Pages: 1 2 3 4 :: [one page] |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gitanmaxx
Viziam Amarr Empire
0
|
Posted - 2012.04.06 14:30:00 -
[1] - Quote
I think with the overhaul to amarr ships that's talked about in the dev blog they should look at giving amarr 2 ship bonuses like every other race has. You only get 1 ship bonus because the other one is always essentially "you can use your racial gun, lasers." That's like if projectile turrets all took 700 pg to equip so min ships had to have one of their two bonuses as a reduction to pg cost of turrets.
It's just silly that amarr gets half the bonus on their ships. It also cuts down drastically on variety and eliminates so many ships as being pointless to even try flying when compounded by the inability to ever fit properly sized weapons. In the dev blog they talk about some ships completely outshining others and ships not being able to fill roles. Well for amarr a big part of that is this need for one bonus to always be "you can use the weapons you use." The other issue is that anything under a battleship size absolutely must under-size their weapons.
So fix lasers to not have such ungodly requirements so ships can have a mix and match of two ship bonuses instead of one. This will allow for ships to have more variety and distinguish themselves in roles from one another.
|

Nova Fox
Novafox Shipyards
3687
|
Posted - 2012.04.06 14:33:00 -
[2] - Quote
I used to remember the days where lasers where extremly powerful and capaictor use was thier delimiting factor.
|

masternerdguy
Inner Shadow NightSong Directorate
96
|
Posted - 2012.04.06 14:34:00 -
[3] - Quote
Amarr are fine. Caldari could use more mid slots. Things are only impossible until they are not. |

Gitanmaxx
Viziam Amarr Empire
0
|
Posted - 2012.04.06 14:36:00 -
[4] - Quote
masternerdguy wrote:Amarr are fine. Caldari could use more mid slots.
thank you for contributing to the topic so well..... |

Nova Fox
Novafox Shipyards
3687
|
Posted - 2012.04.06 14:36:00 -
[5] - Quote
I think we're just trying to say your complaint is invalid.
|

Lyron-Baktos
Selective Pressure Rote Kapelle
79
|
Posted - 2012.04.06 14:37:00 -
[6] - Quote
is there a new dev blog or are you talking about the one from a few weeks ago? On holiday. -áIn some other world. Where the music of the radio was a labyrinth of sonorous colours. To a bright centre of absolute convicton. -áWhere the dripping patchouli was more than scent. -á It was a sun |

Tah'ris Khlador
Kaotic Intentions Cold Hand of Shadow
83
|
Posted - 2012.04.06 14:39:00 -
[7] - Quote
All I read was "I want to mix weapons on my ships." |

Simi Kusoni
HelloKittyFanclub
528
|
Posted - 2012.04.06 14:40:00 -
[8] - Quote
masternerdguy wrote:Amarr are fine. Caldari could use more mid slots. Personally I think minmatar could do with a little bit more range, speed and duct tape.
--Will Support Your Terrible Forum Thread For ISK-- |

Ranger 1
Ranger Corp
1455
|
Posted - 2012.04.06 14:42:00 -
[9] - Quote
The theory was that all Amarr ships had the bonus built into their lazers, as they were already extremely powerful in most aspects, and the high cap use kept other races from using them easily.
Perhaps we've gotten away from that, or perhaps we need to embrace it more strongly.
Or perhaps they are fine as it stands.  When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

Roime
Shiva Furnace
424
|
Posted - 2012.04.06 14:47:00 -
[10] - Quote
Because of ~Scorch~
|

Malcanis
Vanishing Point. The Initiative.
3279
|
Posted - 2012.04.06 14:53:00 -
[11] - Quote
Roime wrote:Because of ~Scorch~
And Tachyon beams. Malcanis' Law: Any proposal justified on the basis that "it will benefit new players" is invariably to the greater advantage of older, richer players.
Things to do in EVE:-áhttp://swiftandbitter.com/eve/wtd/ |

Bubanni
sNiggwaffe YOUR VOTES DON'T COUNT
210
|
Posted - 2012.04.06 14:53:00 -
[12] - Quote
Change it to a cap recharge bonus... :) |

Ager Agemo
Natural Progression
47
|
Posted - 2012.04.06 14:54:00 -
[13] - Quote
Actually i do agree with the OP, laserz right now arent the powerfull they should be, so the bonus for capacitor is sort of dumb, as he said, is just a bonus to allow amarr use their own native weapon. but they might as well just use other weapons and have the same effectiveness.
Gleam and conflagration needs a DPS boost also, currently navy multifrequency makes all the damage DPS crystals useless.
and last maybe there should be a global laser capacitor reduction need, ships that lack the capacitor bonus, just cannot use lasers at all really, or else they drain themselves in a few seconds. |

Ranger 1
Ranger Corp
1455
|
Posted - 2012.04.06 14:59:00 -
[14] - Quote
Bubanni wrote:Change it to a cap recharge bonus... :)
This.
Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts.
Other ships not being able to use lasers in most cases is intentional, and should remain so. When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

Ager Agemo
Natural Progression
47
|
Posted - 2012.04.06 15:01:00 -
[15] - Quote
Ranger 1 wrote:Bubanni wrote:Change it to a cap recharge bonus... :) This. Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts. Other ships not being able to use lasers in most cases is intentional, and should remain so.
This, i could not get it more right than this guy, amarr were mean to have uber capacitors so this makes a lot of sense. |

Gitanmaxx
Viziam Amarr Empire
1
|
Posted - 2012.04.06 15:05:00 -
[16] - Quote
Tah'ris Khlador wrote:All I read was "I want to mix weapons on my ships."
then you apparently need to learn to read because that is so completely off it's funny. |

Gitanmaxx
Viziam Amarr Empire
1
|
Posted - 2012.04.06 15:07:00 -
[17] - Quote
Ranger 1 wrote:Bubanni wrote:Change it to a cap recharge bonus... :) This. Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts. Other ships not being able to use lasers in most cases is intentional, and should remain so.
I agree with this completely! And this is a much better way than using up one of the 2 ship bonuses on what essentially amounts to "you can use the weapon you're supposed to use."
I'm a noob so I don't pretend to know everything. But it was plainly obvious that this was one of those things that meandered away from it's original intent and is now a vestigial limb. It makes it very hard for amarr ships to have niches it seems since the developers only really have one bonus to work with when developing ships.
Amarr identity of active rep and neut use sounds awesome and much more clearly defined than it is now. |

Gitanmaxx
Viziam Amarr Empire
1
|
Posted - 2012.04.06 15:09:00 -
[18] - Quote
Lyron-Baktos wrote:is there a new dev blog or are you talking about the one from a few weeks ago?
The one from a few weeks ago that made a very passing reference to amarr being one of the races looked at next, and how ship roles are all messed up with so many ships not even being able to fit for the role they were intended. |

Kattshiro
Deep Core Mining Inc. Caldari State
45
|
Posted - 2012.04.06 15:09:00 -
[19] - Quote
Ahh you made me believe there was a new dev blog I hadn't read yet.... Shame on you.
So to re word because it wasn't exactly clear... You want more bonuses besides cap efficiency? |

Krell Kroenen
Miners In Possession
21
|
Posted - 2012.04.06 15:13:00 -
[20] - Quote
All right since you asked so nicely I will agree that you should have split weapon systems for Amar ships and granting a 5% rof to both your lasers and missiles. Thus giving you the two weapon bonuses you desire.
|

Gitanmaxx
Viziam Amarr Empire
4
|
Posted - 2012.04.06 15:14:00 -
[21] - Quote
Kattshiro wrote:Ahh you made me believe there was a new dev blog I hadn't read yet.... Shame on you.
So to re word because it wasn't exactly clear... You want more bonuses besides cap efficiency?
yeah, sorry in the office doing work while on the forums so i probably did word things badly.
You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship. |

Petrus Blackshell
Rifterlings
734
|
Posted - 2012.04.06 15:16:00 -
[22] - Quote
Bubanni wrote:Change it to a cap recharge bonus... :) The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that?
Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS.
Amarr ships already get two bonuses. Deal with it.
(Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.) Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Alara IonStorm
1929
|
Posted - 2012.04.06 15:18:00 -
[23] - Quote
Hmmm...
Prophecy, Maller Punisher with a 5% Dmg Bonus.
Omen, Harbinger with 7.5% Range.
Oracle... ???
Apoc with Damage, Geddon with Tracking.
Abbadon with... Oh wait that's the popular one.
I can dream. =p |

Stan Smith
Remenent British Federation
30
|
Posted - 2012.04.06 15:19:00 -
[24] - Quote
so giving the caldari missile ships a bonus to missile damage and or rate of fire isnt a case of "you can use the weapons you already use?" i for one love the amarr cap reduction bonus for amarr ships. it's not "use the weapons you can already use" it's more along the lines of "use the guns designed for your ship more efficiently" |

Petrus Blackshell
Rifterlings
734
|
Posted - 2012.04.06 15:20:00 -
[25] - Quote
Gitanmaxx wrote: You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship.
Not all laserboats have that bonus, and those that do not have to be really careful about their cap. Making lasers not require a ship bonus to be used easily would welcome laser-fitted Myrmidons, Rokhs, Moas, Merlins, along with absolutely breaking some ships that are balanced by cap-tightness, like the Blood Raider lineup. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Gitanmaxx
Viziam Amarr Empire
4
|
Posted - 2012.04.06 15:22:00 -
[26] - Quote
Stan Smith wrote:so giving the caldari missile ships a bonus to missile damage and or rate of fire isnt a case of "you can use the weapons you already use?" i for one love the amarr cap reduction bonus for amarr ships. it's not "use the weapons you can already use" it's more along the lines of "use the guns designed for your ship more efficiently"
no it's not. you are wrong. |

Gitanmaxx
Viziam Amarr Empire
4
|
Posted - 2012.04.06 15:24:00 -
[27] - Quote
Krell Kroenen wrote:All right since you asked so nicely I will agree that you should have split weapon systems for Amar ships and granting a 5% rof to both your lasers and missiles. Thus giving you the two weapon bonuses you desire.
are you illiterate? did you even read before you started puking up your nonsense? That has absolutely nothing to do at all with the topic, my post, or anything else anyone has said. Put your helmet back on and go play outside kid. |

John Nucleus
Red Federation RvB - RED Federation
12
|
Posted - 2012.04.06 15:30:00 -
[28] - Quote
Petrus Blackshell wrote:Bubanni wrote:Change it to a cap recharge bonus... :) The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that? Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS. Amarr ships already get two bonuses. Deal with it. (Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)
The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated. |

Herping yourDerp
Federal Navy Academy Gallente Federation
467
|
Posted - 2012.04.06 15:31:00 -
[29] - Quote
depends on the ship... many times the cap bonus is useless. like the prophecy. sometimes you want it though... so it depends on the ship. but yea something should be done, maybe a tracking bonus, aren't lasers supposed to have the best tracking? makes sense since.. you know, speed of light, laser. |

Zverofaust
Martyr's Vengence Test Alliance Please Ignore
67
|
Posted - 2012.04.06 15:31:00 -
[30] - Quote
Are you really arguing that Amarr need a buff? If so, please kindly skill yourself. |

John Nucleus
Red Federation RvB - RED Federation
12
|
Posted - 2012.04.06 15:35:00 -
[31] - Quote
Zverofaust wrote:Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.
While some amarr ships are great the way they are, others need to be looked into. OP isn't asking for a massive buff to all amarr ship, just that the cap reduction bonus be looked into. |

Tobiaz
Spacerats
147
|
Posted - 2012.04.06 15:35:00 -
[32] - Quote
Bubanni wrote:Change it to a cap recharge bonus... :)
Wouldn't change much to all the Amarr ships flying around with projectiles.
http://go-dl.eve-files.com/media/corp/Tobiaz/sig_complaints.gif
How about fixing image-linking on the forums, CCP? I want to see signatures! |

Ranger 1
Ranger Corp
1457
|
Posted - 2012.04.06 15:35:00 -
[33] - Quote
Petrus Blackshell wrote:Bubanni wrote:Change it to a cap recharge bonus... :) The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that? Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS. Amarr ships already get two bonuses. Deal with it. (Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)
Neither of those ships use lazers.
Neither of those ships see's much use in combat. When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

gfldex
450
|
Posted - 2012.04.06 15:38:00 -
[34] - Quote
Gitanmaxx wrote:I'm a noob so I don't pretend to know everything.
As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons.
And in 2012 the whining became ENDLESS. |

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
448
|
Posted - 2012.04.06 15:38:00 -
[35] - Quote
I fly multiple amarr ships with multiple bonuses, I can't imagine what you're on about... I AM ******* PISSED OFF THAT EVE WILL NOT RUN ON MY COMMODORE 64. **** THAT **** I QUIT. take all my isk for 1 trit. |

Ranger 1
Ranger Corp
1457
|
Posted - 2012.04.06 15:40:00 -
[36] - Quote
gfldex wrote:Gitanmaxx wrote:I'm a noob so I don't pretend to know everything. As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons.
Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP.
When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

John Nucleus
Red Federation RvB - RED Federation
12
|
Posted - 2012.04.06 15:47:00 -
[37] - Quote
Ranger 1 wrote:gfldex wrote:Gitanmaxx wrote:I'm a noob so I don't pretend to know everything. As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons. Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP.
The problem with that is it would only help ship that doesn't fit lasers. For ship that use lasers it wouldn't change a thing. Even worst, people that use lasers would be compelled to fit something else and use the bonus for rep or neuts instead.
That said, it would be better than what we have now. |

Petrus Blackshell
Rifterlings
734
|
Posted - 2012.04.06 15:50:00 -
[38] - Quote
John Nucleus wrote:The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated. When used right, they still are. Similarly to blasters, you can't just hit F1 and hurf blurf your way to victory. You actually have to (gasp) fly your ship right.
Herping yourDerp wrote:depends on the ship... many times the cap bonus is useless. like the prophecy. sometimes you want it though... so it depends on the ship. but yea something should be done, maybe a tracking bonus, aren't lasers supposed to have the best tracking? makes sense since.. you know, speed of light, laser. If a laser-bonused ship doesn't work with lasers, that's a more fundamental problem with the ship. If the Punisher suddenly got a tracking bonus instead of its laser cap usage bonus do you think that everyone will start using it with lasers? No, with less than perfect skills it would cap itself out in a simple fight. Without its cap usage bonus, the Omen would cap itself out just firing its guns without using any other mods. Replacing the cap usage bonus on these ships (and the others receiving it) would be a horrible mistake.
There is more to balancing laser-using hulls than stripping them of the cap bonus and adding some random nonsensical bonus. More CPU/powergrid for those ships, coupled with possibly more tank and overhauled slots (Prophecy...), would do better at making them more viable as laser boats.
Ranger 1 wrote:Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP. A cap usage bonus would be a glorious buff for Amarr ships, but it wouldn't really convince anyone to use lasers. I used the Vengeance and Sacrilege as examples of non-laser-using cap-bonused ships that are quite powerful. With a cap recharge bonus, there is just more reason to fly an AC-Maller, or a neut-Maller, as it could tank/burn far better. Perhaps that change scares me as the idea of a cap-bonused Armageddon is one I will probably have nightmares about.
If you're not seeing the Vengeance and Sacrilege on the field, you're looking in the wrong places. They're there. (Especially the Venge, that thing is everywhere) Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Gitanmaxx
Viziam Amarr Empire
5
|
Posted - 2012.04.06 15:58:00 -
[39] - Quote
John Nucleus wrote:Petrus Blackshell wrote:Bubanni wrote:Change it to a cap recharge bonus... :) The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that? Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS. Amarr ships already get two bonuses. Deal with it. (Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.) The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated.
This.
And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch. |

Gitanmaxx
Viziam Amarr Empire
5
|
Posted - 2012.04.06 16:01:00 -
[40] - Quote
Zverofaust wrote:Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.
no I'm not. Not every change anyone talks about is a buff.
I'm asking for the way lasers are balanced by requiring any ship that fits them to use up one of it's two ship bonuses to be looked at and reevaluated. |

Gitanmaxx
Viziam Amarr Empire
5
|
Posted - 2012.04.06 16:03:00 -
[41] - Quote
John Nucleus wrote:Zverofaust wrote:Are you really arguing that Amarr need a buff? If so, please kindly skill yourself. While some amarr ships are great the way they are, others need to be looked into. OP isn't asking for a massive buff to all amarr ship, just that the cap reduction bonus be looked into.
Thank you for explaining that. This is exactly what I'm saying and I wish people would stop trying to exaggerate it and flip out arguing a completely different extremist point. I'm just saying that logically the system seems awkward and outdated and probably needs to be re-worked in some way that allows amarr ships to not HAVE to have one of the two ship bonuses be a cap reduction to lasers just to be able to use their racial weapon. This would allow the devs more flexibility with ship design on amarr with two ship bonuses to mix and match like the other races have rather than just one to distinguish each ship from one another. |

ElQuirko
Blue Republic RvB - BLUE Republic
506
|
Posted - 2012.04.06 16:07:00 -
[42] - Quote
GALLENTE NEEDS TO GO FASTER.
If we distribute pictures of people, does that mean God can file copyright claims under SOPA? |

Nylith Empyreal
Federal Navy Academy Gallente Federation
80
|
Posted - 2012.04.06 16:08:00 -
[43] - Quote
ElQuirko wrote:GALLENTE NEEDS TO GO FASTER.
Confirming hybrids need to be finished and the missile system requires some loving way before lasers. -á |

Roime
Shiva Furnace
425
|
Posted - 2012.04.06 16:10:00 -
[44] - Quote
I think you are missing the point that all races have some bonus to their ships designed to make fitting the intended weapons a feasible choice.
Damage, cap and whatever bonus is just another way to write "use these weapons on this ship". |

Gitanmaxx
Viziam Amarr Empire
5
|
Posted - 2012.04.06 16:10:00 -
[45] - Quote
Nylith Empyreal wrote:ElQuirko wrote:GALLENTE NEEDS TO GO FASTER. Confirming hybrids need to be finished and the missile system requires some loving way before lasers.
confirming I need to win the lottery, and world hunger needs to be fixed, oh and I'd like some pancakes too which all means no talking about amarr ship bonuses until then!
Seriously guys, do you just post in every single thread completely unrelated BS for the hell of it. So we can't talk about ship bonuses on amarr ships because only one topic can be on the entire forum at any given time? |

Gitanmaxx
Viziam Amarr Empire
5
|
Posted - 2012.04.06 16:12:00 -
[46] - Quote
Roime wrote:I think you are missing the point that all races have some bonus to their ships designed to make fitting the intended weapons a feasible choice.
Damage, cap and whatever bonus is just another way to write "use these weapons on this ship".
You are correct, it is. But every other races bonus is an actual bonus to using their weapons to encourage it, while the amarr one is "hey this weapons huge detriment isn't so much of a detriment anymore." but it doesn't actually encourage use of the weapon. Which is why you see so many fitting projectiles. That's a major design flaw. The bonus should actively encourage use of the weapon system. |

Nova Fox
Novafox Shipyards
3692
|
Posted - 2012.04.06 16:13:00 -
[47] - Quote
World Hunger to hit a massive epidemic in 2030. This followes the economic collasped caused by trying to solve world hunger.
|

Kattshiro
Deep Core Mining Inc. Caldari State
45
|
Posted - 2012.04.06 16:24:00 -
[48] - Quote
Meh i agree. Other bonuses to other races encourage a play style or say role. (So caldari range/sniping, Gall up front brawling, matar ROF hit and run/kiting.) These are general of course not all ships.
But he is right the cap use on many of the amarr boats is so you don't cap out lasers in 2 minutes (essentially making them useable)
This might be a ship or mod/slot layout issue instead which needs to be addressed rather than a bonus. A cap regen bonus might server a broader purpose making amarr better able to use active tanking etc. |

Petrus Blackshell
Rifterlings
734
|
Posted - 2012.04.06 16:30:00 -
[49] - Quote
Gitanmaxx wrote:And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch. The more I read your responses, the more I feel that you are talking about something you have no idea about. Scorch is an awesome part of lasers just as Barrage is an awesome part of autocannons. It is perfectly in line.
Just because a Hurricane appears to do more turret damage in EFT than a Harbinger doesn't mean it actually does more damage. With plain close range ammo (multifreq/emp), the Harbinger outdoes the Hurricane on the range of 4 km - 12 km, while having a tougher tank, and better drones. The Harbinger's optimal range is 7.5 km. With Scorch/Barrage, the Harbinger outdoes the Hurricane at all ranges over 5 km. Its optimal is 22.5 km. Such is the case with all laser boats compared to other turrets: when laser boats stick to their optimal range, regardless of the ammo in use, they will outdamage other weapon systems most of the time. The difficulty comes in not letting the enemy get at point blank and under your guns.
If the cap bonus were replaced with a tracking bonus (or other direct combat bonus), that would:
- Make cap mods required on all laser ships that get into extended fights. Having to sacrifice a slot to make lasers work would cause even more whining than having to sacrifice a bonus to make them work does.
- Turn lasers into a general purpose win-weapon. We don't need that.
Additionally, if point (a) were eliminated by making lasers more cap-friendly, every ship of other races that doesn't get a damage/tracking bonus to its own weapon system would default to lasers -- the way some of them default to autocannons now.
Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Gitanmaxx
Viziam Amarr Empire
9
|
Posted - 2012.04.06 16:54:00 -
[50] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch. The more I read your responses, the more I feel that you are talking about something you have no idea about. Scorch is an awesome part of lasers just as Barrage is an awesome part of autocannons. It is perfectly in line. Just because a Hurricane appears to do more turret damage in EFT than a Harbinger doesn't mean it actually does more damage. With plain close range ammo (multifreq/emp), the Harbinger outdoes the Hurricane on the range of 4 km - 12 km, while having a tougher tank, and better drones. The Harbinger's optimal range is 7.5 km. With Scorch/Barrage, the Harbinger outdoes the Hurricane at all ranges over 5 km. Its optimal is 22.5 km. Such is the case with all laser boats compared to other turrets: when laser boats stick to their optimal range, regardless of the ammo in use, they will outdamage other weapon systems most of the time. The difficulty comes in not letting the enemy get at point blank and under your guns. If the cap bonus were replaced with a tracking bonus (or other direct combat bonus), that would:
- Make cap mods required on all laser ships that get into extended fights. Having to sacrifice a slot to make lasers work would cause even more whining than having to sacrifice a bonus to make them work does.
- Turn lasers into a general purpose win-weapon. We don't need that.
Additionally, if point (a) were eliminated by making lasers more cap-friendly, every ship of other races that doesn't get a damage/tracking bonus to its own weapon system would default to lasers -- the way some of them default to autocannons now. Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.
Never used EFT....so there's that cleared up.
And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.
I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another. The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that. now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive. |

Petrus Blackshell
Rifterlings
734
|
Posted - 2012.04.06 16:58:00 -
[51] - Quote
Gitanmaxx wrote:Never used EFT....so there's that cleared up. You've never pre-planned or analyzed a fit for its advantages or disadvantages... so there's that cleared up. You are probably not qualified to talk about the relative balance of ships and their bonuses.
Gitanmaxx wrote: And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.
I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another. The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that. now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.
Okay, so just to your point, allow me to repeat myself:
Quote:Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that.
Deal with it. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
448
|
Posted - 2012.04.06 17:16:00 -
[52] - Quote
Quote:Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.
This post wins Eve. I AM ******* PISSED OFF THAT EVE WILL NOT RUN ON MY COMMODORE 64. **** THAT **** I QUIT. take all my isk for 1 trit. |

Ranger 1
Ranger Corp
1458
|
Posted - 2012.04.06 17:24:00 -
[53] - Quote
I think that's why the Cap Recharge bonus should be considered.
Lazers, aside from cap use, are a superior weapons system compared to the others.
A completely unrelated bonus could easily make Amarr ships over powered.
A cap recharge bonus leaves laser use the way it is, but promotes the use of alternative tactics. One of which being to make active tanking in PVP (something CCP has been trying to encourage and make viable) a serious option for PVP. It would also make a wider variety of Amarr boats able to seriously consider using Nuets than currently do. It would encourage a certain higher degree of weapons and tactics variety without losing the Amarr flavor or over powering them.
To clarify, the current Reduced Cap use bonus only helps Amarr use lasers... while a Cap Recharge bonus achieves the same result and also benefits active tanking (dual rep) and neut use.
Helpful without being overpowered. When I check troll in the dictionary, it has a photo shopped picture of you standing somewhere in the vicinity of a point.
Also, I can kill you with my brain. |

Petrus Blackshell
Rifterlings
735
|
Posted - 2012.04.06 17:33:00 -
[54] - Quote
Ranger 1 wrote:I think that's why the Cap Recharge bonus should be considered.
Lasers, aside from cap use, are a superior weapons system compared to the others.
A completely unrelated bonus could easily make Amarr ships over powered.
A cap recharge bonus leaves laser use the way it is, but promotes the use of alternative tactics. One of which being to make active tanking in PVP (something CCP has been trying to encourage and make viable) a serious option for PVP. It would also make a wider variety of Amarr boats able to seriously consider using Nuets than currently do. It would encourage a certain higher degree of weapons and tactics variety without losing the Amarr flavor or over powering them.
To clarify, the current Reduced Cap use bonus only helps Amarr use lasers... while a Cap Recharge bonus achieves the same result and also benefits active tanking (dual rep) and neut use.
Helpful without being overpowered.
I see where you're going, and it makes sense... Except, people like to min-max everything they do, including active tanking. This is why there will never be any active-tanked laser ships (except in PvE, where you can fine-tune it). If anything, there will be more random Amarr autocannon setups running around with stupid active tanks.
I dunno about you, but seeing an autocannon Harbinger would make go skill myself. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Kattshiro
Deep Core Mining Inc. Caldari State
47
|
Posted - 2012.04.06 17:43:00 -
[55] - Quote
Also i'm not sure weapons should be balanced around an ammo type t2 none the less in which everyone does not have access to due to skilling. Rather ammo should be balanced around the weapons system. I see a lot of people say lasers are fine "because they have scorch."
That's all well and dandy, but what other systems do you ever see that argument? AC's aren't good just due to Barrage or RF EMP... Heavy missiles aren't good because of their t2 ammo etc.
Just because one ammo type is "WTF amazing" doesn't mean systems (in this cases bonuses) shouldnt be evaluated. |

Petrus Blackshell
Rifterlings
735
|
Posted - 2012.04.06 17:47:00 -
[56] - Quote
Kattshiro wrote:Also i'm not sure weapons should be balanced around an ammo type t2 none the less in which everyone does not have access to due to skilling. Rather ammo should be balanced around the weapons system. I see a lot of people say lasers are fine "because they have scorch."
That's all well and dandy, but what other systems do you ever see that argument? AC's aren't good just due to Barrage or RF EMP... Heavy missiles aren't good because of their t2 ammo etc.
Just because one ammo type is "WTF amazing" doesn't mean systems (in this cases bonuses) shouldnt be evaluated. Lasers are fine without Scorch. They are great with Scorch. Autocannons are fine without Barrage. They are great with Barrage. Blasters are fine without Null. They are great with Null.
~Reasons to train T2~ Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

BearJews
Android Arms And Industrial Corporation
29
|
Posted - 2012.04.06 17:51:00 -
[57] - Quote
Amarr ships aren't balanced? hmm didn't know. |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.06 17:58:00 -
[58] - Quote
I can only imagine what Apoc would be able to do with cap recharge bonus. It already has huge capacitor. No, we don't want that bonus.
Edit: And it would most likely use machine guns. |

Gitanmaxx
Viziam Amarr Empire
9
|
Posted - 2012.04.06 19:14:00 -
[59] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:Never used EFT....so there's that cleared up. You've never pre-planned or analyzed a fit for its advantages or disadvantages... so there's that cleared up. You are probably not qualified to talk about the relative balance of ships and their bonuses. Gitanmaxx wrote: And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.
I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another. The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that. now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.
Okay, so just to your point, allow me to repeat myself: Quote:Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that. Deal with it.
I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math.
Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.
I'm not arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.
A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision.
right now if you're working on development at CCP for amarr ships here are your options because one ALWAYS has to be cap on lasers otherwise you just can't use lasers. And even then it doesn't encourage lasers. -the ship with the damage bonus -the ship with the repair bonus -the ship with the range bonus.
That's boring and doesn't allow for much creative design, or expansion into the ship line, which is one of the contributing factors to so many ships that never get flown.
Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles. - the ship with speed bonus and tracking bonus for hit and run - the ship with repair bonus and range bonus for a slow ship of the line feel - the ship with drone damage and targeting range bonus
all of these define very unique roles and allow more creative leeway.
That's my point, not this crap some of you are getting bogged down because you like everything on the forums to be "buff this, nerf that" arguments. |

Darth Gustav
Sons Of 0din Fatal Ascension
267
|
Posted - 2012.04.06 19:20:00 -
[60] - Quote
2nd ship bonuses, 3rd ship bonuses, etc. are for pansies. It takes a real PVP hero to win a fight with just one bonus.
A HERO. He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.06 19:33:00 -
[61] - Quote
PVP Harbi would cap itself out in about 4 mins. It doesn't even have rof bonus. Just think what would happen to Zealot, Armageddon or Abso. |

Ashley SchmidtVonGoldberg
1-800-FUBAR
137
|
Posted - 2012.04.06 19:34:00 -
[62] - Quote
Malcanis wrote:Roime wrote:Because of ~Scorch~
And Tachyon beams.
Both of these.
My nightmare with tachs can take down a mach
My nightmare with Scorch can take down a mach
(cannot be used in conjuction) Standing in for Karn Dulake who was banned for saying bad words |

Petrus Blackshell
Rifterlings
737
|
Posted - 2012.04.06 19:43:00 -
[63] - Quote
Gitanmaxx wrote:I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math.
Actually, you need a deeper understanding of combat mechanics, situations, and all attributes of a weapon to say that it is "better", not just first grade math. Something you don't appear to have.
Gitanmaxx wrote:by your own explanation you've proved my point. Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.
So don't meander down your little rabbit hole of trying to say I'm arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.
A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision.
Okay, let's compare to a popular race that gets ~two bonuses~: Minmatar. Which commonly autocannon-fit ships have a damage bonus? Rifter, Thrasher, Stabber, Rupture, Bellicose, Cyclone, Hurricane, Tornado, Typhoon, Tempest, Maelstrom.
Oh, what's that? Looks like all Minmatar ships have a blanket bonus to low AC damage to make ACs workable! Funny, just like the cap bonus on Amarr ships! The other bonuses vary between tracking, falloff, or optimal range to give variety in roles.
Maybe that's a fluke. Let's check out the Caldari hybrid platforms! Which ones have an optimal range bonus? Merlin, Moa, Ferox, Rokh, so... all of them? Huh! It's almost as if Railguns are only good on Caldari ships and not the other races' ships because it is only on Caldari ships that they can take full advantage of their range.
What about these pesky laser ships? Which ones have a cap bonus? Punisher, Coercer, Omen, Maller, Prophecy, Harbinger, Oracle, Armageddon, Apocalypse. Seems reminiscent of the Minmatar line-up! What about that second bonus, does it provide variety too? Well, it varies between armor tank, damage, and optimal range, so it looks like it!
The only exception is the Abaddon, which, while it is a wonderful mainline ship with its armor tank and damage bonus, has well-known cap problems, and even at perfect skills firing 8 mega pulse lasers makes it dry out in less than 5 minutes.
The lesson of the day? A ship's role is not usually defined by both of its bonuses! One of the bonuses of T1 ships just makes the weapon system it's supposed to use viable, while the second defines the role of the ship. This is as true of Amarr as it is of other races. Working. As. Intended. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Petrus Blackshell
Rifterlings
737
|
Posted - 2012.04.06 19:45:00 -
[64] - Quote
Gitanmaxx wrote: Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles. - the ship with speed bonus and tracking bonus for hit and run - the ship with repair bonus and range bonus for a slow ship of the line feel - the ship with drone damage and targeting range bonus
Those ships do not exist. Please stop pulling things out of your ass. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Kattshiro
Deep Core Mining Inc. Caldari State
47
|
Posted - 2012.04.06 19:50:00 -
[65] - Quote
^
No **** he was saying it would add more variety/role if they were... Hypothetical... Rather than the status quo of Cap, damage, resists, and range. |

Petrus Blackshell
Rifterlings
737
|
Posted - 2012.04.06 20:02:00 -
[66] - Quote
Kattshiro wrote:^
No **** he was saying it would add more variety/role if they were... Hypothetical... Rather than the status quo of Cap, damage, resists, and range. T1 ships are simple and general-purpose, not focused on specific roles. Look at T2 ships with their 4 bonuses for specific roles.
The Rupture is a general-purpose gunboat (damage, firing speed). The Muninn is a sniper (damage, firing speed, optimal range, tracking).
The Stabber is a general-purpose fast cruiser (firing speed, speed). The Vagabond is a kiting ship (firing speed, speed, falloff, damage).
The Omen is a general-purpose gunboat (cap usage, firing speed). The Zealot is a sniper (cap usage, firing speed, optimal range, damage).
The Maller is a general-purpose heavy cruiser (cap usage, resistances). The Sacrilege is a heavy active-tank brawler (damage, resistances, cap recharge, firing speed)
I should also mention that role is not defined purely by the bonuses, but also by the slot layout, base stats, and CPU/PG availability. Even if it wanted to, a Stabber would fail at sniping, as a Maller would fail at kiting, as a Caracal would fail at tanking.
Deal with it. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Gitanmaxx
Viziam Amarr Empire
10
|
Posted - 2012.04.06 20:08:00 -
[67] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote: Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles. - the ship with speed bonus and tracking bonus for hit and run - the ship with repair bonus and range bonus for a slow ship of the line feel - the ship with drone damage and targeting range bonus
Those ships do not exist. Please stop pulling things out of your ass.
You're right dip ****. If you stopped being a cross eyed inbred fool and could read you'd know I was showing an example of how much more design leeway they'll have with ships if they aren't tied down to this need to fix the bad capacitor design on lasers.
But that wouldn't suit your "EVERYTHING MUST BE ABOUT NERFS OR BUFFS AND YOU MUST WANT ONE OR THE OTHER ALL THE TIME!" mentality you devolved ape. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
102
|
Posted - 2012.04.06 20:09:00 -
[68] - Quote
Kattshiro wrote:^
No **** he was saying it would add more variety/role if they were... Hypothetical... Rather than the status quo of Cap, damage, resists, and range. Looking across T1 combat focused hulls, most races have a limited variety of bonuses, not just amarr: Gallente: Repair and damage with tracking and MWD cap bonuses on one hull each Caldari: Range, damage, and resist Minmatar: Damage and repair with one hull having a speed bonus |

Gitanmaxx
Viziam Amarr Empire
10
|
Posted - 2012.04.06 20:10:00 -
[69] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math. Actually, you need a deeper understanding of combat mechanics, situations, and all attributes of a weapon to say that it is "better", not just first grade math. Something you don't appear to have. Gitanmaxx wrote:by your own explanation you've proved my point. Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.
So don't meander down your little rabbit hole of trying to say I'm arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.
A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision. Okay, let's compare to a popular race that gets ~two bonuses~: Minmatar. Which commonly autocannon-fit ships have a damage bonus? Rifter, Thrasher, Stabber, Rupture, Bellicose, Cyclone, Hurricane, Tornado, Typhoon, Tempest, Maelstrom. Oh, what's that? Looks like all Minmatar ships have a blanket bonus to low AC damage to make ACs workable! Funny, just like the cap bonus on Amarr ships! The other bonuses vary between tracking, falloff, or optimal range to give variety in roles. Maybe that's a fluke. Let's check out the Caldari hybrid platforms! Which ones have an optimal range bonus? Merlin, Moa, Ferox, Rokh, so... all of them? Huh! It's almost as if Railguns are only good on Caldari ships and not the other races' ships because it is only on Caldari ships that they can take full advantage of their range. What about these pesky laser ships? Which ones have a cap bonus? Punisher, Coercer, Omen, Maller, Prophecy, Harbinger, Oracle, Armageddon, Apocalypse. Seems reminiscent of the Minmatar line-up! What about that second bonus, does it provide variety too? Well, it varies between armor tank, damage, and optimal range, so it looks like it! The only exception is the Abaddon, which, while it is a wonderful mainline ship with its armor tank and damage bonus, has well-known cap problems, and even at perfect skills firing 8 mega pulse lasers makes it dry out in less than 5 minutes. The lesson of the day? A ship's role is not usually defined by both of its bonuses! One of the bonuses of T1 ships just makes the weapon system it's supposed to use viable, while the second defines the role of the ship. This is as true of Amarr as it is of other races. Working. As. Intended.
so if it was working as intended then why in the dev blog and the eve fanfest did CCP speak about how ship roles aren't defined well enough and very early design decisions have restricted their ability to be more creative with ship design leading to so many ships that aren't flown? Sounds like you're the only one who thinks it's working as intended. |

Tyberius Franklin
Federal Navy Academy Gallente Federation
102
|
Posted - 2012.04.06 20:32:00 -
[70] - Quote
Gitanmaxx wrote: so if it was working as intended then why in the dev blog and the eve fanfest did CCP speak about how ship roles aren't defined well enough and very early design decisions have restricted their ability to be more creative with ship design leading to so many ships that aren't flown? Sounds like you're the only one who thinks it's working as intended.
Most of those comments centered around the tiering of ships by design IIRC and the lack of any specific benefit with choices within a race and not the viability of one race in particular due to a specific bonus. You are applying some broad statements in ways they may not even have been intended.
Gitanmaxx wrote: This is hypothetical conjecture in the spirit of the dev blog about lack of variety and issues with half the ships having no clear role or reason to even fly. And one of the big factors to this in my opinion, for amarr particularly, is that every ship must have a bonus to cap on lasers to even make them usable. That's a bad design choice. Simple as that.
And there are people who disagree. Caldari range and Gallente damage bonuses are designed around much the same principle of making their weapons useable in the face of other weapons systems with superior range to blasters(everything else) and superior DPS to rails(again, everything else). It's fundamentally no different.
Gitanmaxx wrote: "but but scorch. but but damage. but but..." then change those things as well to fit the philosophy and fun, not limit everything because one type of ammo would be OP if you changed ships to be more varied.
Those things as they are represent the philosophy of lasers as I understand them: Good damage Great range for short range weapons No ammo for T1, reduced consumption for T2/Faction Greatest optimal which means better damage projection than weapons which rely on falloff for range Best tracking at optimal, which means better damage application Very cap hungry to balance this - Some hulls give a bonus to reduce this strain on the ships ability to leverage the other advantages |

Gitanmaxx
Viziam Amarr Empire
14
|
Posted - 2012.04.06 20:38:00 -
[71] - Quote
Tyberius Franklin wrote:Gitanmaxx wrote: so if it was working as intended then why in the dev blog and the eve fanfest did CCP speak about how ship roles aren't defined well enough and very early design decisions have restricted their ability to be more creative with ship design leading to so many ships that aren't flown? Sounds like you're the only one who thinks it's working as intended.
Most of those comments centered around the tiering of ships by design IIRC and the lack of any specific benefit with choices within a race and not the viability of one race in particular due to a specific bonus. You are applying some broad statements in ways they may not even have been intended. Gitanmaxx wrote: This is hypothetical conjecture in the spirit of the dev blog about lack of variety and issues with half the ships having no clear role or reason to even fly. And one of the big factors to this in my opinion, for amarr particularly, is that every ship must have a bonus to cap on lasers to even make them usable. That's a bad design choice. Simple as that.
And there are people who disagree. Caldari range and Gallente damage bonuses are designed around much the same principle of making their weapons useable in the face of other weapons systems with superior range to blasters(everything else) and superior DPS to rails(again, everything else). It's fundamentally no different. Gitanmaxx wrote: "but but scorch. but but damage. but but..." then change those things as well to fit the philosophy and fun, not limit everything because one type of ammo would be OP if you changed ships to be more varied.
Those things as they are represent the philosophy of lasers as I understand them: Good damage Great range for short range weapons No ammo for T1, reduced consumption for T2/Faction Greatest optimal which means better damage projection than weapons which rely on falloff for range Best tracking at optimal, which means better damage application Very cap hungry to balance this - Some hulls give a bonus to reduce this strain on the ships ability to leverage the other advantages
That was actually a well spoken argument against what I was saying. thank you.
I do disagree though that this isn't the kind of thing the devs are referring to. Yes the tier system is one aspect but they talk about how several ships can't even fit what they are supposed to fit to fill their role and several ships are redundent and pointless because others are better in every way so why use some ships. And to that point, part of that problem is caused I think by these old design choices like making every amarr ship have to have a cap bonus to lasers or it's simply impossible to use them, therefore limiting the variety of design choices they can make when creating and balancing amarr ships. |

Voith
Republic Military School Minmatar Republic
76
|
Posted - 2012.04.06 20:42:00 -
[72] - Quote
Something to keep in mind when talking about "Amarr" is that Amarr ships are completely ******* useless and ******.
But scorch is completely overpowered. It evens out to mediocrity.
Also, gotta laugh at people talking about Tachs. 2 Ships can use them effectively, one of them isn't even an amarr ship. The other has been in the game less than three months.
Right now Scorch is the crutch upon which almost all "mainline" Amarr ships use in PvP and PvE. |

Aranakas
Imperial Academy Amarr Empire
267
|
Posted - 2012.04.06 21:09:00 -
[73] - Quote
I love Amarr ships, even though I don't have lasers trained up very high.
Every time I see a ship with "-10% energy weapon capacitor use" and no other weapon bonus, I just use projectiles on that ship. |

Gitanmaxx
Viziam Amarr Empire
15
|
Posted - 2012.04.06 21:10:00 -
[74] - Quote
Voith wrote:Something to keep in mind when talking about "Amarr" is that Amarr ships are completely ******* useless and ******.
But scorch is completely overpowered. It evens out to mediocrity.
Also, gotta laugh at people talking about Tachs. 2 Ships can use them effectively, one of them isn't even an amarr ship. The other has been in the game less than three months.
Right now Scorch is the crutch upon which almost all "mainline" Amarr ships use in PvP and PvE.
that's kinda what I keep hearing too. And even the people who defend the design always say "but scorch." Any gamer or developer knows that something like that is a very bad design to limit so much all because one thing is OP. How about fixing that one thing instead. |

Ager Agemo
Natural Progression
53
|
Posted - 2012.04.07 05:10:00 -
[75] - Quote
blah blah blah, maybe what we need is to buff the CAP reduction bonus on amarr ships for lasers to 15%, this way you keep the lasers on the the amarr ships, but they can at least use their own weapon properly. |

Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
439
|
Posted - 2012.04.07 05:16:00 -
[76] - Quote
Basically lasers are no longer as effective as they need to be to justify the bonuses on Amarr ships. |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.07 06:18:00 -
[77] - Quote
Voith wrote:Also, gotta laugh at people talking about Tachs. 2 Ships can use them effectively, one of them isn't even an amarr ship. The other has been in the game less than three months.
Paladin, Nightmare and Oracle.
So, this is nerf Scorch thread after all?
The thing some of you don't see is that cap bonus is needed. If it gets replaced with something else you have to use cap rigs and mods just to be able to use your guns.
That means: - lower damage (cap mods instead of damage mods) - lower tank (cap mods instead of tank mods, not really a problem with resist bonused hulls) - lower utility (cap mods instead of web, tracking mods or whatever you want to use your mid slots)
If you use too many slots for cap, you're doing it wrong. But let's put 4 cap rechargers to Apoc and 3 CCCs, that's a great fit! |

Cyrina Manto
Masons of New Eden The Laughing Men
8
|
Posted - 2012.04.07 06:18:00 -
[78] - Quote
Once again, all the people too lazy to train t2 lasers whine in a thread.
Lasers have a higher range of engagement than almost any other weapon system. Projectile weapons have terrible damage due to falloff mechanics. The EFT damage number only applies at 2-3km, and its 1/2 of that by 15km usually.
*edit* Its actually fairly balanced, I maybe would make lasers with scorch rely a little more on falloff. Keeping the same range but making damage at extreme ranges a bit less. |

Alavaria Fera
GoonWaffe Goonswarm Federation
414
|
Posted - 2012.04.07 06:22:00 -
[79] - Quote
Petrus Blackshell wrote:The only exception is the Abaddon, which, while it is a wonderful mainline ship with its armor tank and damage bonus, has well-known cap problems, and even at perfect skills firing 8 mega pulse lasers makes it dry out in less than 5 minutes. Ah yes, the Abaddon, well loved by ~elite pvp~ because being able to use it well means you have succeeded at eve.
Take all the tech Build all the titans Drop all the POSes
Bees incoming, nerf ERRYTHING ERRYDAY |

Sphit Ker
Dreddit Test Alliance Please Ignore
83
|
Posted - 2012.04.07 06:34:00 -
[80] - Quote
Some laser ships are very excellent. Most are mediocre at best and the rest are completely hopeless. I could go on and on about this and that but it's been done 34592475945 times already.
This pilot has 100% perfect fitting skills and capacitor stuff are maxed out. It's as good as it gets. I still struggle to fit an Armageddon or Omen properly. Please, don't coerce my geddon down to a meta 4 medium cap booster and j5b tackling gear when Im all 5 at fitting. That ain't right. It's downright insulting tbh!
A point I'd like to make is Harbinger vs Hurricane. More specifically, welpcane vs copy cat harbinger. Please, copy cat the welpcane fit onto an Harbinger. Subdue 425mm IIs for Heavy Pulses IIs. Both ships share the exact same slot profile (8-4-6) so it should work just fine, right? Wrong! See that fitting margin? Harbinger is waaaay out of everything. Meanwhile, 'cane enjoys more than a 100 more DPS, selectable damage type and all the capacitor it wants to spend on driving the neuts, better align time and better top speed. Harbinger don't have any of that. Capping itself out means zero DPS on top of all. What's up with that?
It feels wrong...
Another example: Nightmare vs Mealstrom. Nightmare enjoys a 5% bonus to tracking per level. Maelstrom does not. Compare the base stats of an "all 5" Nightmare with Mega Pulse (multifrequency) vs a Maelstrom (EMP). 25% bonus to tracking ought to account for something, right? It doesn't. Nightmare only beat Maelstrom by a silly little 0.002. One billion ISK of that? *****, please!! I said already, it's downright insulting!
There's many ways to "fix" lasers. As a start, one need to understand that they are stuck with a 100% predictable damage profile, heavy fitting constraints as well as an heavy burden on the capacitor. Only the likes of Apocs and Zealots have the cap to fool about. The cap of these two should be the base for all laser ships. They may not have mids to go bunkers on ewar, but they need to be able to really count on their capacitors.
That's my 0.01 ISK |

Sphit Ker
Dreddit Test Alliance Please Ignore
83
|
Posted - 2012.04.07 06:38:00 -
[81] - Quote
I want to add.. the cap reduction bonus of lasers shall be tacked on the spaceship command skill itself, not the ship. Give it a 2nd bonus that works, like range. Range is gooooood. |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.07 06:45:00 -
[82] - Quote
Sphit Ker wrote:I want to add.. the cap reduction bonus of lasers shall be tacked on the spaceship command skill itself, not the ship.
That would mean a lot Gallente and Minmatar ships with lasers. |

m3talc0re X
SandStorm. The Babylon Consortium
72
|
Posted - 2012.04.07 07:02:00 -
[83] - Quote
Gitanmaxx, you can argue this s*** till you're blue in the face. I really don't post on the forums too much anymore because, as you're finding out in this thread, it's full of f'ing morons.
Since some of you are having an extremely difficult time understanding his point, I'll try to spell it out like I would to a 5 year old: All ships get 2 bonuses. Almost every other ship gets a bonus to either damage and damage application -
- rof or damage increase / tracking or range
Or they get something like a damage increase and a tanking bonus
- rof or damage increase / resistances increase or rep/boost increase
On Amarr ships, the majority of the time, that second bonus is sacrificed for cap. So instead of getting rof and tracking or damage and rep bonus, Amarr ships get damage and cap. Rof and cap. This is pretty unbalanced. Laser either need their cap usage reduced or Amarr ships need better cap recharge or cap amount to compensate for lasers cap usage. Like John, I think his name was, pointed out a few pages back, a cap recharge bonus wouldn't change anything. It would essentially be the same bonus. You would still need that bonus for your guns, it would give more cap for neuts or anything else extra they already can't use worth a ****.
Some of you are also posting quite contradictory "arguments". Claiming Scorch are so great then saying paper damage doesn't mean it does better damage on the field. Scorch is primarily EM damage. If something isn't weak to EM, Scorch aren't doing much damage. That "great damage application at range" argument is invalidated. Null and Barrage have been brought up to spec with Scorch so it's advantage over weapons and their t2 ammo is no longer valid.
I try not to point out individual replies or posters, but this one takes the cake...
Quote:Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that.
Deal with it.
That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right?
I've gotta break the rest of this down also, because it's full of lol.
Quote: Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
No they don't. Each races' ships has bonuses to their specific weapon groups to promote the use of their weapons on their ships. It's not to counteract specific problems of the weapons. If this were the case, they would have much more specific bonuses.
Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses. They have cripplingly low dps? Oh wait, they don't...
Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that. Arties are fine on range, they're tracking is horrible though. But on the flipside, they have a massive volley.. Any ships giving tracking to help "rectify" this is just a general bonus, not added specifically for arties...
Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that. Normal ammo is pretty short range, but null has excellent range. Thanks to the tracking bonus on say, the Mega for example, you can fit tracking comps loaded with range scripts and STILL get better tracking than pulses on an Apoc.
Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!). Railguns' range is fine. Learn to change ammo.
Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus. See above... |

Sphit Ker
Dreddit Test Alliance Please Ignore
83
|
Posted - 2012.04.07 07:03:00 -
[84] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote: You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship.
Not all laserboats have that bonus, and those that do not have to be really careful about their cap. Making lasers not require a ship bonus to be used easily would welcome laser-fitted Myrmidons, Rokhs, Moas, Merlins, along with absolutely breaking some ships that are balanced by cap-tightness, like the Blood Raider lineup.
emphasis mine.
Please, tell me, WHY should I choose to fly a ship because it's capacitor is weak and difficult to handle by design? Most popular boats have exactly 0% concerns over this kind of thing. Is a Punisher sporting auto-cannons not a problem? Why would be a laser Moa a problem? |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.07 07:12:00 -
[85] - Quote
m3talc0re X wrote:That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right?
That's why you want to use mid slots for tracking computers or web, not for cap. |

Ashera Yune
Royal Amarr Institute Amarr Empire
9
|
Posted - 2012.04.07 07:51:00 -
[86] - Quote
What I think is giving an Amarr ships bonuses for only cap usage for lasers is dumb. Look at the Maller, Prophecy, and Punisher.
They only have a bonus to cap usage, as a result people don't fit laser on them, but autocannons or blasters.
Not to mention lasers used a lot of powergrid. Small and Medium lasers in my opinion use up way too much grid. For battleships their fittings are mostly fine (except maybe tachyons - but they are oversized weapons). |

Pok Nibin
Viziam Amarr Empire
93
|
Posted - 2012.04.07 10:02:00 -
[87] - Quote
You didn't count the first buff of the Amarrian ship; an Amarrian is piloting it. (It's a common mistake. No worries.) Don't fight it.-á Rejoin your Amarrian patriarchs.-á You know you want to. |

Ciar Meara
Virtus Vindice
579
|
Posted - 2012.04.07 10:16:00 -
[88] - Quote
Nova Fox wrote:I used to remember the days where lasers where extremly powerful and capaictor use was thier delimiting factor.
I remember the days when fitting lasers on your ship meant you would die after a minute without cap.
I like the way Amarr ships are now. - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |

Zowie Powers
Hole in the wall
69
|
Posted - 2012.04.07 11:01:00 -
[89] - Quote
In Guild Wars, the Mesmer skills were made to have long casting times and then the Mesmer bonus was "Fast Casting". As it is with Lasers. Make them use lots of Capacitor then make the bonus "Capacitor use reduction".
You see, the bonus isn't really a bonus on any ship. Lower Damage weapons often get a Damage "bonus" on the ships they're supposed to be put on. |

m3talc0re X
SandStorm. The Babylon Consortium
72
|
Posted - 2012.04.07 16:30:00 -
[90] - Quote
Jorma Morkkis wrote:m3talc0re X wrote:That's just pure ignorance. Do you even check things before posting things you pull out of your ass? You DO realize that Blasters and Autocannons both have better tracking than Pulses, right? That's why you want to use mid slots for tracking computers or web, not for cap. Edit: And learn to change crystals.
Perfect example of the forum morons I was talking about ;)
I don't even see the point you're making... You're talking about TC's? The same module that can benefit EVERY turret? Regardless of ship bonuses or race? The same module that will help Pulses have better tracking will help Blasters and Autocannons have better tracking, still being better than the Pulses. Or is there some other point up your a** you're trying to force out? Don't give yourself a hernia trying though...
I'd like to also point out that I always carry various crystals around with me for their range/tracking/damage differences as well as changing scripts in my TC's as necessary. I apply this same tactic when using all of the other various turrets, also. So get back under your bridge. |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.07 18:00:00 -
[91] - Quote
m3talc0re X wrote:Perfect example of the forum morons I was talking about ;)
I don't even see the point you're making... You're talking about TC's? The same module that can benefit EVERY turret? Regardless of ship bonuses or race? The same module that will help Pulses have better tracking will help Blasters and Autocannons have better tracking, still being better than the Pulses. Or is there some other point up your a** you're trying to force out? Don't give yourself a hernia trying though...
I'd like to also point out that I always carry various crystals around with me for their range/tracking/damage differences as well as changing scripts in my TC's as necessary. I apply this same tactic when using all of the other various turrets, also. So get back under your bridge.
So those are waste and cap recharger is better?
Apoc with 3x CCC and 4x Cap Recharger II is fail. |

m3talc0re X
SandStorm. The Babylon Consortium
72
|
Posted - 2012.04.07 19:07:00 -
[92] - Quote
Then don't fit 3x ccc's and 4x cap recharger II's to a damn Apoc... I am assuming this is for missions?
Quote: [Apocalypse, PVE - Pulses T2 Fit] Large Armor Repairer II Armor EM Hardener II Armor Thermic Hardener II Armor Thermic Hardener II Tracking Enhancer II Heat Sink II Heat Sink II
Tracking Computer II Cap Recharger II Cap Recharger II Cap Recharger II
Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L Mega Pulse Laser II, Scorch L
Large Auxiliary Nano Pump I Large Capacitor Control Circuit I Large Capacitor Control Circuit I
I'm cap stable with this... |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.07 19:10:00 -
[93] - Quote
m3talc0re X wrote:I'm cap stable with this...
There is your problem. |

Petrus Blackshell
Rifterlings
742
|
Posted - 2012.04.07 19:46:00 -
[94] - Quote
A laserboat with Scorch dealing 300 paper dps will do more damage at its optimal range (20 km?) than an autocannon ship dealing 300 paper dps with Barrage. Falloff reduces damage. Optimal does not. Stick to lasers' optimal range, and they also have good tracking. Using an 8 km optimal laser at 500m causes shittastic tracking... and that's to be expected, or lasers would be auto-win-guns.
Autocannon Damage
Because of the range factor and their low base damage, autocannons *do* have ****-poor performance. For example, med-tier small weapons at maximum skills:
- 3x 150mm Light Autocannon II with faction ammo: 80 DPS at optimal range of 675 m and falloff 5.5 km.
- 3x Dual Light Pulse Laser II with faction multifreq: 80.8 DPS at optimal range of 3.38 km and falloff 1.88 km.
- 3x Light Ion Blaster II with faction antimatter: 107 DPS at optimal range of 938 m and falloff 2.5 km.
The autocannons will never do their whole DPS because of their abysmal optimal range. The lasers might if you fly your ship right at around 3-3.5 km, and the blasters will do most of it if you stay at 1km-ish. While yes, the autocannons will do more damage at 6 km than either the lasers or the blasters, they are overall a lower DPS option than either one... unless you put them on a ship that gets bonuses to autocannon damage, which brings them in line with the other weapons (e.g. the Rifter). Please learn about falloff before white-knighting your genius.
Tracking is another matter altogether, and there are techniques to mitigate bad tracking, or people trying to get under your guns. In fact, I have had more success with putting a Tracking Enhancer on a Punisher than I have had with a Heat Sink.
Artillery range/tracking: Alpha strikes aren't always guaranteed to hit, and smart targets dodge shots before they are taken. The range and tracking bonuses are the reason Muninn is better at sniping than Hurricane is, even if Hurricane technically has more alpha.
Blaster range/tracking: I was comparing basic T1 ships with basic equipment (no T2 ammo) as the latter adds too many nuances. Still, fitting blasters on a Rifter gets you killed by another Rifter that can kill you from outside your range -- with regular ammo if you're using antimatter, or with Barrage if you switch to Null. An Incursus with Null has a far better chance of dealing with kiters.
Quote:Thanks to the tracking bonus on say, the Mega for example, you can fit tracking comps loaded with range scripts and STILL get better tracking than pulses on an Apoc. Neutron Blaster Megathron has 4.5 km + 12.5 km range base. Mega Pulse Laser Apoc has 20.6 km + 10 km range base. The Apoc can track just fine at 20 km, just not at 4.5 km. If lasers tracked as well as blasters, there would be no reason to use blasters. If blasters tracked as poorly as lasers, they would never work . Range/tracking is a tradeoff.
Railgun range/tracking: A Ferox without range bonus would be better off fitting beam lasers. At equivalent ranges, lasers do slightly more damage, with 1.5x the tracking (ammo change notwithstanding). Add the range bonus and it becomes clear the Ferox is better off using railguns than beam lasers. That is what a bonus is supposed to do.
Laser cap usage: At (for example) 30 km range and taking other ship bonuses into the equation, beam lasers have: better damage than autocannons or blasters (but worse tracking); similar damage to railguns, with better tracking; more damage than artillery, with better tracking; ability to instantly switch crystals to match target range, for optimal damage application; little to no ammo use. Why not just stick them on any ship? Cap usage.
Changing the cap usage bonus to a cap recharge bonus would give more utility to Amarr ships, but until EFT warriors pull their heads out of their ass, all we're going to see is more autocannon fits "because they do more damage", more neut fits (which already work plenty well), and more whining about how lasers suck and need two bonuses.
Quote:In Guild Wars, the Mesmer skills were made to have long casting times and then the Mesmer bonus was "Fast Casting". As it is with Lasers. Make them use lots of Capacitor then make the bonus "Capacitor use reduction".
You see, the bonus isn't really a bonus on any ship. Lower Damage weapons often get a Damage "bonus" on the ships they're supposed to be put on. Perfect example from another MMO that works very hard on balance. Thank you. Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Tarn Kugisa
Space Mongolian Pinked
55
|
Posted - 2012.04.07 19:55:00 -
[95] - Quote
masternerdguy wrote:Amarr are fine. Caldari could use more mid slots.
I'd rather have an extra low to fit Nano's Real Caldari Hull Tank (And Win doing so) Support the EVE Version of Source Recoder! |

Jarvin Xadi
Hedion University Amarr Empire
0
|
Posted - 2012.04.07 20:20:00 -
[96] - Quote
One thing that is slightly awkward is that while you see projectile weapons on all sorts of ships due to not using cap, you very rarely see lasers or hybrids on ships that are not bonused on them. Im ok with the current situation for the most part as when you pair ships with their respective racial weapons they are mostly balanced, but the projectile thing does stick out. Any rework of lasers/amarr ships (because you have to do both at the same time) would have to take into account this. |

Cyrina Manto
Masons of New Eden The Laughing Men
8
|
Posted - 2012.04.07 21:38:00 -
[97] - Quote
You only see projectile weapons on lots of stuff due to EFT Warriors not using a magical thing called a damage graph.
Lasers make up for the crap speed of most Amarr fits by having a greater useful range of engagement than blasters or autocannons.
Damage at optimal (6.8 conflag 20 scorch) is 40%-150% better than autocannons. |

ElQuirko
Blue Republic RvB - BLUE Republic
517
|
Posted - 2012.04.07 22:43:00 -
[98] - Quote
Gitanmaxx wrote: Seriously guys, do you just post in every single thread completely unrelated BS for the hell of it.
Sorry, have you read these forums before? Of COURSE we do.
If we distribute pictures of people, does that mean God can file copyright claims under SOPA? |

Shukuzen Kiraa
47-Ronin Outer Ring Excavations Syndicate
84
|
Posted - 2012.04.07 22:46:00 -
[99] - Quote
All Amarr ships should have a Role bonus for using lasers, that way we don't end up sacrificing one bonus to cap on every single damn ship lol. |

Ziranda Hakuli
Relativity Holding Corp AAA Citizens
16
|
Posted - 2012.04.07 22:50:00 -
[100] - Quote
More folks butt hurting over their ships and weaponry. Have you Caldari and Amarr folks forgot that Gallente were superior over you guys when before CCP broke the hybrids? some may not know but it was then that Gallente ships juked the amarr and Caldari PVP guys left an right.
Now that CCP fixed them and brought weapony in line with everyone you still complain. do whine in real life like a 2 year old when your favorite toy gets scuffed? yes you do |

John Nucleus
Red Federation RvB - RED Federation
14
|
Posted - 2012.04.07 23:11:00 -
[101] - Quote
Without bonus laser are bad, with bonus they are great. Without bonus AC are good, with bonus AC are great.
Add to that the higher cost to fit them for the small and medium size and amarr ships that doesn't have cap bonus but have turret slots will default to using auto cannons instead of lasers. Even with the cap bonus, many will default to using AC instead of laser because of the lower fitting cost. |

m3talc0re X
SandStorm. The Babylon Consortium
73
|
Posted - 2012.04.08 00:26:00 -
[102] - Quote
Aww, the assumption that I don't know anything about turrets is cute... Spouting fairly common knowledge, lol. I'm bouncin' outta this thread. Like I said OP, wasting your breath. |

Petrus Blackshell
Rifterlings
742
|
Posted - 2012.04.08 00:40:00 -
[103] - Quote
John Nucleus wrote:Without bonus AC are good Not really, you never kill anything unless you're sitting on their face, and even then it's slowly.
John Nucleus wrote:Add to that the higher cost to fit them for the small and medium size That is a valid point that hasn't been brought up yet. If there is any inherent unbalance in how weapons work currently, it's the fact that small and medium autocannons cost peanuts to fit. I mean, it makes Minmatar ships absolutely unable to use blasters or lasers effectively, but it also makes autocannons easy-mode fitting for other races when cap/fittings is a problem and DPS isn't.
Part of that is tiering. The Omen has less PG/CPU available than the Rupture, even though its racial guns need more PG/CPU, and that really shouldn't be the case. It's because the Omen is a ~lower tier~ ship. CCP is fixing that, and let's hope they do it right.
However, autocannon Punisher shouldn't be a working fitting any more than laser Rifter is. Maybe there aren't enough advantages to fitting lasers on ships that only get cap bonus towards them, but eliminating the cap bonus is not a solution (or laser Rifter will become a thing). Rifterlings - Small gang lowsec combat corp specializing in frigates and cruisers (all races, not just Rifters!). US Timezone veterans and newbies alike are welcome to join. Come chat in the "we fly rifters" in-game channel. Free fitted frigates for members! |

Jorma Morkkis
State War Academy Caldari State
5
|
Posted - 2012.04.08 05:40:00 -
[104] - Quote
Shukuzen Kiraa wrote:All Amarr ships should have a Role bonus for using lasers, that way we don't end up sacrificing one bonus to cap on every single damn ship lol.
Not sure if serious.
When they start ship balancing I sure hope they look into PG/CPU issues on some hulls. Because that's main problem for Amarr ships.
And before "train AWU to level 5, noob". Sorry I already got that.  |

Misanth
RABBLE RABBLE RABBLE
540
|
Posted - 2012.04.08 06:56:00 -
[105] - Quote
Ziranda Hakuli wrote:More folks butt hurting over their ships and weaponry. Have you Caldari and Amarr folks forgot that Gallente were superior over you guys when before CCP broke the hybrids? some may not know but it was then that Gallente ships juked the amarr and Caldari PVP guys left an right.
Now that CCP fixed them and brought weapony in line with everyone you still complain. do whine in real life like a 2 year old when your favorite toy gets scuffed? yes you do
Well if it was that simple..
Gallente ate Caldari and Amarr left right and centre because of a combination of: a) nos sucking cap even when target had none, essentially giving you infinite cap, which worked especially well on droneboats or the Minmatar dual-weapon platforms. b) CCP had not yet done the hp buffs, and we had no rigs, back then, so our ships were essentially made of paper too, put this in coop with the nossing and active tank was king. c) some t2 modules were in many cases ridicilously expensive, often unreasonable to use in PvP, I remember my Pilgrim costing 75mil but the Cov Ops Cloak 150, for example. Good thing Cap Recharger II was not a PvP module.. d) Gallente and Minmatar have always had spare mids, something Amarr and Caldari lacks, and back then sensor damps were ridicilously powerful. e) no bandwidth yet. Add these things up and you'll see that 'extra mids', 'can use highs for nos instead of damage modules', 'good drone bay', automaticly made your ship alot more powerful.
(consider you having 2-3 90% webs on you, getting multiple nos'd, so you'd have to drop your guns to nos people back just to be able to run your tank and guns.. while you have no mids to damp/web them, and a weaker dronebay, so yah, Amarr/Caldari was in the complete shitter by default - but nothing of this had to do with lasers or the cap bonus being 'bad')
If we go even further back we can start to talk about the original version of missiles too, splash damage and 100% damage regardless of your targets size, and we could start debate no stacking nerf on modules, etc.
My point? Is that you are wasting air for nothing. It's true that between races, it's pretty damn balanced today, I would stick my neck out and say that EVE never been as balanced as it is right now. There are certain shiptypes that are predominant at times, but often it's FOTM and just a matter of finding the proper counter (i.e. no issues with the ships/weapons). If you had pointed that out I'd agreed with you. But now you are asking people to 'not complain', and if you had bothered to actually read this thread you'd see the OP is not whining. He just wants the cap bonus to be something else, to try to make a bigger variety between Amarr ships, and perhaps utilize this to pigeonhole them into certain roles.
Anyways, it's a dead old topic, this has been discussed over and over through the years. Most replies will be a mix of trolling, people who misunderstand the OP, butthurt players who want to defend or attack race X or Y, etc. It just can't be constructive - if you really want it to develop into something useful, you should have a proper suggestion delivered, and post in the feature-section. Let it be debated where it should be, but you still have to give a suggestion for an alternative to the current situation, else the thread will just wander off topic immediately. shiptoastin' liek a baws |
|
|
Pages: 1 2 3 4 :: [one page] |