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ODSTSNAKEZZ
Lazerhawks
6
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Posted - 2015.04.10 21:08:08 -
[61] - Quote
Xequecal wrote:ShahFluffers wrote:-1 to OP
Not all ships (or ship types) need the same bonuses as their peers.
In the case of the Absolution... it is already quite beastly and can project damage out quite far using a short range weapon system relative to other turret-based command ships. It doesn't need to be buffed. And if you want to shoot out at log range fit a long range turret and accept the fitting issues tradeoff.
Remind me again why I would want to fly a ship that, compared to the Ishtar, has less than half the range, half the DPS, a third of the tracking, doesn't choose damage type, needs to use cap and fittings to fire its guns, and moves at half the speed with over triple the sig radius with MWD on. Oh and it can't track or do **** to anything that gets in under 20km, even cruisers, while the Ishtar's heavy drones have no trouble blapping even close-orbit interceptors in about three seconds. More laser ships need double optimal bonuses. It would give the drone **** an actual counter, as you're certainly not going to get anywhere shooting kin/therm railguns at Ishtars.
I want to hear more about this Ishtar of yours that gets 1700 dps. |

Rivr Luzade
Exclusion Cartel The Kadeshi
1323
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Posted - 2015.04.10 21:15:29 -
[62] - Quote
Frostys Virpio wrote:That only proves that the Ishtar is broken as hell, not that the absolution needs it's bonus changed. Why would I fly a X inseatd of an Ishtar apply to so many ships it not even funny anymore. Because you can? Just because a ship is OP does not mean that you have to use it all the time.
Station Tab :: UI Improvement Collective
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Tiddle Jr
Galvanized Inc.
110
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Posted - 2015.04.11 00:59:41 -
[63] - Quote
[Absolution W-Space]
Heat Sink II Heat Sink II Heat Sink II Damage Control II Reactive Armor Hardener Energized Adaptive Nano Membrane II Medium Ancillary Armor Repairer, Nanite Repair Paste
Experimental 100MN Afterburner I Faint Epsilon Warp Scrambler I Medium 'Gattotte' Capacitor Booster, Navy Cap Booster 400
Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M Heavy Pulse Laser II, Conflagration M 'Ditch' Medium Energy Neutralizer I 'Ditch' Medium Energy Neutralizer I
Medium Ancillary Current Router II Medium Auxiliary Nano Pump II
Hornet EC-300 x5
this is our wh experimental fit we are testing atm. our gang includes 1x absolution, 1x oneiros, 2x guardians, 3x ashimmu, 3x legions, 3x harbingers navy issue. pretty much amarr lazer show doctrine.
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God's Apples
Genos Occidere Warlords of the Deep
591
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Posted - 2015.04.11 01:19:17 -
[64] - Quote
I too love having AARs and no buffer when I'm flying with 3 logis.
"Hydra Reloaded are just jealous / butthurt on me / us because we can get tons of PVP action in empire while they aren't good enough to get that." - NightmareX
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Lloyd Roses
Artificial Memories
957
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Posted - 2015.04.11 01:48:35 -
[65] - Quote
Tiddle Jr wrote:[Absolution W-Space]
That's embarassing. |

Baali Tekitsu
AQUILA INC Verge of Collapse
746
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Posted - 2015.04.11 01:51:09 -
[66] - Quote
I for one love having the align time of a Titan. Nice fit would fly.
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Tiddle Jr
Galvanized Inc.
110
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Posted - 2015.04.11 02:39:37 -
[67] - Quote
It's not running permanently. Not too much worry about align time.
Hmm what's wrong with name? |

Xequecal
GoonWaffe Goonswarm Federation
278
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Posted - 2015.04.11 09:30:23 -
[68] - Quote
ODSTSNAKEZZ wrote:Xequecal wrote:ShahFluffers wrote:-1 to OP
Not all ships (or ship types) need the same bonuses as their peers.
In the case of the Absolution... it is already quite beastly and can project damage out quite far using a short range weapon system relative to other turret-based command ships. It doesn't need to be buffed. And if you want to shoot out at log range fit a long range turret and accept the fitting issues tradeoff.
Remind me again why I would want to fly a ship that, compared to the Ishtar, has less than half the range, half the DPS, a third of the tracking, doesn't choose damage type, needs to use cap and fittings to fire its guns, and moves at half the speed with over triple the sig radius with MWD on. Oh and it can't track or do **** to anything that gets in under 20km, even cruisers, while the Ishtar's heavy drones have no trouble blapping even close-orbit interceptors in about three seconds. More laser ships need double optimal bonuses. It would give the drone **** an actual counter, as you're certainly not going to get anywhere shooting kin/therm railguns at Ishtars. I want to hear more about this Ishtar of yours that gets 1700 dps.
Beam Abso doesn't get 850 dps with multifrequency, let alone at sniper range. |

Rivr Luzade
Exclusion Cartel The Kadeshi
1323
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Posted - 2015.04.11 09:51:19 -
[69] - Quote
600+ at close range. Does it have to have 850 DPS or that dps at sniper range? Neither Sleipnir nor Claymore, Astarte or the likes have that DPS. Not to mention that 850 is BS and above DPS, no BC needs to have that much DPS, nor does a cruiser. Which brings you probably back to the Ishtar. 
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Baali Tekitsu
AQUILA INC Verge of Collapse
746
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Posted - 2015.04.11 10:10:54 -
[70] - Quote
So explain to me again why it shouldnt be able to fill as many roles as the other turret CS.
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Tiddle Jr
Galvanized Inc.
110
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Posted - 2015.04.11 10:44:58 -
[71] - Quote
Baali Tekitsu wrote:So explain to me again why it shouldnt be able to fill as many roles as the other turret CS.
what are those roles which ones absolution can not full fill? |

Rivr Luzade
Exclusion Cartel The Kadeshi
1323
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Posted - 2015.04.11 11:11:06 -
[72] - Quote
I do not know what you mean. The Absolution beats the Sleipnir as long range platform on the durability and damage applied (ask INIT), it beats the Claymore and Nighthawk in close range combat. It can't be compared to the 2 drone boats because of dronesGäó unless you want to give it the same drone stats they have. And the Vulture has similar tank but not the same DPS. It is excellent in medium fleet fights but it requires a proper fleet to function well. It is not (necessarily) meant as a solo boat unlike the Sleipnir and that's fine.
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Baali Tekitsu
AQUILA INC Verge of Collapse
746
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Posted - 2015.04.11 11:12:09 -
[73] - Quote
Long range to sniping range combat, Medium range damage application with short range guns (usually something Amarr ships shine in and also part of the Laser balance). None of the other Command ships need to use long range t2 ammo with all its flaws to project damage past 50k. While brawling its also troublesome as it has the inherent weaknesses of lasers (compareably low DPS, high fitting requirements). You also need to remember that "brawling" usually doesnt happen with every friendly and enemy ship on one spot in which case the extremely limited range even with Scorch can be a issue aswell, the Absolution doesnt exactly have the speed to relocate quickly to apply DPS again. The lack of a projection bonus makes no sense from a balancing consistency, but it also makes no sense from a lore perspectivy aswell. All the Carthum Conglomerate ships except the Absolution have range bonuses, with the Pilgrim being its latest addition with the neut range bonus.
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Baali Tekitsu
AQUILA INC Verge of Collapse
746
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Posted - 2015.04.11 11:17:07 -
[74] - Quote
Rivr Luzade wrote:I do not know what you mean. The Absolution beats the Sleipnir as long range platform on the durability and damage applied (ask INIT), it beats the Claymore and Nighthawk in close range combat. It can't be compared to the 2 drone boats because of dronesGäó unless you want to give it the same drone stats they have. And the Vulture has similar tank but not the same DPS. It is excellent in medium fleet fights but it requires a proper fleet to function well. It is not (necessarily) meant as a solo boat unlike the Sleipnir and that's fine.
Projectiles are ****, big surprise there. It doesnt beat Sleipnirs by a large margin though as it should be a case, as projecriles have other advantages over lasers (theoretically). Also its direct competition in close range combat are the other turret CS which it gets beaten by.
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Iroquoiss Pliskin
Hedion University Amarr Empire
224
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Posted - 2015.04.11 15:56:15 -
[75] - Quote
The topic of the Activation cost as a separate bonus is an interesting one.
Viewing through the lens of fleet, and medium gang warfare circa 2004: Lasers (Beams) historically have had higher damage modifiers with marginally longer RoF than their direct competitor - Railguns. Amarr hulls sported RoF bonuses to compensate for the lack of a second effective bonus, which balanced out against damage and application bonuses on Gallente ships.
Before Tech 2 and Scorch, and without weapon damage upgrade mod stacking, it used to be all about Beams... Beams... Tachyon Beams. 
Regarding the Absolution: it is a great injustice to see a HB setup (10+15km w/ MF) do 5% less DPS than a 250mm Astarte, with the latter having 18+23km AM range.
I propose to flip the RoF and Damage bonuses.
Old - Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage 5% bonus to Medium Energy Turret rate of fire
New - Command Ships bonuses (per skill level):
5% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret rate of fire
That way the Abso can become competitive at close to medium ranges with a HB setup. There is no precedent for either RoF/Damage bonus being 5/10 or 10/5, as the Zealot has 5% RoF and 5% Damage mod. 
I'll do the effective turret calculation with the updated bonuses.
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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Iroquoiss Pliskin
Hedion University Amarr Empire
552
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Posted - 2015.05.09 19:11:10 -
[76] - Quote
Bump for greate Justice - Astarte has 11 and Sleipnir 11.25 Effective turrets with a projection bonus.
A more concise post on the solution can be read here - https://forums.eveonline.com/default.aspx?g=posts&m=5732910#post5732910
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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Daniela Doran
Ministry of War Amarr Empire
10
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Posted - 2015.05.09 20:54:18 -
[77] - Quote
Serendipity Lost wrote:Baali Tekitsu wrote:Or just fit a small cap booster and be done with it. A ship doesnt need to be cap stable with everything running to be useful in combat, however in the current meta, especially the lowsec and nullsec meta, it definatly needs damage projection. That's the cool thing about the forums. We all have opinions  I personally dislike propping up a fit w/ a cap booster. It wastes a candy slot and they take a good deal of grid - limiting other fitting options. I know... I know, so many guys need a cap booster on practically every fit. Me - I don't like them and rarely use them. To each his own. As to low sec and null sec current metas - I don't really think we should adapt a ships attributes to compliment or conform to current metas. That's kind of a backwards way of looking at things. I'd rather see the meta move to a brawling short range explosion-fest, but prying the ranged kitey crap out of a null skull is a fatal procedure in most cases. Let's not make absolution beam kiting a thing (a little part of me would die if that came to pass).
The Abso lacks the speed to be a kiter even with being able to hit out to 45 km. But I do agree with the OP that it needs optimal range because most engagements the Abso gets into is not within its brawling range.
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Stitch Kaneland
Trust Doesn't Rust Triumvirate.
228
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Posted - 2015.05.10 04:13:59 -
[78] - Quote
Why not roll the cap bonus in with the RoF bonus. So something like this:
Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret Optimal Range
Amarr Battlecruiser bonuses (per skill level):
5% bonus to Medium Energy Turret rate of fire and 10% Medium energy Turret activation cost 4% bonus to all armor resistances
I understand that the cap bonus allows you to use higher damage crystals w/o as severe of a penalty.. but if you can only use scorch out to 20km, or conflag out to 8km, its not really worth it. I don't see using less cap and shooting farther as anything overly OP. A few neuts will still make a sad absolution.
Give Battlecruisers range to fullfil their Anti-Cruiser role
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Daniela Doran
Ministry of War Amarr Empire
10
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Posted - 2015.05.10 04:55:15 -
[79] - Quote
Serendipity Lost wrote:So you want a range bonus on the abso and are prepared to defend it to the death. Everyone else (so far) thinks it's fine as is.
If you start taking all the 'wasted' cap usage bonus' away from amarr ships and start giving them damage/range/ROF bonus, we'll eventally remember how OP lasers used to be. A pulse raven was pretty badass at one time. I'd rather not go back to that.
I think you're missing some of what a pulse abso is. You put a small gang of them together and the have decent damage projection. It's not ideal swapping to long range crystals, but they do reach out and touch your targets. The unspoken truth is that if your opponent should choose to come in to zero, then the abso gang swaps to multi/conflag and melts face. It seems like you want it both ways - devastating pulse damage at both short and long range. Or are you looking for a beam abso platform?
You really haven't said what you want in specific terms. That would be helpful. EX: I want a pulse abso that can do X damage out to X range. Fill in the Xs. Or I want a beam abso that.... (barf.... cough.... gack)
I'll stand on my original statement - the abso rocks as is. Feel free to take it inside of 10km, apply web/scram and melt anything you like into space junk. It will work every single time.
Even if the target has a base EM resist of 85%+?? I think not.. And there aren't that many pilots foolish enough to go toe to toe with the Abso below 20 km. |

Iroquoiss Pliskin
Hedion University Amarr Empire
555
|
Posted - 2015.05.10 05:22:03 -
[80] - Quote
Stitch Kaneland wrote:Why not roll the cap bonus in with the RoF bonus. So something like this:
Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret Optimal Range
Amarr Battlecruiser bonuses (per skill level):
5% bonus to Medium Energy Turret rate of fire and 10% Medium energy Turret activation cost 4% bonus to all armor resistances
I understand that the cap bonus allows you to use higher damage crystals w/o as severe of a penalty.. but if you can only use scorch out to 20km, or conflag out to 8km, its not really worth it. I don't see using less cap and shooting farther as anything overly OP. A few neuts will still make a sad absolution.
Double bonuses are cancer, and no, Activation cost on laser ships is needed for merely firing - with any kind of crystals. The presented setup is redundant, if the same effect can be achieved with what I posted earlier. 
// Turret-Equivalent of the Rapid ML Concept
//
Cruisers Online - [Damage done in PvP by Shiptype]
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Daniela Doran
Ministry of War Amarr Empire
11
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Posted - 2015.05.10 06:04:15 -
[81] - Quote
Stitch Kaneland wrote:Why not roll the cap bonus in with the RoF bonus. So something like this:
Command Ships bonuses (per skill level):
10% bonus to Medium Energy Turret damage 10% bonus to Medium Energy Turret Optimal Range
Amarr Battlecruiser bonuses (per skill level):
5% bonus to Medium Energy Turret rate of fire and 10% Medium energy Turret activation cost 4% bonus to all armor resistances
I understand that the cap bonus allows you to use higher damage crystals w/o as severe of a penalty.. but if you can only use scorch out to 20km, or conflag out to 8km, its not really worth it. I don't see using less cap and shooting farther as anything overly OP. A few neuts will still make a sad absolution.
I agree with this change and such a change should be applied to all Amarr T2/T3 Hulls. If CCP and the forum debaters insist that the -10% Medium energy Turret activation cost is an actual skill, then I agree with the later changes that gives the Abso a 10% medium energy turret rate of bonus so that it still get it's much needed 10% bonus to Medium Energy Turret Optimal Range skill.
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Daniela Doran
Ministry of War Amarr Empire
11
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Posted - 2015.05.10 06:19:23 -
[82] - Quote
Rivr Luzade wrote:I do not know what you mean. The Absolution beats the Sleipnir as long range platform on the durability and damage applied (ask INIT), it beats the Claymore and Nighthawk in close range combat. It can't be compared to the 2 drone boats because of dronesGäó unless you want to give it the same drone stats they have. And the Vulture has similar tank but not the same DPS. It is excellent in medium fleet fights but it requires a proper fleet to function well. It is not (necessarily) meant as a solo boat unlike the Sleipnir and that's fine.
I beg to differ. The Sleip can get up to 40km with Med Ac's using barrage ammo (and 1 TE2) and can tank over 2k dps unheated. The Abso does have comparable tank, but not that projection even with long range lasers. Also the Abso is slow as an asteroid, uses ton of cap, and only have 3 mids which greatly diminishes it's tackling ability so an optimal range bonus is desperately needed to offset some those downsides.
Some pilots don't care to use the Abso for Fleet warfare gangs, some actual want to use it for solo work (like C3 WH's) hence an Optimal range bonus would make the ship viable for that purpose. |
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