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Thread Statistics | Show CCP posts - 6 post(s) |
Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.02.12 14:21:00 -
[151]
Originally by: Murina
T2 TD'd lasers still have a optimal of 22+km + falloff...
And that matters because? A single unbonused t2 TD brings lasers down to 22+5km
Quote:
Blasters should have higher dmg than lasers inside 10km
They do, their advantage is between 30 to 300% within this area.
Quote: at least match the raw dmg of lasers out to 20km
No, they should not. That would completely and utterly remove the ability of pulse ships to operate efficiently in medium sized gangs. At the point where it would make sense to fly pulse ships you would be flying snipers instead.
I mean hell, a single unbonused T2 TD brings scorch down to 22.5km.
Hyperion, 5 meds... One of those goes to a TD... and you can do the math.
Quote:
This would make blasters at least a little effective in gang fights while allowing lasers to still be better but not by such a huge gap.
Blasters are decently effective in medium gang fights. Falloff to 27km with null, doing about 1/2 raw damage as lasers within the 20-30km range with better damage types its actually smaller than the advantage that blasters have in the short range. If you want longer range with less utility you fit rails. There is literally no problem with the ships, you just have to choose how you want to fly.
For some reason you consistently choose to fly blaster ships in medium gangs and complain that they are not as effective as pulse ships. Put rails on the darn thing.
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Larana Nightrunner
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Posted - 2009.02.12 14:25:00 -
[152]
Originally by: Murina Edited by: Murina on 12/02/2009 14:17:59
Originally by: Larana Nightrunner
Originally by: Murina
Originally by: Yodohime Kibagami Wouldnt it be easier to directly compare Rokh with its 10% optimal bonus as a blasterboat to Mega or Hyperion instead of comparing said vessels to laserboats.
Even with caldari BS 5 blasters with AM only get a 6.8km optimal instead of 4.5km.
Yes, but does that have a effect in tracking yet? it can just look minor in EFT displayed out raw like that.
Not really, tracking gets harder the further you get inside optimal and the mega gets a ship bonus to tracking and dmg vs the rokhs single gun bonus to optimal..
Optimal bonuses to a gunnery system that has a uber low optimal(4.5km even with all lvl5 skills) has to be like 20+% per level to be really massively noticeable...
With that reasoning you could just lower the optimal further just to be sure nothing gets under it.
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Murina
Gallente The Scope
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Posted - 2009.02.12 14:32:00 -
[153]
Edited by: Murina on 12/02/2009 14:36:06
Originally by: Goumindong
They do, their advantage is between 30 to ...
30% more dmg at 4.5km vs 1000% more optimal with from 10-30km doing more dmg and 30-45+km having nothing to compare with = OP.
Originally by: Goumindong No, they should not. That would completely and utterly remove the ability of pulse ships to operate efficiently in medium sized gangs. At the point where it would make sense to fly pulse ships you would be flying snipers instead.
This does not effect laser ships unless you count giving blasters a marginally better chance in gang settings vs the i-win advantage lasers have now.
So blasters doing 30% more dmg upto 9km, matching dmg upto 20km, having considerably less upto 30km and lasers having full dmg vs 0 from 30-45+ would break the game?????.
STFU you just wanna keep your op system.
Originally by: Goumindong
I mean hell, a single unbonused T2 TD brings scorch down to 22.5km.
Hyperion, 5 meds... One of those goes to a TD... and you can do the math.
So a hype needs ewar fitted and its still not as good as the pulse ship.....but then that is why your defending them cos they are your race.
Originally by: Goumindong Put rails on the darn thing.
Rails cannot fit a uber tank, pulse can. Rails with T1 ammo have the tracking of TD'd tracking penalized pulse. Rails do less damage.
Your arguments are all circular and all fail.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Murina
Gallente The Scope
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Posted - 2009.02.12 14:38:00 -
[154]
Edited by: Murina on 12/02/2009 14:52:21
Originally by: Larana Nightrunner
With that reasoning you could just lower the optimal further just to be sure nothing gets under it.
Getting under optimal is not the issue as it does not have a minimum only a maximum (so lowering it is pointless), its transversal vs tracking inside the max optimal that counts.
And blasters have the worst of it cos they only have a 0-4.5km window and nobody in a gunnery BS hits much at all under 2km, so a 2.5km optimal (2km-4.5km) for potentially 30% more dmg than lasers compared to a 40+km (2km-45km) optimal aint balanced.
Especially when at blaster optimal lasers do just 30% or so less dmg, at 10-20km lasers out dmg blasters by plenty, at 20-30 blasters are a joke and lasers are still in optimal/max dmg and at 30-45km+ lasers have no blaster dmg to compare with but are still hitting for max dmg.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 14:50:00 -
[155]
Originally by: Murina Edited by: Murina on 12/02/2009 14:09:37
T2 TD'd lasers still have a optimal of 22+km + falloff...
with 1 crystal (scorch) which is not particularly damaging, the rest of the crystals drop down to blaster optimal with a td on them, and those that go above have very little damage.
the scorch is there so amarr pulse ships don't get completely crippled by td but still have a crystal with a bit of range superiority left and moderate damage to resort to, before short range weapons outdamage them.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2009.02.12 14:50:00 -
[156]
Originally by: Murina
30% more dmg at 4.5km vs 1000% more optimal with from 10-30km doing more dmg and 30-45+km having nothing to compare with = OP.
30% more damage at about 7-8km with 300% more damage around 3-4.5km while lasers only have a 100% advantage out to about 30km.(and its only about 20-50% to 20km.
Quote:
So blasters doing 30% more dmg upto 9km, matching dmg upto 20km, having considerably less upto 30km and lasers having full dmg vs 0 from 30-45+ would break the game?????
Yes.
Quote:
So a hype needs ewar fitted and its still not as good as the pulse ship.....but then that is why your defending them cos they are your race.
Uhhh, by your numbers it would be better...
Quote:
Rails cannot fit a uber tank, pulse can. Rails with T1 ammo have the tracking of TD'd tracking penalized pulse. Rails do less damage.
We have been over this, stop repeating the same debunked points.
1. Use a Megathron 2. Its not a big deal in medium gangs 3. ~6% less DPS. Oh noes!
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Murina
Gallente The Scope
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Posted - 2009.02.12 14:56:00 -
[157]
Originally by: Sensaja
Originally by: Murina
T2 TD'd lasers still have a optimal of 22+km + falloff...
with 1 crystal (scorch) which is not particularly damaging, the rest of the crystals drop down to blaster optimal with a td on them, and those that go above have very little damage.
the scorch is there so amarr pulse ships don't get completely crippled by td but still have a crystal with a bit of range superiority left and moderate damage to resort to, before short range weapons outdamage them.
Its interesting that you use the word "crippled" when talking about optimal ranges that are still larger than blasters get ( TD'd = 7.5km optimal MF) vs (NON-TD'd AM blaster = 4.5km).
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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7shining7one7
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Posted - 2009.02.12 14:58:00 -
[158]
Edited by: 7shining7one7 on 12/02/2009 14:59:27 ^_^
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Cohkka
Celestial Apocalypse
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Posted - 2009.02.12 14:59:00 -
[159]
Edited by: Cohkka on 12/02/2009 15:01:05
Originally by: NightmareX
Well i see you points. But as long Projectiles and Missiles are getting a boost if Blasters does that, i wont complain.
The thing i see as a problem, is why boost 3 weapon types instead of nerfing one.
But as i see it, nothing need to be changed at all.
Kinda funny that i have never had a single problem with Amarr and Lasers in my Tempest in all of those 3+ years i have been using the ship.
A Megathron is more dangerous to me than a Geddon / Apoc or Abaddon ever will get, even when i start the fight 30km from the target. It's because of my EM and Thermal resists.
Take this as an example.
I warp into a Megathron at 30 km, the fight start right after that. I MWD to him and he can't hit me anything good before i'm in the 10 km range. Then when i'm getting into his 5 km range, i'm starting to take ALOT of damage. I go into armor, my armor goes down pretty fast because my Kinetic and Thermal resists are not so high.
After 4-5 mins my Tempest lose because it couldn't tank the insane DPS from the Mega.
To the 2nd example.
I warp into an Abaddon at 30 km, the fight start right after that. I MWD to him and he can hit pretty good before i'm in the 25 km range, because my resists on shield to EM and Thermal is very low. Then when i'm getting into his 15 km range, i'm starting to take Armor damage. I goes into armor, my armor goes slowly down because my EM and Thermal resists on Armor are pretty high. By this, i can tank him.
Then i go very close to him and orbit.
After 4-5 mins my Tempest is still holding up against the Abaddon, because his damage is low.
My armor are now in 60% armor and i can probably hold up against him for 7-10 more mins.
His Abaddon are slowly going down, because he have a pretty high EHP. But still can't take enough damage to kill me before he's going down him self.
Alright, i hope you see what i mean.
The diffrence is that I'm talking about a small up to med size engagement. Lasers are very effective at that, Torps are good for that as well because they don't have much problems with the range and do blaster DPS to other BS. ACs and Blasters however are so pointless that you're better off fitting Rails because they will do more damage and hit instandly.
You remember when Torps used to be VERY slow? Now it's exactly the same situation blasters and to a somewhat lesser extend ACs are in. They do delayed damage. Blasters do more dmg at a very short range and it would be fine if it wasn't for huge gates/stations and the crap mobility of blasterships (as everyone needs plates nowadays) and the fact that once you get tackled your applicable dmg will most likely drop to zero if you don't happen to be sitting right next to the primary target.
In very small skirmishes involving not more than 6 Ships the Mega is good. Less targets means more effectivity. But how many people are out there who fly in a BS in small gangs like those? Not many. So as I said Blasters are good for a fraction of PvP in EVE and not even THAT good to justify its use over a Pulse fitted Abbadon or Geddon. This is what it's all about: They work good but they are just not viable in most situations.
I'd say double the range of all closerange weapons and cut their tracking by half, so piloting skill matters again. ;) Don't speak english, just F5, F5, F5... |
Zhula Guixgrixks
Increasing Success by Lowering Expectations Vanguard.
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Posted - 2009.02.12 15:01:00 -
[160]
Edited by: Zhula Guixgrixks on 12/02/2009 15:01:51
Originally by: Deschenus Maximus [ -Because you don't need all you mids for tackle, you have ECCM and don't have to fear ***cons.
"BS should be able to tackle" : thats a common mistake nowadays. All big ships need help at tackling.
Gallente BS without tackle: some dmg, target escapes. Amarr BS without tackle: higher damage at medium+ ranges, target escapes too.
At least flying Gallente gives you more meds against those nasty ***cons ;-)
THIS: "We have been over this, stop repeating the same debunked points."
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:02:00 -
[161]
Originally by: Goumindong
30% more damage at about 7-8km with 300% more damage around 3-4.5km while lasers only have a 100% advantage out to about 30km.(and its only about 20-50% to 20km.
20-50% is more than 30 and blasters do not get 300% more dmg than lasers.
While lasers do full dmg from 20-30 and blasters are a joke and from 30-45 lasers still do full dmg and blasters do 0.
Originally by: Goumindong 1. Use a Megathron
Massively less ehp and less dmg than amarr and useless tracking compared to pulse ships.
You debunk nothing you just switch your math calculation to suit your intent.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 15:02:00 -
[162]
Originally by: Murina
Td's work on all 3 gunnery races and as shown a race with 0-45km optimal has a greater benefit than one with 0-4.5km.
amarr are mostly stationary or slow moving due to viable fittings, and cap issues.
gallenteans are mostly mobile and fast.
scorch: 45 / 2 = 22.5 = 22.5km lost range, and midrange advantage lost.
multifrequency: 15 / 2 = 6.5km = 6.5km lost range and outperformed by blasterboats at that range.
null: 11 / 2 = 5.5 = 5.5km lost range and short range dps advantage not lost.
antimatter: 4.5km / 2 = 2.25km = 2.25km lost and short range dps advantage not lost.
gallente
travel time of 5km at 500ms = 10 secs. travel time of 2.5km at 500ms = 5 secs.
amarr
travel time of 22.5km at 500ms = 35 secs. travel time of 6.5km at 500ms = 12 secs.
conclusion: TD's optimal range script turns long range weapons into mid range and mid range into crud, and barely affects ultra short range weapons.
so no, i disagree. TD's spell absolute doom for amarr whilst gallente brushes it off as if it were nothing.
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Gen Eisenhower
Amarr
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Posted - 2009.02.12 15:04:00 -
[163]
Originally by: Zhula Guixgrixks Edited by: Zhula Guixgrixks on 12/02/2009 15:01:51
At least flying Gallente gives you more meds against those nasty ***cons ;-)
very much so
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Cohkka
Celestial Apocalypse
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Posted - 2009.02.12 15:05:00 -
[164]
Originally by: Sensaja
with 1 crystal (scorch) which is not particularly damaging, the rest of the crystals drop down to blaster optimal with a td on them, and those that go above have very little damage.
the scorch is there so amarr pulse ships don't get completely crippled by td but still have a crystal with a bit of range superiority left and moderate damage to resort to, before short range weapons outdamage them.
So weapons are ballanced around single EWAR modules and not the other way around? Are you stupid or is this just a desperate grasp for arguments? Don't speak english, just F5, F5, F5... |
Murina
Gallente The Scope
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Posted - 2009.02.12 15:10:00 -
[165]
Edited by: Murina on 12/02/2009 15:12:16
Originally by: Sensaja
gallenteans are mostly mobile and fast.
Wrong mini are the most mobile and fast.
Originally by: Sensaja scorch: 45 / 2 = 22.5 = 22.5km lost range, and midrange advantage lost.
multifrequency: 15 / 2 = 6.5km = 6.5km lost range and outperformed by blasterboats at that range.
15 / 2 = 7.5 btw.
And scorch still hits much much harder than null ammo can at 22km down to near 10km, along with the fact you think that blaster ships seem to need ewar fitted, and then they still lose to laser ships....
Originally by: Sensaja null: 11 / 2 = 5.5 = 5.5km lost range and short range dps advantage not lost.
antimatter: 4.5km / 2 = 2.25km = 2.25km lost and short range dps advantage not lost.
Wanna see how well null tracks at 5km?, or AM tracks at 2.25km?..forget it.
You need lesson in how tracking works at ultra close ranges dude, not only that but in your examples the blaster ships need to burn within 5.5 and 2.25 of EVERY hostile ship to do max dmg......
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 15:13:00 -
[166]
Originally by: Cohkka
Originally by: Sensaja
with 1 crystal (scorch) which is not particularly damaging, the rest of the crystals drop down to blaster optimal with a td on them, and those that go above have very little damage.
the scorch is there so amarr pulse ships don't get completely crippled by td but still have a crystal with a bit of range superiority left and moderate damage to resort to, before short range weapons outdamage them.
So weapons are ballanced around single EWAR modules and not the other way around? Are you stupid or is this just a desperate grasp for arguments?
scorch is a crystal not a weapon.. it comes with t2 pulse laser spec.. and it allows you to be td'ed while still doing dmg instead of having to resort to crystals with pitful damage like infrared or microwave to actually have any decent optimal whatsoever..
mid range is hurt most by optimal range ewar. Since short range weapons loosing half their optimal, means less than midrange loosing half their optimal.
And long range has more to draw from so they just become mid range unless they are sniper fitted.
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:17:00 -
[167]
Originally by: Sensaja
Originally by: Cohkka
Originally by: Sensaja
with 1 crystal (scorch) which is not particularly damaging, the rest of the crystals drop down to blaster optimal with a td on them, and those that go above have very little damage.
the scorch is there so amarr pulse ships don't get completely crippled by td but still have a crystal with a bit of range superiority left and moderate damage to resort to, before short range weapons outdamage them.
So weapons are ballanced around single EWAR modules and not the other way around? Are you stupid or is this just a desperate grasp for arguments?
scorch is a crystal not a weapon.. it comes with t2 pulse laser spec.. and it allows you to be td'ed while still doing dmg instead of having to resort to crystals with pitful damage like infrared or microwave to actually have any decent optimal whatsoever..
mid range is hurt most by optimal range ewar. Since short range weapons loosing half their optimal, means less than midrange loosing half their optimal.
And long range has more to draw from so they just become mid range unless they are sniper fitted.
Dude try hitting summat moving at 2.25km with blasters, unless its stationary and large your gonna miss a lot...a 50% optimal reduction hits blasters harder than lasers pal.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 15:18:00 -
[168]
Edited by: Sensaja on 12/02/2009 15:24:23
Originally by: Murina
Originally by: Sensaja
gallenteans are mostly mobile and fast.
Wrong mini are the most mobile and fast.
You need lesson in how tracking works at ultra close ranges dude, not only that but in your examples the blaster ships need to burn within 5.5 and 2.25 of EVERY hostile ship to do max dmg......
i don't think you understand, if you are shooting someone at 45km out and you get TD'd to 22.5km you have to travel 22.5km closer to the enemy to be able to hit properly with scorch..
whereas a blasterboat only has to travel 2-5km..
that means if you're facing a blasterboat and get TD'd in a pulse ship (presuming you have t2 large pulse and scorch) by someone in his gang or by the blastership itself, you'll be doing half the blasterboats work for him by travelling 22.5km in his favour just to be able to hit him properly.
Or staying where you are and doing pitful damage with microwave or radio.
and i said MOSTLY fast.. not MOST fast..
and you don't say most fast anyways, you say fastest..
and summat is not a word, it's called something.
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:22:00 -
[169]
Originally by: Sensaja
Originally by: Murina
Originally by: Sensaja
gallenteans are mostly mobile and fast.
Wrong mini are the most mobile and fast.
You need lesson in how tracking works at ultra close ranges dude, not only that but in your examples the blaster ships need to burn within 5.5 and 2.25 of EVERY hostile ship to do max dmg......
i don't think you understand, if you are shooting someone at 45km out and you get TD'd to 22.5km you have to travel 22.5km closer to the enemy to be able to hit properly with scorch..
whereas a blasterboat only has to travel 2-5km..
Erm no....,in that situation the blaster ship has to travel 40km and the laser ship only 22.5km.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Cohkka
Celestial Apocalypse
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Posted - 2009.02.12 15:23:00 -
[170]
Originally by: Sensaja
So weapons are ballanced around single EWAR modules and not the other way around? Are you stupid or is this just a desperate grasp for arguments?
scorch is a crystal not a weapon.. it comes with t2 pulse laser spec.. and it allows you to be td'ed while still doing dmg instead of having to resort to crystals with pitful damage like infrared or microwave to actually have any decent optimal whatsoever..
mid range is hurt most by optimal range ewar. Since short range weapons loosing half their optimal, means less than midrange loosing half their optimal.
And long range has more to draw from so they just become mid range unless they are sniper fitted.
Again. Is T2 ammo soley ballanced around a SINGLE EWAR module? What kind of a situation are you speaking of anyway? Don't speak english, just F5, F5, F5... |
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.02.12 15:25:00 -
[171]
Originally by: Goumindong
Originally by: Murina
Rails cannot fit a uber tank, pulse can. Rails with T1 ammo have the tracking of TD'd tracking penalized pulse. Rails do less damage.
We have been over this, stop repeating the same debunked points.
1. Use a Megathron 2. Its not a big deal in medium gangs 3. ~6% less DPS. Oh noes!
1. Yep, Mega can fit a reasonable tank with 2*plate, DC2, 2*ANP2, 2*dam mod. It will have CPU problems with its mids even with ANPs, though - no scram. Geddon will fit 3*dam mod, ofc. 2. So, since tracking doesn't matter in medium gangs, you support reducing pulse tracking? That's where you say that Amarr should be the best, not in small gangs where tracking even matters? 3. If 6% DPS doesn't matter at all, let's give pulses 6% less damage than the rails instead? -- Gradient forum |
Sensaja
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Posted - 2009.02.12 15:28:00 -
[172]
Edited by: Sensaja on 12/02/2009 15:31:44
Originally by: Cohkka
Again. Is T2 ammo soley ballanced around a SINGLE EWAR module? What kind of a situation are you speaking of anyway?
read above..
well it's two fold imo
1. to give amarr a midrange edge to make up for their other deficiencies.. 2. to not cripple their mid range damage entirely when TD'd.
seems pretty fair.
but if you only look at isolated aspects of it, like the range and moderate damage of scorch, then you don't notice how it all fits together.
amarr are the only race in need of such a t2 charge (or crystal in this case) since:
gallente has less range to subtract 50% from and are thus less affected.. minmatar doesn't give a **** about optimal since they work in falloff.. and caldari uses missiles or are so long range that they still hit since at most they are reduced to mid range.
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Psiri
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Posted - 2009.02.12 15:35:00 -
[173]
Boost the explosion velocity of cruise missiles, rockets (a small boost to torps would be good aswell)and give large blasters a boost in tracking. I don't mind neutron cannons having poor tracking but ions and especially electrons should be able to hit alot better than what they do now.
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:36:00 -
[174]
Originally by: Sensaja
gallente has less range to subtract 50% from and are thus less affected..
Wrong.
Gallente are most effected as they have less to lose, try tracking a moving target at 2.25km before you post again dude.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 15:38:00 -
[175]
Edited by: Sensaja on 12/02/2009 15:45:22
Originally by: Murina
Originally by: Sensaja
gallente has less range to subtract 50% from and are thus less affected..
Wrong.
Gallente are most effected as they have less to lose, try tracking a moving target at 2.25km before you post again dude.
the blasterboat should have him webbed or it's utter fail blasterboating.. and with a battleship target that works quite fine.
and don't give me that nonsense about an orbitting battlecruiser and dodging it by turning it into a whine about large blasters not being able to track a fast moving orbitting BC (medium target) at 2.5km.. they're not supposed to.
because large blasters inability to track a bc orbitting at 2.5km has diddly to do with t2 large pulse med range advantage with scorch.. and is in fact the opposite of what you have been talking about all along.
also... do you proclaim that med t2 pulse has 45km range aswell?
it actually becomes even better being gallente the smaller the weapons you use.
cause since amarr is mid range and not long range.. the difference between mid range and short range continuously narrows..
and don't even get me started about TD'ing a medium t2 pulse ship with scorch
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:47:00 -
[176]
Edited by: Murina on 12/02/2009 15:53:23
Originally by: Sensaja
Originally by: Murina
Originally by: Sensaja
gallente has less range to subtract 50% from and are thus less affected..
Wrong.
Gallente are most effected as they have less to lose, try tracking a moving target at 2.25km before you post again dude.
the blasterboat should have him webbed or it's utter fail blasterboating.. and with a battleship target that works quite fine.
and don't give me that nonsense about an orbitting battlecruiser and dodging it by turning it into a whine about large blasters not being able to track a fast moving orbitting BC (medium target) at 2.5km.. they're not supposed to.
The BC in the graph was doing 188ms.
Mwding amarr BS = minimum 600ish (nearer 700 even with plates) ms - 60% web = 240+ms.
That is ignoring the fact that the blaster ships need to "chase down" each individual hostile BS while laser ships just need to align....
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 15:52:00 -
[177]
Edited by: Sensaja on 12/02/2009 15:55:01
Originally by: Murina
Originally by: Murina
Originally by: Sensaja
gallente has less range to subtract 50% from and are thus less affected..
Wrong.
Gallente are most effected as they have less to lose, try tracking a moving target at 2.25km before you post again dude.
the blasterboat should have him webbed or it's utter fail blasterboating.. and with a battleship target that works quite fine.
and don't give me that nonsense about an orbitting battlecruiser and dodging it by turning it into a whine about large blasters not being able to track a fast moving orbitting BC (medium target) at 2.5km.. they're not supposed to.
The BC in the graph was doing 188ms.
Mwding amarr BS = minimum 600ish ms - 60% web = 240ms.
That is ignoring the fact that the blaster ships need to "chase down" each individual hostile BS while laser ships just need to align....
i highlighted the problem for you.. it'd be neat if amarr bs's could just mwd around with ease and with the speed you propose.. especially with 1 or 2 plates on them when they get slowed down and have to accelerate in an orbital manner.. and their cap issues and lack of mid slots.
that would indeed be overpowered.
also it's ironic how you now resort to proposing that the amarr bs just gets within 2.5km of a blasterboat and mwd's around it in order to win.. when you realized that your pulse range argument crashed and burned..
thanks man, you just made my day with that post
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Murina
Gallente The Scope
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Posted - 2009.02.12 15:58:00 -
[178]
Edited by: Murina on 12/02/2009 16:01:31
Originally by: Sensaja
thanks man, you just made my day with that post
You read but you do not comprehend..
I just pointed out that while ALL the blaster BS were approaching that single laser ship (with a monster ehp) the rest of the laser ships have burned away at top speed and are melting through the blaster ships that need to go from near 0ms to max speed to catch EACH individual laser ship.
Blasters lose dude...yea maybe at 4.5km in a 1 v 1 situation a blaster ship wins, nobody is arguing that but 1 v 1 BS starting at 0km is for sissi warriors and the reality on TQ is that blasters need fixing cos lasers are way to OP compared to them and AC.
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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Sensaja
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Posted - 2009.02.12 16:01:00 -
[179]
Originally by: Murina Edited by: Murina on 12/02/2009 15:59:19
Originally by: Sensaja
thanks man, you just made my day with that post
Nope i just pointed out that while ALL the blaster BS were approaching that single laser ship (with a monster ehp) the rest of the laser ships have burned away at top speed and are melting through the blaster ships that need to go from near 0ms to max speed to catch EACH individual laser ship.
Blasters lose dude...yea maybe at 4.5km in a 1 v 1 situation a blaster ship wins, nobody is arguing that but 1 v 1 BS starting at 0km is for sissi warriors and the reality on TQ is that blasters need fixing cos lasers are way to OP compared to them and AC.
ok, whatever you say bud..
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Murina
Gallente The Scope
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Posted - 2009.02.12 16:04:00 -
[180]
Edited by: Murina on 12/02/2009 16:04:01
Originally by: Sensaja
Originally by: Murina Edited by: Murina on 12/02/2009 15:59:19
Originally by: Sensaja
thanks man, you just made my day with that post
Nope i just pointed out that while ALL the blaster BS were approaching that single laser ship (with a monster ehp) the rest of the laser ships have burned away at top speed and are melting through the blaster ships that need to go from near 0ms to max speed to catch EACH individual laser ship.
Blasters lose dude...yea maybe at 4.5km in a 1 v 1 situation a blaster ship wins, nobody is arguing that but 1 v 1 BS starting at 0km is for sissi warriors and the reality on TQ is that blasters need fixing cos lasers are way to OP compared to them and AC.
ok, whatever you say bud..
Found a way to bail with at least a modicom of dignity did ya bud?.....proly for the best....you just keep your focus on the irrelevant pal......
Originally by: 7shining7one7 Lasers get reduced dmg inside optimal if you are approaching with 0 transversal cos lasers fragment when you approach them
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