
MrDisposable
|
Posted - 2007.01.26 18:27:00 -
[4]
Originally by: Tyler Lowe Edited by: Tyler Lowe on 26/01/2007 18:18:42
Originally by: MrDisposable Exactly. The point is that the only race that gets to fit their highest tier weapons closerange weapons without issues are minmatar with ACs. This is not balanced.
And here we have why I can't agree with the conclusions reached when comparing AC's vs Pulse vs Blasters. While it's interesting to look at these things when they are at their best vs Pulse damage wise, things are simply not that cut and dried. Showing worst case scenarios can be useful for the purposes of discussion, but you really do need to look at AC's from the standpoint of a damage range, not a fixed number. To some extent this is true of all weapon systems, but when I look at my AC's and 75% of their effective range is falloff, and in the case of smaller than battleship sized ships, most if not all of that within web range, the premise that I could always dictate range has some serious flaws.
Minmatar also have their own issues with AC, mainly that it is nearly pointless to equip the larger class of AC with it's accompanying increase in grid requirements, loss of tracking and pitiful increase in damage. In the minds of most Matar players, the highest tier AC's you're looking at are worthless, just as to most Amarr players, the lowest tier pulses are worthless. I'm not stating either view there as fact, and don't care to read a "he said, she said" counter to that, it's the perception.
From my less than fully informed perspective, the cap increase that was given to all ships should not have been applied in a uniform fashion, because the increase in combat duration is going to put stress on ship capacitors differently based on racial weapon type. From everything I have read, the odds of seeing a reduction in cap use on lasers or an increase on the effect of controlled bursts is miniscule.
Given that, my fix on the issue of cap use would be to increase both cap and regen times on all Amarr laser platforms an additional 20%. Your regen amount would stay the same, but you'd take longer to run dry. They reduced projectile ammo size to compensate for the increase in combat duration, and for Amarr, cap is ammo, more or less.
The fitting requirements are a different issue entirely, and I'm not sure which would be better, to ease laser fitting reqs, or boost Amarr grid.
Actually I would go for an increase of capacitor or 50% reduction to laser cap usage and a replacement of the non-bonus on amarrian vessels. Also a boost in PG would make sense given that lasers always take quite a bit more grid than thier counterparts.
I do think webbers need to be re-worked aswell though so they are not such i-win buttons towards smaller ships in closequarters combat
|