Leskit
The Night Wardens Viro Mors Non Est
41
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Posted - 2013.08.14 16:39:00 -
[1] - Quote
Hey CSM fellows, I know you're all familiar with the medium long range gun rebalance that ccp Rise has done, but I went over the numbers for the laser turrets (me being amarr first and foremost), and Here are the numbers I came to (also on page 19 of the appropriate dev thread):
(sorry for the dots, the forums eat the formatting) On a legion, using INM ammo, and 3 faction heat sinks, beams will actually do more dps than heavy pulse lasers. heavy beams will do more dps in a gleam/conflagration comparison as well. Damage/range mods listed below (navy on legion, t2 on others). No implants. all lvl V character I'm aware that you would be much more likely to fit TE/TC to a beam ship, but let me run the numbers before you object please.
............................heavy beam laser II ---------- Heavy pulse laser II (dps) @ (optimal) + (falloff) Legion ammo: short range t2.....................770 @ 11+10 | 775 @ 11+5 INM......................................758 @ 23+10 | 694 @ 11+5 INS .................................... 506 @ 45+10 | 463 @ 23+5 t2 long range ......................440@ 81+10 | 553 @ 34+5
zealot short range t2......................635@ 11+10 | 639 @ 11+5 INM ......................................626 @ 23+10 | 573 @ 11+5 INS.......................................417 @ 45+10 | 382 @ 23+5 t2 long range....................... 362 @ 81+10 | 456 @ 34+5
Omen Navy Issue (not including drone damage) 2 heat sinks, 1 TE short range t2...................406 @ 12+12 | 409 @ 12+6 INM....................................401 @ 25+12 | 367 @ 12+6 INS....................................267 @ 50+12 | 244 @ 25+6 t2 long range.....................232 @ 89+12 | 292 @ 37+6
Omen (no drones) 2 heat sinks, no range mods ...........Focused medium Beam Laser II ---------Focused medium pulse laser II short range t2................. 367 @ 6.6+7.5 | 393 @ 6.8+3.8 INM....................................371 @ 13+7.5 | 353 @ 6.8+3.8 INS.....................................247 @ 26+7.5 | 235 @ 14+3.8 t2 long range.....................215 @ 47+7.5 | 281 @ 20+3.8
Beam lasers are out-damaging pulse lasers of the same class at nearly every ammo type! If you're hitting at the same range on both weapons, it gets even worse. The difference in tracking on pulses is 2.73 times better than beams (any t1/faction ammo: HBM: 0.037125 HPL: 0.10156). To me, this shows how weak pulse lasers are as a weapon. Huge cap needs, and only scorch makes it useful, etc.
Now i'm very used to short range weapons doing more damage than long range; look at the other ones and it's a significant difference. Yet for some reason this has flipped with amarr weapons with this change. I'm not against the damage buff--it'll finally make beams usable I think. And ccp can't just make all medium pulse lasers do more damage as it would negate all the balancing just done to cruisers and make lasers the superior choice over other weapons, but this current setup just doesn't feel right.
So i'm going to ask: what are your thoughts on this? Is this what you want, more damage out of long range than short range, even with the tracking difference? Rise only posted once on the original thread after the original post so there's been no feedback on it. Also: using your base comparison of a tracking bosoted ship vs a non-tracking boosted ship, and mixing t1/t2 ammo that changes tracking is bad. /tinfoil/ |