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YuuKnow
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Posted - 2004.03.26 22:55:00 -
[31]
Edited by: YuuKnow on 26/03/2004 23:17:33 Edited by: YuuKnow on 26/03/2004 23:06:20
Quote:
Quote: Also on a general note i feel laser should have an across the board reduction in their cap needs of a noticable figure of maybe 10-15%.
What I'd rather see them do, however, is not make the weapons equivalent but make them *different*. Leave the cap how it is but significantly increase the laser damage. Make lasers the high damage/high cap option so there really is a clear progression from projectiles through railguns to lasers. Who knows, some of us might then start using them again instead of those nice economical railguns...
Isn't that what a tachyon is? A high damage/high cap option? Its for people who throw cap cap to the wind and are selling out for a major one or two volley strike.
Maybe Amarr battleships should have a max cap bonus instead of a fire rate bonus. Or even a cap recharge bonus since most amars armor tank and can't fit a lot of cap relays.
Plus you have to admit, not having to reload or buy ammo is nice. Makes those hunting trips nice and productive because you can stay out in deep space forever. The only thing that limits how long you stay out there is long it takes to fill your cargo hold with loot . And even then the amar ships have good cargo capacity especially when you don't have to lug around 10,000 rounds of shells.
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Meridius
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Posted - 2004.03.26 23:09:00 -
[32]
Edited by: Meridius on 26/03/2004 23:20:14 I think lasers are a huge problem in general.
How do you allow them to fire continuously while allowing the use of shield hardners/boosters.
If you give amarr huge cap bonus's that fix's the problem actually letting the amarr use there weapon of choice. However, that would also keep the laser amarr only as nobody in there right mind would use it w/out the huge cap bonus's. The problem with this is that we as amarr can use hybrids/projectiles, we dont get the bonus's but we can still use them (and prefer to at the moment). It's just not fair.
One way to fix it is to reduce the amount of cap used by the high end lasers (heavy beam(cruiser)mega/tachy(BS)).
The way they have it setup now is:
Projectiles: No cap, strong but slow ROF Hybrid: Some cap, strong, medium ROF Lasers: CAPTASTIC, stronger, good ROF
So if you do reduce the amount of cap, this setup is totally moot. Lasers are made to be cap mongers, and thats all good really until you think about using shield boosters/hardners.
It seems like a very delicate system to balance properly. Do you increase the amount of damage a laser does, do you reduce the cap, reduce the cap of shield boosters/hardners?
I think a fairly large range bonus and a slight cap usage decrease is in order. That way you make the lasers very long range but they still eat a fair amount of cap. At that range, mwd would not be critical, nor shield boosters.
I don't know, i'm just throwing out ideas, no idea how it would work on the battlefield.
If some devs can reply to this thread, that would be great. All of us recognize that this is a huge problem and after the relay nerf, it's going to kill us amarr  ________________________________________________________
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snotty
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Posted - 2004.03.26 23:10:00 -
[33]
Edited by: snotty on 26/03/2004 23:17:47 Only those in high favor with the Emperor can earn the reward of commanding one of the majestic and powerful Apocalypse class battleships. These metallic monstrosities see to it that the word of the Emperor is carried out among the denizens of the Empire and beyond.
Special Ability: 5% bonus to Large Energy Turret capacitor use and Capacitor Capacity rate per level.
what im wondering about, can you ever fit 8 tachs? and thus make a tach setup a viable option?
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Muspell
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Posted - 2004.03.26 23:24:00 -
[34]
have you guys ever throught of that this was supposed to be balanced this way ? mega beams are NOT the same as 1200.. 800mm are NOT the same as neutron blasters...
the tachs have a downside and the 1200mm have a downside... that's exactly why ppl use mega beams and 1400mm. the types of guns are maybe not supposed to be the way you think, like short range guns (neutrons, pulse, 800mm) lesser guns (250mm rail, megabeam(?), 1200mm) and super guns (425mm, tach(?), 1400mm), they are supposed to vary, and when you chose your ship you have to take that in count!
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Meridius
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Posted - 2004.03.26 23:25:00 -
[35]
Yeah you can fit 8 tachs on with a set of reactor controls. (im fairly sure)
Thats all you'll be able to fit tho :)
And you'll be able to fire like what, 4 or 5 volleys before your cap runs out. ________________________________________________________
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YuuKnow
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Posted - 2004.03.26 23:42:00 -
[36]
Edited by: YuuKnow on 26/03/2004 23:44:20
Quote: Edited by: Meridius on 26/03/2004 23:20:14 I think lasers are a huge problem in general.
How do you allow them to fire continuously while allowing the use of shield hardners/boosters.
If you give amarr huge cap bonus's that fix's the problem actually letting the amarr use there weapon of choice. However, that would also keep the laser amarr only as nobody in there right mind would use it w/out the huge cap bonus's. The problem with this is that we as amarr can use hybrids/projectiles, we dont get the bonus's but we can still use them (and prefer to at the moment). It's just not fair.
Actually maybe it is fair on some level. Because the Amarr's primary weapon is a weapon that is very difficult to equip and utilize maybe the amarr should have exclusive rights to it to make up for its being a headache to use, and train for. If that makes any sense.
Plus lets not all forget that some additional disadvantage for lasers are necessary to make up for the complete lack of ammo and uber fast crystal swapping. An apoc can basically stay out in any part of the galaxy forever without ever having to return to base. No havnig to replenish missles/ammo.
With the lack of med slots and the cap relay nerf, do amar bs use shield boosters or shield hardeners anyway? I thought most apocs and armageddons armor tanked and basic ignored shields anyway?
Maybe a new med or high slot module that exchanges enige power for a cap boost could solve the tachyon cap problem. Perhaps like:
-20% top speed +200 cap energy 15s activating time
This would make tach weilding ships slow as heck but able to sustain its laser cap requirements. That a way an apoc or armaggedon could use that eight high slot to support its seven laser slots and still use the lower slots to armor tank. That would make tachs easier to manage.
This might be a little to powerful though.
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Rizmordan Hillgotlieb
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Posted - 2004.03.27 00:57:00 -
[37]
I've been using an shield and armor tanked Dominix with 425s - which really gives new life to the Dominix - the armor tanking.
BUT...
I have an Apoc as well and I swear I'm going to see if I can work the laser aspect. Since cap is an inherent problem - and shield boosting/hardening is the norm. Might it be a matter of forgoing shields and armor tanking? I really have to look into this...
Posting for Numbnutz |

qrac
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Posted - 2004.03.27 01:01:00 -
[38]
tachs are useless atm. u can't use them and be able to use shieldboosting as defense and u can't use them and be able to use armour tanking as defense.
then we have the megabeams.. slap them on an apoc and go up against a megathron or a tempest and watch them rip u to shreds.
then we have the 425mm rails. not an ammarr gun but they're better to fit on an apoc than megabeams imho since they free up a whole lot of slots where u can fit other stuff than power diags and cap relays. -------------------------------------------
Insanes numquam moriuntur! |

snotty
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Posted - 2004.03.27 01:50:00 -
[39]
ah well, maybe ion blasters + some nosferatu (if they work) is the way to go with the apoc. at least you wont have any cap problems
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Archemedes
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Posted - 2004.03.27 10:19:00 -
[40]
Tachs are pretty good for NPC hunting. They don't need ammo and have good damage and range, and so what if you can only fit 4? Against NPCs you need a couple medium turrets anyway... otherwise the big frigates that zoom in close while you kill the cruisers are a pain. They can't really hurt you too much, but trying to hit some Serpentis blaster boat orbiting you at 5km with a megabeam or tach isn't fun...
For PVP, what about a mix of lasers and artillery? The lasers are great against shields, and the artillery can be loaded with anti-armor ammo. Sure you lose your ship bonus, but a cap reduction isn't needed on projectiles anyway...
I'd think that 3 megabeams, 3 1200mm artillery (or 1400s if you can fit them), and 2 launchers would make a rather dangerous loadout in an Apoc... especially in a larger battle where the Apoc's pilot can concentrate laser fire on shielded targets and projectiles on targets that are down to armor.
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Jai Kedrick
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Posted - 2004.03.27 11:21:00 -
[41]
hi peeps :) yesterday i tested my apoc with 5 megabeams vs a tempest who had the normal hardners and booster etc and they sucked big time!!they were loaded with multis too!i have amarr bs4,electronics5,energy sys op5,large energy wpns4 etc etc but the damage vs shields was negligable??and that was shootin non stop for 10-15 mins!!that really put me off lasers :(
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Archemedes
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Posted - 2004.03.27 11:37:00 -
[42]
That's one thing that makes Tempests nasty... they use no cap for their weapons so they can pour it all into defense. He was probably running an x-lg shield booster with a shield boost amp and an EM and thermal hardener. That's enough to stop almost anything a single ship can throw at you except maybe a blaster-rigged Megathron or a Raven with lots and lots of torps and cruise missiles. Lasers can't really deal with a shield tank... but then neither can projectiles or rails.
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Xtro 2
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Posted - 2004.03.27 11:54:00 -
[43]
Edited by: Xtro 2 on 27/03/2004 11:56:35 Or you could address the problem by thinking what best way to take advantage of an amarr bonus, ie cap: if im using an amarr ship like apoc, i only use 2 tachs for the very reason that they suck your cap dry over a period of time, which if why i also use 4x1400's and 2x720's which do different damage types and use far less cap, the mix is idd worthwhile. Using only 1 type of weapon is just exactly why people use 2xEM/1xThermal hardeners when tey see or go hunting for amarr, as they know they will tend to fit nothing but laser weapons. __________________________________________
Hell is nothing more than an office with fluorecent lights. |

Jin'Bing Ju
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Posted - 2004.04.04 18:48:00 -
[44]
If tachys could given a better tracking bonus then it may serve to offset there cap use.
I mean, its a laser. No leading target, calculation of bullet speed, etc. The ammo, photons, travel at the speed of light. Therefore a tracking upgrade is justified.
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Xelios
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Posted - 2004.04.05 01:33:00 -
[45]
It all boils down to shield hardeners. Lasers only do two types of damage, but those 2 types are the types shields are weakest against. The other 2 types of damage already have pretty good resistance on shields even without hardners, so doing more than EM/Thermal is really a moot point considering Kinetic and Explosive resistance is already usually 40% and 60% respectively. It's something all turrets have to deal with, even projectiles.
The tach does seem to be a bit underpowered for its fitting requirements though, at least compared to the mega beam.
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Admiral IceBlock
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Posted - 2004.04.05 01:37:00 -
[46]
Edited by: Admiral IceBlock on 05/04/2004 01:39:19 increase the dmg output of lasers just a little bit. 
and decrease the capacitor on minmatar ships!
"We brake for nobody"
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Gariuys
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Posted - 2004.04.05 06:57:00 -
[47]
Quote: It all boils down to shield hardeners. Lasers only do two types of damage, but those 2 types are the types shields are weakest against. The other 2 types of damage already have pretty good resistance on shields even without hardners, so doing more than EM/Thermal is really a moot point considering Kinetic and Explosive resistance is already usually 40% and 60% respectively. It's something all turrets have to deal with, even projectiles.
The tach does seem to be a bit underpowered for its fitting requirements though, at least compared to the mega beam.
With more and more people taking up tanking their armour ( or atleast not care about their shields ) things are a lot more interesting. (EM for instance does almost as much damage as explosive against a armour tank using the 2 most vital armour hardners, and does a crapload more against shields, so maybe that relay nerf isn't all that bad for Amarr. )
I think I said it somewhere else already but highest fitting requirement doesn't mean it's the best gun to use. A Neutron for instance has a much higher fitting requirement and more cap drain then a ION, for 6% more damage and a spot more range, so compared to a ION a Neutron might seem underpowered, but people still use it ( although that only means they don't have a clue IMHO but that's another story all together. ) Neutrons and tachyons are nice guns, and a option to use when you got spare grid cause you're using a crapload of hi-slots for something else then turrets, when you're looking for single volley damage and there's a couple more reasons like that, but they're not your main guns. ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Kinnison
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Posted - 2004.04.05 08:10:00 -
[48]
Quote:
Quote: Also on a general note i feel laser should have an across the board reduction in their cap needs of a noticable figure of maybe 10-15%.
Agree entirely on the Tachyon - not better enough than the Megabeam to justify the extra cap and grid. And that's *not* because the Megabeam is overpowered, given that a 425 rail does about the same damage/range for less than half the cap and lower grid (albeit higher cpu).
As for cap use, with Amarr BS4 an Apoc has 20% larger cap/recharge and 20% reduced cap usage with lasers. So unless you're assuming all those low slots are filled with cap rechargers (which may be iffy if relays are indeed nerfed as proposed) then for equivalence Megabeam should have approximately 144% of the cap use of a 425 rail. Instead it has IIRC, well over 200% of its cap use...
What I'd rather see them do, however, is not make the weapons equivalent but make them *different*. Leave the cap how it is but significantly increase the laser damage. Make lasers the high damage/high cap option so there really is a clear progression from projectiles through railguns to lasers. Who knows, some of us might then start using them again instead of those nice economical railguns...
Oh, and can we have a blaster-equivalent laser please? ;-)
Of course, the compensating factor is that lasers never run out of ammo.
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Rodj Blake
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Posted - 2004.04.05 08:25:00 -
[49]
Quote:
Of course, the compensating factor is that lasers never run out of ammo.
Whilst lasers don't use ammo, crystals do cost lots of money. And the high cap use of lasers means that to have any sort of defence you need to either use up valuable slots with diagnostics or relays, or use cap boosters (which take up more space than ammo)
Dolce et decorum est pro imperator mori |

Gariuys
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Posted - 2004.04.05 08:28:00 -
[50]
And can instantly use the correct ammo for the range combat is happening at, eat shields so fast that everyone is almost forced to use a em hardner, have a lot of flexibility with all the different lasers. And don't have to reload, and under laggy conditions that's a big advantage. They also have very nice tracking ( base, saying 425s have better tracking cause theres 1 ship that has a tracking bonus really doesn't help your case. ) ~{When evil and strange get together anything is possible}~ A tool is only useless when you don't know how to use it. - ActiveX The grass is always greener on the other side. - JoCool |

Lucre
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Posted - 2004.04.05 11:40:00 -
[51]
Quote: I know if we spot a pirate raiding in our system and haev spotted him in, say, an Apoc everyone tosses the Kinetic hardener and doubles-up on EM and Thermal.
And then you discover he's carrying a ship load of 425 rails or Ion blasters and really wish you hadn't swapped them... ;-)
I love the flexibility of my Apoc that comes from lots of grid and not having a weapon bonus to lose. But at the same time I can't help feeling it should really make as little sense to not use lasers on an Apoc as it currently does to not use hybrids on a Mega or projectiles on a Tempest...
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Kronarty
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Posted - 2004.04.05 19:32:00 -
[52]
Quote:
Quote:
Quote:
I think the stats of the tacyhon already make it the most powerful weapon in the games. At least from the anaylysis of Xeno Calligan. Which can be found here:
http://oldforums.eveonline.com/?a=topic&threadID=45337&page=1
Check Xeno's post date. It is OLD data
VERY old.
Lots of changes have happened since he made that detailed and thorough post.
The post might be a few months old, but quite honestly what is outdated about it? Old and outdated are two different things, yanno.
There is a Tachyon nerf between THEN and NOW. It is old AND outdated.
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StoreSlem
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Posted - 2004.04.05 23:31:00 -
[53]
Reduce armour resistances to the same level as shield resistances.
Make crystals do the same amount of damage as other types of ammo.
Make lasers use less cap, and tachyons in particular. There is no reason why every other race should be able to maintain offensive and defensive systems while the amarr can't. If they really are meant not to be able to, then their damage potential needs to be way better than gallente/minmatar and not the other way around as it is currently.
If tachyons use less CoT/DoT than mega beams those massive fitting reqs might be worth it. The minor dmg increase alone certainly isn't.
These are 3 steps that would remove extremely imbalancing elements in the game, and one suggestion how to fix the mega/tachyon issue.
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