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The Wretch
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Posted - 2003.08.23 21:39:00 -
[1]
TomB -
Before any nerfing to the tachs consider the cap usage maybe? Someone running a emp and heat tactical shield can wreck havoc on their dmg output. Just about everyone is running emp/heat tacs. This has a double penalty on energy weapons. Your cap spending per damage goes up proportionatly to the dmg resisted.
Projectiles have no worries on cap and hybrids are minimal.
Tactical shielding can render laser weapons useless pretty fast considering the cap drain of the weapons.
The improvements given to the other turret types are going to give them similar performance to that of the lasers. But lasers will burn the hell out of your cap reducing the ability to run other modules and battle time effectiveness.
I have amar bship lvl 4 (apoc configuration), controlled burst lvl 4, energy management lvl 4, and energy systems operation lvl 5. Cap drain is still a ***** with the tachs.
Sure you can say run more cap boosters and so forth, but this limits your dmg layout even further where as with other turrets you do not have to.
I don't think folks are thinking this thru very well in regards to energy weapons.
Reduce the cap drastically on energy weapons if you going to keep the other changes to other turrets at least.
I don't think anyone want to start seeing the "flavor of the month" turret to use. Lets get this right and balanced all at once.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.06 02:16:00 -
[2]
Okay - the tacheons with the now power requirement on choas make it complete and utter CRAP. Just take the damn things out of the game now.
They serve absolutely no purpose when you look at all the other laser configuration possiblities.
Come on, lets not go into DAOC mode where we go from on extreme to the other.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.06 17:44:00 -
[3]
The point is with the new power req's to fit them on a damn ship is way over kill. When you look at the WHOLE picture (layout, dps, etc), tacheons just plain suck now.
And ppl say dont worry about cap usage and fit cap regain mods? Again - you have to sacrifice layout potential decreasing dmg and ship defense or ecm.
They are utter trash now. Using the changes made to "lesser" large laser turrets, there is no need to use tacheons as they are now.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.06 22:14:00 -
[4]
Edited by: The Wretch on 06/09/2003 22:14:54 hmmm....
I am going to hold off on the tacheons being the suck until I see how the module stack nerfing turns out. This will change layout possiblities a great deal - possibly in favor of the tacheons.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.10 02:16:00 -
[5]
Edited by: The Wretch on 10/09/2003 02:17:40
It really depends on the module nerfing how tacheons will fair imo when all is said and done.
I mean really, the turrets are just part of the equation. They both benefit and limit your layout along with skill levels.
Given that, I can achieve more using the other "lesser" laser turrets with little sacrifice to range.
Like I said, I am going to wait till I see the whole end picture before making any other determinations. There is way too much going on at the moment to say any assumption is stable. Far from it.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.17 17:57:00 -
[6]
"Lasers>hybrids,projectiles in this patch and before patch. I thought the idea was to balance weapons, all i see now is a greater reason to use lasers than ever before...."
You are truly a limited thinker.
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.17 21:20:00 -
[7]
"Shut up all you use is lasers."
lol - missles too on bships. But I do use only hybrids on cruisers .
The Wretch Cyberdyne Systems CEO
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The Wretch
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Posted - 2003.09.18 13:08:00 -
[8]
"Wretch I agree... Lasers were the best weapon before the patch, now they are even better than they were in relation to the rest of the weapons.
What happened to "balance"? TomB, did you forget that EM damage is now back in its place as the best damage type against shields?"
The laser changes ended up being perfect. I am glad I decided to bite my tongue and wait till ALL the changes to stacking and so forth came through. I was really fuming over the changes at first.
You have to have well developed skills and a carefully designed layout to use lasers effectivly now which is a good thing.
With the new uber shield boosters, the nerf to the harneners will have minimal impact. Qball has a very nice setup using shield booster(s) and a few other tricks that make it extremely hard to degrade his shields with out a laser user blowing out their cap first.
I am going to start training up for hybrids next week. I have this bug up my ass to fly a megathron with blasters on it and maul ppl ghetto style.
Overall I think the weapons are pretty well balanced - especially the low end large turrets. The boost they got was really nice.
Hate the fall off on the mega pulse lasers now. They basically turned into energy hybrid blasters but do better dps then the old ones after a couple rounds. I miss being able to fire those mega pulses under 2 seconds though .
The Wretch Cyberdyne Systems CEO
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