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Traeon
Sniggerdly Pandemic Legion
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Posted - 2007.12.18 13:27:00 -
[1]
I always thought that adding EM/Explosive damage crystals would solve the EANM armor tank problem. Best way to do it in my opinion:
Multifrequency/X-Ray/Standard/Radio stay as they are.
Gamma/Ultraviolet/Microwave are changed to EM/Explosive damage. Add new T2 ammos which also deal EM/Explosive. |

Traeon
Sniggerdly Pandemic Legion
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Posted - 2007.12.28 14:33:00 -
[2]
The issue i personally see is that base damage on lasers is low considering the omni tank issue. All amarrian ships without a damage bonus are considered bad.
The geddon and other ships with a ROF bonus would probably end up doing too much damage if base damage of lasers would be raised, but the ROF bonus could be changed into a 5% damage per level instead.
As for the omni-tank problem, there could be two simple solutions:
1. Solution: introducing a second line of crystals that deal some explosive damage. Mimmatar were given emp ammo to help against shield tanks so it's not unreasonable to give Amarr some explosive crystals to help them with armor tanks.
2. Solution : changing the base resistances of ships to something less extreme.
ie. Shield: 10% EM Armor: 50% EM
This alone works out to a 14.5% dps increase against armor when using Multifrequency, and a 11% dps loss against shields.
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2007.12.28 19:18:00 -
[3]
Edited by: Traeon on 28/12/2007 19:20:35
Quote: But dont you see that this is exactly the problem? Lasers are supposed to have built in damage because amarr bonus is not a damage bonus but a cap use bonus. The whole laser using ships are broken. They need to rebalance and redo every turret ship in amarr fleet
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I see the issue. DPS without some sort of damage bonus is pretty bad and the disadvantages don't seem to be justified on those ships.
I'm talking about real dps numbers in pvp, not raw dps numbers from EFT. These are different because:
1. Most ships armor tank, and EANM's are simply the overall best choice for increasing armor resistances. 2. The minmatar shield tankers, if T2, have pretty high EM res on their shields. That leaves the cyclone and maelstrom that have relatively low EM resistance. 3. Shield tanking ships (Caldari in particular) tend to fit a full tank, unlike armor tanking ships which have some low slots for damage mods. Caldari ships tend to have pretty good EM res. 4. Minmatar ships get 70% EM res on armor which is a 25% decrease in EM damage compared to 60%. Gallente gets 35% KIN which is a 14% decrease compared to the base 25%. Caldari gets 45% THERM on armor ( ). Amarr gets 20% EXP resistance which is 11% reduction in damage compared to the base 10%.
I understand that long time ago lasers were uber and needed numerous disadvantages (cap usage, fitting, em/therm damage only, predictability) to keep them balanced, as well as hard counters (tracking disruptors, minmatar armor tankers), but things have changed. A laser ship without a damage bonus is a gimp.
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2007.12.30 15:19:00 -
[4]
Marn Prestoc, can you do a similar comparison with those ships that are considered weak? Apoc, Prophecy, Maller. 
Please include the Omen and Zealot as well.
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2007.12.30 16:10:00 -
[5]
Quote: Damage output is fine, the only change I would say is reduce the weighting of EM compared to therm in the longer range ammo's such as Scorch (but keeping EM as primary damage type).
Cap is a seperate issue completely, and a seperate one between pulse and beams and between each class of ship. Your trying to paint the same picture for everything.
So we both agree that there is a problem with EM resistance?
As for Cap, how can you take it out of any serious comparison?
Since I mentioned the Maller, Porph Apoc earlier, both cap and damage type are the reasons why people fit projectiles on these ships.
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2008.01.02 19:37:00 -
[6]
Edited by: Traeon on 02/01/2008 19:38:49 Not the point of this thread but a very easy fix as far as NPC'ing goes:
Just give all NPCs the same resists across the board, with one resist being a bit lower than the others.
ie. a NPC that had something like 70/60/50/40 gets 58/58/58/46
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2008.01.06 15:13:00 -
[7]
Quote: yes in theory a con. But when countered by the fact that you not stopping to fire for 20-30 seconds in the fight to reload it more than makes up for one of your dmg types being against the highest resist.
What are you talking about? A con is a con. Or do rotten apples taste better because the bananas next to it are fresh?
Yes the reloading is a pro, and it's listed as such, and it's entirely unrelated to the damage types.
That aside, even a 1400mm Howie can fire for 90 seconds, and it's by far the gun with the most reloading.
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Traeon
Sniggerdly Pandemic Legion
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Posted - 2008.01.06 15:37:00 -
[8]
Edited by: Traeon on 06/01/2008 15:42:42
Quote: So you call it a pure con. Way i see it is its setup that to balance the laser out. If they did other dmg types they would be far too powerful do to the no reloading. It all balances out.
The game has to be balanced lasers do em dmagage to balance them out. If they changed lasers to different dmg types they would have to add normal ammo reloads to them. Then you would all be *****ing that you now had to reload all the time like everyone else. If you dont liek the way they chose to bablance them dont use them.
The way i see it, lasers are limited by cap, not by reload in longer fights. I bet every laser user here except maybe the die-hard poskillers would take reload over cap issues any day.
The laser damage types are just stupid. If a weapon can't change its damage types then it should always go up against average resists.
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