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Lilliana Stelles
1138
|
Posted - 2014.02.24 02:40:00 -
[61] - Quote
Chihiro Chugakusei wrote:Arthur Aihaken wrote:Lasers and Amarr ships in particular are pigeonholed to EM and thermal damage, so this is a proposal to change just the T2 laser crystals (Conflagration, Scorch, Aurora and Gleam) to EM and Kinetic damage. This puts the lasers on more equal footing with respect to missiles, projectiles and drones. Nice idea. Not sure how to explain it away though. I could go for a 100% EM crystal though, or a 90%thermal 10% em. Make amarr the kings of EM and thermal, or just EM.
Ugh, as I already said, laser ablation explains the damage already. In the REAL WORLD ablation allows lasers to do "kinetic damage". Not a forum alt.-á |

Malcolm Malicious
Malware Detected Brave Collective
52
|
Posted - 2014.02.24 03:44:00 -
[62] - Quote
http://www.eve-wiki.net/index.php?title=Blaze_M
The blaze crystal would have been sick. It would be like having phasers with that microwave orange. And explosive damage of course. |

Sylveria Relden
Spartan Shipyards THE H0NEYBADGER
19
|
Posted - 2014.02.24 04:13:00 -
[63] - Quote
From what I've observed of a lot of these threads, it usually turn into arguments by essentially two main groups of people-
1) Those who believe there should be differences between the racial types (damage types, ranges, looks, feels, speeds, etc.) and; 2) Those who believe everything should be the same between all racial types (i.e., things may appear different but everything is balanced and all the same no matter what race you pick)
Ultimately, CCP always strives to make balance changes to each (weapons, ships, etc.) only to find there is always someone, somewhere who feels things are imbalanced. (can't please everyone all the time)
Being an Amarr pilot (not always), and using energy weapons almost primarily- I've learned a lot about how they perform and what they work well on or don't. Sure they're not always the greatest, and sure there's a lot of other weapon systems that do better. But then again I think there's also a lot of perks- like switching crystals for range on the fly, being able to reload almost instantly (minus weapon cycle wait) small cargo encumbrance, etc. That said, I'm not really sure if the damage type is the issue, anymore than other racial weapon types have a particular issue- however the caveat here is that missiles have many selectable damage types and the only drawback is the sheer amount of ammo you have to carry around in order to change it. Some will argue that others could use drones for selectable damage types, however not every ship has a drone bay (therefore it's not an applicable argument, IMO).
Either everyone needs to have the same ability to choose damage types- or all must have limitations based on racial preference (i.e., whatever ship you choose to pilot) at least IMO.
(drops 2 isk in the bucket) You must be THIS tall to use the "I WIN" button. |

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 05:11:00 -
[64] - Quote
Lilliana Stelles wrote:Damien White wrote:Well... how do you create kinetic damage with something that is basicaly an oversized flashlight? Throw it at someone? Kinetic/explosive lasers are feasible even in the real world.https://what-if.xkcd.com/13/http://en.wikipedia.org/wiki/Laser_ablation"Propulsion Finally, laser ablation can be used to transfer momentum to a surface, since the ablated material applies a pulse of high pressure to the surface underneath it as it expands. The effect is similar to hitting the surface with a hammer. This process is used in industry to work-harden metal surfaces, and is one damage mechanism for a laser weapon. It is also the basis of pulsed laser propulsion for spacecraft." At high enough energy it can create an explosion of plasma on the surface of the target. Now the question is the ffect it would have on a shield |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
175
|
Posted - 2014.02.24 05:51:00 -
[65] - Quote
Energy Weapons are fine imo. They have a little trouble with some rats (just like hybrids do) but in PvP they're pretty good. It's true that projectiles and missiles have way more damage selection, but that's fine isn't it? Projectiles are all falloff and missiles have their own problems with application *cough heavy missiles are bad cough*. |

Shantetha
Brutor Tribe Minmatar Republic
44
|
Posted - 2014.02.24 07:25:00 -
[66] - Quote
Malcolm Malicious wrote:http://www.eve-wiki.net/index.php?title=Blaze_M
The blaze crystal would have been sick. It would be like having phasers with that microwave orange. And explosive damage of course.
ohh pretty.. /dream |

Voxinian
28
|
Posted - 2014.02.24 08:31:00 -
[67] - Quote
If anything needs love then it is missiles. I purely fly missile boats, but on occasion take out the Phantasm even though my laser skills are not very good. Yet I do way more damage with lasers then with missile boats of the same size + that I don't have to buy ammo. |

Mournful Conciousness
Embers Children TOHA Conglomerate
658
|
Posted - 2014.02.24 08:50:00 -
[68] - Quote
Sylveria Relden wrote:From what I've observed of a lot of these threads, it usually turn into arguments by essentially two main groups of people-
1) Those who believe there should be differences between the racial types (damage types, ranges, looks, feels, speeds, etc.) and; 2) Those who believe everything should be the same between all racial types (i.e., things may appear different but everything is balanced and all the same no matter what race you pick)
Ultimately, CCP always strives to make balance changes to each (weapons, ships, etc.) only to find there is always someone, somewhere who feels things are imbalanced. (can't please everyone all the time)
Being an Amarr pilot (not always), and using energy weapons almost primarily- I've learned a lot about how they perform and what they work well on or don't. Sure they're not always the greatest, and sure there's a lot of other weapon systems that do better. But then again I think there's also a lot of perks- like switching crystals for range on the fly, being able to reload almost instantly (minus weapon cycle wait) small cargo encumbrance, etc. That said, I'm not really sure if the damage type is the issue, anymore than other racial weapon types have a particular issue- however the caveat here is that missiles have many selectable damage types and the only drawback is the sheer amount of ammo you have to carry around in order to change it. Some will argue that others could use drones for selectable damage types, however not every ship has a drone bay (therefore it's not an applicable argument, IMO).
Either everyone needs to have the same ability to choose damage types- or all must have limitations based on racial preference (i.e., whatever ship you choose to pilot) at least IMO.
(drops 2 isk in the bucket)
I agree with this and would like to add one more argument.
If you changed the damage type son t2 lasers as per the OP the. This would open up and argument that hybrid t2 ammo should deliver explosive/em.
Essentially observing an enemy's guns would give you no clue as to what their damage output is likely to be, which removes a strategic element of combat that many miss but many others take advantage of.
I know that projectiles already have differing damage types, but this offsets their overall lower damage.
Lasers are good as they are. Their ability to project damage at range is unmatched in any other gun. You may not notice it when solo, but there is a good reason that you'll often find zealots making up ahac fleets.
Em is actually a good damage type to project. It's normally a gallente's weakest, and caldari's second weakest resistance hole.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Catherine Laartii
Providence Guard Templis CALSF
77
|
Posted - 2014.02.24 08:57:00 -
[69] - Quote
I think you're kind of missing the point by trying to say they should do different damage types. It's fine that they do just EM/therm; what really needs to be changed is their tracking speed.
It makes NO sense whatsoever for advanced laser weaponry that has had centuries to perfect has comparably the worst tracking out of each of the gun weapon systems for short-range. Yeah sure you can make the argument that it correlates with range, but that makes little sense considering the total range that AC's get, specifically on ships that get falloff range bonuses.
They should flip the two tracking speeds for them around; min ships have plenty of boats that get tracking speed bonuses, so it shouldn't be too much of an issue overall, especially considering amarr lore history and how they are placed in the game technologically. Also, while they're at it, they could swap the Quad Light Beam Laser into a pulse weapon while they're at it...if they could just do that I'll be very happy. |

culo duro
EveryoneVersusEveryone.com The Pursuit of Happiness
612
|
Posted - 2014.02.24 09:29:00 -
[70] - Quote
Guys, this is the guy that lost 17 tengus in a month that was ****** fit, one of them even was an arty fit. Do you want to learn how to pvp? Take a look at www.everyoneversuseveryone.com (Heavily WIP) |

Mournful Conciousness
Embers Children TOHA Conglomerate
658
|
Posted - 2014.02.24 09:38:00 -
[71] - Quote
culo duro wrote:Guys, this is the guy that lost 17 tengus in a month that was ****** fit, one of them even was an arty fit.
Regardless of Arthur's style of play, I think he is as entitled to express view as anyone else. Kindly refrain from ad-hominem attacks and try to address the post on its merits or otherwise.
Forums are for debate, from which we get ideas, that may become the foundations of a better game. Trying to make people look ridiculous because they tried something you yourself never dared to is not going to improve the game.
A quick look at kill boards can tell us that you have lost fewer high value ships, but does this tell us anything about your ides for the game? No. It simply tells us that you don't act alone, which Arthur likes to. We'd like to hear your ideas, because you may have something to say that is useful to the developers.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Mournful Conciousness
Embers Children TOHA Conglomerate
658
|
Posted - 2014.02.24 09:46:00 -
[72] - Quote
Catherine Laartii wrote:I think you're kind of missing the point by trying to say they should do different damage types. It's fine that they do just EM/therm; what really needs to be changed is their tracking speed.
It makes NO sense whatsoever for advanced laser weaponry that has had centuries to perfect has comparably the worst tracking out of each of the gun weapon systems for short-range. Yeah sure you can make the argument that it correlates with range, but that makes little sense considering the total range that AC's get, specifically on ships that get falloff range bonuses.
They should flip the two tracking speeds for them around; min ships have plenty of boats that get tracking speed bonuses, so it shouldn't be too much of an issue overall, especially considering amarr lore history and how they are placed in the game technologically. Also, while they're at it, they could swap the Quad Light Beam Laser into a pulse weapon while they're at it...if they could just do that I'll be very happy.
If we allowed reality to cloud the physics of eve then lasers would indeed track almost instantaneously. They would also damage opponents at the rate of 1dps per laser. Laser technology is an extremely inefficient way to direct energy, generating several orders of magnitude more heat in the source than at the destination (hence heat sinks being the damage mods of lasers).
But in 'reality', you can't get rid of heat very quickly in space so to hit someone with 500dps from your lasers, you'd need to be damaging yourself with 50,000dps. (Assuming the most efficient x-ray lasers).
You'd be better served by firing your escape pods at the enemy.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Riot Girl
You'll Cowards Don't Even Smoke Crack
2798
|
Posted - 2014.02.24 09:50:00 -
[73] - Quote
Why do lasers need more damage types? For PvE? lol. Oh god. |

Xequecal
GoonWaffe Goonswarm Federation
160
|
Posted - 2014.02.24 10:32:00 -
[74] - Quote
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. |

Lephia DeGrande
The Scope Gallente Federation
252
|
Posted - 2014.02.24 10:34:00 -
[75] - Quote
culo duro wrote:Guys, this is the guy that lost 17 tengus in a month that was ****** fit, one of them even was an arty fit.
Even bad players can have good ideas, and you should accept HIS play style like HE accept yours. (silly fitting can be fun, and if he's plexing his account you should glad he runs our server.
Back to topic, Lasers seems weak, but the longer you use them the more you can see and feel their benefits. Insta switching is pure gold, scorch is kinda OP especially with optirange bonus (btw. try a Vulture sometimes its kinda epic) and EM (and of course Therm) is a nice damage type.
The only true weakness is close range, at some point you simply can't hit smaller targets, where AC and Blaster can handle better, but because you need webs more then ever, i can't say its a real problem. |

Mournful Conciousness
Embers Children TOHA Conglomerate
661
|
Posted - 2014.02.24 10:55:00 -
[76] - 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.
Lasers are really good.
Comparing pulse + scorch to rails + antimatter is not a valid comparison. The pulse lasers can refit to a higher-tracking, higher damage ammo which is useful at brawling ranges. A railgun cannot. Similarly, the railgun can retool for extreme range whereas the pulse laser cannot.
If you're going to draw a comparison it should be between: pulse and blaster (blaster is useless beyond 20km on any hull) beam and rails (beam projects damage more effectively, regardless of bonuses, with the possible exception of the rokh)
In both cases the hybrids have the best dps under optimal conditions, but a pilot is rarely going to find that conditions are optimal.
If I may offer a powerful example in favour of (large) pulse laser use, you will notice that on every R&K video bar one, the fleet selection is Amarr navy battleship with pulse and logistics. The exception being the pipe-bombing video where smartbombs were the order of the day.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Arthur Aihaken
Perkone Caldari State
2947
|
Posted - 2014.02.24 11:10:00 -
[77] - Quote
Mournful Conciousness wrote:If you changed the damage type son t2 lasers as per the OP the. This would open up and argument that hybrid t2 ammo should deliver explosive/em. I was thinking kinetic-explosive, but I digress.
Quote:Essentially observing an enemy's guns would give you no clue as to what their damage output is likely to be, which removes a strategic element of combat that many miss but many others take advantage of. Very interesting observation, and yes - combat would potentially retain some element of surprise. I think it might make things a bit more unique, but that's just me. Especially since unlike T2 launchers, T2 turrets extend a damage benefit to non-T2 ammunition - and unlike missiles there's really no benefit in using Faction launchers.
And I wouldn't have a problem with changes to damage types for missiles, either - provided the kinetic-specific damages on most Caldari hulls could be nixed. T1/Faction = thermal, kinetic and explosive; T2 = EM, kinetic and explosive. I'm just throwing this out there (not necessarily advocating for this change). I am currently away, traveling through time and will be returning last week. |

Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.24 13:55:00 -
[78] - 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. |

Xequecal
GoonWaffe Goonswarm Federation
160
|
Posted - 2014.02.24 15:43:00 -
[79] - Quote
Mike Voidstar wrote: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.
The point is that if you want to shoot at your targets from Scorch range you can get the same DPS by using railguns with CN antimatter at that same range. The pulse laser boat has the ability to do more DPS at ranges closer than this by using closer range ammo, while the rail boat has the ability to snipe from further away if needed. The ability of the rail user to still deal DPS if they get further away is generally more useful than the ability of the Scorch user to do more DPS if they get closer. |

Mournful Conciousness
Embers Children TOHA Conglomerate
662
|
Posted - 2014.02.24 15:54:00 -
[80] - Quote
Xequecal wrote:Mike Voidstar wrote: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. The point is that if you want to shoot at your targets from Scorch range you can get the same DPS by using railguns with CN antimatter at that same range. The pulse laser boat has the ability to do more DPS at ranges closer than this by using closer range ammo, while the rail boat has the ability to snipe from further away if needed. The ability of the rail user to still deal DPS if they get further away is generally more useful than the ability of the Scorch user to do more DPS if they get closer.
If you feel that way, I suggest you fit beam lasers and get the same advantage.
Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".
|

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 15:59:00 -
[81] - Quote
People need to stop comparing LR to SR in different weapon systems. Its not getting anywhere. |

Rowells
Unknown Soldiers Fidelas Constans
240
|
Posted - 2014.02.24 16:28:00 -
[82] - Quote
Catherine Laartii wrote:I think you're kind of missing the point by trying to say they should do different damage types. It's fine that they do just EM/therm; what really needs to be changed is their tracking speed.
It makes NO sense whatsoever for advanced laser weaponry that has had centuries to perfect has comparably the worst tracking out of each of the gun weapon systems for short-range. Yeah sure you can make the argument that it correlates with range, but that makes little sense considering the total range that AC's get, specifically on ships that get falloff range bonuses.
They should flip the two tracking speeds for them around; min ships have plenty of boats that get tracking speed bonuses, so it shouldn't be too much of an issue overall, especially considering amarr lore history and how they are placed in the game technologically. Also, while they're at it, they could swap the Quad Light Beam Laser into a pulse weapon while they're at it...if they could just do that I'll be very happy. With regards to range, projectiles suffer from falloff, which means that if they are shooting at the same range as lasers, projectiles are doing 50% less dps than normal. So again, while alloff looks good on the numbers, it's horrible on the damage.
When it comes to tracking, projectiles tend be second in line next to hybrids, which have the shortest ranges. So the tracking directly correlates with the range that the weapons shoot. You give second-best tracking to lasers and you're going to leave projectiles in the dust. Aside from frigates and a coupke
Also, don't use lore as an excuse to give one weapon an advantage over another. Aside from frigs and destroyers, the minmatar only have 2 (3 if counting T3) ships with tracking bonuses. So, not plenty of ships with bonuses. |

Daichi Yamato
Xero Security and Technologies
1108
|
Posted - 2014.02.24 18:51:00 -
[83] - Quote
giving only T2 crystals a different damage type doesnt really make a massive difference. curious as to why its needed though.
pigeon holed damage is a recurring theme in EVE. if we give selectable damage types to lasers, then its time we give all turrets selectable damage types. doing a half way homogenisation across weapon types would probably suck.
or just leave it as is EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY?No; there are no systems or locations in New Eden where PvP may be completely avoided""So it will be up to a pilot to remain vigilant wherever they may be flying and be ready for anything at any time" |

Xzanos
Tribal Liberation Force Minmatar Republic
0
|
Posted - 2014.02.24 19:32:00 -
[84] - Quote
Reaver Glitterstim wrote:Howabout give Amarr ships more launcher hardpoints instead? Even if they don't missile spec, it makes sense to assume they would be well aware of their damage type weakness, and would make some sort of arrangements for it. I don't understand why they hate missile launchers almost as much as Gallente do.
Best idea, changing damage types of lasers makes no sense ITS A PHOTON BEAM! |

Dieterlin
Aphis LLC
21
|
Posted - 2014.02.24 20:47:00 -
[85] - Quote
Mournful Conciousness wrote:Catherine Laartii wrote:I think you're kind of missing the point by trying to say they should do different damage types. It's fine that they do just EM/therm; what really needs to be changed is their tracking speed.
It makes NO sense whatsoever for advanced laser weaponry that has had centuries to perfect has comparably the worst tracking out of each of the gun weapon systems for short-range. Yeah sure you can make the argument that it correlates with range, but that makes little sense considering the total range that AC's get, specifically on ships that get falloff range bonuses.
They should flip the two tracking speeds for them around; min ships have plenty of boats that get tracking speed bonuses, so it shouldn't be too much of an issue overall, especially considering amarr lore history and how they are placed in the game technologically. Also, while they're at it, they could swap the Quad Light Beam Laser into a pulse weapon while they're at it...if they could just do that I'll be very happy. If we allowed reality to cloud the physics of eve then lasers would indeed track almost instantaneously. They would also damage opponents at the rate of 1dps per laser. Laser technology is an extremely inefficient way to direct energy, generating several orders of magnitude more heat in the source than at the destination (hence heat sinks being the damage mods of lasers). But in 'reality', you can't get rid of heat very quickly in space so to hit someone with 500dps from your lasers, you'd need to be damaging yourself with 50,000dps. (Assuming the most efficient x-ray lasers). You'd be better served by firing your escape pods at the enemy.
Lasers would be fantastic space-weapons in reality, what are you talking about with this 1 DPS/100DPS thing?
It's true a laser would heat up the firing ship more than the target ship, but the important thing is what's getting heated and how hot is it getting. The ship firing the laser can distribute the heat from the lasers with coolant and heatsinks, whereas the targeted ship will have all that heat focused somewhere very inconvenient (such as in the crew, or ammunition batteries, or the gun turrets) and probably won't have a nice set of coolant pipelines already set up where the laser is aimed.
But an actual laser weapon would probably be used at ranges where tracking enemy ships would need micro-radian adjustments, sniping from ridiculous ranges (which is the real-life advantage of lasers in space - short time to target, and immune to point defense) not the dramatic sub-150km fights that normally happen in EVE. So we ought to ignore actual laser performance and just make something up that fits in thematically. |

Noxisia Arkana
Deadspace Knights
196
|
Posted - 2014.02.24 21:36:00 -
[86] - Quote
I'm sorry, I read as much of this as I could. The tracking, DPS, and optimal on lasers is fantastic. It does suck that they are stuck with a set damage type. However, last time I got into ANY hybrid platform I had the same issue. Kin/Therm.
Kin/Therm isn't as bad against armor as EM, granted - but it's not like any of these have got a free pass. Besides, I have a 5 second reload time and can't instant swap my ammo.
Missile / Projectile platforms have plenty of drawbacks for having selectable damage types. I disagree with needed to switch lasers. |

Ashlar Vellum
24th Imperial Crusade Amarr Empire
104
|
Posted - 2014.02.24 21:58:00 -
[87] - Quote
Arthur Aihaken wrote:Ashlar Vellum wrote:OP are you suggesting to change all the resists on minmatar t2 ships too? UmGǪ what? The proposal was just to swap out thermal for kinetic damage on the T2 faction crystals (only). That's it. In most cases EM damage will still dominate, so the change isn't as drastic as might appear at first glance. But hey, if players are perfectly fine with EM-Thermal - far be it for me to suggest otherwise...
What I was talking about was that every t2 ammo has 2 primary damage types and according to those damage types opposite faction t2 ships have those resists hardened.
Hail/Barrage - Explosive/Kinetic - vs - Vengeance resists - Explosive/Kinetic
Null/Void - Thermal/Kinetic - vs - Hawk resists - Thermal/Kinetic
Conflag/Scorch - Em/Thermal - vs - Jaguar resists - Em/Thermal
etc.
So when you change to em/kinetic damage on the T2 faction crystals what will you do with minmatar t2 ship resists? Are you going to leave them as is(em/thermal)?
|

Cassius Invictus
Thou shalt not kill
87
|
Posted - 2014.02.25 09:47:00 -
[88] - 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.
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...
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Kaarous Aldurald
ROC Deep Space The ROC
2770
|
Posted - 2014.02.25 10:50:00 -
[89] - Quote
Lasers need a decrease in cap use. The entire T1 ammo set needs redone(more than half of them may as well not exist).
And the Amarr in general need better access to missiles. Particularly, as some have mentioned, the T1 frigate line needs a missile boat. There is no goddamn need to have 3 laser DPS frigates. Not posting on my main, and loving it.-á Because free speech.-á |

Mike Voidstar
Voidstar Free Flight Foundation
403
|
Posted - 2014.02.25 12:49:00 -
[90] - 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. |
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