
Ruffles
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Posted - 2004.03.18 11:24:00 -
[1]
Firstly I would have to slightly disagree with the DoT's comparisons.
I did the maths a while back when the missile discussions were going on to try to compare missiles to turrets. For the sake of arguement I assumed everyone had level 1 turret skills to be able to use the weapons, and that all weapons were being used against natrual shields resistances (not tech2 ship shields), whilst using the highest damage dealing, short range ammunition. For missile launchers the appropriate level of launcher operations, and level 1 in the appropriate skill type (torps/cruise):
Tachyon Beam Laser I (Multifrequency L): 13.99 Mega Beam Laser I (Multifrequency L): 12.58 425mm Railgun I (Antimatter L): 9.90 1400mm Howitzer Artillery I (EMP L): 6.93 H-50/Heavy Launcher I (Mjol Torps): 11.25 H-50/Heavy Launcher I (Paradise Cruise): 11.14
Its very hard to accurately compare the DoT as each weapon type is different. The Tachyon and Missiles are probably the closest comparisons dealing in a high percentage EM damage type, whilst other ammunitions have different resistance levels.
I think the best comparison you can have is between the Tachyon and the 425mm Railgun I's, being that the railguns do seem to have a higher use on apocs as of recent events. More speicifally the damage / capacitance activation use.
DoT / Activation Energy (no modifiers) Tachyon Beam Laser I: 0.112 Mega Beam Laser I: 0.180 425mm Railgun I: 0.330
Personally, I like hybrids in their current state. They work well.
I would agree that the cap usage on lasers is still too extreme, and given their dependance on Capacitor Power Relays, I would say that is a sign there is something wrong with the power use when almost all configurations use this module as a means to keep some staying power. Whilst the changes to Cap Boosters are only recent, they are a nice change.
However following on to Paddymans comments, its very difficult to actually get a moderate setup on an armageddon utilising some form of armour repairers, hardeners, cap power, CPU co-procs, damage modules. The power requirements until recently on repairers, and the CPU are very high considering the ships they are/can be fitted on. The apoc is a little different as the engineering skills, etc all have a vastly greater affect on the availability and its somewhat easier to configure.
I would agree that whilst a small reduction in powergrid of the guns would probably be appreciated, people should realise that mega beams are also an available and very viable alternative weapon.
The biggest-is-best type mentality is also a big factor when it comes to configuring your ship, as sacrifices must still be made to accomodate the situations you will be facing. It seems people are often not willing to make sacrifices to fit ECCM modules, etc over the all-damage dealing configurations. If they fall foul to ECM, thats a fault of their choice, and I would say a fair one. If they fall foul presently to huge cap use, there is an alternative laser with a better DoT/Cap usage is available. Not using all tachyons is also beneficial in those type of situations.
Tachyons aren't the only weapon, like Neutron Blaster Cannons aren't the only blaster.
Yes I agree I feel lasers in general, mostly the higher end of the large range, could use a slight decrease in all stats, powergrid, cpu (fractional), and cap activation cost. The capacitance use is a little too high, the cap booster charges may still need further size review, as it is very difficult to get resupplied in deep space
The decision though is not ours, but we can but put forward information we feel may be useful in making a fair decision. 
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