmatar ship on top of it would be too strong. Making lasers viable on anything that feels like running them runs a very real risk of allowing incredible projection combined with incredible speed/agility and so the cap use bonus of many Amarr ships should not be rolled into the weapon.
Considering how devastating lasers are at 20km compared to say blasters, I'd say cap is a perfectly acceptable trade off, especially given that Amarr I think have superior capacitors in all cases though that's only true for sure on the ones I actually checked. |

Seranova Farreach
Caldari Provisions Caldari State
423
|
Posted - 2013.03.05 13:16:00 -
[98] - Quote
Commander Ted wrote:sabre906 wrote:[quote=Commander Ted]
"omgwtfbbq range"
Lol, really? What do you call Scorch? Yea your right 115km range with medium guns loaded with t2 ammo and 0 modules is utter ****. I guess large rails having range longer than grid size is nothing special either right?
it may get that range but it barely scratches ships compaired to medium long range lazor dps |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
56
|
Posted - 2013.03.05 14:03:00 -
[99] - Quote
Bizheep wrote: the weakest dps of all turrets? falloff mechanics? longest reload of all turrets?
That's why everyone put ACs on any ship with no weapon bonuses (or only a cap bonus) when they want to fit a turret. |

Bouh Revetoile
TIPIAKS
248
|
Posted - 2013.03.05 15:48:00 -
[100] - Quote
Sinigr Shadowsong wrote:Bizheep wrote: the weakest dps of all turrets? falloff mechanics? longest reload of all turrets?
That's why everyone put ACs on any ship with no weapon bonuses (or only a cap bonus) when they want to fit a turret. People fit AC on their ship when they don't care about their weapon. And you cannot avoid a weapon taking this place. If AC have this place, it's because of easy fitting and no cap use, which make them the most basic weapon you can find. There will always be an easiest weapon to fit, and there will always be a lowest cap cost weapon. But on unbonused hull, AC are worse than almost anything else : even dual150mm railguns have the same dps at 4km than 220mm AC, and Quad Light Beam Laser have more dps at all range and almost the same tracking. So there it is : AC only have their low fitting cost and no cap use, because the second you want something more than the cheapest garbage, you're better with a real weapon, but that come with a cost. |

androch
Chillwater Ltd
42
|
Posted - 2013.03.05 18:23:00 -
[101] - Quote
Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. I am not sure why CCP has to make it so that a ship can only have two bonuses, it seems rather silly. Maybe something simple like a tracking bonus or maybe even a really weird bonus like to a type of ewar?
The drake gets a bonus to resistances and a dps bonus, but do its guns use less cap than a harbinger? Yea, good bonus. It's not like lasers give a really big advantage to counter using all that cap.
Why is it an arbitrary rule that a t1 ship can only have two bonuses? Especially when not all bonuses are created equal.
Lasers natural range doesn't really help much if ever. Every role that you can put a harbinger in other ships do better. The harbinger can't do anything but tank and shoot meh dps guns at 20km while it's max speed is meh.
I don't think removing the cap bonus is a good idea because that will mean the ultimate counter to a harbinger is a medium neut or two. Without the cap reduction bonus the harbingers guns would use more cap than a 10mn micro warp drive. I do not think lasers should have their cap use reduced either because it makes them interesting.
This is not a lasers vs hybrids and projectiles thread, this is a thread to look at the traits the harbinger lacks in thread.
Imagine for a second if the brutix had it's bonuses replaced with the harbingers and its fitting changed to accommodate lasers and got to keep its repair bonus. Would the brutix be OP? No. This is because it would be nearly the same ship, but with less dps, being less cap stable, and having longer range.
does ted ever make any topics that arent bitchy, whiny, and mildly troll posts?
|

Kerdrak
D00M. Northern Coalition.
33
|
Posted - 2013.03.05 19:14:00 -
[102] - Quote
EFT warrior FTW:
Heavy Pulse Laser II, Multifrequency M 60 DPS, 25 DPS at 12km 425mm AutoCannon II, EMP M 32 DPS, 15 DPS at 12km
Only problem is that fitting the laser needs like 50% more pg and cpu, so really is like autocannons have a built in bonus to fitting requirements since minmatar ships DON'T have 50% less cpu/pg. |

Bizheep
Red Federation RvB - RED Federation
1
|
Posted - 2013.03.05 19:52:00 -
[103] - Quote
Bouh Revetoile wrote:Sinigr Shadowsong wrote:Bizheep wrote: the weakest dps of all turrets? falloff mechanics? longest reload of all turrets?
That's why everyone put ACs on any ship with no weapon bonuses (or only a cap bonus) when they want to fit a turret. People fit AC on their ship when they don't care about their weapon. And you cannot avoid a weapon taking this place. If AC have this place, it's because of easy fitting and no cap use, which make them the most basic weapon you can find. There will always be an easiest weapon to fit, and there will always be a lowest cap cost weapon. But on unbonused hull, AC are worse than almost anything else : even dual150mm railguns have the same dps at 4km than 220mm AC, and Quad Light Beam Laser have more dps at all range and almost the same tracking. So there it is : AC only have their low fitting cost and no cap use, because the second you want something more than the cheapest garbage, you're better with a real weapon, but that come with a cost.
this |

Sinigr Shadowsong
War Tactical Groups SOLAR FLEET
56
|
Posted - 2013.03.05 20:17:00 -
[104] - Quote
Kerdrak wrote:EFT warrior FTW: Heavy Pulse Laser II, Multifrequency M 60 DPS, 25 DPS at 12km 425mm AutoCannon II, EMP M 32 DPS, 15 DPS at 12km Only problem is that fitting the laser needs like 50% more pg and cpu, so really is like autocannons have a built in bonus to fitting requirements since minmatar ships DON'T have 50% less cpu/pg.
Actually minmatar ships have a tons of free PG because of "But artillery is bonused too!". Therefor we have
1) Lowest fittings requirements + 2) Tons of free PG |

Kerdrak
D00M. Northern Coalition.
33
|
Posted - 2013.03.05 21:24:00 -
[105] - Quote
Sinigr Shadowsong wrote: Actually minmatar ships have a tons of free PG because of "But artillery is bonused too!". Therefore we have
1) Lowest fittings requirements + 2) Tons of free PG
I think that's the whole problem, autocannons and artilleries are not balanced together and doesn't represent the minmatar philosophy. While autocannons are ok, being turrets with low fitting requirements and low dps but very flexible in ammo, artilleries have high fitting requirements and a high damage output (alpha, making them very popular in fleets or ganking,due to their ability to laugh at active tanking).
|

Bouh Revetoile
TIPIAKS
249
|
Posted - 2013.03.05 22:35:00 -
[106] - Quote
Sinigr Shadowsong wrote:That's a blatant lie. 220mm AC does about 30-40% more dps than 150mm Railgun even at 4km without any modules (and superior tracking). Also 220mm AC have 50% more Tracking speed than Quad Light Beam Laser. Who would ever call 50% difference "almost the same"? What winmatar-lovers tend to ignore is that AC gets double benefits from TE/TC. Nope.
Tested on a Myrmidon (no weapon damage bonus, no weapon modules, all 5) : Quad Light Beam Laser II w/ Gleam M : 35,14 dps @ 3+1,25 km ; 0,1266 rad/s IN Multifreq : 34,64 dps @ 6+1,25 km ; 0,1013 rad/s Dual 150mm Railgun II w/ Javelin M : 31,22 dps @ 4,5+7,5 km ; 0,0689 rad/s CN Antimat : 30,77 dps @ 9+7,5 km ; 0,0551 rad/s 220mm Vulcan Auto Cannon II w/ RFEMP : 35,60 dps @ 1,35+11 km ; 0,1518 rad/s 28,48 dps @ ~7km Hail : 39,73 dps @ 1,35+8,25 km ; 0,1063 rad/s 31,78 dps @ 5km Barrage : 28,38 dps @ 2,7+16,5 km ; 0,1139 rad/s
Considering other ammo for LR weapons, barrage don't compete. 220mm/Hail is indeed better than QLBL/Gleam, but have less tracking (lol), and that's only up to 5km. D150mm railgun is better at 6km and above. I grant you that D150mm tracking is crappy. With RFEMP (standard ammo loaded in AC versus 1s length swap with beam), QLBL is better than 220mm AC.
The chery on the cake ? 220mm AC use more PG than D150mm or QLBL...
As I said, primitive weapon make very good default weapon and obvious choice when this is the last thing you need to put on your ship.
Fun fact : QLBL have almost the exact same base tracking than Heavy Pulse Laser, and more with Gleam ; and D150mm rail with javelin have almost the same tracking than Heavy Pulse with Conflag ; though Heavy Pulse hit farther than both of these weapons (and do more damage). That actually give some insight in fact. |

Sentinel zx
Shadow Phoenix Special Forces
12
|
Posted - 2013.03.05 23:05:00 -
[107] - Quote
i just had an idea making beams, rails and arties firing end of the firing cycle and adding a charge effect for them |

Alara IonStorm
4401
|
Posted - 2013.03.05 23:41:00 -
[108] - Quote
Kerdrak wrote: Heavy Pulse Laser II, Multifrequency M 60 DPS, 25 DPS at 12km 425mm AutoCannon II, EMP M 32 DPS, 15 DPS at 12km
60 DPS? It does more DPS then a L Megapulse Laser II... |

Lyron-Baktos
Selective Pressure Rote Kapelle
413
|
Posted - 2013.03.06 03:35:00 -
[109] - Quote
The advantages of lazers are far, far outweighed by it's cap disadvantage
every time someone mentions blasters, first thing that is said is monster DPS every time someone mentions arties, first thing said is monster alpha every time someone mentions lazers, first thing said is **** capacitor
im all for keeping it unique but it needs a slight buff to balance out it's capacitor disadvantage. slight buff to tracking maybe? How the **** do you remove a signature? |

Mirel Dystoph
Kaesong Kosmonauts Test Alliance Please Ignore
36
|
Posted - 2013.03.06 04:10:00 -
[110] - Quote
Kerdrak wrote:EFT warrior FTW: Heavy Pulse Laser II, Multifrequency M 60 DPS, 25 DPS at 12km 425mm AutoCannon II, EMP M 32 DPS, 15 DPS at 12km Only problem is that fitting the laser needs like 50% more pg and cpu, so really is like autocannons have a built in bonus to fitting requirements since minmatar ships DON'T have 50% less cpu/pg. get your numbers right...
HPL II, MF M: 36 DPS in optimal, 17 dps at 12km 425 AC, EMP M: 32 DPS in optimal, 16 dps at 12km
both used on a unbonused hull shooting at a ship with 0 velocity / transversal because we're comparing dps here.
Here's is a pretty graph in EFT: http://i.imgur.com/oDERMPd.png
edit: and btw. while autocannons not only have less cpu / pg requirements, they also track better and use less cap, but their damage projection isn't that great in optimal tbh "Nothing essential happens in the absence of noise."-á |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
383
|
Posted - 2013.03.06 05:38:00 -
[111] - Quote
Bouh Revetoile wrote:Sinigr Shadowsong wrote:That's a blatant lie. 220mm AC does about 30-40% more dps than 150mm Railgun even at 4km without any modules (and superior tracking). Also 220mm AC have 50% more Tracking speed than Quad Light Beam Laser. Who would ever call 50% difference "almost the same"? What winmatar-lovers tend to ignore is that AC gets double benefits from TE/TC. Nope. Tested on a Myrmidon (no weapon damage bonus, no weapon modules, all 5) : Quad Light Beam Laser II w/ Gleam M : 35,14 dps @ 3+1,25 km ; 0,1266 rad/s IN Multifreq : 34,64 dps @ 6+1,25 km ; 0,1013 rad/s Dual 150mm Railgun II w/ Javelin M : 31,22 dps @ 4,5+7,5 km ; 0,0689 rad/s CN Antimat : 30,77 dps @ 9+7,5 km ; 0,0551 rad/s 220mm Vulcan Auto Cannon II w/ RFEMP : 35,60 dps @ 1,35+11 km ; 0,1518 rad/s 28,48 dps @ ~7km Hail : 39,73 dps @ 1,35+8,25 km ; 0,1063 rad/s 31,78 dps @ 5km Barrage : 28,38 dps @ 2,7+16,5 km ; 0,1139 rad/s Considering other ammo for LR weapons, barrage don't compete. 220mm/Hail is indeed better than QLBL/Gleam, but have less tracking (lol), and that's only up to 5km. D150mm railgun is better at 6km and above. I grant you that D150mm tracking is crappy. With RFEMP (standard ammo loaded in AC versus 1s length swap with beam), QLBL is better than 220mm AC. The chery on the cake ? 220mm AC use more PG than D150mm or QLBL... As I said, primitive weapon make very good default weapon and obvious choice when this is the last thing you need to put on your ship. Fun fact : QLBL have almost the exact same base tracking than Heavy Pulse Laser, and more with Gleam ; and D150mm rail with javelin have almost the same tracking than Heavy Pulse with Conflag ; though Heavy Pulse hit farther than both of these weapons (and do more damage). That actually give some insight in fact. Why are there so many comparisons all of a sudden, between AC's and long rabe weapons?
Surely the point would be to compare long with long and short with short? MODULAR DRONES
MORE ORE SHIPS |

Goldensaver
Marsuud And Sons Industries
155
|
Posted - 2013.03.06 07:23:00 -
[112] - Quote
Mirel Dystoph wrote:Kerdrak wrote:EFT warrior FTW: Heavy Pulse Laser II, Multifrequency M 60 DPS, 25 DPS at 12km 425mm AutoCannon II, EMP M 32 DPS, 15 DPS at 12km Only problem is that fitting the laser needs like 50% more pg and cpu, so really is like autocannons have a built in bonus to fitting requirements since minmatar ships DON'T have 50% less cpu/pg. get your numbers right... HPL II, MF M: 36 DPS in optimal, 17 dps at 12km 425 AC, EMP M: 32 DPS in optimal, 16 dps at 12km both used on a unbonused hull shooting at a ship with 0 velocity / transversal because we're comparing dps here. Here's is a pretty graph in EFT: http://i.imgur.com/oDERMPd.pngedit: and btw. while autocannons not only have less cpu / pg requirements, they also track better and use less cap, but their damage projection isn't that great in optimal tbh
That's an interesting graph. Until 12km, assuming your target is stupid enough to sit still, lasers are superior to AC's using short range ammo.
Though I do still think that it is important to remember that those AC's are easier to fit, don't munch cap, have selectable damage type, and have better tracking.
But then it's also important to point out that Lasers let you switch instantly to Scorch if you get kited.
Oh, and Scorch. I'm not sure if I remember mentioning Scorch. |

Boris Amarr
Viziam Amarr Empire
44
|
Posted - 2013.03.06 07:31:00 -
[113] - Quote
For Punisher and Maller bonus to Medium Energy Turret capacitor use was changed to bonus to all Armor Resistances. Why did you keep bonus to Medium Energy Turret capacitor use for Harbinger??? Where is logic? |

Goldensaver
Marsuud And Sons Industries
155
|
Posted - 2013.03.06 07:48:00 -
[114] - Quote
Boris Amarr wrote:For Punisher and Maller bonus to Medium Energy Turret capacitor use was changed to bonus to all Armor Resistances. Why did you keep bonus to Medium Energy Turret capacitor use for Harbinger??? Where is logic? I think the Harbinger was supposed to be a ship which blurred the line between Attack and Combat ship roles, where they took the damage bonus from the Combat line, giving it the damage to be competitive with both, while taking the capacitor bonus from the Attack line, giving it an easier time with cap and allowing it to expend more on mobility, and such. But this didn't make it an Attack ship due to a mid-range base EHP as well as mid-range damage, making it a "middle of the line" ship. Unfortunately I don't see it filling much of a role there, seeing as it's not fast enough to kite, and it's not tanky enough (or doesn't have the tracking) to brawl typically.
Yes, there are fits where you load the Harbinger down with tank mods making it a pseudo-combat BC, and there are fits where you bastardize the Amarr line and load it up with shields and kite. But it's more of a middle-ground ship when doing either of those things. Though I would have to attribute most of the successes of the Harbinger to Scorch, personally, rather than the ship itself. |

Arronicus
Vintas Industries Mistakes Were Made.
290
|
Posted - 2013.03.06 09:32:00 -
[115] - Quote
Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free.
No, no they don't. Amarr ships have BETTER capacitor than minmatar ships mostly, when you consider running weapons, propulsion mods, tackle, some sort of tank. This is not only through a capacitor bonus, but also dramatically larger base cap amounts and faster regen. Not only are many minmatar ships short on capacitor (Vagabond, Cynabal, Sleipnir) for sustained engagements where their amarrian counterparts aren't, but Amarrian ships have many advantages to their weapons, that projectiles do not, including higher tracking, DRAMATICALLY better damage projection, longer range, higher dps, super fast reloading/crystal swapping.
So no, I strongly disagree. The capacitor bonus IS a very good bonus. |

Kerdrak
D00M. Northern Coalition.
33
|
Posted - 2013.03.06 09:51:00 -
[116] - Quote
Mirel Dystoph wrote:get your numbers right... HPL II, MF M: 36 DPS in optimal, 17 dps at 12km 425 AC, EMP M: 32 DPS in optimal, 16 dps at 12km both used on a unbonused hull shooting at a ship with 0 velocity / transversal because we're comparing dps here. Here's is a pretty graph in EFT: http://i.imgur.com/oDERMPd.pngedit: and btw. while autocannons not only have less cpu / pg requirements, they also track better and use less cap, but their damage projection isn't that great in optimal tbh
You are totally right, I messed it up as didn't realize the ship I took had heatsinks.
36 vs 32 dps is totally unbalanced having such fitting requirements and cap usage.
Thanks for fixing my numbers. |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
58
|
Posted - 2013.03.06 09:57:00 -
[117] - Quote
Arronicus wrote:Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. No, no they don't. Amarr ships have BETTER capacitor than minmatar ships mostly, when you consider running weapons, propulsion mods, tackle, some sort of tank. This is not only through a capacitor bonus, but also dramatically larger base cap amounts and faster regen. Not only are many minmatar ships short on capacitor (Vagabond, Cynabal, Sleipnir) for sustained engagements where their amarrian counterparts aren't, but Amarrian ships have many advantages to their weapons, that projectiles do not, including higher tracking, DRAMATICALLY better damage projection, longer range, higher dps, super fast reloading/crystal swapping. So no, I strongly disagree. The capacitor bonus IS a very good bonus.
Until you fire the guns... |

Lloyd Roses
Blue-Fire PLEASE NOT VIOLENCE OUR BOATS
34
|
Posted - 2013.03.06 11:50:00 -
[118] - Quote
Kerdrak wrote:Mirel Dystoph wrote:get your numbers right... HPL II, MF M: 36 DPS in optimal, 17 dps at 12km 425 AC, EMP M: 32 DPS in optimal, 16 dps at 12km both used on a unbonused hull shooting at a ship with 0 velocity / transversal because we're comparing dps here. Here's is a pretty graph in EFT: http://i.imgur.com/oDERMPd.pngedit: and btw. while autocannons not only have less cpu / pg requirements, they also track better and use less cap, but their damage projection isn't that great in optimal tbh You are totally right, I messed it up as didn't realize the ship I took had heatsinks. 36 vs 32 dps is totally unbalanced having such fitting requirements and cap usage. Thanks for fixing my numbers.
This makes me laugh...
some more numbers
425mm AC (barrage) 3km optimal, 29.8 dps in 3km optimal, 13 dps at max point range against HPL (scorch) 22.5km optimal, 33.1 dps in optimal, 31.5 dps at max point range
max point range is 24km for me. Also, once you actually got the supportskills for your cap-intense weapons, they aren't cap-intense anymore  So yeah, if minmatar ships had the same base cap as amarr ships already, I'd prolly fly FMP stabbers.
Also pls show me a vaga/cyna with 480dps at 50km. Cause that is a shieldzealot. AND it's almost capstable with guns+mwd.
Edit: Atleast I should mention that the HPL got around 25% less tracking than the ACs. Which doesn't really matter for a kiter. |

Bouh Revetoile
TIPIAKS
249
|
Posted - 2013.03.06 11:50:00 -
[119] - Quote
Hakan MacTrew wrote:Why are there so many comparisons all of a sudden, between AC's and long rabe weapons?
Surely the point would be to compare long with long and short with short? The point was to compare AC with the easiest fitting weapon of the other races. In fact, when AC are far easier to fit than arties, that's not the case for hybrid and laser turrets.
The second point was also to desilusion some people believing laser were worse than AC. That's wrong, because even the worse laser turret (the quad light beam laser people don't even consider fitting on their ship) is better than than the second grade AC.
Pushing the comparison with 425mm AC with Focused Medium Pulse Laser and Heavy Ion Blaster (because these weapons have roughly the same fitting requirements, more PG for 425mm and more CPU for the others), you can see that th dps advantage of 425mm AC don't even go beyond 4km, and the tracking are close (0,02 rad/s advantage for 425mm vs FMP). Blasters, for their part, have nothing else than insane dps, but everybody know they have a poor range, and again, FMP start to be better than heavy ion blaster at 4,5km.
Heavy Pulse laser is better than 425mm AC even at point blanc, provided you can track your target. HPL is also better than Heavy Beam laser up to its max range (22,5km) and use less cap.
The best contender to HPL is the Heavy Neutron Blaster, up to 5km.
So, HPL is undoubtebly the best medium weapon between 5km and its max range (22,5km). That's quite a large superiority range IMO, and well deserve some drawbacks. No doubt the cap cost is huge, but that is also the only thing preventing a ship from firing laser forever.
Capacitor bonus allow for sustained and easy use of the weapon (cap bonused HPL use a little more cap only than neutron blaster). And this bonus is not worse than an armor reping bonus for example.
The real question is if the ship need something else, because the objective is to balance the ships, not the bonuses, and because the weapon look more than good. |

Lloyd Roses
Blue-Fire PLEASE NOT VIOLENCE OUR BOATS
34
|
Posted - 2013.03.06 11:55:00 -
[120] - Quote
Bouh Revetoile wrote:Hakan MacTrew wrote:Why are there so many comparisons all of a sudden, between AC's and long rabe weapons?
Surely the point would be to compare long with long and short with short? The point was to compare AC with the easiest fitting weapon of the other races. In fact, when AC are far easier to fit than arties, that's not the case for hybrid and laser turrets. The second point was also to desilusion some people believing laser were worse than AC. That's wrong, because even the worse laser turret (the quad light beam laser people don't even consider fitting on their ship) is better than than the second grade AC. Pushing the comparison with 425mm AC with Focused Medium Pulse Laser and Heavy Ion Blaster (because these weapons have roughly the same fitting requirements, more PG for 425mm and more CPU for the others), you can see that th dps advantage of 425mm AC don't even go beyond 4km, and the tracking are close (0,02 rad/s advantage for 425mm vs FMP). Blasters, for their part, have nothing else than insane dps, but everybody know they have a poor range, and again, FMP start to be better than heavy ion blaster at 4,5km. Heavy Pulse laser is better than 425mm AC even at point blanc, provided you can track your target. HPL is also better than Heavy Beam laser up to its max range (22,5km) and use less cap. The best contender to HPL is the Heavy Neutron Blaster, up to 5km. So, HPL is undoubtebly the best medium weapon between 5km and its max range (22,5km). That's quite a large superiority range IMO, and well deserve some drawbacks. No doubt the cap cost is huge, but that is also the only thing preventing a ship from firing laser forever. Capacitor bonus allow for sustained and easy use of the weapon (cap bonused HPL use a little more cap only than neutron blaster). And this bonus is not worse than an armor reping bonus for example. The real question is if the ship need something else, because the objective is to balance the ships, not the bonuses, and because the weapon look more than good.
This is a very good summary. Just instaswap of crystals, the wonderful range-coverage between conflag, navy/standard for tracking and scorch is awesome. |

Lady Katherine Devonshire
Royal Ammatar Engineering Corps
140
|
Posted - 2013.03.06 15:16:00 -
[121] - Quote
sabre906 wrote:Lol, really? What do you call Scorch?
An overpriced T2 module with a painfully high minimum skill requirement that ultimate defeats the entire purpose of lasers not requiring ammunition.
Does one need a minimum skill of level 5 and a specialization skill to load a blaster with navy faction ammunition? Because that is what you need for every turret size to use scorch. Please take the time to compare skill training times between being able to fly a blaster fit battlecruiser and a scorch equipped frigate.
Scorch should not even be part of these discussions.
Meanwhile... let us drop the capacitor bonus entirely and give it something more useful. It already possess a damage bonus, so perhaps something else? The Prophecy has an armor bonus and the Oracle simply has larger overall weapons (thus, more range and DPS).
Perhaps it is time something more radical... yes... I propose that the Harbinger be completely redesigned to become the first Amarrian shield tank ship! Yes, I am serious. Replace the capacitor bonus with a shield resistance bonus, and exchange the low and middle power slots to become four low and six middle instead.
This is not that far fetched or lore-breaking, I might add. Our alliance with the Caldari has already shown in several of our ships being redesigned more towards missile combat. Why not shields next?
After all, has EvE ever seen a ship actually meant to have an effective shield tank & laser combination before? Now is their chance to do something truly original, then. EvE Forum Bingo |

Drake Doe
SVER True Blood Unclaimed.
56
|
Posted - 2013.03.06 15:27:00 -
[122] - Quote
Lady Katherine Devonshire wrote:sabre906 wrote:Lol, really? What do you call Scorch? An overpriced T2 module with a painfully high minimum skill requirement that ultimate defeats the entire purpose of lasers not requiring ammunition. Does one need a minimum skill of level 5 and a specialization skill to load a blaster with navy faction ammunition? Because that is what you need for every turret size to use scorch. Please take the time to compare skill training times between being able to fly a blaster fit battlecruiser and a scorch equipped frigate. Scorch should not even be part of these discussions. It's called void and null |

Goldensaver
Marsuud And Sons Industries
155
|
Posted - 2013.03.06 16:32:00 -
[123] - Quote
Drake Doe wrote:Lady Katherine Devonshire wrote:sabre906 wrote:Lol, really? What do you call Scorch? An overpriced T2 module with a painfully high minimum skill requirement that ultimate defeats the entire purpose of lasers not requiring ammunition. Does one need a minimum skill of level 5 and a specialization skill to load a blaster with navy faction ammunition? Because that is what you need for every turret size to use scorch. Please take the time to compare skill training times between being able to fly a blaster fit battlecruiser and a scorch equipped frigate. Scorch should not even be part of these discussions. It's called void and null Blasters are... serviceable without T2 ammunition. Almost everyone will advise you not to undock with lasers without T2 guns so you can use Scorch. With blasters and AC's the go to ammo is faction in almost all situations. With lasers Scorch is necessary beside INMF. |

Bouh Revetoile
TIPIAKS
249
|
Posted - 2013.03.06 17:59:00 -
[124] - Quote
Goldensaver wrote:Blasters are... serviceable without T2 ammunition. Almost everyone will advise you not to undock with lasers without T2 guns so you can use Scorch. With blasters and AC's the go to ammo is faction in almost all situations. With lasers Scorch is necessary beside INMF. Scorch is insanely powerful, but even without it, lasers still are superior to any other weapon, even T2, for a wide range, except maybe missiles. The problem you may have is capacitor (with supposedly low skills, even more so) because of the time it will take to kill the ennemy without scorch dps.
And blasters have the same problem : without null, *any* ship will be able to kite you.
But that's more a problem of skill difference than balance. |

Commander Ted
Caldari Provisions Caldari State
527
|
Posted - 2013.03.08 15:35:00 -
[125] - Quote
Bouh Revetoile wrote:Goldensaver wrote:Blasters are... serviceable without T2 ammunition. Almost everyone will advise you not to undock with lasers without T2 guns so you can use Scorch. With blasters and AC's the go to ammo is faction in almost all situations. With lasers Scorch is necessary beside INMF. Scorch is insanely powerful, but even without it, lasers still are superior to any other weapon, even T2, for a wide range, except maybe missiles. The problem you may have is capacitor (with supposedly low skills, even more so) because of the time it will take to kill the ennemy without scorch dps. And blasters have the same problem : without null, *any* ship will be able to kite you. But that's more a problem of skill difference than balance.
Can your cruiser do 700 dps with lasers? Can your lasers run when I put a medium neut on your maller? Can an omen actually kite without capping itself out? Can a harbinger actually win a brawl against an equally skilled opponent? Can a harbinger actually kite something without it warping away? Can an amarr battleship actually do anything without needing a cap booster? Do you actually see non lolfit laser myrms,prophecies, or anything else without a high slot weapons bonus?
Also without t2 guns can multifreq compete with antimatter or emp? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Caldari Provisions Caldari State
527
|
Posted - 2013.03.08 15:47:00 -
[126] - Quote
Arronicus wrote:
No, no they don't. Amarr ships have BETTER capacitor than minmatar ships mostly, when you consider running weapons, propulsion mods, tackle, some sort of tank. This is not only through a capacitor bonus, but also dramatically larger base cap amounts and faster regen. Not only are many minmatar ships short on capacitor (Vagabond, Cynabal, Sleipnir) for sustained engagements where their amarrian counterparts aren't, but Amarrian ships have many advantages to their weapons, that projectiles do not, including higher tracking, DRAMATICALLY better damage projection, longer range, higher dps, super fast reloading/crystal swapping.
So no, I strongly disagree. The capacitor bonus IS a very good bonus.
Try shooting your guns.
https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Kagura Nikon
Emptiness.
8
|
Posted - 2013.03.08 15:59:00 -
[127] - Quote
Commander Ted wrote:A capacitor use bonus should not count as a "bonus" when minmatar ships get that for free. I am not sure why CCP has to make it so that a ship can only have two bonuses, it seems rather silly. Maybe something simple like a tracking bonus or maybe even a really weird bonus like to a type of ewar?
The drake gets a bonus to resistances and a dps bonus, but do its guns use less cap than a harbinger? Yea, good bonus. It's not like lasers give a really big advantage to counter using all that cap.
Why is it an arbitrary rule that a t1 ship can only have two bonuses? Especially when not all bonuses are created equal.
Lasers natural range doesn't really help much if ever. Every role that you can put a harbinger in other ships do better. The harbinger can't do anything but tank and shoot meh dps guns at 20km while it's max speed is meh.
I don't think removing the cap bonus is a good idea because that will mean the ultimate counter to a harbinger is a medium neut or two. Without the cap reduction bonus the harbingers guns would use more cap than a 10mn micro warp drive. I do not think lasers should have their cap use reduced either because it makes them interesting.
Imagine for a second if the brutix had it's bonuses replaced with the harbingers and its fitting changed to accommodate lasers and got to keep its repair bonus. Would the brutix be OP? No. This is because it would be nearly the same ship, but with less dps, being less cap stable, and having longer range.
let me explain you something that was already explained hundreds of times.
Lasers are intrinsically STRONGER than ANY other weapon of same class. When you combine range and damage of pulses they are superior to all weapons in raw value. Ammar are just the ones that get the bonus to allow them to use those weapons.
Want simple proof. Check your damm numbers. The harbinger has MORE damage than a hurricane with similar fit. That while using only 1 bonus and the hurricane using 2 bonuses for DAMAGE ALONE!
|

Commander Ted
Caldari Provisions Caldari State
636
|
Posted - 2013.04.09 02:08:00 -
[128] - Quote
Well CCP is removing the cap bonus for amarr battleships https://forums.eveonline.com/default.aspx?g=posts&t=223607 https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

DataRunner Attor
Independent Confederacy of Worlds
110
|
Posted - 2013.04.09 03:23:00 -
[129] - Quote
I think in this case, as with what they say with the drake tank opedness. We need to look at the mods, not the ship. Maybe weapons need a re-balance, not the ship. Just saying. GÇ£Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.GÇ¥ |

Commander Ted
Caldari Provisions Caldari State
638
|
Posted - 2013.04.09 04:12:00 -
[130] - Quote
DataRunner Attor wrote:I think in this case, as with what they say with the drake tank opedness. We need to look at the mods, not the ship. Maybe weapons need a re-balance, not the ship. Just saying. only way to balance them is to make them all the same. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Hakan MacTrew
Caledonian Light Industries Sick N' Twisted
452
|
Posted - 2013.04.09 08:55:00 -
[131] - Quote
Commander Ted wrote:DataRunner Attor wrote:I think in this case, as with what they say with the drake tank opedness. We need to look at the mods, not the ship. Maybe weapons need a re-balance, not the ship. Just saying. only way to balance them is to make them all the same. If that's how you feel, you may as well unsub now.
And as for the cap use bonus removal for the BS line, the first comment in that thread complains about it. And there are more complaints on the first page. Certainly more than there are approvals.
I think the loss of that bonus is going to make the Apoc hard to use for extended periods. MODULAR DRONES
MORE ORE SHIPS |

Whisperen
Handsome Millionaire Playboys RISE of LEGION
22
|
Posted - 2013.04.09 11:50:00 -
[132] - Quote
Maybe change cap use reduction bonus to a fitting bonus for Capacitor batteries or cap amount of cap batteries or nuet / nos reflection chance of cap batteries. Shoehorn a large one in and get more cap and a chance of neut reflection.
Just throwing it out there. |

Mole Guy
Xoth Inc Unclaimed.
54
|
Posted - 2013.04.09 19:24:00 -
[133] - Quote
Little Dragon Khamez wrote:I agree with the OP, having a bonus to cap on amarr ships sucks when all that bonus does is to allow those weapons to function normally, thus it is not a bonus.
How about reducing cap requirements on all lasers, I've never understood how beam lasers should even require cap in the first place as (if I remember my optical physics correctly) all a beam laser needs is a continuous source of power (this is represented in the PG requirements as posted in the weapon description). Pulse lasers are a little different in that they rapidly fire multiple times per shot and as such need short bursts of power which is where a capacitor is needed.
So I would say, no cap on all beam lasers at the very least and reduced cap requirements for the more damaging, but shorter range pulse lasers.
you dont remember your physics correctly.
a laser uses power to be turned on, correct, but when the light waves are emmited, it draws hella power. beams are nothing more than 4 smaller charging capacitors on a smaller, faster slewing laser. rapid discharge means the "pulse" effect, where as normal "beam" weapons have 1 massive cap to charge up. one of the RADAR systems i worked on in the navy used a little power to turn on all the lights and run diagnostics, but once it was fully functional and transmitting, it drew megawatts. several of them.
simply put, lasers across the board need a cap adjustment. tachyons needs a pg/cpu adjustment for sure on top of the cap adjustment. if they drop lasers down some, then the new changes would rawk!. |

Commander Ted
Caldari Provisions Caldari State
638
|
Posted - 2013.04.09 21:34:00 -
[134] - Quote
Mole Guy wrote:
you dont remember your physics correctly.
What he means is, I can plug as many things as I want into my house, but how many can I turn on at once?
How come I can't just use the powergrid I don't use to boost my cap or vice versa? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |
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