Phaade wrote:
Lasers have horrendous tracking, and marginally higher DPS than the other weapon systems, but only past blaster optimal. Yes, they project damage to tackled targets well, but against moving targets they are the worst weapon system.
Incorrect, check the ratio between Laser optimal and tracking, this gives you an idea of how a weapon tracks at its optimal range since
in the turret damage formula tracking is multiplied by the distance to the target.. For your convenience I've already done
some tracking calculations comparing Medium Hybrids and Lasers. The relevant column is the one on the far right and is what I would call a turret's "Damage Application rating", or a measure of how well it applies damage at its optimal range.
As you can see Blasters, despite their overall higher tracking numbers, don't actually track that well. If they want to track as well as Pulse Lasers they need to fight in falloff which means they're losing damage there, per the turret damage formula.
As for your comment of "only past blaster optimal", well, that means they're their own unique weapon system and not a carbon copy of Blasters. If you can out-range a blaster ship then you just flat win because it doesn't matter how hard you hit if you can't hit.
Phaade wrote:As for the above comment that 425mm AC's only project out to 5km, wtf are you thinking? They can hit out to 60km with barrage and no falloff hull bonus (okay, 40km the damage becomes noticable).
Okay, lets take a look at this claim. These various weapon system pissing contests have become popular enough that I have several Test Myrmidons saved for comparing weapon systems. Since even with all-5s AC425s only hit 3+18km I threw two Tracking Enhancers and a Tracking Computer (Optimal Range script) on each Myrm for this test.
The Autocannons have Barrage and the Pulse Lasers have Scorch, both set to the EFT All 5s profile.
As you can see while the Auto-cannons can hit out to 60km they do less damage than the Pulse Lasers flat out until right at 40.2km where both they and the Pulse Lasers are dealing a paltry 42 DPS and out at 30km where the Pulse Lasers aren't quite in falloff yet they're dealing just over twice the DPS of the Autocannons (168 and 77 respectively).
If you were curious with both Myrms counter-orbiting each-other the Pulse Lasers still win up to about 3.5km, Barrage vs Scorch.
Obviously there are instances where Auto-cannons win but it's certainly not in damage application at range.
Phaade wrote:The big problem with lasers is the cap they require; it's not realistic to active tank with lasers without a cap booster. And lasers don't perform enough better than blasters / AC to warrant the amount of cap they require. The laser cap use bonus is a requirement to make the weapon system useable for longer than 2 minutes.
TLDR: Laser cap use bonus is garbage and needs to be re-examined. There is no logical justification for it, particularly when coupled with a Rate of Fire bonus. And consider that Amarr ships don't have an inherently better capacitor anymore.
Well yeah, there are supposed to be trade-offs here. The trade-off for the otherwise great stats Lasers get is that their capacitor sucks. If they didn't have bad capacitor use they'd probably be the best all-around weapon system in the game.
Where other systems fit a Tracking or Damage mod Lasers fit a Capacitor mod.