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Author |
Thread Statistics | Show CCP posts - 25 post(s) |

Regolis
Imperial Academy Amarr Empire
0
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Posted - 2013.04.12 17:03:00 -
[1] - Quote
Ok so maybe my ability at math is broken...
Mega Beam Laser 1 40 km range 16 falloff 65 GJ power usage 9.00 rate of fire 3.0 damage modifier tracking 0.0153125 rad/sec FITTING 55 CPU 3250 Powergrid
425mm Railgun 1 48 km range 24 km falloff 21 GJ power usage 9.56 rate of fire 3.025 damage modifier 0.01010625 rad/sec FITTING 67 CPU 2200 Powergrid
ok so for 0.56 rate of fire and better tracking .. the Mega beam has 50% more fitting cost and 3x the power cost to fire... so lets reduce the capacitor on Amarr ships....
20% reduction in power use and 10% in grid is a joke .. took me less than 5 minutes to type this in even less to actually look at the data ... maybe you guys should |

Regolis
Imperial Academy Amarr Empire
3
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Posted - 2013.04.16 18:36:00 -
[2] - Quote
Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8 Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02 Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51
Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1 Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99 Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7
Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68 Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97
Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74 Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06
User friendly chart of Capacitors for you guys ... draw your own conclusions ... IMO it looks like they pretty much mean to remove Amarr from PVP straight out by making their ships unable to support their weapon systems.
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Regolis
Imperial Academy Amarr Empire
3
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Posted - 2013.04.16 18:55:00 -
[3] - Quote
Battleship guns and cap usage
Neutron Blaster Cannon 1 Cap per shot / rack of 8 : 12.74 / 101.92
425mm Railgun 1 Cap per shot / rack of 8 : 21 / 168
Mega Pulse Laser 1 Cap per shot / rack of 8 : 40 / 320
Mega Beam Laser 1 Cap per shot / rack of 8 : 65 / 520
Tachyon Beam Laser 1 Cap per shot / rack of 8 : 95 / 760
I didn't bother using cap per second as they don't work that way .. these are the weapons that use cap single shot and rack of 8 .. |

Regolis
Imperial Academy Amarr Empire
5
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Posted - 2013.04.16 19:32:00 -
[4] - Quote
Amarr
Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1 Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99 Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7
Gallente
Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8 Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02 Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51
Minmatar
Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68 Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97
Caldari
Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74 Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06
Amarr Weapons
Beams Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s
Pulse Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s
Gallente Weapons
Blasters Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.5s / 1.3GJ/s Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45GJ/s Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 5.87s / 1.61GJ/s
Railguns Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79GJ/s 350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.1GJ/s 450mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.19GJ/s
Stole your data Ruze and added the Gallete stuff to it |

Regolis
Imperial Academy Amarr Empire
6
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Posted - 2013.04.16 20:48:00 -
[5] - Quote
If you guys want some real fun .. add in the Amarr ship crippler ... the Microwarp Drive :p
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Regolis
Imperial Academy Amarr Empire
10
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Posted - 2013.04.17 02:54:00 -
[6] - Quote
Every other race seems to be the "best" at something ... Caldari best shield tankers Minmatar best speed Gallente best drones Can we not have Amarr best Capacitors?
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Regolis
Imperial Academy Amarr Empire
12
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Posted - 2013.04.17 16:32:00 -
[7] - Quote
Lets for 1 minute take Tachyons out of the equation and look at the reality of Beam and Pulse lasers by themselves breaking the cap of Amarr ships ... Ok .. so we have the 2nd worst agility (Caldari is the worst) 2nd worst speed (Caldari again is the worst) damage mods take our tanking slots our damage resistance is being nerfed our capacitors can't support our guns let alone supporting active repping or a MWD
So help me out here ... what am I as Amarr getting for almost unplayability of Amarr battleships ...
Let's see ... 1)Taking the iconic Amarr battleship .. the Armageddon and making it a drone boat ... 2)No Amarr battleship with 8 low slots...
Look I realize that every race has "issues" .. no one is asking for perfect ships ... we are asking for the devs to be reasonable Having to choose between firing your guns or using your tank isn't viable
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Regolis
Imperial Academy Amarr Empire
12
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Posted - 2013.04.17 16:50:00 -
[8] - Quote
Bouh Revetoile wrote: The real question to ask is "do amarr BS need a buff ?"
Your comparison is pointless is they don't, because that mean that despite all the weak point you listed, the strong points you ocluded are strong enough to compensate !
the "buff" that Amarr ship need is a viable capacitor ...
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Regolis
Imperial Academy Amarr Empire
12
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Posted - 2013.04.17 17:38:00 -
[9] - Quote
Bouh Revetoile wrote:
Look at the damn whole picture please !
I did ... at which point you accused me of wanting a "buff" because I was being childish ...
Take 2 steps back and try to realize what is actually going to happen with these changes
Nerfed damage resists on the "brick" battleship ..
Total revamp of the only 8 slot amarr battleship
and complete nerf to the mission running ship
But but but pulse laser ... scorch pulse scorch
Hey big picture remember? Pulse lasers are just about balanced .. thats WHY everyone uses them ...
Beam lasers are broken ...
Capacitor levels are not viable with Beam lasers and barely viable with pulse lasers
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Regolis
Imperial Academy Amarr Empire
14
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Posted - 2013.04.18 00:22:00 -
[10] - Quote
Bouh Revetoile wrote: That is homogenisation : when all things are equal everywhere with different colors. That's not balance.
Mega Beam Laser 1 40 km range 16 falloff 65 GJ power usage 9.00 rate of fire 3.0 damage modifier tracking 0.0153125 rad/sec FITTING 55 CPU 3250 Powergrid
425mm Railgun 1 48 km range 24 km falloff 21 GJ power usage 9.56 rate of fire 3.025 damage modifier 0.01010625 rad/sec FITTING 67 CPU 2200 Powergrid
I'm sorry .. what did you say again ? I couldn't hear you from the already obvious homogenization... |
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Regolis
Imperial Academy Amarr Empire
15
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Posted - 2013.04.18 00:42:00 -
[11] - Quote
Before I go back to laser thread .. yeah .. the only differences between the 425mm railgun and the Mega Beam are minimal.. the Tachyon is like one step above those and should go through it's own balance pass I was just trying to clarify the argument .. if Gallante want a 500mm Railgun they should take it up in their thread This is about Amarr getting short shafted on Capacitor when every other race can take a -20% hit on cap using a MWD |

Regolis
Imperial Academy Amarr Empire
17
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Posted - 2013.04.18 19:36:00 -
[12] - Quote
Asmodai Xodai wrote:By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.
I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.
Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"
Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.
There is the trouble .. CCP wants to take the cap use bonus off the ships and give Amarr another bonus .. fine good cheers
But that cap use bonus made the ships usable .. the problem is the insane amount of cap Amarr gun use
You CANNOT change the cap on the ships and the cap use bonus without seriously addressing lasers
-10% for pulse and -20% for beams isn't even half way good enough ..
Talk is they'll be looking into lasers or beam lasers or something like that ... I don't want to wait another 5 years while they "look" into it
The last great laser change wasn't even a laser change .. it was the reduction of EM resistance on ships.
The numbers don't lie .. look at Amarr ships versus any other and others are used 3 to 1 or more. Pretty much means there is something seriously wrong with either the ships or their primary weapon type.
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Regolis
Imperial Academy Amarr Empire
19
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Posted - 2013.04.19 13:50:00 -
[13] - Quote
Understand that before the "adjustment" made to lasers in the Large Energy Turret thread ... an Apocalypse with max fitting skills couldn't fit a full rack of Mega Beam lasers let alone Tachyons. That was the only reason they even bothered to change the fitting.
So to clarify .. every OTHER race could fit their guns and Amarr couldn't fit theirs. |

Regolis
Imperial Academy Amarr Empire
20
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Posted - 2013.04.19 19:28:00 -
[14] - Quote
Duality Test 1
Armageddon with max fitting skills works just fine in PVE with pulses (beams don't fit) Requires 3 CCCs and 2 Cap chargers - IS NOT CAP STABLE with pulse lasers With Cruise missiles cap stable with 2 large armor reps
Apocalypse was fine with pulses in PVE (beam won't fit with armor repper) Mega Beam IIs leave 500 grid Requires 3 CCCs and 2 Cap chargers - IS NOT CAP STABLE with pulse lasers
Tested both these ships in Enemies Abound 3 and 4 of 5 (similar enemies)
The current settings on Duality don't have the laser changes. The way things currently are you have to be VERY aware of where you armor values are and when to cycle (IE Pay attention) other than that the ships themselves performed like they should.
I still wish I didn't have to give 1/4 of all ship fitting to the cap but there it is.
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Regolis
Imperial Academy Amarr Empire
21
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Posted - 2013.04.19 21:25:00 -
[15] - Quote
-14% stability on the Apoc .. -16% on the Armageddon with everything running
Tested Armageddon with (5) Mega Pulse 2s (scorch and conflag) and a Tech 2 armor repper (1) Tested Armageddon with (5) Cruiser Missle and Tech 2 armor reppers (2)
Tested Apocalypse with (8) Mega Pulse 2s (scorch and conflag) and a tech 2 armor repper
I ran tests without deadspace or faction gear to use the worst possible fitting combos and lower resists to check the viability of the ships. |

Regolis
Imperial Academy Amarr Empire
21
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Posted - 2013.04.19 22:29:00 -
[16] - Quote
I was one of 6 people on Duality when I did the PVE testing ... 4 of the people on were CCP / ISD so I figured I would test PVE since no one was actually there :p
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Regolis
Imperial Academy Amarr Empire
23
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Posted - 2013.04.20 14:43:00 -
[17] - Quote
I forgot to post my character info ... Max fitting skills ... Max Cap skill... Squire implant for 5% max cap Squire implant for 5% cap regen
Remember I was also using 3 CCCs and 2 Cap recharger IIs on both ships for PVE and still was yards from cap stable
I don't know .. still seems like one heck of alot of cap and cap regen...
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Regolis
Imperial Academy Amarr Empire
23
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Posted - 2013.04.21 03:28:00 -
[18] - Quote
Duality test 2
Apocalypse
8 Megabeam IIs and a T2 armor repper now fit \o/. Test was Enemies Abound 4 of 5. Ship cap stable using Xray crystals. Gleam and Multi run at -14% cap. Fittings are a little tight with the megabeams .. couldn't use T2 hardeners had to resort to faction ones.
Test was standard missioner fit 8 Megabeam IIs
2 Tracking computers (faction ones) Shadow Serpentis 2 Cap recharger IIs
1 Tech 2 Large Armor repairer 2 Shadow serpentis kinetic hardeners 2 shadow serpentis thermal hardeners 2 tech 2 heatsinks
3 CCC rigs
I still think cap use is way too high .. but this still performed solidly.
Didn't have time to run the geddon will post fits and test for it tomorrow... will also run a Pulse Apoc fit and test the laser changes.
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Regolis
Imperial Academy Amarr Empire
24
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Posted - 2013.04.21 21:00:00 -
[19] - Quote
Abaddon : Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1 8 turrets
Maelstrom : Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 8 turrets
Rokh : Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8 8 turrets
Hyperion : Capacitor amount / recharge rate / cap per second : 7200 / 1500s / 4.8 6 turrets
Right let's get to it ... These are the "Combat" Battleships and their capacitors
It would seem to me that the Abaddon needs both more cap and faster recharge to be able to use its guns effectively
This would seem more viable to me for the amount of cap the guns consume
7000 / 1000s / 7.00
This is the same capacitor the Apocalypse has it seems to to work well for it I understand that the development team is trying to make the "classes" of ships different but without a resonable capacitor the Abaddon doesn't have much of a place in either PVE or Fleet engagements without being a permanent target of remote cap transfers.
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Regolis
Imperial Academy Amarr Empire
24
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Posted - 2013.04.21 21:17:00 -
[20] - Quote
Bouh Revetoile wrote: Two questions, if you don't mind : Your numbers show that the Abaddon already have the best cap regen, and the second best cap pool of former tier3 BS. Why would it need more ?
And secondly, where did you picked these numbers ? Why not "14000 / 1000s / 14.00" for example ?
The numbers are based on what works for the Apocalypse .. which is in my post. Also regardless of what you think comparing ships of the same "class" is realistic metric.
You are getting caught up on the idea that AMARR HAS MOAR CAP... yes .. yes they do .. they also use more cap .. 2.5 to 3x as much cap.
Understand even with 7000 / 1000 / 7.00s cap the Abaddon would still have to fit 5 cap regen modules
Minimum of 3 CCCs and 2 cap recharger IIs to get to the same stability the rest of the Combat ships with 1 cap recharger II
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Regolis
Imperial Academy Amarr Empire
25
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Posted - 2013.04.21 21:40:00 -
[21] - Quote
Bouh Revetoile wrote:You are actually caught on the idea that the Abaddon is bad. The problem is that it is a wrong idea. The Abaddon is not bad, hence, it doesn't need a buff.
Yes, capacitor is hard on amarr ships, yet, does that make them bad ? I wait for an argumented answer.
You guys are way too focused on capacitor, it's an obsession.
It's obvious that you haven't tested or have played Amarr ships .. you'd realize that your statement about capacitor is completely wrong .. on 90% of other ships capacitor is an after thought ... on Amarr ships Capacitor IS the ship.
We are not Gallente .. we cannot fit a MWD without a SERIOUS hit to our offense.
We do not have capless gun or guns that barely use cap ...
Amarr IS capacitor ... No other race needs max fitting skills ... max cap skills .. controlled bursts 5 and still have to cram half your ship full of cap mods. If you think that is the "balance" for using lasers then need to play an Amarr ship to even understand. Please stop trying to derail this thread and make it about how underpowered you think Gallente are ... This is the Amarr Battleship thread.
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Regolis
Imperial Academy Amarr Empire
25
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Posted - 2013.04.21 22:12:00 -
[22] - Quote
Bouh Revetoile wrote:Capacitor is not everything, even on amarr ships. It's important, yes, but if that was so critical, you could just use standard lens and enjoy a happy cap stable fit.
So now, please, just bring *comprehensive evidence* to support your crusade for cap stable amarr ships. And no, spewing cap number alone is not an evidence.
Again you seemed to have missed half of my post.
3 CCCs and 2 cap rechargers with a cap of 7000 / 1000 / 7.0 <--base and an Amarr ship isn't "cap stable"
Duality ------> this way ... you apparently need to actually log in to test things and I'm certain you have not.
Stop using EFT Odyssey beta and actually come fly the ships.
Let me give you an example of what it would be like for Gallete.
Hyperion
Capacitor 5000 / 2000s / 2.5s <--- this would make a Gallete railboat or Blaster boat cap crippled .. this ship would need 3 Semiconductors and 2-3 cap recharger 2s to stably fire it's guns ... forget about repairing
That is apparently where you're happy with Amarr being so why shouldn't Gallente be happy with the same? |

Regolis
Imperial Academy Amarr Empire
25
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Posted - 2013.04.22 01:56:00 -
[23] - Quote
I did wish to make a comment about the whole "teiricide" stuff ...
I've been doing all these Amarr ship tests with max fitting skills, max cap skills, and Amarr BS 5 Realistically with the ability get into these ships with 1 battleship level most newer players getting into them aren't going to have level 5 skills in fitting and cap. I am seriously concerned that though I and a few of the other testers are able to fit them and make them atleast usable that these newer players to Amarr won't be able to. I'm just unsure with the extremely small amount of us actually testing these changes whether someone with level 3 or 4 fitting and cap skills are going to be viable in these ships. I would like to voice my plea for the dev team or the bughunters, if they have the ability and time, to test these ships with lower skills.
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Regolis
Imperial Academy Amarr Empire
29
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Posted - 2013.04.23 01:50:00 -
[24] - Quote
What I'm afraid is going to happen is a promise to "fix" lasers at a later date ... watch them faf around for 6 months and then say "Lasers are fine the way they are" like the last 4 years or so ... Atleast we got a small fix for them .. but I have a feeling thats as far as it's going to go until the "beam laser patch". |

Regolis
Imperial Academy Amarr Empire
29
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Posted - 2013.04.23 02:58:00 -
[25] - Quote
Also voting with my feet. Maybe in 6 months when they take a look a lasers I'll give Amarr another go. Until then I'm moving on to something else for awhile. |

Regolis
Imperial Academy Amarr Empire
30
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Posted - 2013.04.23 16:53:00 -
[26] - Quote
I'm not sure that there is anything left to say guys. If CCP can't see point we're trying to make then its a lost cause anyway. I want to thank all the people in this thread for the testing and theorycrafting. I hope things eventually get better for the Amarr ships.
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Regolis
Imperial Academy Amarr Empire
32
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Posted - 2013.04.24 02:15:00 -
[27] - Quote
This is a comparison of the lasers and railguns. As you can see from this the Tachyon doesn't equate to anything on the list. I am all for balancing lasers so it would appear one of two things needs to happen first. Either get rid of the tachyon and balance lasers or add the equivalent tachyon sized gun to all the laser class beams. People have been blowing smoke about balance and how unfair it would be to reduce power costs of lasers. This is the current balance on Live servers.
Small
Small Focused Beam Laser I 10 km range 4 km falloff 7.22 activation GJ 4.00 rate of fire 3.0 damage modifier 0.1 rad/sec tracking
150mm Railgun I 12 km range 6 km falloff 2.34 activation GJ 4.25 rate of fire 3.025 damage modifier 0.0735 rad/sec tracking
Medium
Heavy Beam I 20 km range 8 falloff 21.67 activation GJ 6.00 rate of fire 3.0 damage modifier 0.033 rad/sec tracking
250mm Railgun I 24 km range 12 falloff 7.0 activation GJ 6.375 rate of fire 3.025 damage modifier 0.02415 rad/sec tracking
Large
Mega Beam Laser I 40 km range 16 falloff 65 activation GJ 9.00 rate of fire 3.0 damage modifier 0.0153125 rad/sec tracking
425mm Railgun I 48 km range 24 km falloff 21 activation GJ 9.56 rate of fire 3.025 damage modifier 0.01010625 rad/sec tracking
Tachyon Beam Laser I 44 km range 20 km falloff 95 activation GJ 12.5 rate of fire 4.5 damage modifier 0.01392 rad/sec tracking
TLDR: Until you get to battleship sized turrets there is parity between Beams and Railguns except for the abusive power costs.
Dropping this into here since you guys stopped talking in the Large Energy Turret thread |

Regolis
Imperial Academy Amarr Empire
33
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Posted - 2013.04.24 14:34:00 -
[28] - Quote
Nevyn Auscent wrote:
Taking the Larges only here. Though the Mediums & Smalls need similar & larger reductions, same as the large turrets do. Mega. 3.0 Multipler / 9.0 Sec rate of fire. 1/3rd* per second. Rail. 3.025/9.56. 0.316* per second. Tachyon. 4.5/12. 0.375* per second. When you take the ROF into account, they come out much closer together, with the Rail having the longest range of them all. And requiring less than 25% of the Cap of the Tachyon. (I'm not sure how the Lasers requiring tripple the cap of the Rails is 'Parity' btw.... have I failed at maths.) Additionally the Tachyon requires crazy amounts more fitting than the rails. For..... (0.375/0.316) 18% more. It's a nice 18% more sure. That might need a little tweak so that Tachyons are laser alpha while mega's are fast firing for their DPS.
But the current (After Odyssey) stats do not balance at all with these numbers.
The parity I was talking about is the how the weapons have similar DPS and range. I have been fighting for awhile now to try to get people to recognize that the Tachyon needs to be balanced separately from the rest of the beam lasers. On every tier of weapons,beams have near identical range and DPS except the insane power costs. Megabeam = 425mm Rail not = Tachyon If we get some balance between the fitting and power costs of the Megabeam the devs can then bring the Tachyon in line with that.
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Regolis
Imperial Academy Amarr Empire
33
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Posted - 2013.04.24 15:25:00 -
[29] - Quote
CCP Rise wrote:Yeah, I guess part of the drawback to so much active participation in the thread earlier is that now people worry we are gone.
We aren't gone. Fozzie and Ytterbium and I have been talking about the battleships almost every day still. After our last round of reviews we still feel that Amarr is likely in the best place it can be for Odyssey. We will keep watching closely as everything heads to sisi and if more adjustments are needed we will make them.
You can interpret this one of two ways. 1)Amarr is where we think it should be. 2)We have other changes planned for Amarr but not for this expansion and if we modify things too much right now it'll be game breaking after our planned changes.
number 2 is what I'm worried about... waiting 6 months to a year for planned changes while having crippled ships Test numbers I posted pretty much show that without max fitting skills and max cap skills you should fly another race.
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Regolis
Imperial Academy Amarr Empire
34
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Posted - 2013.04.24 15:53:00 -
[30] - Quote
Pelea Ming wrote: well, once I removed Mega Beams from your list since Tachyon's are the laser equivalent to 425 Rails, you will see that there is still parity, as your Rails still have more Optimal and Falloff, and cost less then 25% for activation cost. I also note that you deliberately left out the CPU and PG statistics, as this would only even more prove that Tachyons are balanced (and in most Laser user's justified opinion, overly so) in regards to 425 rails. Now, if you don't like how your 425 Rails work, then make your own thread for it, don't clutter this thread up which is meant for the Amarr Battleships.
Sorry if you totally misinterpreted the data there Ming. It was meant to show how lasers of Amarr ship classes other than battleship work. IE direct parity with rails. My post was meant to show the how broken beam lasers are across the board. The issue with capacitor isn't just a battleship issue.It goes through all the classes of the Amarr ships because of the insane laser 3x capacitor cost.
Not sure if you guys even caught it but Gallente is the new spoiled child of CCP. All you need to do is look at the last revamp to see it. Amarr cruisers with less cap and less recharge than Gallente ones and still our gun cost more to fire.
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Regolis
Imperial Academy Amarr Empire
34
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Posted - 2013.04.24 16:49:00 -
[31] - Quote
You want to see broken hm? Take a look at the Omen and the Thorax ... if you give the Omen the same treatment you just gave battleships (IE remove the -10% cap per level) How broken does that ship become?
This is what I'm talking about ... across the board beam lasers are broken. Yes the guns work. Yes they fit on the ship. No they are not "better". The balance point looks like this. Beam have slightly less range, 50% more tracking, and higher fitting costs. All I want to know is does CCP consider 50% more tracking worth 3x the power cost and ships with crippled capacitors. Because THAT is the real question.
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Regolis
Imperial Academy Amarr Empire
41
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Posted - 2013.04.26 00:28:00 -
[32] - Quote
Well .. if it was meant to be a larger Prophecy it should have used the Abaddon hull .. but I don't want to get into that argument again.
I don't understand why they don't just introduce it as a T1 Khanid hull using the Abaddon and be done with it.
Omen -> Armageddon Prophecy -> Abaddon
I mean doesn't the Prophecy have the resist bonus with the drone bonus?
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Regolis
Imperial Academy Amarr Empire
42
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Posted - 2013.04.26 03:21:00 -
[33] - Quote
I did alot of comparative posting about weapons in the Large Energy Turret thread. It basically comes down to the Tachyon isn't part of the scaling. If you look at smaller weapons, we have no tachyon equivalent in the medium and small ranges. What I fear is that they plan to go back and rip the -10% cap per level off all the ships, homogenize the caps but leave our weapons at 3x rail costs. This problem isn't going away anytime soon guys.
Now about the Battleship lines. Battleships were never directly inline with Battlecruisers since the BCs were added way later. The Battleships were in line with Cruisers. So we have this or should have this.
Maller -> Abaddon Omen -> Armageddon
There was never a direct correlation with the Apocalypse to anything else.
If they want to "keep the lines" with Battlecruisers, I would suggest the following.
Prophecy -> Abaddon Harbinger -> Armageddon Oracle -> Apocalypse (not sure exactly how that would work but I can play with the numbers for that one.)
This would keep a direct line from the battlecruisers to the battleships, but this is all talk-talk they've already decided pretty much how it's going to be and short of nuclear devastation the best we can hope is for better cap or a better reduction in lasers costs.
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Regolis
Imperial Academy Amarr Empire
43
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Posted - 2013.04.26 05:54:00 -
[34] - Quote
See post #468 in the Large Energy Turret Thread.
My previous post listing the weapons was to show how Beam lasers of every class are virtually identical to rails except for tracking. The Tachyon is the odd man out. I'll come back to that. What I really want to address is whether or not CCP believes that a 50% tracking increase means 3x power usage. Because in the end that is what it comes down to.
The Tachyon, if you read the table, is 1 step above the Megabeam and 425mm rail. So I'm going to take on the argument all the way around. Where is the Medium and Small tachyon weapons? I keep hearing "Lasers do more damage". Umm no .. not from that table I put up they don't. Better tracking, yes. Which may equate to better damage, but it's not a cut and dried damage modifier. Which if you've been paying attention, the equivalent railguns actually have a higher damage mod.
So give me my medium and small Tachyons. Reduce beam power costs to double the equivalent rail and balance the Tachyon class weapons at 2.5 to 3x the rail cost.
Once THAT is in testing we can give you a better idea on the cap costs. Because if your next endeavor is to strip the -10% cap per level off of all Amarr ships then we'll play this game 3-4 more times.
You cannot homogenize capacitors on all the ships and leave 1 race with guns that use 3x of another race. |

Regolis
Imperial Academy Amarr Empire
48
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Posted - 2013.04.26 16:43:00 -
[35] - Quote
The thing that doesn't make sense to me is why a race would build a class of ships that couldn't sustain themselves. The fiction makes it sound like Amarr have better energy technology than the other races. IE they didn't bother making lasers more efficient since their power generation and capacity was better than the others.
I don't understand why this is such a big argument with the devs. These ships are unsustainable with their guns alone. These weapon systems have been like this since before the introduction of ship rigging. The only change from then is that we now can atleast put recharger rigs on the ship to help with the cap issues.
The Amarr philosophy is brick with guns. Amarr isn't highly mobile. They don't have alot of ECM/ECCM. They never were supposed to have much variation in damage type. So instead of having any clear advantage for all the disadvantages Amarr has. We get penalized for even attempting to use our weaponry.
IMO the devs don't really want to make the races too disparate. They want them to be homogenized since it's easier to balance them that way. I'm not sure what sacred cow they are protecting about not balancing Amarr ships or weapons.
It's pretty obvious that something is significantly wrong with the Amarr ships and their weapons. Sticking a bandaid over the obvious problems aren't going to make them go away. They didn't fix anything 5 years ago when you decided that base 60% armor resist was too much for lasers to deal with and nothing has changed since then for lasers.
TLDR: The devs either need to put up or shut up. Show use the data that says lasers will be so severely overpowered if we can actually use them like other races can use their weapons. |

Regolis
Imperial Academy Amarr Empire
58
|
Posted - 2013.04.27 15:05:00 -
[36] - Quote
I'm pretty much out of math for now on the whole Amarr debacle. The capacitor / weapon firing costs aren't going to change unless they suddenly wake up and see it. Considering things have been like this for atleast 5 years, I doubt that they will do something reasonable like change the reduction on lasers to -30%. All said and done their new favorite phrase seems to be "damage projection". It looks to me like they have already decided that the inherent tracking bonus lasers have are "balanced" for both their huge fitting costs and insane power usage. This will pretty much go live the way it is and within 6 months to a year you can expect them to rip the -50% cap use off all the Amarr ships.
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Regolis
Imperial Academy Amarr Empire
58
|
Posted - 2013.04.27 15:30:00 -
[37] - Quote
Oh I'm far from done. Just waiting for them to either make changes on Duality or Sisi. Until something changes I don't know a way of attacking the problem.
1) The Armageddon changes are pretty much set in stone.You could see that from how defensive Rise was on stage. He had an idea, people didn't like it, so he dug in and doubled down.
2) CCP can't seem to differentiate Pulse Lasers and Beam Lasers. Pulse, for the most part, are ok. They could some tweaks but they aren't in a bad place. Beams are so broken the best they'll prolly be able to manage is a bandaid. Here is where things get downright ugly. Beams have been broken for better than 5 years. During that entire time CCP either couldn't see that they were broken or in their "metrics" they're not broken.
Now point 2 is down right scary. That means either none of the devs actually play Amarr enough to realize that they're broken or in their "metric" the value of tracking is so high that the weapon is considered to have 2 damage modifiers for the purpose of balancing.
Now I personally would like to see the metric they are using for balance because I think it's flat out busted.
Like I was saying in my other post. Damage Projection. Listening to them talk about tracking bonuses like they're considered either equal to or CLOSE to equal to rate of fire or straight up damage bonuses pretty much sums it up guys.
In the past we've had devs post solid numbers for why X is X or Y is Y. I would really like to know their stance on this. |

Regolis
Imperial Academy Amarr Empire
63
|
Posted - 2013.04.27 18:15:00 -
[38] - Quote
There's also the curiosity of the 7.5% range bonus on the Apoc versus the full blown 10% on the Caldari ships. I've always wondered about that .. Why our sniping boat only has 7.5%. I'm guessing it has to do with Pulses. But on the other side of that it makes our beams less effective.
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Regolis
Imperial Academy Amarr Empire
69
|
Posted - 2013.04.27 20:35:00 -
[39] - Quote
Really wish they would just duplicate the Abby ... paint it black ... Call it a Khanid Battleship and make that one the drone boat. I think Khanid is dead to the developers though ... |

Regolis
Imperial Academy Amarr Empire
70
|
Posted - 2013.04.28 03:26:00 -
[40] - Quote
Was cruising around the feature / ideas section and finally looked that the new Navy Omen and Amarr Battlecruiser. I won't insult you guys by asking guess what... Yes that's right we have removed the laser -50% cap use and stuck on something guaranteed to break you cap with just guns. Welcome to Amarr... get remote rep and remote power or go home.
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Regolis
Imperial Academy Amarr Empire
73
|
Posted - 2013.04.28 14:23:00 -
[41] - Quote
Pelea Ming wrote:Regolis wrote:Was cruising around the feature / ideas section and finally looked that the new Navy Omen and Amarr Battlecruiser. I won't insult you guys by asking guess what... Yes that's right we have removed the laser -50% cap use and stuck on something guaranteed to break you cap with just guns. Welcome to Amarr... get remote rep and remote power or go home.
I obviously haven't looked at the Nav Harb on test server yet, but the Nav Omen is actually cap stable perma-running it's 4 lasers by themselves with nothing fitted to help it's cap, so they actually balanced it's cap properly. (hint hint WTF Abaddon?)
I remember you were testing the N-Omen. I also realize the ship was prolly designed around the idea of using pulses. When you stick medium beams on it things get ugly fast. Navy Harb will be the same.
I just personally can't understand the devs viewpoint on this. Beams aren't a little broken here's some cap reduction. Beams are severely broken. One of the easiest ways to see this on Live is Supply and Demand. Beam lasers are by far the cheapest weapons you can buy. Because no one wants them. That is usually a pretty unbiased determining factor.
Someone said in this forum "They're going to rebalance beams anyway". I'm all for that. I just don't want to wait another 5 years for it to happen.
The trouble with the Amarr ship changes isn't just about the ships. The complete disregard by the devs over lasers, beams lasers in particular is the real issue.
I understand the hate for the Armageddon changes.They really did pretty much change the ship to fit their "vision". But ripping off cap bonuses on ships that are pretty much dependent on them without changing lasers is fail.
My opinion is still that the metric they are using to "balance" lasers is broken for beam lasers. How else can you explain that for YEARS beam laser being terribad yet no major changes to them? Removing the -10% cap usage was the best thing they could have done. As it brings the glaring issue of just how broken these weapons are to light. |
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