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IIIIIAMGIIIII
Flying Bags Inc. Bulgarian Space Federation
0
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Posted - 2011.12.08 22:13:00 -
[1] - Quote
Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.
1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).
2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?
3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente. |
ACE McFACE
Acetech Systems
127
|
Posted - 2011.12.08 22:26:00 -
[2] - Quote
IIIIIAMGIIIII wrote:Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.
1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).
2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?
3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.
1. Amarr lasers use a lot of cap, and i think you'll find every single crystal does EM and Thermal and not enough range? Heard of Scorch? It makes pulse lasers very effective at longer ranges considering its the short ranged weapon of Amarr.
2. Yeah this is pretty much right, but lasers doing explosive damage wouldnt make sense.
3. Amarr is great and Gallente is very good but has more of a niche roll, its just not Winmatar or the kings of PvE Caldari
4. You should have a 4th question
Real men wear goggles and a Navy shirt! |
IIIIIAMGIIIII
Flying Bags Inc. Bulgarian Space Federation
0
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Posted - 2011.12.08 22:34:00 -
[3] - Quote
I`m sry for the misunderstanding. These questions were for the ppl who develop eve not for the players. I`m prety sure they can fix every disadvantage we ( Amarr and Gallente ) have. |
ShahFluffers
Ice Fire Warriors
217
|
Posted - 2011.12.08 23:16:00 -
[4] - Quote
IIIIIAMGIIIII wrote:I`m sry for the misunderstanding. These questions were for the ppl who develop eve not for the players. I`m prety sure they can fix every disadvantage we ( Amarr and Gallente ) have.
You won't get a response from the DEVs. They prefer to watch players slug it out in threads over whether or not different races/ships/weapons/mods are under or overpowered.
1a. Amarr ships have capacitor bonuses because Lasers eat up A LOT of capacitor. A good example is the Abaddon which, even when using Standard crystals, will cap itself out just running the guns alone (assuming "standard PvP" fit). As for the limitation with damage types... Lasers make up for this by; being able to change their ammo (and thus their range) in under a second, having fairly high damage modifiers, and a "long" optimal range for a "short range" weapon.
2a. Not really true. Many Caldari ships only get bonuses for kinetic missiles which does limit them in choosing missiles of a different damage type. Minmitar ships being able to choose damage types has been a point of some contention though.
3a. Amarr ships are hardly "useless." In fact, many 0.0 alliances have total hard-ons for Amarr ships because; they don't "need ammo," they can swap crystals and thus change ranges in an instant, they deal a fairly consistent rate of damage at medium ranges, they are tanky, etc. etc. Gallente ships have their problems, mostly with regards to how they have the shortest range weapons in the game with some of the heaviest ships. However, they are also not "useless." They have their charm and place, having ships that can employ shield tanks, armor tanks, buffer tanks, active tanks, gunboats, droneboats, high versatility and/or utility abilites.
TL;DR... Amarr ships excel at fleet warfare and are mediocre with most other things outside of that combat style. Gallente are "wild cards" and can be fit and re-fit for a variety of combat situations... though they still won't be as good as the "specialist" ship they are emulating. "Just because I seem like an idiot, doesn't mean I am one." ~Unknown |
Jenshae Chiroptera
232
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Posted - 2011.12.08 23:24:00 -
[5] - Quote
In terms of active tanking battle cruisers they need rigs + two low slots (dual rep) to get the same boost that shield tanks get from just two mid slots. Shield rep also lands at the start of a cycle while armour only lands at the end. Ideas and stuff EVE - the game of sand castles, either building them or kicking them down. |
Jaroslav Unwanted
Brutor Tribe Minmatar Republic
100
|
Posted - 2011.12.08 23:38:00 -
[6] - Quote
train minmatar and t2 autocannons .. + all gunnery at V buy machariel fit it with 800mm .. both BS at V
leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****.. But thats mostly because i am not that awesome.
Amar ships .. sure they got "useless" bonus for cap use. However their base capacitors are ussually HUGE in comparison to let say minmatar.
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rodyas
Tie Fighters Inc
45
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Posted - 2011.12.08 23:38:00 -
[7] - Quote
There are just alot more variables to balanceing a ship then dps and tank or so, but there is drake. If no secondary attributes get to you I would recomend training drake or tengu maybe abbadon then. |
Sakkar Arenith
PIE Inc.
23
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Posted - 2011.12.08 23:49:00 -
[8] - Quote
IIIIIAMGIIIII wrote:Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.
1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).
2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?
3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.
1. Back when eve was new and just being conceptualized, i.e. alpha/beta, the races were supposed to be very different from each other. One difference was supposed to be that Amarr ships would have been very expensive compared to the other races, and their technological superiority would have been accompanied by the BEST weapons system there is, lasers!
Appropriately no other race was supposed to be able to use THE BEST weapon system.
Thus only amarr ships were meant to be graced with lasers. but ofc as we know lasers nowadays are just about "meh", with scorch being the only thing keeping them afloat.. But ccp never bothered to either buff lasers or unnerf amarr ship bonuses.
2. Tech two ammos when they were created were supposed to offer em/exp variations to hybrids/lasers, this change was scrapped at the very last moment.
And to those mocking about that lasers doing exp dmg is fantasy... idiots, look up what a real pulse laser does... it doesnt radio your tinfoil, it makes your tissue combust explosively...
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Cloora
APEX Unlimited APEX Conglomerate
41
|
Posted - 2011.12.09 00:31:00 -
[9] - Quote
I think Amarr ships are great but doing what they did with the Apoc to some of the other ships with cap use bonus would be good.
You see the Apoc used to have a cap use bonus and a capacitor amount bonus and it was a crappy ship. Then they put the cap amount bonus into it's base stats and added a range bonus. Now it's a much better ship being able to project 700DPS to 80km with awesome tracking when fit right.
They should increase the base cap for the Maller and Prophecy by 30% and add a range bonus instead. Other then that change Amarr ship kick booty. CEO and Major ShareholderAPEX ConglomerateMaker of Starsi softdrinks and Torped-Os! Cereal http://www.altaholics.blogspot.com
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Nova Fox
Novafox Shipyards
551
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Posted - 2011.12.09 00:35:00 -
[10] - Quote
Its like the kinetic laser argument as well. It is particle based there is force behind it.
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Surfin's PlunderBunny
Sebiestor Tribe Minmatar Republic
136
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Posted - 2011.12.09 00:53:00 -
[11] - Quote
*Sighs* Minmatar can use all damage types equally for the simple fact that we're better than you. How many times do we need to say it? |
Handsome Hussein
195
|
Posted - 2011.12.09 00:58:00 -
[12] - Quote
Sakkar Arenith wrote:And to those mocking about that lasers doing exp dmg is fantasy... idiots, look up what a real pulse laser does... it doesnt radio your tinfoil, it makes your tissue combust explosively... So, explain to me again how a ship's hull is 75% water and thus prone to explosively boiling when superheated? Leaves only the fresh scent of pine. |
Arcadia1701
Sky Fortress Seekers of the Unseen
0
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Posted - 2011.12.09 01:25:00 -
[13] - Quote
Well if you hit metal with a laser as powerfull as eves. it would explode, as it would be turned to gas / vaporised that quickly, thus doing EXP damage. EvE is one of the few sci fis were the lasers aren't partical stream based.. which counts out them doing Kinetic unless they change it.
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IIIIIAMGIIIII
Flying Bags Inc. Bulgarian Space Federation
0
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Posted - 2011.12.09 02:11:00 -
[14] - Quote
Sakkar Arenith i understand now ....CCP just don`t care fixing Amarr problems.i quess 40 000 peeps will play only with Minmatar/Caldari sweet.
Thank you all. |
Nova Fox
Novafox Shipyards
555
|
Posted - 2011.12.09 02:14:00 -
[15] - Quote
The amount of electron induction in the Terrajoule ranges into the material is so massively high that it trancends from a solid to a plasma state, the amount of energy required to skip converting into liquid gas then a plasma are cricumvented in a pico-second.
Materials that suffer this sudden change in life style sorta explode, just like teenagers.
Now granted All races have thier 'problems' but problems are meant to be conquerable obstacles. Which is the current case for alot of ammarian ships.
In the gallente case however thier 'problems' are not obsticales that are meant to be conquered they are 'inherint' flaws or basically a brick wall with little to no ways of getting around.
When Killboards declare that in the top 20 ships to be making kills last year and not a single one of them is gallente and pods have more kills than them, you know there is a problem somewhere in the machine.
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Jenshae Chiroptera
243
|
Posted - 2011.12.11 14:43:00 -
[16] - Quote
I think all races should have all damage types available even if it is limited to just one ammo type that is short or long range. Ideas and stuff EVE - the game of sand castles, either building them or kicking them down. |
Halcyon Ingenium
Warm Holes
66
|
Posted - 2011.12.11 14:50:00 -
[17] - Quote
If every race could do the same things then race and bloodline would be even more cosmetic/meaningless. That which always was, and is, and will be everlasting fire, the same for all, the cosmos, made neither by god nor man, replenishes in measure as it burns away. -Heraclitus |
Schnoo
The Schnoo
25
|
Posted - 2011.12.11 14:58:00 -
[18] - Quote
well, amarr ships kinda suck below large guns; except for legions and incursions |
RubyPorto
Profoundly Disturbed RED.Legion
107
|
Posted - 2011.12.11 15:28:00 -
[19] - Quote
IIIIIAMGIIIII wrote:Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.
1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).
2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?
3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.
1. The ship stats are mediocre, but they make the guns useable, and the gun stats are awesome. Scorch is magic, Tachs are magic on the right ship, and instead of fighting in dps eating falloff, Lasers can usually fight in optimal all the time, for more magic the ship stats don't show. And Abaddons have tanks as brickey as their looks.
2. For PvP everyone omnitanks more or less, so who cares. For PvE, just use the right ship for the job, and again nobody cares.
3. Amarr is absolutely useless. That's the reason no alliance flies Hellcats, nobody uses Guardians for armor logi, Zealots in Ahac fleets, Curses for solo roams, Abaddons for cheap neuting fun, Paladins for PvE, Archons for suicide triage duty. And surely Aeon and Nyx pilots were tricked into flying those terrible useless ships. And think of the poor Avatar and Erebus pilots, locked into their worse ships. Dominixes are clearly useless in every aspect, Thanatos's can't rat at all, Ishkurs are terrible frigate roamers, nobody likes kiting with an Arazu in fleet, and the Ishtar is a useless PvE ship.
tl;dr you decided that Eve was tl;dr..... Can I have your stuff? |
Ptraci
3 R Corporation
247
|
Posted - 2011.12.11 16:01:00 -
[20] - Quote
IIIIIAMGIIIII wrote: 3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.
You really need more skill points. Eventually it becomes irrelevant which race you start with, you can always train skills for another race and race specific skills IN NO WAY make up the bulk of your skill training time. See you in 80M SP or so... |
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Large Collidable Object
morons.
667
|
Posted - 2011.12.12 00:47:00 -
[21] - Quote
Jaroslav Unwanted wrote:train minmatar and t2 autocannons .. + all gunnery at V buy machariel fit it with 800mm .. both BS at V
leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****.. But thats mostly because i am not that awesome.
You're doing it wrong.
Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok.
And I'm with morons - so not awesome either... morons- sting like a butterfly and-ápost like a bee. |
RubyPorto
Profoundly Disturbed RED.Legion
117
|
Posted - 2011.12.12 01:02:00 -
[22] - Quote
Large Collidable Object wrote:Jaroslav Unwanted wrote:train minmatar and t2 autocannons .. + all gunnery at V buy machariel fit it with 800mm .. both BS at V
leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****.. But thats mostly because i am not that awesome.
You're doing it wrong. Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok. And I'm with morons - so not awesome either...
3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues.
When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail) |
Wacktopia
Sicarius. The Kadeshi
55
|
Posted - 2011.12.12 02:17:00 -
[23] - Quote
IIIIIAMGIIIII wrote: 3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`..
Yeah because you can only train and fly the racial ships of your character's race.
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Jaroslav Unwanted
Brutor Tribe Minmatar Republic
110
|
Posted - 2011.12.12 02:42:00 -
[24] - Quote
RubyPorto wrote:Large Collidable Object wrote:Jaroslav Unwanted wrote:train minmatar and t2 autocannons .. + all gunnery at V buy machariel fit it with 800mm .. both BS at V
leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****.. But thats mostly because i am not that awesome.
You're doing it wrong. Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok. And I'm with morons - so not awesome either... 3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues. When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail)
[Machariel, Mission run] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer Damage Control II
Caldari Navy Invulnerability Field Pith X-Type Explosion Dampening Field Republic Fleet Shield Boost Amplifier Pith X-Type Large Shield Booster Republic Fleet 100MN Afterburner
800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 500W Infectious Power System Malfunction
Large Projectile Metastasis Adjuster I Large Semiconductor Memory Cell I Large Anti-EM Screen Reinforcer II
Warrior II x5 Ogre II x4
I tried this.. and failed... shooting webfiing turret at 60km .. well what i counted was about 25dps... or it sure as hell looked like i was tickling it...or shooting with snowballs. shooting elite cruisers at 60km about the same at 30km around 50dps at 5km could not hit it..
As i say i am not that awesome just cant fly that ****... So i switched to 1400mm, which paper wise got about fifty dps less then AC one but with 110km to 16km for full dmg.. |
RubyPorto
Profoundly Disturbed RED.Legion
118
|
Posted - 2011.12.12 02:57:00 -
[25] - Quote
Jaroslav Unwanted wrote:RubyPorto wrote:Large Collidable Object wrote:Jaroslav Unwanted wrote:train minmatar and t2 autocannons .. + all gunnery at V buy machariel fit it with 800mm .. both BS at V
leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****.. But thats mostly because i am not that awesome.
You're doing it wrong. Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok. And I'm with morons - so not awesome either... 3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues. When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail) [Machariel, Mission run] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer Republic Fleet Tracking Enhancer Damage Control II Caldari Navy Invulnerability Field Pith X-Type Explosion Dampening Field Republic Fleet Shield Boost Amplifier Pith X-Type Large Shield Booster Republic Fleet 100MN Afterburner 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 800mm Repeating Artillery II, Barrage L 500W Infectious Power System Malfunction Large Projectile Metastasis Adjuster I Large Semiconductor Memory Cell I Large Anti-EM Screen Reinforcer II Warrior II x5 Ogre II x4 I tried this.. and failed... shooting webfiing turret at 60km .. well what i counted was about 25dps... shooting elite cruisers at 60km about the same at 30km around 50dps at 5km could not hit it.. As i say i am not that awesome just cant fly that ****... So i switched to 1400mm, which paper wise got about fifty dps less then AC one but with 110km to 16km for full dmg..
You put a DCII on a PvE Mach? Vandal!
No idea how you have such **** poor skills if you can fit t2 guns. Pith X-L is mediocre, but kudos for not trying to cap stabilify it. Add the angular velocity column to your overview and compare that number with the tracking speed number on show info with your guns. Make sure you're shooting the right ammo at your rats. Faction TEs are pretty much a waste of money sub-Titan. Use Fusion, EMP, or Phased Plasma over Barrage (which has a substantial tracking penalty). You're not a sniper. 60km falloff should be plenty for anyone (and if yo can't get that, Gal BS 4 helps). Per earlier, fit a T2 Gyrostab instead of that silly DC II. |
Jaroslav Unwanted
Brutor Tribe Minmatar Republic
111
|
Posted - 2011.12.12 03:03:00 -
[26] - Quote
well there are some things to discourage solo suiciders .. etc.
I dont fly cap stable ships since its useless.. dont know why someone trying to have cap stable ships for anything xD
I got Minmatar BS V, gallante BS V. All support gunnery skills V .. specs just IV xC
SP wise i am near perfect pilot for pure combat ships / not an EW one.. Angular velocity well i use that with 1400mm when they get close i just copy their direction and shoot them for perfect strike. With 800mm well i was out of luck...
I probably try something again... Maybe problem was that i tried it at lvl V mission |
Renge Ukyo
Point of No Return Waterboard
2
|
Posted - 2011.12.12 06:36:00 -
[27] - Quote
With regard to the gallente's problems being a brick wall with no solution, and the guy who said see you in 80mil SP or so...
First off, no one should be forced to pay into a game for -that- long just to actually be able to play it well. Thats **** and CCP is douchey for making it happen that way.
As for the gallente, they're split in too many different direction, and not far enough in any of them to actually be effective let alone competitive in the EVE universe.
Splitting damage, forcing the turreets in no damage rails and heinous damage blasters on heavy ships that can't get in range, and drones which require you to train a bunch of skills to be effective forces a gallente player into a much broader skill train and thus a longer period of combat ineffectiveness. Forceing them into multi-tanking the way CCP does is also slowing their progression down. The inherent incompatibility of armor tanking with brawler tactics means that a gallente guy has to get lucky enough to get on the target before they're cap'ed out or out of buffer. Making it possible to target drones also means you can kite a gallente boat, and half their dps, while easily tanking their rail gun fire, or avoiding their blaster fire altogether, which makes them the least desireable and most vulnerable race in the game.
Sure you can sheild tank them, but now you have a smaller sheild tank than the Minmatar or the Caldari, and you've also got less launcher slots so you can't mimic the caldari, and you don't have enough cpu/pg to fit a sheild tank with projectiles on it. And again the time delay in launching drones, and likelyhood of them being shot down will ofcourse slow down your engagement time, and even if you sheild tank you're still not as fast as the minmatar.
In essence, diversity is -not- a strength. So to the TOOL who said see you in 80mil SP or so. **** a ****, asshat. No one should be forced to pay to lose that long.
CCP - YOu need to unfuck your **** and learn how to balance things better. |
Selinate
153
|
Posted - 2011.12.12 07:09:00 -
[28] - Quote
second midslot on my retribution, NAO!!! |
Ciar Meara
Virtus Vindice
332
|
Posted - 2011.12.12 08:39:00 -
[29] - Quote
IIIIIAMGIIIII wrote:Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.
1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).
Because anything amarr eats cap, without those cap bonusses our ships would be dead in the water very fast, it is one of the most important bonusses to have on amarr ships
IIIIIAMGIIIII wrote: 2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?
Amarr do not need to reload, and the power of Scorch has more then made up any discrepencies.
IIIIIAMGIIIII wrote: 3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.
Amarr are basicly the best race in the game, nice looking leaderesse, fancy clothing and your soul is saved just by playing them.
IIIIIAMGIIIII wrote: PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.
No problems here, carry on.
EDIT: the only thing I dislike about amarr ships is the ones with only 1 mid slot. (Coercer, retribution). Other then that I really do not have a problem. - [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow] |
Jojo Jackson
Dead Red Eye
14
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Posted - 2011.12.12 12:24:00 -
[30] - Quote
RubyPorto wrote:1. The ship stats are mediocre, but they make the guns useable, and the gun stats are awesome. Scorch is magic, Tachs are magic on the right ship, and instead of fighting in dps eating falloff, Lasers can usually fight in optimal all the time, for more magic the ship stats don't show. And Abaddons have tanks as brickey as their looks.
Since when can I fit Tachs on a Maller or Prophecy?
Scorch is irelevant sub BS and outside of fleets as every fight is <10km becouse of web/scram range.
Abaddon has damage and resitence boni ... NOT 10% cap/laser pseudo ****.
Simple fact: if a Amarr Ship work MUCH better with Autocannons/Artis then with Lasers ... something is damn broken.
The Amarr are a selvish arogant and elitist race ... they would NEVER use their slaves weapons! Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship! |
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