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Thread Statistics | Show CCP posts - 5 post(s) |

Regolis
Imperial Academy Amarr Empire
0
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Posted - 2013.04.12 17:12:00 -
[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
Reposted here from Amarr BS rebalance thread |

Regolis
Imperial Academy Amarr Empire
0
|
Posted - 2013.04.12 18:49:00 -
[2] - Quote
Moar numbers
I know everyone here is concentrating on Tachyons .. I'll get around to those at some point..
350mm Railgun 1 activation 15.4
Dual Heavy Beam Laser 1 activation 35
The numbers for these guns (range,falloff,refire) all seem fairly balanced. Using the same configuration for Mega Beam 1 it's activation cost should be between 49 and 52 BEFORE adding your new -20%
I don't have a direct comparison for the Tachyons as they are an oversized module. The numbers for them appear to be somewhere between 70 and 85 for Tachyon Beam 1 before the 20% reduction. |

Regolis
Imperial Academy Amarr Empire
0
|
Posted - 2013.04.12 19:34:00 -
[3] - Quote
Bakuhz wrote:Regolis wrote: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
Reposted here from Amarr BS rebalance thread stop smoking please
I'm sorry ... let me try that again with those side by side so you can see them
65 GJ vs 21 GJ with close to the same stats besides tracking ... 3250 grid vs 2200 grid would be 50% of the fitting of the 2200 to get to 3250 ...
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Regolis
Imperial Academy Amarr Empire
0
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Posted - 2013.04.12 19:57:00 -
[4] - Quote
Mr Floydy wrote:Regolis... You're significantly overlooking the other benefits of lasers.... Like ammo usage. Plus Amarr ships tend to have more powergrid to fit the larger guns.
By all means argue that lasers use too much cap, but suggesting they should have the same usage as Hybrids is bonkers.
Reading comprehension -1 mate ...
I said that Mega Beam 1s should stay in SCALE with the ration of the Dual Beam / 350mm scaling
IE a Mega Beam 1 should use approx 47 capacitor BEFORE adding the -20% planned change .. This would keep the scaling in balance with what already exists .. At no point did I say they should use the same amount of cap.. The trouble with beam lasers has always been the wonky scaling of cap use
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Regolis
Imperial Academy Amarr Empire
0
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Posted - 2013.04.12 20:17:00 -
[5] - Quote
Mr Floydy wrote:Your post makes absolutely no reference to staying in scale with Dual Beam / 350mm scaling. I'm still not certain what you are even getting at. Fitting and cap usage on one weapon type can't be compared to another - they're different weapon systems? 
350mm Rail 1 activation 15.4 425mm Rail 1 activation 21
Dual Heavy Beam Laser 1 activation 35 Mega Beam 1 activation 65
Power use difference from 350mm rail to Dual Heavy Beam is a little more than double for the same stats This is an acceptable amount of cap usage.
Power use difference from 425mm Rail to Mega Beam 1 is a little more than 3 T-H-R-E-E times the difference This is way too high even with a 20% reduction
This is the point I'm trying to make ... not sure I can explain it differently... |

Regolis
Imperial Academy Amarr Empire
0
|
Posted - 2013.04.12 20:33:00 -
[6] - Quote
I guess I'm going to have to go back and cover old ground. The major reason lasers use so much power was the following: 1)Lasers have unlimited ammo (no longer true unless you use T1 crystals) 2)Beam Lasers do more damage (well not really the comparable rails actually have higher damage mods)
So why again do lasers use 3x more cap then a comparable rail gun?
|

Regolis
Imperial Academy Amarr Empire
1
|
Posted - 2013.04.15 03:44:00 -
[7] - Quote
I posted about this earlier with the numbers ... basically the 350mm Rail uses half the power of the Dual Beam 1 this seems to be balance IMO
the Mega Beam 1 uses 3x the power of the 425mm Rail
Not only do the lasers require more fitting .. they also use way too much power ..
the Tachyon Beam 1 base is 95 power per gun ... a full rack base would be 760 power ...few ships if any could maintain cap stability just from the guns draw let alone anything else on the ship...
Oh and though I am using the stats for the Tech 1 versions ... Tech 1 base and Tech 2 use the same power to fire
Now the Mega Beam 1 and the 425mm Rail have close to the same stats .. the differences are so minor as not to be considered ...
So why is it necessary that the Mega Beam requires that much more power to fire unless the ships were MEANT to have enormous amounts of cap to support them.
And please don't bother trolling with the how can you compare different gun types crap again ... bring the guns up in game and look at them .. doesn't take a rocket scientist to realize something is seriously broken |

Regolis
Imperial Academy Amarr Empire
2
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Posted - 2013.04.15 13:02:00 -
[8] - Quote
Again just stating the obvious that any Amarr pilot actually knows ... Just about every Amarr ship, especially the ones that use lasers, requires cap rigs. There's no choice about the rigs you take if you plan on firing for more than a few minutes. Capacitor rigs or go home. |

Regolis
Imperial Academy Amarr Empire
3
|
Posted - 2013.04.16 19:02:00 -
[9] - 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 ..
Posting this over here too incase you guys missed it in the Amarr BS forum |

Regolis
Imperial Academy Amarr Empire
5
|
Posted - 2013.04.16 19:39:00 -
[10] - 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
From the Amarr BS forums .. reposting here |

Regolis
Imperial Academy Amarr Empire
12
|
Posted - 2013.04.17 16:41:00 -
[11] - Quote
the numbers for the capacitors were posted in both the Amarr BS thread and this one...
Explain to me how there is justification for Caldari and Minmatar have capacitors within 5 to 10 % of Amarr ships when the Amarrian ships consume so much more of their cap...
Explain to me why a MWD on an Amarr ship is paramount to removing half the weapons of the other races
Why are the Gallente (Usually known for their ability to field ships with utility slots) Getting a BS with 8 lows and Amarr isn't?
I mean I guess it's ok that Minmatar and Caldari can MWD around still maintain full DPS while Amarr ships putter around behind them and can only fire for 2 min
If my cap is going to break that bloody fast my guns better do one heck of alot more damage.
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Regolis
Imperial Academy Amarr Empire
14
|
Posted - 2013.04.18 00:25:00 -
[12] - Quote
Ruze mate .. give up the on the obvious Gallante troll ...
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Regolis
Imperial Academy Amarr Empire
15
|
Posted - 2013.04.18 00:30:00 -
[13] - 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
Reposting this yet again so the data isn't buried by trolling ... The number are pretty honest and brutal to Amarr if you're looking.. |

Regolis
Imperial Academy Amarr Empire
16
|
Posted - 2013.04.18 16:04:00 -
[14] - Quote
Veshta Yoshida wrote: In short: Cap problem should be 'solved' through modules, not the weapons/hulls. Lasers have a revision coming up in the years to come so might as well leave them and look elsewhere for more generalized solutions.
Yes ... let's change Amarr battleships based on the idea that we'll be rebalancing lasers in 6 months or a year or 2 ... That couldn't possibly suck for Amarr ships ... /s |

Regolis
Imperial Academy Amarr Empire
19
|
Posted - 2013.04.19 13:42:00 -
[15] - Quote
Since I started posting about beam lasers people have been asking if comparing the Mega Beam is the right thing to do since the Tachyon is the largest Amarr laser. Trying not to muddy the water too much, I offer the following data on medium guns.
Beam Lasers
Heavy Beam I 10 km range 8 falloff 21.67 GJ power usage 6.00 rate of fire 3.0 damage modifier tracking 0.033 rad/sec DPS numbers from EFT with Multifreq 12 DPS 72 Alpha
250mm Railgun I 12 km range 12 falloff 7.0 GJ power usage 6.375 rate of fire 3.025 damage modifier tracking 0.02415 rad/sec DPS numbers from EFT with Antimatter 11 DPS 73 Alpha
This is the exact same pattern the 425mm Rail vs the Mega Beam I follows. So the argument comes down to this. Is 50% tracking worth 3x the capacitor cost? I fully understand that the Tachyon also needs a balance pass .. but it should in no way be balanced against the 425mm. |

Regolis
Imperial Academy Amarr Empire
20
|
Posted - 2013.04.19 19:19:00 -
[16] - Quote
Gun "balance" he says .. How about this mr gun balance
YOU CANNOT FIT 8 MEGA BEAM IIs on an APOC and an armor repairer ... Go to Duality fit ship ... DOESN'T FIT
Rokh can fit 8 425s and a XL shield rep ... WTB "Balance" please
Oh and that is with MAX fitting skills ... |

Regolis
Imperial Academy Amarr Empire
21
|
Posted - 2013.04.19 21:17:00 -
[17] - Quote
Bouh Revetoile wrote:Regolis wrote:Gun "balance" he says .. How about this mr gun balance
YOU CANNOT FIT 8 MEGA BEAM IIs on an APOC and an armor repairer ... Go to Duality fit ship ... DOESN'T FIT
Rokh can fit 8 425s and a XL shield rep ... WTB "Balance" please
Oh and that is with MAX fitting skills ... And what the point of this ? If your ship is more effective with 2ACR, why should it be able to fit the guns without the ACR ? Isn't the abaddon a better ship for your job for example ? What about the cap life of this Rokh BTW ? I bet it's not even half of your apoc !
Since apparently you have trouble reading ... MEGA BEAMS not Tachyons ... M-E-G-A-B-E-A-M-S
Even the Megathorn has enough grid for 8 425s and an armor repairer ...
|

Regolis
Imperial Academy Amarr Empire
21
|
Posted - 2013.04.19 22:33:00 -
[18] - Quote
Bouh Revetoile wrote:
@Regolis I don't care about the name of your weapon, I want actual fits to made a comprehensive comparison : something which make sense in the actual game we play, because obviously none of you care about comparing relevant thing between themselves and stoped at the "my ship is too difficult to fit, that's unfair" observation.
[Translation] I don't care about lasers or balance I want railguns buffed. [End Translation]
I don't understand why you're even in this area of the forums ... take it to the Gallente are awesome area and let those of us that actually use lasers and Amarr ships to find a balance ... at no point have I been irrational about a balance point ... I just want some parity .. if my gun is going to do the same damage as yours .. it shouldn't take 50% more grid and 3x the power
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Regolis
Imperial Academy Amarr Empire
26
|
Posted - 2013.04.22 13:52:00 -
[19] - Quote
Please stop quoting and/or replaying to the Gallente troll. His objective is to make sure that Amarr stays broken. His argument is that energy weapons shouldn't be cap stable. Not energy weapons and local armor repairing. He is unconcerned that every other ship in the game has no trouble firing their weapons until they run out of ammo. Just Amarr should be unable to fire for more than 1 min with their guns. He also doesn't appear concerned that Hyperion has THE MOST CAPACITOR of any ship and uses less than 1/3 of it. |

Regolis
Imperial Academy Amarr Empire
30
|
Posted - 2013.04.23 20:03:00 -
[20] - 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.
|

Regolis
Imperial Academy Amarr Empire
40
|
Posted - 2013.04.26 00:07:00 -
[21] - Quote
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
|
Posted - 2013.04.26 17:01:00 -
[22] - Quote
Before we revamp the entire weapon system, lets get some balance. Then we can look at changing things.
1) Either remove the Tachyon or add Small and Medium class Tachyons. 2) Balance Beam lasers to 2x the cap cost of the equivalent Rail and Tachyon class at 2.5 to 3x of that rail. 3) Ship capacitors need to be in-line with the what the weapon systems require. 4) Make the fittings looser for the ships or the weapons. No one should have to have max fitting and cap skills to fit their T1 guns.
|

Regolis
Imperial Academy Amarr Empire
50
|
Posted - 2013.04.26 17:41:00 -
[23] - Quote
Bouh Revetoile wrote:Regolis wrote:2) Balance Beam lasers to 2x the cap cost of the equivalent Rail and Tachyon class at 2.5 to 3x of that rail. 3) Ship capacitors need to be in-line with the what the weapon systems require. 2) Why 2 times ? What is the objective of such a number ? 3) What is "in line" ? Isn't it in line already ?
2) Because that would be the equivalent of a 30% reduction in cost to beam lasers which would make them self-sustainable. 3) In line with what the developers expect a ship to be able to field with. (IE giving a ship a micro warp drive bonus but making it's cap too small to support said drive is not in line.
I also notice you love cherry picking your arguments to try to catch people out. I note that you have not replied at all to the medium and small line of weapons not having a Tachyon class weapon and you seem to be fine with that. But whenever someone mentions large weapons you set yourself of fire trying to compare it to the 425mm Rail. The data I posted about them was easily available in game had you wanted to look. You didn't. You wanted to make an argument about rails.
Anyone who is even remotely objective can see there is a SERIOUS issue with lasers. Stop trying to derail the issue. |

Regolis
Imperial Academy Amarr Empire
53
|
Posted - 2013.04.26 19:02:00 -
[24] - Quote
I posted data for large weapons. I got complaints. I posted data for Small through Large and Mr Gallente had nothing to say. Because it's hard to argue with the numbers. I bring up a recommendation for how "I" believe things should be rebalanced and he starts frothing again.
Reality check. If you can't fit and fire your guns with level 3 skills then there is a problem with both the weapon fitting and the ship.
I AM NOT TALKING ABOUT TACHYONS.
Megabeams will not fit with level 3 fitting skills. That is a problem. Cap usage on beams is so bad that without 5 in cap skills 5 in controlled bursts and 3-5 cap fitting modules on your ship that you CANNOT maintain your weapons.
So .. lets invert it ... lets triple the cost that rails require and see how that works.
|

Regolis
Imperial Academy Amarr Empire
53
|
Posted - 2013.04.26 23:32:00 -
[25] - Quote
Veshta Yoshida wrote: I have to ask: What the hell is a person doing in a battleship with level 3 basic skills, especially an Amarr ship?
Whenever someone asks me about starting skill queues, my answer invariably is "decide on a ship/class and train everything related to a minimum of 4, optimize by going to 5".
What you are really commenting on is CCP's efforts to make the "end-game" ever more accessible to newcomers by reducing skill requirements and what not, giving the poor sods the idea that BS are viable after just a few months of unorganized queuing.
On topic: - Lasers in general: With more and more ships losing the cap bonus there has to be an option other than injectors to bridge the chasm, prev. suggested batteries and/or doubling rig effect but anything goes as far as I am concerned. - Pulses are by and large fine. Reasonable fittings, cap drain could be balanced a bit better against dps but a minor adjustment, overall good performance. - Beams need something to make the sacrifices needed worthwhile. Dps can only be increased by increasing alpha (or cap use!) so not applicable, fittings need to be high'ish as LR guns are harder and Amarr grid is generally larger so we are left with improving tracking as in "there is no doubt what you want if tracking at LR is a priority!"
I so agree with what you're saying. At the current time though someone with level 3s in skills can jump into a Gallente or Caldari ship and actually make it work. If you try that in Amarr ships the guns alone break cap. If CCP is lowering the bar to get into the ships you have to think that they WANT lower skill players in those ships. The Amarr situation makes those ships unusable to lower skill players. |

Regolis
Imperial Academy Amarr Empire
54
|
Posted - 2013.04.27 01:00:00 -
[26] - Quote
Bouh Revetoile wrote:Something I just realized : lens in laser turrets only reduce cap use whereas charges in hybrid turrets only *increase* it.
So, with standard lens, a laser turrets will see a 50% reduction to the capacitor need. Whereas with antimatter charges hybrid turrets will see a 50% increase to the capacitor need.
If lasers are meant to use more cap than hybrids, then we can determine these conditions : Call LC the cap used by laser turrets and HC those of hybrid turrets. So we need LC*0,5 > HC*1,5 <=> LC > HC * 1,5/0,5 <=> LC > HC *3
This is the proof of why we need laser turret capacitor need to be three times hybrid turret capacitor need If we don't meet this LC > HC *3, then hybrid turrets will use more cap on the edge cases while amarr ships still have largely superior capacitor than caldari or gallente ships.
That also mean that in most case (highest damage ammo), laser turrets only use 50% more capacitor than hybrid turrets, which is a lot more, but not so much as three times more.
The only case where laser use three times more cap than hybrid turrets (as some amarr lobyist want us to believe) is when you use multifreq lens in the laser versus lead charge in the hybrid : an obviously unfair comparison.
The thing to remember is that base cap use stat is a worse case for laser whereas it's a best case for hybrid.
Dude seriously just stop ... Go into Eve and actually look at the ammo before you make crap up ... Why do you not read anything before frothing all over the place ....
Lets See .... STANDARD CRYSTAL = 20 EM / 12 Therm for -45% cap VS The Mighty Gallente LEAD Charge = 20 KIN / 12 Therm for -50% cap
This is why you fail at math ... These are both the +0 range ammo You'll also note that Gallente rails get EVEN MORE cap reduction from this range of Ammo than Amarr does.
Multifreq VS Antimater not Antimater VS Standard WTF |

Regolis
Imperial Academy Amarr Empire
72
|
Posted - 2013.04.28 12:01:00 -
[27] - Quote
Josilin du Guesclin wrote: Summary: Lasers are not nearly as badly off as many people are saying. In fact many of them do not need any buffs.
Show me. Use notepad and rebuild your post then copy paste it in. Show me the numbers you are using to say that.
Show me how it's ok on live atm that the Megathron has enough grid for 8 425mm II rails ( yes I know only 7 actually fit ) and a local armor repairer and the Apoc can't even fit 8 Megabeams.
If you want to bring a Gallente character in here and say "Lasers are fine". You better bring a whole lot of math.
|

Regolis
Imperial Academy Amarr Empire
73
|
Posted - 2013.04.28 14:27:00 -
[28] - Quote
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.
Reposting from the BS forum as it's also relevant here. |

Regolis
Imperial Academy Amarr Empire
92
|
Posted - 2013.05.02 15:42:00 -
[29] - Quote
Antimatter Launcher wrote:you are kidding right ? 1. Tachyon Beams have a Far better Tracking then 425 Rails 2. Zero Reload Time 3. with T1 Crystals Zero Costs 2. Tachyon Beams can reach 1000 DPS with T1 Crystals on a Abaddon  3. Abaddon has 26250 powergrid. Hyperion has 19687. you think about that ? 4. The PG difference between Apoc and Mega is similar 5. Amarr ships has a better cap 6. the T2 and Faction Crystals are Cheaper for the number of Shots in Compare to Hybrid ammo. so you have 18% more dps, more tracking, less reload time, less ammo cost, more alpha dmg, and ships with more PG and Cap, and just want more advantages ? then please cry for a railgun buff too. because if ccp listen on you, railguns will be outclassed. the 1200 dps Beam Laser Nightmares Just laughts at my Railgun Hyperion/Kronos in 0.0 farming 
Fine. Make the powergrid the same on Amarr ships as other races after you reduce the fitting by 30% on lasers.
Since you didn't read this thread I'll sum up. Megabeams are the equivalent of the 425mm Rail except they require 3x the power to run. Even with better capacitors (Not really anymore but that's another argument) the ships cap breaks just firing the guns. Most if not all Gallete ships can fit and run a MWD (even with the cap penalty) and still fire all their guns. You prolly still can't see it so I'll simplify even further.
Amarr ships break their cap with their guns. Not MWD and armor repper and guns. JUST THE GUNS.
Now let me address 6. Cheaper ammo ... in PVP you can carry 500 rounds with rails if you want. I ALWAYS have to carry my crystals. When you die in PVP you lose maybe 1 million in ammo. When I die in PVP I lost all my crystals typically around 12 mil in crystals since I can't break my T2 ammo stack into 50 or 500 shots.
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Regolis
Imperial Academy Amarr Empire
92
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Posted - 2013.05.02 17:35:00 -
[30] - Quote
Since you still didn't bother to read the whole thread Mr Anitmater Gallete player let me spell is out for you.
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 GJ 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
I'm sorry .. where in the list is the Tachyon Medium and small weapons? Oh I know ... THEY DON'T EXIST ... Which means the balance point for 425mm Rails is MEGABEAMS. The Tachyon Beam laser is a unique weapon and should be balance separately.
Stop trying to be Bouh 2.0 |

Regolis
Imperial Academy Amarr Empire
92
|
Posted - 2013.05.02 17:39:00 -
[31] - Quote
Antimatter Launcher wrote:Regolis wrote:The Tachyon Beam laser is a unique weapon and should be balance separately.
then give gallente a unique weapon with separately balance and 18% more dps 
Take it to the Gallente whine thread then ... it doesn't belong here. This is for balancing lasers not the railguns. |

Regolis
Imperial Academy Amarr Empire
92
|
Posted - 2013.05.02 17:48:00 -
[32] - Quote
It's also interesting to see that when ever I mention the balance on medium and small weapons none of these Gallente players want to talk about it. Because it's so obviously broken and to their advantage they have nothing to say.
Tell Mr Antimater Gallente player .. How come my MEDIUM guns, which are basically identical to yours, cost 3x the cap of your medium weapons?
Explain to me how I'm going to use these weapons on the new ships that have 0 cap use bonuses but identical capacitors to the rest of the races?
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Regolis
Imperial Academy Amarr Empire
94
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Posted - 2013.05.02 22:34:00 -
[33] - Quote
Nevyn Auscent wrote:
Rails. Dual 250. 350 425.
Lasers. Dual Heavy. Mega Tachyon.
Hey look, 425's are actually the match to Tachyons. Don't care which side of the argument you are trying to back here, as I really can't work out your point, but please, work with the actual facts.
I can't work out the argument because I'm being intentionally obtuse.
Look at the small ... then medium guns ... where is the Tachyon class weapon there? Oh right .. isn't one.
Stop trying to balance the 425mm Fail to the Tachyon.
The Tachyon is a tier higher gun IT DOES NOT BALANCE to the 425mm.
Look at the medium guns.
Balance comes when the MEGABEAM doesn't require 3x the power of a 425mm. After that we can discuss how the Tachyon gets balanced.
I know you Gallente don't really care about balance. You're just trying to push your argument. I would like to thank you for posting in the Large Energy Turret thread as you push the count higher with each failed attempt. Learn to math before coming in here and whining. |
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