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Pesht
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Posted - 2006.08.30 22:17:00 -
[1]
No one seems to account for the fact lasers not having ammo isn't just a novelty, it actually increases their dps since you never have 10 seconds of absolutely zero dps. Makes a huge difference I imagine, but has anyone actually done the math?
Everyone likes to throw numbers around but no one takes the lack of reloading into account, but I don't have the mathmatical fortitude to calculate it... Still thought I should throw it out there since everyone is screaming Amarr sucks.
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korrey
Level Five
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Posted - 2006.08.30 22:19:00 -
[2]
The fact that everyone has insane resistance to EM and THERM outweighs the 10 seconds of firing. Now if everyone didnt have such high resistanes then that would make a HUGE difference.
-Level Five
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Bhoki Tentor
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Posted - 2006.08.30 22:20:00 -
[3]
Originally by: korrey The fact that everyone has insane resistance to EM and THERM outweighs the 10 seconds of firing. Now if everyone didnt have such high resistanes then that would make a HUGE difference.
Shield tankers generally don't have high em and therm resistances, just an fyi.
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Zaethiel
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Posted - 2006.08.30 22:20:00 -
[4]
depending on what guns you use you probably wont reload anyways.
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.30 22:27:00 -
[5]
Originally by: Bhoki Tentor Shield tankers generally don't have high em and therm resistances, just an fyi.
Actually the most common all-purpose shieldtank setup is 1 EM, 2 invul fields, so EM is usually the 2nd best resistance there.
Nevermind that in PvP with the low <-> medslot imbalance only about 20% of all ships have a shieldtank (and from the basic ship design we have about 66% armor, 33% shieltanks ingame).
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Bhoki Tentor
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Posted - 2006.08.30 22:32:00 -
[6]
Edited by: Bhoki Tentor on 30/08/2006 22:32:43
Originally by: Aramendel
Originally by: Bhoki Tentor Shield tankers generally don't have high em and therm resistances, just an fyi.
Actually the most common all-purpose shieldtank setup is 1 EM, 2 invul fields, so EM is usually the 2nd best resistance there.
Nevermind that in PvP with the low <-> medslot imbalance only about 20% of all ships have a shieldtank (and from the basic ship design we have about 66% armor, 33% shieltanks ingame).
How often do you see people fitting the common all-purpose shield tank? Midslots are to vital sadly, so more often then not will you see weaker shield tanks if tanked at all <edit> or armor tanked </edit>
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xlop
Gallente
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Posted - 2006.08.30 22:37:00 -
[7]
i dont think i have ever had to relaod a blaster or railgun before my enermy died [or my cap ]
Nor have i ever had to reload a missile launcher before my target dies,
the only one i have problems with is AC mostly
and just for note, i normally use medium or large guns/missiles
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xlop
Gallente
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Posted - 2006.08.30 22:41:00 -
[8]
imo on shields drop 10% off exp and add it to EM and on armor drop 10% off EM and add it to EXP
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fmercury
Contraband Inc. Mercenary Coalition
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Posted - 2006.08.30 22:41:00 -
[9]
You rarely see shield tanks beacuse jammers are so powerful. Except on ships like the vagabond, or slep/claymore (and EM/therm are very high on thier shields even with no hardeners.)
So it has thrown the balance out of whack somewhat.
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Vathar
Elegance
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Posted - 2006.08.30 22:52:00 -
[10]
One thing that has to be said about "standard tanking" setups, is that the "standard" 2*EANMII+DCU isn't that standard!
I've never heard of a frig fitting one, although 1 DCU is fairly common, but 1 DCU isn't enough to hurt laser users THAT much
On T1 cruisers, tou don't always have enough slots for this, and an EANM II can be as expensive as the cruiser itself. T1 cruisers often go for oversized plates as a form of tanking, so resists don't move much.
On T2 cruisers that armortank:
Gallente : usually go for an exp hardener+dcu, and SOMETIMES an extra EANM Minmatar : doh! lasers just don't work against those, and no point fitting eanms on them Amarr : they've got a thermal hole to fill, and if they setup for a tank, they usually get well rounded resists in the end Caldari : usually shieldtank, but armortanking would look like gallente with less slots.
BC tech 1:
Ferox shieldtanks Cyclone shieldtankts too or goes for ECM+plates+crappy armortank Prophecy can probably fit the dreaded EANM Tank, not much experience with it Brutix too if needed, but I often find them going for all out gank and crappy tank or full tank with actives. As for the proph, I'm not an expert about those.
BC tech 2:
They have insane tanks anyway! I usually see them ending up with well rounded resists too
Battleships:
Yeah, on those, EANM tanking is frequent. _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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Krist Valentine
Amarr Bad Omen Syndicate
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Posted - 2006.08.30 22:56:00 -
[11]
Originally by: Bhoki Tentor
Originally by: korrey The fact that everyone has insane resistance to EM and THERM outweighs the 10 seconds of firing. Now if everyone didnt have such high resistanes then that would make a HUGE difference.
Shield tankers generally don't have high em and therm resistances, just an fyi.
Actually I would have thought (but don't know for sure) that people would tank those first on shields because they're so weak by default... - - - - -
I hate pointless sigs. |

Bhoki Tentor
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Posted - 2006.08.30 23:05:00 -
[12]
Originally by: Krist Valentine
Originally by: Bhoki Tentor
Originally by: korrey The fact that everyone has insane resistance to EM and THERM outweighs the 10 seconds of firing. Now if everyone didnt have such high resistanes then that would make a HUGE difference.
Shield tankers generally don't have high em and therm resistances, just an fyi.
Actually I would have thought (but don't know for sure) that people would tank those first on shields because they're so weak by default...
yes, they would but then we have the invul field, which creates the same situation as with eanm. ends up with lower em resists but overall resists with 2 invuls is better then with a 3 hardener shield tank while only using 2 mids. Of course that invul tank will be powerfull vs. explosive as it starts with 60 and ends up with 80+. Though high explosive resist on shield won't be complained about because explosive resist is a relatively rare damage type because it is minmatar main damage type but our ammo does not reflect that currently(damage types are all over the place). Give minmatar more focus on explosive damage and that changes this. As Tux has said, shield tanks are indeed better then armor tanks BUT shield tanks take up precious mid slots while armor tanks don't.
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Frools
No Quarter. Axiom Empire
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Posted - 2006.08.30 23:06:00 -
[13]
Originally by: Vathar
I've never heard of a frig fitting one, although 1 DCU is fairly common, but 1 DCU isn't enough to hurt laser users THAT much
On T1 cruisers, tou don't always have enough slots for this, and an EANM II can be as expensive as the cruiser itself. T1 cruisers often go for oversized plates as a form of tanking, so resists don't move much.
mmmhmm, now look at base resists as far as the ratios between the different damage types goes theres no difference between untanked armour and eanm/dcu tanked armour lasers get shafted either way compared to other weapon systems
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Mr Peanut
The New Empire R i s e
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Posted - 2006.08.30 23:16:00 -
[14]
Originally by: Frools
Originally by: Vathar
I've never heard of a frig fitting one, although 1 DCU is fairly common, but 1 DCU isn't enough to hurt laser users THAT much
On T1 cruisers, tou don't always have enough slots for this, and an EANM II can be as expensive as the cruiser itself. T1 cruisers often go for oversized plates as a form of tanking, so resists don't move much.
mmmhmm, now look at base resists as far as the ratios between the different damage types goes theres no difference between untanked armour and eanm/dcu tanked armour lasers get shafted either way compared to other weapon systems
I would like to add that the innermost quote's point is moot for the following reasons: 1. Most setups don't shield tank frigs. (You need the few mids you have on a frig.) 2. Small lasers have rediculous fittings. They had better pwn shields.
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Emperor D'Hoffryn
Low Grade Ore
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Posted - 2006.08.30 23:19:00 -
[15]
actually, against a completely untanked ship EM is the best damage type you can do. 60% on armor plus 0% on shield gives you *usually* the lowest overall resist, although some ships have so much more armor than shields that its slightly balanced out.
Before eanm2s, most armor tankers didnt bother with EM, 60% is high enough, etc.
in any case, lasers should do more therm than EM is you ask me. But what do I know? Ive been sued by every patient I've ever had!
Originally by: Tuxford Yes we don't play on our main accounts simply because you would lose all respect for us 
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.30 23:19:00 -
[16]
Edited by: Aramendel on 30/08/2006 23:19:33
Originally by: Bhoki Tentor Though high explosive resist on shield won't be complained about because explosive resist is a relatively rare damage type because it is minmatar main damage type but our ammo does not reflect that currently(damage types are all over the place). Give minmatar more focus on explosive damage and that changes this.
Even they you would have this only one about 1 in every 5 ships.
The resistance issue wouldn't be a real problem if we had a 50:50 armor:shieldtanker ship distribution, that is really the core problem here.
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Stephar
The High Priest
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Posted - 2006.08.30 23:20:00 -
[17]
I agree, reload time needs to be fixed. Make reloading instant, and remove all ammo except those that utilize EM as primary. Replace kinetic with EM for hybrid ammo. There. Now you can be uber just like Amarr.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.30 23:33:00 -
[18]
Originally by: Bhoki Tentor
Originally by: korrey The fact that everyone has insane resistance to EM and THERM outweighs the 10 seconds of firing. Now if everyone didnt have such high resistanes then that would make a HUGE difference.
Shield tankers generally don't have high em and therm resistances, just an fyi.
kin and therm are the lowest actually. Most people go 2x invuln and an em hardener, therm ends up being the lowest at around 68 or so iirc.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.30 23:37:00 -
[19]
Originally by: Stephar I agree, reload time needs to be fixed. Make reloading instant, and remove all ammo except those that utilize EM as primary. Replace kinetic with EM for hybrid ammo. There. Now you can be uber just like Amarr.
And where does the EM damage come from a hybrid charge?
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Andreask14
Sensus Numinis Veritas Immortalis
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Posted - 2006.08.30 23:37:00 -
[20]
On the battleship level of ships reloading is not an issue, as rail and arties as well as blaster and ACS kill other BS without having to reload, or with having to reload at MOST once.
Wow, thats a full 10 seconds more for a laser user that does from 31% to 61% less damage on EANII tanked ships depending on the weapon and crystal used compared to ammo that doesnt use EM damage.
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Aeaus
Tharsis Security
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Posted - 2006.08.31 00:05:00 -
[21]
Originally by: Vathar One thing that has to be said about "standard tanking" setups, is that the "standard" 2*EANMII+DCU isn't that standard!
Yes, because we have battleships that focus on attacking... frigates?
Irrelavent
BS is primarily used for attacking Battlecruiser and UP, and guess what, most PVP BS pilots fit EANM + DCU or INVULERABILITY + EM.
The Amarr damage isn't the best nor the worst, but irrelavent arguements only make you look like an ignorant troll.
My Guides |

Stephar
The High Priest
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Posted - 2006.08.31 00:10:00 -
[22]
EM is still the highest resist on armor regardless of how many EANM's you have. You can have 1, 2, 3, heck, 4... add a DC, doesn't matter. EM is always the highest unless you go out of your way to specifically boost the other 3.
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Vathar
Elegance
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Posted - 2006.08.31 17:54:00 -
[23]
Originally by: Aeaus
Originally by: Vathar One thing that has to be said about "standard tanking" setups, is that the "standard" 2*EANMII+DCU isn't that standard!
Yes, because we have battleships that focus on attacking... frigates?
Irrelavent
BS is primarily used for attacking Battlecruiser and UP, and guess what, most PVP BS pilots fit EANM + DCU or INVULERABILITY + EM.
The Amarr damage isn't the best nor the worst, but irrelavent arguements only make you look like an ignorant troll.
Huhu, where in the post is it stated that we're only tallking about BS vs BS here? Just to point out a little detail that you seem to have missed, the words "Battleship" or "BS" don't appear in thread before my post, neither is mentionned anywhere that we're narrowing this topic to battleships
As far as I know, lasers can be fitted on all sizes of ships from frigs up to capitals, and those lasers can be used to hit all sizes of ships from frigs up to capitals. I agree that EANM and DCU comes quite frequently on BS fittings, but pvp is far from being restricted to battleships!
Now when you fly pvp, BS are the norm in fleets, but tanking and damage are considered differently in a fleet. But when you leave fleets aside, you see all kinds of ships of all sizes, and if you take a look at those ships, you'll see that the ones using an EANM II+DCU aren't that many, for reasons I have stated in my previous post.
Tanking and ships encountered also vary according to many factors:
ss wise, you see more pirate battleships in low sec because they need to tank sentries/get out of their range. In 0.0, mobility is a more important factor and you see less battleships
Oh, and if you're roaming, you can also discard NPC ships that are often tanked against local NPC. (While I was roaming in a gurista 0.0, claws and crusaders always came on top of killmails before taranises, and raw dps of a taranis IS higher)
Of course, if you go after NPC chasing blood raiders/sanshas, you'll get in trouble!
considering the amount of people complaining about the impact of EANM on lasers, and shouting everywhere that all ships flying around have an EANM+DCU tanking, pointing out that eanm aren't as common as they seem to believe might be interesting. _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.31 17:59:00 -
[24]
The Damage over Time statistic accounts for that and is used in all credible graphs (including those generated by NB's).
So yes, it is accounted for.
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Jim McGregor
Caldari
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Posted - 2006.08.31 18:09:00 -
[25]
This thread starter is very brave... I fear he will be scorched to death by the angry Amarr mob running around these forums.  --- Eve Wiki | Eve Tribune | Eve Pirate |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.31 18:25:00 -
[26]
Edited by: Aramendel on 31/08/2006 18:28:50 No need, non-amarr pilots did that already (although nicer).
Originally by: Vathar Oh, and if you're roaming, you can also discard NPC ships that are often tanked against local NPC. (While I was roaming in a gurista 0.0, claws and crusaders always came on top of killmails before taranises, and raw dps of a taranis IS higher)
When do you need top performance, when going against a ship with a NPC fit or going against a ship with a PvP fit? Being better against ships where you do not really need to be better does not help much.
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Shadowsword
Gallente COLSUP Tau Ceti Federation
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Posted - 2006.08.31 18:30:00 -
[27]
I'll deliberately remove racial resists bonuses for armor, because calculations become nightmarish with them.
Hybrids have a 40/20% base resistance to their damage when they hit shields, and 20/40% resists on armor. They can't vary their damage types, but it's better to deal a damage that is more or less evenly resisted by both layers of protection, than punching through one layer effortlessly and having trouble breaching the second. If you don't believe me, the math to prove that is pretty simple to do.
Projectiles have a...well, hard to say, since their most damaging t1 ammo do so primarily EM damage. Let's assume it's explosive/kinetic. So they have 60/40% on shields, and 0/20% on armors.
Lasers have a 0/20% on shields and 60/40% on armor. Sound fair at first glance, compared to the others. At second glance, not so much.
Then, you have a lot more armor tanks than shield tanks out there, in part because tackling and sniping modules are mostly mids, and in part because of EW. And also because ships in general tend to have more low slots than mid slots.
I'd be curious to see how many T1 ships use a shield tank for pvp. I bet it's less than 20% of the total.
What lasers SHOULD do: 20/20% resistance to their damage on shields, 40/40% on armors.
------------------------------------------ Nuhwall: Why are some Amarr ships warping backward? Shadowsword: whatever happen, if they need to flee they can honestly say the faced the enemy. |

Draugz
Caldari
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Posted - 2006.08.31 19:12:00 -
[28]
I dont see the big deal with Lasers, all the ships i fly usually has less than 5% margine between EM, therm and kin when im using Therm and Kin hardener plus an EANM.

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty - Cortes |

Vathar
Elegance
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Posted - 2006.08.31 19:32:00 -
[29]
Originally by: Aramendel Edited by: Aramendel on 31/08/2006 18:28:50 No need, non-amarr pilots did that already (although nicer).
Originally by: Vathar Oh, and if you're roaming, you can also discard NPC ships that are often tanked against local NPC. (While I was roaming in a gurista 0.0, claws and crusaders always came on top of killmails before taranises, and raw dps of a taranis IS higher)
When do you need top performance, when going against a ship with a NPC fit or going against a ship with a PvP fit? Being better against ships where you do not really need to be better does not help much.
Fair enough, but I was just pointing out to show there are much more fits than one would care to admit. The point about NPC fitted ships only stands when you've got barely enough dps to overcome an NPCer's tank, in which case hitting his weak resists is important since they'll often be MUCH weaker than the strong ones. Therefore, I admit it's not of utmost importance! _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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Arcterran
Amarr Shinra Lotka Volterra
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Posted - 2006.09.01 05:34:00 -
[30]
Originally by: Jim McGregor
This thread starter is very brave... I fear he will be scorched to death by the angry Amarr mob running around these forums. 
/waves torch and pitchfork in the direction of this thread
I've cornered another lasers-are-alright supporter over here!!
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LordChaos
Amarr Celestial Apocalypse
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Posted - 2006.09.01 07:04:00 -
[31]
I dont mind if they make crystals break i rather reload and have more damage per crystal , cause at the end most fights end in less than a min and Amarr suck cap fast as hell
The Master Of Chaos
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2006.09.01 07:12:00 -
[32]
Originally by: Shadowsword
... If you don't believe me, the math to prove that is pretty simple to do.
Projectiles have a...well, hard to say, since their most damaging t1 ammo do so primarily EM damage. Let's assume it's explosive/kinetic. So they have 60/40% on shields, and 0/20% on armors.
Lasers have a 0/20% on shields and 60/40% on armor. Sound fair at first glance, compared to the others. At second glance, not so much.
...
If you're gonna try and use math to prove anything the least you could do is to use accurate numbers at least.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: (MIN14) |

Shadowsword
Gallente COLSUP Tau Ceti Federation
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Posted - 2006.09.01 08:17:00 -
[33]
Originally by: Nifel Edited by: Nifel on 01/09/2006 07:31:26
Originally by: Shadowsword
... If you don't believe me, the math to prove that is pretty simple to do.
Projectiles have a...well, hard to say, since their most damaging t1 ammo do so primarily EM damage. Let's assume it's explosive/kinetic. So they have 60/40% on shields, and 0/20% on armors.
Lasers have a 0/20% on shields and 60/40% on armor. Sound fair at first glance, compared to the others. At second glance, not so much.
...
If you're gonna try and use math to prove anything the least you could do is to use accurate numbers.
Didn't I stated I wouldn't add racial resists? Wait, I did...
Because I don't fancy having to do maths for each race.
------------------------------------------ Nuhwall: Why are some Amarr ships warping backward? Shadowsword: whatever happen, if they need to flee they can honestly say the faced the enemy. |

Vathar
Elegance
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Posted - 2006.09.01 09:57:00 -
[34]
Huhu, base resists for armor is something like:
60/10/25/35, with matar having 70% EM, amarr 20% explo, Gallente 35% Kin, Caldari 45% thermal.
so kin/exp weapons have it at 10/25 on armor, not 0/20 ... not earthshakingly different, but worth mentionning _
Originally by: Stamm Minmatar are kind of like going down a flight of stairs on an office chair firing an uzi
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Dragy
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Posted - 2006.09.01 10:15:00 -
[35]
Originally by: fmercury
You rarely see shield tanks beacuse jammers are so powerful. Except on ships like the vagabond, or slep/claymore (and EM/therm are very high on thier shields even with no hardeners.)
So it has thrown the balance out of whack somewhat.
for christ sake ... minmatar's race fight with amarr so why their t2 ships wouldnt have high em/thermal resistance ? start thinking !
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.09.01 10:40:00 -
[36]
Originally by: Vathar Huhu, base resists for armor is something like:
60/10/25/35, with matar having 70% EM, amarr 20% explo, Gallente 35% Kin, Caldari 45% thermal.
so kin/exp weapons have it at 10/25 on armor, not 0/20 ... not earthshakingly different, but worth mentionning
12.5/27.5% for exp/kin and and 62.5%/37.5% em/therm if you simply take the average from all (t1) ships.
Minnies have a bit higher resistances than amarr on the weakest tanking system vs them. But one should also note that the racial boni hurt amarr more. Increasing the exp resistance from 10 to 20% is a 12.2% exp dps reduction. Increasing the EM resistance from 60 to 70% is a 25% EM damage reduction.
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Tennotsukai
Minmatar Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.09.01 11:12:00 -
[37]
Originally by: fmercury
Except on ships like the vagabond, or slep/claymore (and EM/therm are very high on thier shields even with no hardeners.)
So it has thrown the balance out of whack somewhat.
Well that because T2 ship tend to tank towards their racial enemies damage.. If you look at Amarrian T2 ships their heavy tanked towards explosive (Minmatar primary damage) with a strong tank towards kinetic (Minmatar secondary damage).
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Akiman
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Posted - 2006.09.01 14:10:00 -
[38]
what? after 3 years you start whine about ur damage types?or whatever i never whine about my damage types...its a reality get over with it.we have thermal too only kinetic makes the difference...they wont change it... demand players to not to fit EANM's or em shield amplifiers lol
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DrEiak
Amarr IONSTAR Vox Imperium
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Posted - 2006.09.01 16:30:00 -
[39]
Edited by: DrEiak on 01/09/2006 16:31:22
Originally by: Pesht No one seems to account for the fact lasers not having ammo isn't just a novelty, it actually increases their dps since you never have 10 seconds of absolutely zero dps. Makes a huge difference I imagine, but has anyone actually done the math?
No one accounts for the fact that amarr shoot their capacitor INSTEAD of ammo either... Sure a reload may boost your DPS in a long engagement, however, we also have to compete with EANM II's and double EM, or Single +invun. shield tanks making EM resist higher then it has ever been before.
I dont have beef with amarr DPS, and I dont think that amarr need a laser boost, but i have a lot of thoughts and ideas that I have posted in the development forum here
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Tennotsukai
Minmatar Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2006.09.01 20:20:00 -
[40]
Originally by: DrEiak Edited by: DrEiak on 01/09/2006 16:31:22
Originally by: Pesht No one seems to account for the fact lasers not having ammo isn't just a novelty, it actually increases their dps since you never have 10 seconds of absolutely zero dps. Makes a huge difference I imagine, but has anyone actually done the math?
No one accounts for the fact that amarr shoot their capacitor INSTEAD of ammo either... Sure a reload may boost your DPS in a long engagement, however, we also have to compete with EANM II's and double EM, or Single +invun. shield tanks making EM resist higher then it has ever been before.
I dont have beef with amarr DPS, and I dont think that amarr need a laser boost, but i have a lot of thoughts and ideas that I have posted in the development forum here
erm... blasters and rails both use ammo and cap when firing... plus since i have met a lot of zealots and such in the past can i asks for my ammo to be boosted as well as its totally unfair that my ships are gimped by the uber explosive and kinetic resists that these ships get when tanking, I mean with dual EANM II's it pushes the Explosive and kinetic resists of a zealot sky high it totally unfair more so when they fit a thermal hardener II it gimps all my ammo types... (in other words the grass is always greener on the other side of the fence.)
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.09.01 20:31:00 -
[41]
Originally by: Tennotsukai ...plus since i have met a lot of zealots and such in the past can i asks for my ammo to be boosted as well as its totally unfair that my ships are gimped by the uber explosive and kinetic resists that these ships get when tanking, I mean with dual EANM II's it pushes the Explosive and kinetic resists of a zealot sky high it totally unfair more so when they fit a thermal hardener II it gimps all my ammo types... (in other words the grass is always greener on the other side of the fence.)
Racial resistance boni of t2 ships cancel each other out. Changes effeciently nothing of the general em resistance problem.
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.09.01 20:33:00 -
[42]
Edited by: Aramendel on 01/09/2006 20:33:30 2nd doublepost today..*grr*
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Denrace
Amarr STK Scientific Ascendant Frontier
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Posted - 2006.09.01 21:58:00 -
[43]
Edited by: Denrace on 01/09/2006 22:00:21
Originally by: Pesht No one seems to account for the fact lasers not having ammo isn't just a novelty, it actually increases their dps since you never have 10 seconds of absolutely zero dps
A little about laser RELOADING:
Reloading laser weapons takes LONGER sometimes than reloading a projectile based weapon.
The main reasons are:
1. Laser crystal reloading is a bit bugged, sometimes they never load up at all.
2. Crystals get stuck pretty often, then go right back in your cargo, making you reload again by opening cargo window - and you have to do this for all your guns sometimes.
Laser crystal swapping is'nt an instant ammo fix, like you suggest. Its a damn annoyance.
Den ________________________________________
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2006.09.01 22:34:00 -
[44]
Originally by: Denrace Edited by: Denrace on 01/09/2006 22:00:21
Originally by: Pesht No one seems to account for the fact lasers not having ammo isn't just a novelty, it actually increases their dps since you never have 10 seconds of absolutely zero dps
A little about laser RELOADING:
Reloading laser weapons takes LONGER sometimes than reloading a projectile based weapon.
The main reasons are:
1. Laser crystal reloading is a bit bugged, sometimes they never load up at all.
2. Crystals get stuck pretty often, then go right back in your cargo, making you reload again by opening cargo window - and you have to do this for all your guns sometimes.
Laser crystal swapping is'nt an instant ammo fix, like you suggest. Its a damn annoyance.
Den
That's quite easy to fix you know. You do the reaload of the crystals, half of them get bugged because you reloaded them too fast for the server to realise that it should take a new crystal instead of the old one you already reloaded, you then do a reload all and all your guns are loaded with the new crystals. It's still a helluva lot faster then reloaded projectiles, hybrids, missiles.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: (MIN14) |

inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.09.01 22:41:00 -
[45]
The correct fix is to introduce a "Change all ammo to..." option for all hardpoints, not just lasers. EVE is meant to be a game of skill, not of mashing your mouse and keyboard as fast as possible. 
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Frools
No Quarter. Axiom Empire
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Posted - 2006.09.01 23:12:00 -
[46]
Originally by: Nifel
That's quite easy to fix you know. You do the reaload of the crystals, half of them get bugged because you reloaded them too fast for the server to realise that it should take a new crystal instead of the old one you already reloaded, you then do a reload all and all your guns are loaded with the new crystals. It's still a helluva lot faster then reloaded projectiles, hybrids, missiles.
if your crystals are stacked that works but if you're switching t2 or unstackked crystals it doesnt
say you reload your guns and 4 of them end up with no crystal then you hit reload all, theres a good chance you'll still get a couple of empty guns
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Nifel
Caldari Reikoku Band of Brothers
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Posted - 2006.09.02 00:12:00 -
[47]
Originally by: inSpirAcy The correct fix is to introduce a "Change all ammo to..." option for all hardpoints, not just lasers. EVE is meant to be a game of skill, not of mashing your mouse and keyboard as fast as possible. 
QFT.
"When I die I want to die peacefully in my sleep like my grandpa. Not yelling and screaming like the passengers in his car." RKK Ranking: (MIN14) |

OrangeAfroMan
Suffoco Noctis Atrocitas
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Posted - 2006.09.02 00:32:00 -
[48]
Edited by: OrangeAfroMan on 02/09/2006 00:32:40
Originally by: Aramendel
Originally by: Bhoki Tentor Shield tankers generally don't have high em and therm resistances, just an fyi.
Actually the most common all-purpose shieldtank setup is 1 EM, 2 invul fields, so EM is usually the 2nd best resistance there.
Nevermind that in PvP with the low <-> medslot imbalance only about 20% of all ships have a shieldtank (and from the basic ship design we have about 66% armor, 33% shieltanks ingame).
1 EM = 50% resist oh noes... And you're forcing them to dedicate a mid slot to it.
The fact you dont have to reload actually is significant in breaking tanks, the constant flow of damage from lasers has the same effect as the constant flow of cruises/torps from a raven on somebody's tank. Having to reload gives them a 10 second breather and in a lot of fights even evenly classed you'll have to reload depending on what guns you use.
Gronsak is Tux's angry alt. |

inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.09.02 00:44:00 -
[49]
Originally by: OrangeAfroMan The fact you dont have to reload actually is significant in breaking tanks, the constant flow of damage from lasers has the same effect as the constant flow of cruises/torps from a raven on somebody's tank. Having to reload gives them a 10 second breather and in a lot of fights even evenly classed you'll have to reload depending on what guns you use.
On the contrary, a weapon doing burst damage between reloads has a better chance of breaking a tank if the DPS of a full clip is sufficient to break it. When it isn't - which is most of the time - only the DoT figure makes a useful comparison and neither weapon has an advantage with equal DoT.
Which - I'll reiterate since this point seems to be forgotten quite quickly - is the figure used in pretty much all discussions. Nobody "forgot" that lasers don't need to reload, we were comparing DoT figures all along. NB's spreadsheet uses DoT as its primary damage comparison.
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OrangeAfroMan
Suffoco Noctis Atrocitas
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Posted - 2006.09.02 01:10:00 -
[50]
Originally by: inSpirAcy
Originally by: OrangeAfroMan The fact you dont have to reload actually is significant in breaking tanks, the constant flow of damage from lasers has the same effect as the constant flow of cruises/torps from a raven on somebody's tank. Having to reload gives them a 10 second breather and in a lot of fights even evenly classed you'll have to reload depending on what guns you use.
On the contrary, a weapon doing burst damage between reloads has a better chance of breaking a tank if the DPS of a full clip is sufficient to break it. When it isn't - which is most of the time - only the DoT figure makes a useful comparison and neither weapon has an advantage with equal DoT.
Which - I'll reiterate since this point seems to be forgotten quite quickly - is the figure used in pretty much all discussions. Nobody "forgot" that lasers don't need to reload, we were comparing DoT figures all along. NB's spreadsheet uses DoT as its primary damage comparison.
So Artillery are the best guns in the game?
Gronsak is Tux's angry alt. |

inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.09.02 01:19:00 -
[51]
Originally by: OrangeAfroMan
Originally by: inSpirAcy On the contrary, a weapon doing burst damage between reloads has a better chance of breaking a tank if the DPS of a full clip is sufficient to break it. When it isn't - which is most of the time - only the DoT figure makes a useful comparison and neither weapon has an advantage with equal DoT.
Which - I'll reiterate since this point seems to be forgotten quite quickly - is the figure used in pretty much all discussions. Nobody "forgot" that lasers don't need to reload, we were comparing DoT figures all along. NB's spreadsheet uses DoT as its primary damage comparison.
So Artillery are the best guns in the game?
No, you're mixing up alpha strike and burst from within a clip.
Imagine you have a railgun and a laser which both do 200 DoT. The railgun has to spend 10 seconds with no damage for every clip, so its DPS during the firing period will be slightly higher than 200 (with 0 DPS for a 10 second period afterwards).
The only situation where reload/no reload makes a difference in being able to break a tank, is if the slightly higher DPS of a reloading weapon pushes the target tank over the limit during its non-reloading period. It's unlikely unless you're fighting a really weak ship with artillery (which spends a disproportionate amount of time reloading), because the raised DPS is only a tiny bit higher to compensate the reload period.
In reality, if two guns have the same DoT then reload/no reload makes very little difference.
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.09.02 01:33:00 -
[52]
Originally by: OrangeAfroMan 1 EM = 50% resist oh noes... And you're forcing them to dedicate a mid slot to it.
55% actually.. and then 2 invuls on top of it. The only resistance which is higher is exp. So, "oh noes" indeed for the so-called "lasers kill shields fast" argument.
Originally by: inSpirAcy Imagine you have a railgun and a laser which both do 200 DoT. The railgun has to spend 10 seconds with no damage for every clip, so its DPS during the firing period will be slightly higher than 200 (with 0 DPS for a 10 second period afterwards).
To add to this, the "rails and lasers with the same dps" is not just theoretical, but also the situation ingame. A rail does without reloads and a 25% ship damage bonus a bit more dps than a laser of equal size does with a 50% cap bonus. That you have to reload rails is the very thing which brings both weapons on the same dps lvl.
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Yoshimako
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Posted - 2006.09.02 02:43:00 -
[53]
My biggst problem with it all isnt the actual damage we end up doing because of EANM2's etc. Its the fact that lasers are supposed to do more damage as standard and thus have high cap usage to compensate, leading then to amarr ships having the cap use reduction bonus. This would be fine if they did the ammount of damage they where supposed to, seeing as they dont however it results in amarr having a wasted bonus. The dmg either needs to be sorted or they need to change the need for the bonus. I dont care which just that it gets done.
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