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Mike Voidstar
Voidstar Free Flight Foundation
400
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Posted - 2014.02.23 19:49:00 -
[1] - Quote
Then they would just be pigeonholed into EM/KIN instead of EM/THERM.
Seems pretty pointless. |
Mike Voidstar
Voidstar Free Flight Foundation
400
|
Posted - 2014.02.23 19:51:00 -
[2] - Quote
Damien White wrote:Well... how do you create kinetic damage with something that is basicaly an oversized flashlight? Throw it at someone?
In a universe with tractor beams it is probably possible... But why? |
Mike Voidstar
Voidstar Free Flight Foundation
400
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Posted - 2014.02.23 20:01:00 -
[3] - Quote
Rowells wrote:this i have to disagree on. while missiles drones and turrets have the option to switch damage they have other drawbacks that make applying damage difficult as well. projectiles suffer from falloff (as well as T2 only providing certain damage type), missiles are difficult to apply damage to different targets, and drones have a their own set of problems as well.
Each system has its drawbacks. Lasers arent the only ones being pushed into a specific corner.
You may want to avoid mentioning projectiles to users of other turrets. Other than their reload and a slight bit of tracking and damage compared to blasters they have the best of just about all possible worlds. Damage selection, capless, immense alpha, and decent range (blastes fight in falloff too).
Capless alone makes them the weapon of choice on anything that does not have a weapon bonus of its own, and they pay very little for that privledge.
That said, Lasers have their issues, but they also have significant advantages too. They project their damage like a boss, and only ever run out of the best ammo. Unlike projectiles they pay dearly for the privledge, but do not stack poorly compared to Hybrids. |
Mike Voidstar
Voidstar Free Flight Foundation
401
|
Posted - 2014.02.23 20:10:00 -
[4] - Quote
If you want to retune the damage ratios why switch to Kinetic? I really dont see the point.
Go with 3 sets of crystals that split the damage 25%/75% in either direction, Short, Medium, Long range, with medium having the significant cap break.
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Mike Voidstar
Voidstar Free Flight Foundation
401
|
Posted - 2014.02.23 20:14:00 -
[5] - Quote
Stephanie Rosefire wrote:I agree that lasers are pigeon holed. however changing the damage type wont change anything. the thing with lasers is that they have the highest optimal/falloff ratio out of all the guns. adding launchers is a terrible idea, because it creates the idea that people shouldnt use lasers, and that lasers are useless. lasers are fine as is because of their amazing kiting ability. they have huge optimal range, and can switch damage types instantly. i think that tracking needs to be buffed. other then that, lasers are fine.
Also, look at hybrids. they are pigeon holed to thermal/kinetic. they are in the same boat as laser boats. the only difference is is that most ships have less kinetic resists then EM resists (for armor atleast) if you look at PVP, most ships have a huge EM/Therm resist spread, because lasers are sooo deadly at range. PVE lasers arent great, but they are feared in PVP. an Apoc can hit stuff at about 250-350km out with decent damage. whats the point of having a blaster boat or even a rail boat if you get picked off before you can even get within range. pulse lasers are also the same. lasers are meant for kiting.
Lasers do have good damage at range, but I am pretty sure not many fights happen at ranges better than 250km. Also, there is no such thing as out of range for rails... If you could target it, I am pretty sure a 425 rail could smack you in the next solar system. Its going to be chipping paint, but you will indeed get scratched. If its mounted on a Rohk you might still be in the optimal. |
Mike Voidstar
Voidstar Free Flight Foundation
401
|
Posted - 2014.02.23 20:36:00 -
[6] - Quote
Reaver Glitterstim wrote:Mike Voidstar wrote:If you want to retune the damage ratios why switch to Kinetic? I really dont see the point.
Go with 3 sets of crystals that split the damage 25%/75% in either direction, Short, Medium, Long range, with medium having the significant cap break.
Howabout 4 groups of 2, letting you choose both between which damage type is higher as well as an alternate capacitor/damage/tracking setup: -50% range: 1.) 9 EM 3 Therm 2.) 6 EM 5 Therm but less capacitor and a bit better tracking -25% range: 1.) 7 EM 3 Therm 2.) 4 EM 5 Therm less capacitor and more tracking +0% range: 1.) 5 EM 3 Therm 2.) 2 EM 5 Therm less capacitor/more tracking +40% range: 1.) 3 Em 3 Therm +60% range: 2.) 1 EM 4 Therm
From the standpoint of a standard crystal, increases of tracking, range and/or damage should come at the cost of cap. In EVE, damage and range are generally a trade. You gould go with a ton of crystal types based on those criteria. |
Mike Voidstar
Voidstar Free Flight Foundation
402
|
Posted - 2014.02.23 20:40:00 -
[7] - Quote
Bertrand Butler wrote:Stephanie Rosefire wrote:Xequecal wrote:Damage type isn't the problem with lasers. The problem with lasers is that as soon as the PvP becomes large-scale enough that people have logi on the field and nobody bothers with any kind of tackling other than dictor bubbles, lasers become crap. You can't hope to out-DPS logi so you have to resort to either alphaing the enemy off the field (artillery) or outranging them entirely. (railguns)
Lasers are great in small-scale PvP where you actually tackle your targets, and are probably the strongest weapon system in that environment. lasers have longer range then railguns. lolno.
Lol... Truth. Nothing outranges a Rail.
I dont know what kind of DPS a Beam does out around 150km, but I know some ammo on a 425mm rail still has that in its optimal with enough falloff to be entirely pointless. |
Mike Voidstar
Voidstar Free Flight Foundation
402
|
Posted - 2014.02.23 21:01:00 -
[8] - Quote
Very true. Pulse lasers boarder on OP on range alone with scorch. Anytime a short range turret seriously comes up in conversations about long range weaponry that situation should be looked at. They dont really match the range, but its the rare PvE rat that gets out of pulse range. I cant speak for PvP.
Blasters, on thier very best day, do not push an optimal out past 20km. The end of falloff for Null is in the neighborhood of 70km.
I am not sure what is wrong with that picture, but I know Spike in a 425 Rail goes further than that for me, and I am not a Caldari pilot. |
Mike Voidstar
Voidstar Free Flight Foundation
402
|
Posted - 2014.02.23 21:09:00 -
[9] - Quote
When that Apocalypse can target that far out you will have an argument.
Rails have more Falloff than they do optimal, significantly more. Rails can have optimals way past 100km. I am not at a computer where I can give specifics, but I know what I fly. I am not certain how the appropriate regular Rail ammo (Irridium I think, and not our longest range) stacks up with damage around 100km to a similar beam and its ammo, but I am pretty sure the rail will outrange your beam in the end. |
Mike Voidstar
Voidstar Free Flight Foundation
402
|
Posted - 2014.02.23 21:24:00 -
[10] - Quote
Xequecal wrote:Stephanie Rosefire wrote:ive used an apoc in the test server that can fire 327km out... Which is worthless because if you're further than 150km out in any ship an on-grid probe gets them a warpin at any range they want within 100km in about 5 seconds.
Probes are just fancy. Get an interceptor and up there and warp to it, or Microjump. There are lots of ways to get right up in a battleships business, and not much it can do about it. |
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Mike Voidstar
Voidstar Free Flight Foundation
402
|
Posted - 2014.02.23 22:59:00 -
[11] - Quote
Ah, finally I understand the point.
You want to keep the EM/THERM on the rest of the ammo, with the option for KIN on T2 Crystals, and thus reduce one of the drawbacks of lasers as a weapon system.
Lasers have issues, this isn't one of them. At least, no one that needs solving. |
Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.24 00:55:00 -
[12] - Quote
Flaming Forum Spammer wrote:years ago, CCP did a massive ammo change, but then a quick rollback.
This was considered and rightly rejected.
Amarr would benefit more from an across the board cap regen bonus.
No. Cap is the price you pay for Lasers. |
Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.24 01:31:00 -
[13] - Quote
Lasers are in no way sidelined in the Amarr ship lineup. They do more than adequate damage at excellent range. Everyone facing them but T2 Minmatar ships have to spend a slot filling the EM hole in their shields on half their damage, and no one has really good thermal resists natively. They are not the very best in every conceivable way, but that does not make them crap. Too many people see only the downsides |
Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.24 13:55:00 -
[14] - Quote
Xequecal wrote:Lasers can't be made good without significantly redesigning the game. It's not a problem with cap use, damage type, or fitting. The problem is nobody wants the things that lasers are good at.
Beam lasers offer the best DPS and tracking when people are looking for the best alpha or the best range when they fit a long-range weapon system.
Scorch's range advantage isn't good enough on BS hulls because there are no BS hulls that get both a damage bonus and optimal range bonus. Compare the DPS and range of pulse lasers with Scorch to railguns with CN antimatter loaded, there's very little difference. The ability of the railgun user to snipe from afar is far more valuable than the ability of the pulse laser user to deal more DPS when up close.
Lasers are very very good on cruiser hulls because cruiser hulls can actually get both an optimal range bonus and a damage bonus. Laser hulls that have both of these are pretty much all exceptional, but unfortunately they're the only laser platforms that are any good.
Why in the name of fruity goat frolicking would I compare anything range related concerning Pulse Lasers to the ranges on Railguns? If you want to snipe with lasers you need to consider selecting a beam laser.
Consider the dps of Blasters at ranges beyond 20km vs. the dps of Pulse lasers. At that range you are into falloff even with null ammunition, and most ammo types had optimals closer to 10km. By 40km you are past falloff on all ammo except null and more than halfway on that. At 70km you are at the end of Null with two optimal range scripted tracking computers in Bastion Mode on a Kronos. If you want to talk damage projection of pulse lasers, that is your comparison.
Lasers have exceptional damage projection. Stop thinking your highest damage short range weapon should have ranges competing with the lowest damage long range hybrid weapons and you might see that lasers do indeed have an excellent advantage in this area. |
Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.25 12:49:00 -
[15] - Quote
Cassius Invictus wrote:Xequecal wrote:Lasers can't be made good without significantly redesigning the game. It's not a problem with cap use, damage type, or fitting. The problem is nobody wants the things that lasers are good at.
Beam lasers offer the best DPS and tracking when people are looking for the best alpha or the best range when they fit a long-range weapon system.
Scorch's range advantage isn't good enough on BS hulls because there are no BS hulls that get both a damage bonus and optimal range bonus. Compare the DPS and range of pulse lasers with Scorch to railguns with CN antimatter loaded, there's very little difference. The ability of the railgun user to snipe from afar is far more valuable than the ability of the pulse laser user to deal more DPS when up close.
Lasers are very very good on cruiser hulls because cruiser hulls can actually get both an optimal range bonus and a damage bonus. Laser hulls that have both of these are pretty much all exceptional, but unfortunately they're the only laser platforms that are any good. This guys gets it. Laser have many advantages it's just that those advantages are undesirable by players. Let's look more closely at pros and cons: Advantages: Long range: it's not long range it's scorch. But a long range in brawling fights does not give you that much. Primary target will be locked in place, so you only do more damage for that brief time when you fly to the target (because the point is to go conflag to do as much dmg as possible to punch through rr). It's only OP in PvE coz you do short range dmg on long range. In PvP it only gives small bonus. For beams others have pointed out that rails get more range... Instant changing of ammo types: in most pvp scenarios missiles (HAM and HML) don't need to switch ammo according to range. the same with hybrids (u spend more time swapping ammo then flying to target). Projectiles are swapped mid-fight but they get a huge return on that by shooting in the resist hole. Instant swapping of ammo does not give laser the advantage - it closes the gap between the other weapons who have much more powerful traits (raw dps, selectable dmg types) No need to carry a lot of ammo in cargo: LOL. I do PvP for 1,5 year now Only once I saw a fleet run out of ammo. It's not an advantage coz for other races need to use ammo is not a disadvantage. They can carry more than enough ammo in their holds (for PvP, for PvE u run out of missiles sometimes), and have little to none risk of running out of it. So this advantage for lasers is nothing but cr*p) further reinforced by fact that T2 laser ammo DOES run out. Disadvantages: EM/Thr - no different that hybrids Kin/Thr? Wrong. Every T1 ship has high Em/Thr resist. With T2 ships its more balanced. BUT u donGÇÖt do a lot of DPS. So not only you shoot in high resist you also shoot with mediocre DPS. Cap use - no need to say more. It not only affect weapon itself it also affects hulls who need -10% cap use bonus which is not really a bonus (Why Revelation is the worst Dread - except phoenix that is ). Low tracking - again the real value on close range gun is your maximal dmg to go through rr. So you need tracking. Well you have the worst - DESPITE no selectable dmg types and mediocre dps. So lasers look good on paper, they can also be used effectively if used properly (both PvE and PvP) BUT they will always be less desirable by FCs that hybrids and projectiles. They just don't have any IMPOTANT advantage over them...
Shooting high resist? No... Every T1 ship in the game and most T2 ships have 0% EM resist on shields, and 50% on armor. I will grant that this isnt great if it is an armor tanked ship, but every shield tanked ship other than Minmatar T2 ships are filling in the deepest resist hole possible with a module or rig or suffering withering damage with no resist. Thermal isn't much better, its low on both armor and shields except on a few T2 hulls. By no means are you always hitting high resist with lasers and unless they fit specifically against it you are tearing shields right off.
Nor is your tracking that bad. It is perfectly fine for you to pull a little range and actually use your weapons as designed. If you choose not to use them that way then that is pilot error and you probably should be looking at Caldari or Gallente hulls with bonuses to blasters. You know why blasters have such high tracking? Because the optimal on our longest range ammo is only 15k for battleship guns, and around 5k for high damage ammo... It would almost be easier to dock with the enemy ship and just stab the opposing pilot. |
Mike Voidstar
Voidstar Free Flight Foundation
404
|
Posted - 2014.02.25 17:36:00 -
[16] - Quote
Cassius Invictus wrote:Mike Voidstar wrote:
Shooting high resist? No... Every T1 ship in the game and most T2 ships have 0% EM resist on shields, and 50% on armor. I will grant that this isnt great if it is an armor tanked ship, but every shield tanked ship other than Minmatar T2 ships are filling in the deepest resist hole possible with a module or rig or suffering withering damage with no resist. Thermal isn't much better, its low on both armor and shields except on a few T2 hulls. By no means are you always hitting high resist with lasers and unless they fit specifically against it you are tearing shields right off.
Nor is your tracking that bad. It is perfectly fine for you to pull a little range and actually use your weapons as designed. If you choose not to use them that way then that is pilot error and you probably should be looking at Caldari or Gallente hulls with bonuses to blasters. You know why blasters have such high tracking? Because the optimal on our longest range ammo is only 15k for battleship guns, and around 5k for high damage ammo... It would almost be easier to dock with the enemy ship and just stab the opposing pilot.
Well do don't have trouble using my lasers. I just fly both gallente and ammar and its much easier to apply dmg in PvP when using balsters. It's not a question if laser as good or bad. It's a question of if they are good or bad in comparison to other weapon systems. They are bad. Yes they need good piloting skills to get range/tracking right. That further reduces thier use. I did ignore the fact the shields have 0 EM resist. Why? 1) amarr as armour ships will be fighting other armour ships. (exept oracle maybe). 2) When you heve 0 resists u will plug tha hole. All shield ships get em hardener or at least a rig. An armour ship will rearly get an explosive specific resist module unless its galletne. Range in PvP does not matter (that much). All ships fit MWD, AB, MJD. You have scramblers and webs. Fights happen on strgates, wormholes, station udocks, PoSe. You don't fight in open space. So tell we when do you need renge advantege, execept in the process of flying from one primary to another?
So.... Your argument is that because lasers are not the absolute best weapon in every catagory and the perfect choice in every situation that they are bad?
Sorry, no. Blasters have huge paper dps, much less applied dps. At the ranges they can apply their dps they need those hull bonuses to tracking just to hit.... Kinda like that 'wasted' cap bonus that many Amarr hulls get. True, if you have enough support to set up the perfect environment blasters will do more damage... But that does not make them over all superior, and if you are commonly flying in fleets where that level of support exists, then I guess you should stick with the blasters.
The ships you face that filled in the EM hole that you choose to ignore.... You know what else you get to ignore? Whatever else they would have put in that slot.... like maybe a tracking disruptor, sensor dampener, any of several rigs that would have hurt you more... Who knows? You didnt have to face it because they had to fill the hole with an EM resist mod instead, or else you got to shoot into a deep resist hole and that is worth nothing to you somehow.
Every weapon has its drawback. If the drawback of lasers seems like too much, use something else you like better. Liking chocolate does not make vanilla bad, and liking hybrids does not make lasers bad.
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Mike Voidstar
Voidstar Free Flight Foundation
405
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Posted - 2014.02.26 00:43:00 -
[17] - Quote
Cassius Invictus wrote: I don't even want to comment on that. EFT warriors and theory fighters are better left ignored... I don't say I'm right, but I do talk from my experience. If u chose to ignore the fact that shield fleet will simply disengage form a from with a comparable armour fleet or that shield ships thx to invu filed have sometimes higher worst resists then armour ships best resists then be my guest. I'm talking about competetive PvP where +/- equal forces duke it out. Where you have a competent support and your main goal is to punch trough enemy rr. When someones PvP experience is limited to killing solo raters or indy pilots than ya, lasers are great...
That is one situation. Try something other than Null-blob PvP. Lasers are perhaps not the best in *that* situation. As I said, if that is what you do, then choose the hull/weapon combo that best suits what you are doing. |
Mike Voidstar
Voidstar Free Flight Foundation
406
|
Posted - 2014.02.26 20:32:00 -
[18] - Quote
The cap reduction bonus on laser hulls is no more wasted than the tracking bonus on blaster hulls. Lasers need cap to fire more, Blasters need tracking to miss less because their optimal is only 5k on a battleship. This is also why Guardians get bonuses to cap transfer and Onerios get bonuses to remote Tracking links.
Every weapon has issues and ways of solving them. |
Mike Voidstar
Voidstar Free Flight Foundation
406
|
Posted - 2014.02.27 14:46:00 -
[19] - Quote
I do not deny that lasers have a strong drawback. I do not accept that it makes them bad, unbalanced, or otherwise unuseable or useless.
You can draw similar comparisons to blasters. Their short range makes them more susceptible to being kited, even with long range ammo you may as well cut paper dps in half anytime a blaster battleship cant get within 15k of its target, or inside about 8k with the high damaging ammo. Anything with a faction web, web range hull bonus, links, etc... Is going to be nearly immune to that much touted highest dps.
None of that makes them useless. You simply fit and fly them to compensate. In the case of lasers there are all sorts of ways to accomodate that cap drain-- boostes, batteries, crystals, cap recharger, power relay, diagnostic and even remote assistance with transfer arrays. Amarr ships benefit more from fleet composition than any other race. |
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