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Paeniteo
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Posted - 2008.01.06 10:58:00 -
[1]
Lasers:
Cons: - EM Damage type against primarily armor tankers (Two thirds of EVE) - The worst tracking out of every turret weapons system - More than twice the capacitor use of equal size & 'type' hybrids - Require you to carry tens of millions of isk worth of ammo on all laser ships - Beams require excessive amounts of power grid (Tachyons in particular) - Pulse have significantly lower DPS than blasters - Beams have significantly lower range than Rails - Switching used crystals is bugged and can take a long time - The medium range which lasers were designed for is extremely hard to govern
Pros: + Lasers have a very small falloff ratio + Beams have significantly higher DPS than Rails + Pulse have slightly higher range than Blasters + Reload times are somewhat reduced (Refer to second last con)
Now I am not at all saying that none of these cons should exist. This is simply the upsides and downsides of using lasers over other turret systems. The odd thing is the cons list is a hell of a lot bigger than the pros list, and the third 'pro' is actually moot because "mid range" doesn't work in practice.
If you could add some pros to the list, go ahead and make my day. I can't think of any.
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Paeniteo
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Posted - 2008.01.06 13:04:00 -
[2]
Edited by: Paeniteo on 06/01/2008 13:14:00 SkyCrane, not sure you read my post properly  I already commented that mid range is hard to govern, therefore that pro is not a great one. I also said that lasers have a low falloff RATIO. That is to say only a small percentage of maximum range is in falloff. That's a good thing! It means if you're in range, you're more than likely in optimal. As for the reload bug, I get it nearly every time I change used crystals even in unpopulated systems. And beams have higher DPS than rails. For the sake of a less convoluted argument I separated DPS and Range, but I understand what you're trying to say.
Still, my post was intended to show that these upsides to lasers are far outweighed by the downsides.
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Paeniteo
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Posted - 2008.01.07 01:17:00 -
[3]
Edited by: Paeniteo on 07/01/2008 01:22:01
Originally by: Aranbaal
Less range more dps. Means balance, you cant have best of both worlds.
Your reading comprehension fails. Refer to quote:
Originally by: Paeniteo
Now I am not at all saying that none of these cons should exist.
And I listed beams having higher DPS as a pro. Peacefullnub's post covers everything else nicely.
Twice now people have put words in my mouth. I'm starting to remember why I never posted in this thread until now 
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Paeniteo
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Posted - 2008.01.08 11:28:00 -
[4]
Edited by: Paeniteo on 08/01/2008 11:29:12 Who cares about stealth bombers. The immediate problem lies in lasers having too many disadvantages and very few advantages, along with the laser capacitor use reduction ship bonus. The majority of our problems would vanish if these issues alone were addressed.
Focus on the major issues or this whole thread will just come across as nitpicking and nobody is going to take it seriously.
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Paeniteo
Synthetic Frontiers Sex Panthers
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Posted - 2008.01.20 01:43:00 -
[5]
Edited by: Paeniteo on 20/01/2008 01:46:06
Originally by: MenanceWhite
fixed-
I can't really agree with you there. The Prophecy is bad. The Harbinger is if anything incredibly average. It's not that there's anything especially wrong with it, it's just there's nothing especially good about it, unlike the Hurricane, Drake and Myrm which all have their perks.
There's a myth floating around that the Harbinger can "easily" pull 700 DPS. That's not the case. We're talking maxed drone and gunnery skills, energy weapon rigging, 3 heat sink II's, possibly implants to get figures like that using Amarr Navy Multi, which means you will die to a couple of volleys from a raven. While we're on that subject; the tank on the Harbinger is disturbingly crap both active and passive. It costs a lot to fit the ship well, but it still dies like it's fit with T1.
The Harbinger isn't a bad ship all around, but I wouldn't call it a good one either.
For the most part I don't see much of a problem with Amarr ships, but if you're going to train for the Absolution, be prepared to be inflexible and somewhat pointless for a while as you fly the Harbinger and Zealot. The path towards the Damnation pays off better with the Sacrilege.
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