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E-turrets versus Heat Lance

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Hi guys

I'm sure this has been discussed before but how come there is such a discrepancy between these two energy-based weapons?

E-turrets - same AD at all ranges plus Secondary

Heat Lance - higher AD at RB 1 and 2, big fall off at RB3, no RB4 plus Secondary PLUS Incendiary PLUS Pin-Point.

That feels very much as if E-turrets are missing at least one additional Weapon benefit?

Cheers

Andy

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Yes 

E-Turrets are downgrades as f*ck and Heat Lances are made OP'er. Still Heat Lances can be dealt with.

But there was some kind of rumour that the Covenant E-Turrets will get a bonus in the (far far) future.  Still E-Turrets can be nice with being Secondary, redoubtable and Long Range sniping weapons and when you field an Euclid you have the E-Weapon Target Painter which makes E-Turrets much better :)

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I like to take a sniping Fresnel and give lasers to my Epi. For the rest the dice you gain at rangeband 4 are not worth the huge amount you loose in rb 1&2. I expected more from lasers in 2.0.

The heatlance is great, much better than in 1.1.

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Heatlance is just the best weapon in the game. only competition for this place is the particle accelerator which is also generally excellent and fun.

E turrets... They do not compare. I like them on a fair few units, but I am still trying out loadouts for most. In general I just prefer e turrets because lasers :D

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Yeh, but I doubt anything will happen.

 

Heat lances would have been play tested and deemed "just right". As has been said by the developers before just because it looks good on paper it needs testing.

 

But heat lances are clearly the best weapon in the game even with a drop off at RB 3/4 the AD are reasonable especially considering the MARS that come with them.

 

E-turrets seem to have been given lip service in comparison but I suspect that if they were buffed in some way then every other faction would be crying out that CoA are now too strong in RB 3 and 4 - given that the expectation is that the two opposing forces will be closing on each other so that RB 1 and 2 AD come into play.

 

I can't see anything changing as it's all been play tested many many times and as such I would say things are fixed. Just something we need to "learn to deal with".

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Yes Heat Lances have more Munition/Mars (Piercing/Incindiary munitions, Pin Point and Redoubtable Mars) then our (Redoubtable) E turrets and better AD values for the most part (only our dreadnaughts go over 6AD where all RB4 capable Heavy/Heat Lances are 6+AD) and both are specialist weapons so can only link with their own kind. On paper it would look like the Heat Lance is the clear and decisive winner between the two having more to the weapon in general and better AD values in many cases, but take a look at the Orbats and you may see the playing field even out some.

 

Of the 6 Naval vessels that can take Heat Lances only the Couronne and La Rochelle can link (speaking of independent ships not squads or attachments) and the Charlamagne has 180 port/starboard HL's so no linking there.  Of the 7 Naval vessels CoA has to take E Turrets only the Cleomedes has one turret that can not link (although it is in a squad but we arent counting that because we did not for the Toulons and such for the French) which greatly brings up the AD numbers of the E turrets.  When you see an Aristotle has 13AD RB 1-4 and the La Rochelle (both battle ships so as close to apples to apples I can get) has 19/19/10/7 with its Linked Heat Lances the Aristotle has the advantage in RB 3,4 while the La Rochelle has it in 1-2. 

 

Both ships can only link up this way if they are showing their broadside to eachother and the La Rochelle will have to get closer for better shots where the Aristotle does not need to and if distance is closed, well there is the PA too...  I wont get into how Wave Lurking and shields vs retardant armor adds to the equation cause we are trying to keep it to just weapon systems so leave that under the general "look at the orbat" statement :)

 

What this all means to me in regards to the OPs question is the reason why there is such a discrepency between energy weapon systems (and you can through the PA in that group too since it is "energy" and it is waaayyyyy different *cackles and rubs finger tips together with a mad gleam in the eye*) of Heat Lances and Energy Turrets is in my opinion due to how the orbats are setup.  The Heat Lance is a Main Weapon "This is my BOOM STICK" kind of weapon system, much like the PA is for CoA, where as the E-turrets are an option for an alternate play style and more of a main stay of the force "This is my rifle, there are  many like it but this one is mine..." (bonus points if you remember the name of the rifle in the quote!) kind of weapon system.

 

At least thats my thoughts on it which could amount to a bunch of bubkiss (had to work that word in somewhere)

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The PA is not that amazing a weapon - hitting on a 5+ does limit its effectiveness. It's good and fun but has it's limits.

 

Having piercing ammo is a big thing - though you may not be able to one-shot the enemy, being able to disrupt their play style is / can be nasty. Incendiary ammunition also means it causes secondary damage all of which adds up in terms of game effects. E-turrets just do damage...

 

Piercing ammo makes lower AD less important. Being able to half AD, half movement, no AA/CC, etc can mean death. Imagine being hit with a heat lance early that takes out your AA - this then leaves you completely open to all bombers and such with no chance of counter attack.

 

Problem is that the RB 3-4 pay off for lack of RB 1-2 does not pay off.

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Just reduce their hp to 0. I find very few heatlances are a problem when they rest on the bottom of the ocean.

The combination of piercing and pinpoint is very nasty. Pinpoint on its own is very good (why oh why did our precision sniping lasers lose it :() and piercing on its own is very good. As a pair they are phenomenal.

That is the worry, the heat lance has such a broad array of special stuff that the combinations make them ruinous. And for single turret-like weapons they have very good AD.

But they do tend to be mounted on french ships (a major disadvantage) which sink nice and easily when the right tool is applied. E turrets are a nice tool for sinking cloudless ships. PAs are a good tool for sinking retardant cloud ships. Elite AP are good tools for getting rid of shredded defence ships or heavily damaged ships. Torps are good tools against the low cc French. We can pick our tools and apply them as we please right from turn 1.

The heat lance is a beatstick, a sledgehammer weapon. We might not have a sledgehammer, but we have a large selection of lockpicks and a little bit of c4.

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Those two weapon systems are expremely hard to compare.

 

French and covenant have different playstyles, different advantages and flaws. You cant isolate it like that from the rest. If it at least both were sniper weapons or both close combat weapons there would be a chance to compare them. But just saying heatlances are more op doesnt lead to anything.

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