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Thread Statistics | Show CCP posts - 2 post(s) |
DanMck
Amarr Rionnag Alba Triumvirate.
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Posted - 2007.06.08 20:24:00 -
[91]
Edited by: DanMck on 08/06/2007 20:52:13 Edited by: DanMck on 08/06/2007 20:50:47 boost to amarr ?
what about the "kings of cap" ? you promised oommmpphh
we get our eanm nerfed so we have to fit active hardners !!!!! i mean we have so little cap as it is and now we need to go for an active tank ?
what about heavy beam lasers/tach/mega beam etc fitting ?
nobody asked for tracking , the problem isn't about missing shots or dps graphs it's about the resist you are hitting !
damage control II ? + 60% em on armor ?
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RossP Zoyka
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Posted - 2007.06.08 20:44:00 -
[92]
I guess that they admitted omni-tank is better overall resistance wise then active tanking in an earlier blog but they said that this was not why they did not active tank.
They did not active tank only because of fitting requirements. Apparently, since only one race's ship really uses EM effectively (Amarr), those that are smart will load up on resistances to Explosive and Kinetic to combat the majority of opponents.
It might actually work, but I would still prefer for active to be reduced to 30cpu.
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Stilletto Darkblade
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Posted - 2007.06.08 21:03:00 -
[93]
What about the stupid and ridiculous situation in the high quality agent systems? Motsu is permanently lagged. People pay good ard earned to be able to fly at a reasonable speed.5 minutes to undock is stupid. Why don't you spread more good quality agents arond instead of forcing everyone into a few sysytems. Either that or sort the hardware to cope. Goochie developmnets mean rock all if you can't fly
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Naiwu
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Posted - 2007.06.08 21:17:00 -
[94]
It's good that dictor bubbles and mobile warp disruptors can stop super capitals from getting away, but the question is how do you kill a super capital in low sec space? I'm not concerned about MS and titans being used in epic 0.0 battles. What's ****ing me of is MS ganking everything they see in low-sec space.
CCP it's about ******* time for some low-sec luvin. People wont come to low-sec to do missions if there are invincible solopwnmobiles like the Nyx flying around there. |
Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 21:25:00 -
[95]
Originally by: Hey You Have you ever flied Dread let alone Titan? If you did u would know that Titan Dies to a 2 Sieging Dreads no matter what his tank is.
Unless he has support. You know, like one single carrier with one single remote rep and triage. As I said already. Into denial much?
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Reptile
Minmatar The Raven Warriors
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Posted - 2007.06.08 21:28:00 -
[96]
Edited by: Reptile on 08/06/2007 21:27:33 Hahahahaha, Amarr boost?
I hope everyone learns a lesson and stops whining, it will only get worse for Amarr. Seriously, 25% tracking increase? when did anyone EVER complain about TRACKING for Amarr guns? 36cpu vs 30cpu is a nerf?
Is this like a late April joke?
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Elve Sorrow
Amarr Shinra
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Posted - 2007.06.08 21:43:00 -
[97]
Could you please explain your reasoning behind these changes to EANM? How is this adding the 'Oomph' to Amarr?
EVE-O Forums Rules summary: If the thought of doing something makes me giggle for more then 15 seconds, I am to assume I'm not allowed to do it. |
Therem Harth
DAB RAZOR Alliance
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Posted - 2007.06.08 21:51:00 -
[98]
POS-based warp disruption structures must be able to scramble a supercapital. That is so common sense that it perhaps has eluded the attention of balancing :) I mean, a massive starbase structure dedicated to scrambling ship propulsion drives is SURELY more powerful and effective at it than some puny probes?
--
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 21:56:00 -
[99]
Originally by: Elve Sorrow Could you please explain your reasoning behind these changes to EANM? How is this adding the 'Oomph' to Amarr?
Its the sound we make when we get kicked in the ribs. ---------------------------------------- Thou Shalt "Pew Pew" |
Fabienne Runestar
Ars ex Discordia GoonSwarm
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Posted - 2007.06.08 22:20:00 -
[100]
Originally by: Therem Harth POS-based warp disruption structures must be able to scramble a supercapital. That is so common sense that it perhaps has eluded the attention of balancing :) I mean, a massive starbase structure dedicated to scrambling ship propulsion drives is SURELY more powerful and effective at it than some puny probes?
Ah you forget size does not matter in the ways of the super capitals. They can use cloaks and other non capital gear, but suffer no penalties. That is the bonus of a super capital. It's not about the fun of the masses its about the fun of the single button pusher with high SP! <sarcasm> They deserve godmode mobiles after all they've been with CCP for years! </sarcasm> ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |
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B Glorious
Imperial Academy
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Posted - 2007.06.08 22:32:00 -
[101]
I am actually somewhat comfortable with the Amarr changes, but its assuming there are more changes to come and just haven't been finalized and announced yet. The most obvious things they'd have plans for changing would be fitting, be that reducing fitting requirements or boosting ship fitting stats, and then reducing cap use on some if not all lasers by some amount.
The EANM thing overall has the goal to discourage people using EANM & DC tanks and instead use specific hardeners, which I think is good, but I'm going to have to agree with others in saying that you should probably reduce the CPU need of active hardeners or maybe the energized platings too if you really want it to be worth it. Ideally, if you wanted to tank an amarr ship's damage with your armor, you would be best off fitting a specific passive or active hardener. If that doesn't work on all ships, such as ships with the CPU to fit EANMs after this, maybe it would really just be better to reduce the resistances from EANMs down a few percentage points, or make it active with a really low cap cost so the compensation skills don't apply. That could be enough.
Also, very happy about the tracking buff. Even if lasers (and particularly large lasers) aren't best suited for fighting within web range, they should still be able to compete. I kind of wonder what the tracking buff will do to scorch users with tracking mods though.
---
As for titans, yeah, I'm really hoping that these are still just changes agreed upon, finalized, and announced and that there's more to come, because this really is not enough at all. Oveur mentioned a "pseudo-siege" mode planned for release in a patch after Rev 2.0, and while I still don't think its what should be done, its a step in the right direction at the least.
But yeah, the bubble changed listed really aren't gonna cut it, and I really hope there's more in store for supercaps than this. Since right now all the doomsday will do will prevent it from warping, there's nothing stopping a titan from just warping to a POS or a safespot and cloaking (and you won't be able to probe out cloaked ships in Rev 2.0, for better or worse). And then of course, there's the bounding spheres, which while Abathur says they couldn't replicate, they do indeed exist and they're broken. (it could be that what he meant was that he just tested it and they have fixed the bounding spheres, but its hard to tell) And of course, it doesn't change the fact that you can't bubble in lowsec, and hence can't tackle a supercap. (The solution to this should NOT be to allow bubbles in lowsec, by the way)
There are probably more changes planned, but if one assumes that these are the only changes, then you might have hampered titan "solo-pwning" a little bit, but what about trios of titans hanging around? First titan doomsdays, and by some miracle doesn't warp off quickly and a dictor bubbles it. A fleet comes in and shoots the titan while its tackled, but before they make much progress at all, the second titan warps/cynos in and fires off another doomsday. If ANYTHING survives that, the third titan comes in and DDs what's left. The only other things that will stop any of those titans are bumping carriers with a less than ten-minute window to kill any of the titans while surviving against whatever else the titan owner's force had around but not engaged. The odds are still stupidly stacked against those who don't own titans, and that's broken. But like I said, there could be more nerfs on the way.
So anyway, - If you're so dead set on not removing doomsdays no matter what, reduce the range down to 40-60km with the no-jump thing. Lengthen the cooldown, too. - Targeted warp jammers must be an option for confronting supercaps in lowsec (and bugs). - Don't forget about cloaks, jump bridging freighters, and titans' stupidly high extra gang bonuses.
I still insist that the DD just needs to get trashed, though. Stop the mad bomber. |
MI Koshkin
The Protectorate Corporation Pax Familia
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Posted - 2007.06.08 23:03:00 -
[102]
If this is the end of the Amarr change than I'm extremely disappointed.
Kosh
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2007.06.08 23:23:00 -
[103]
Originally by: Hey You Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
I'm sure BoB will be all too willing to prove this by killing all hostile Titans they encounter within a few hours or days of the upcoming modifications. You guys being the best of the best elite PvP masters and everything.
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Franga
Caldari NQX Innovations
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Posted - 2007.06.09 00:03:00 -
[104]
I think it's a fantastic fix for the logistics ships. Great idea. I hope to see these in combat more often as they add a completely different strategic element to the game. Good job. I mean, they'll always be primary ... but longer lock range and higher resists is a great idea.
Not sure about the EANM nerf. I'm kind of with Callistus regarding the figures. Doesn't seem like much of a nerf or anything. Then again, I'm not smart.
Good job though. Keep up the good work. _____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |
MotherMoon
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Posted - 2007.06.09 00:13:00 -
[105]
I thought armar had the highest DPS in the game seeing as they don't have to reload... but according to this they have the lowest?
and why the dps over different ranges for long range guns and short range not different at range?
I don't understand what this graph means it makes my head hurt.
for instance the grph acts like it's no a smooth DPS decrease... are you saying at 15km it's higher than 16 but 16 is not higher than 17?
Something is wrong:/
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Azerrad InExile
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Posted - 2007.06.09 02:23:00 -
[106]
Originally by: MotherMoon Something is wrong:/
Your understanding of graphs?
The reason the Amarr graph is all bumpy is due to the low falloff and switching of crystals... so at longer ranges you end up doing more damage with longer range, lower damage crystals than with shorter range higher damage crystals. This results in those crazy bump things. -- t20: "So Let us play and enjoy the game you and I both love on the same level." |
Maeltstome
Minmatar Caldari Navy Raiders Praesidium Libertatis
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Posted - 2007.06.09 02:39:00 -
[107]
Quote: the Nerftastic Four
I think its possible CCP have found the 4 most incompetant people imaginable, who don't actually play EVE to address 'balancing' issues. I think 'The Teletubies' would be a more appropriate name for these quadruplets.
Quote: The Minmatar carrier (Nidhoggur) and Mothership (Hel) had their reduction in Shield and Armor transfer duration changed to a bonus to Shield and Armor transfer amount. This makes them potentially quite capable logistic platforms, in particular in combination with the new Triage mode.
So Boosting, and then boosting again repair ammount seems good? I'd me more inclined to drop the cap usage to make the Nuthugger a more efficient logistics ship. Im gonna go out on a limb and say with carrier 5, you'll be boosting about anywhere from 5-10k armor per rep (with triage), depending on gang boni and other skills. Wouldn't you rather boost 25% less armor for 25% less cap? Other than repairing stations or other capital ship, I dont see how more boosting ammount would be useful.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.09 06:25:00 -
[108]
Please reduce active hardener requirements to 30tf!
And this is coming from a shield tanker!
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Asuka Asami
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Posted - 2007.06.09 08:11:00 -
[109]
Originally by: Hey You
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.
Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
I'd say something clever to make people laugh at you, but you're doing a good job yourself, so I'll just give you a
On topic - EANMS; Poorly thought through nerf that does nothing for Amarr. While the idea is good, you seem to be completely out of touch with how to boost Amarr, and maybe you should consider reading the massive amounts of community threads with suggestions, instead of nerfing modules left, right and center without any clue as to how said nerfs will affect the game.
Pulse laser tracking; I don't mind the extra tracking, but to me it seems as if you try to pick the easy way out. And again you seem to be completely out of touch with how to boosting Amarr as this boost is nowhere near enough to solving the problems for Amarr.
Supercaps; Good thing the remote DD is removed, however I'd loved to see more drastic changes to have taken place ie. complete removal of the DD or at least a much harsher penalty to using it (unmoveable for 10 mins after activation, possibility of actually targetting the DD and thereby destroying it). Personally I'd love to see Titans turn into a massive logistics platform with lots of nifty logistical stuff instead of solopwnmobiles where you hear the pilots scream on comms; "WAAAAPPP TO .....!!!", after which you arrive and everything is dead.
Moms; A severe nerf to these ships in low sec is needed. The failure to realise this is astonishing. These are no longer anything special. Everyone and their mother runs around in a mom these days, and while I wont deny I want one myself, however I do see how game-breaking they are, especially in low sec. To make it short btw - Ship invulnerable to all types of EW with the ability to cause massive damage
Rest of nerfs/boosts; Can't say that I fly any of the mentioned ships so haven't got a clue as to whether or not they're actually worth whining about
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maGz
Chaos Reborn
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Posted - 2007.06.09 08:12:00 -
[110]
Blah above poster was me... ____________
I'm cool
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Tornoon 2
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Posted - 2007.06.09 08:20:00 -
[111]
woot logistics bonuses.... just a side note if I set up my scimitar right I could probably survive a amarr ddd (92.5% res on armour with 4 low slots should be able to do it). it is a nice little ship =).
change to minmatar carriers and motherships \o/ \o/ \o/ \o/ \o/ it's decided once I finish the ships I'm working on atm I am training up minmitar carriers. that fix has been a long time coming.
to the amarr: I don't know much about amarr so you are probably do need some boosts, just remember this when complaining about guns: you don't have to buy ammo or reload, I've made most of money in the last few months off selling ammo it does build up, and not having to reload in combat can help (sure you have to switch ammo types, but everyone has to). You should get the same damage as the rest of the races, but the cap cost should stay, you are getting something very nice for it.
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MellaRinn
Exit 13 Anarchy Empire
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Posted - 2007.06.09 10:01:00 -
[112]
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi? And none of these graphs have drones figued in, or missiles? The Domi which also has a drone damage bonus? How about comparing the damages of the Megathron, Tempest/Maelstrom, and Armageddon? Then looking at the damage after an omni tank. THEN you might understand why a nerf to omni tanks wont help the issue.
your whole post is very good, however in this particular paragraph you are slightly wrong. they are comparing single-gun damage of those ships. That is why the dommy has so much more DPS than the apoc in there. They should however do what you are saying and use more graphs of overall fitting (multiple turrets filling all turret slots, etc) :)
My Vids - Click |
Cpt Lysander
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Posted - 2007.06.09 10:10:00 -
[113]
Originally by: Tornoon 2
to the amarr: I don't know much about amarr so you are probably do need some boosts, just remember this when complaining about guns: you don't have to buy ammo or reload
Of course we have to buy ammo. Have you recently checked the prizes for t2 crystals? A single Scorch L crystal costs around 1,5 millions while a Conflag L crystal is sold for around 500k ( in Amarr Prime at least). Thats the equivalent of roughly 2500/800 rounds of Barrage L amunition.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.09 10:40:00 -
[114]
Originally by: MellaRinn
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi? And none of these graphs have drones figued in, or missiles? The Domi which also has a drone damage bonus? How about comparing the damages of the Megathron, Tempest/Maelstrom, and Armageddon? Then looking at the damage after an omni tank. THEN you might understand why a nerf to omni tanks wont help the issue.
your whole post is very good, however in this particular paragraph you are slightly wrong. they are comparing single-gun damage of those ships. That is why the dommy has so much more DPS than the apoc in there. They should however do what you are saying and use more graphs of overall fitting (multiple turrets filling all turret slots, etc) :)
Yea, i noted that in my second post[also on the first page].
Kazuo eventualy provided the dev team with the graphs they ought to have been using.
---------------------------------------- Thou Shalt "Pew Pew" |
LvxOccvlta
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Posted - 2007.06.09 10:53:00 -
[115]
Edited by: LvxOccvlta on 09/06/2007 11:03:00 Edited by: LvxOccvlta on 09/06/2007 10:56:33 Time to bail out on Amarr. I've accumulated nearly 12 million SP over the last year, and it's been frustrating always being the weakest link. Time to cross train to Gallente and never look back.
For a bit of fun, here's a little vignette I'd like to share. About 6 weeks ago I took my T2 fitted Apocalypse to test it against a T1 fitted Drake piloted by a 6 week old Caldari player from our corp. We gang warped to a safe spot, positioned ourselves at optimal (40km or so) and duked it out.
In short, the Drake could easily bust the tank on my Apocalypse. It was crazy, A 6 week player flying a Caldari Drake can destroy a 1 year player flying an Amarr Battleship.
The problem I faced in this battle was threefold, and this goes for Amarr in general:
1) Weak and slow capacitor, and inadequate grid/cpu. This requires me to occupy 4 or 5 slots with cap/grid/cpu modules just to fit what I'm supposed to carry.
2) Absolute reliance on cap. If I get NOS'd, it's an automatic lose. Capacitor Boosters help, but they require midslots which is often a luxury that Amarr ships usually cannot afford.
3) Poor DPS. I'm sorry but Amarr does not dish out the most DPS in the game.
The fix: I noticed that a few Amarr ships are capable of mounting Missiles. Why not give an insane bonus to Missiles on these ships that have only 1 or 2 slots for a launcher or launchers? I'm thinking 20% damage bonus for the ship per level trained which would increase DPS on all types of missiles used. This would actually help balance the race a bit more, and it would do it in a simple manner. If I mount 2 missile launchers on my Apocalypse instead of lasers, I require less cap to fire. As such I could probably toss out a Cap Power Relay or two in favor of tank and gank modules.
What do you guys think?
CCP, your answer to Amarr's cap/grid/dps weakness is not to give a 25% bonus to tracking on one type of gun, and to boost omnitanking. Speaking of omnitanking, is anybody reminded of the ECM nerf which in effect created omni-jamming? CCP you're taking away the benefits that made customization worthwhile.
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Valadeya uthanaras
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Posted - 2007.06.09 12:27:00 -
[116]
Now at least they are trying to make a move toward fixing amarr
Imo EANM nerf not hurt too much .... cpu already so tight on amarr ship I had to fit true Sancha adaptive plating to compete
DEV amarr problem is not something that appeared instantly, its something that date for at least 1 year and a half, and that have been made worse in all patch since RMR
DO YOU UNDERSTAND?
boosting overall capacitor EQUALLY, boost capless weapon system far more than cap dependant weaponry
boosting overall HP EQUALLY, again its boost capless weapon system far more than cap dependant weaponry
USE the graph, and justify cap use of laser and That AFTER PUTTING the 50% reduction some ship have
Please if not, DEV GIVE ME 1 single reason to fit laser over autocannon, on a apocalyspe, while the APOC have a BONUS to laser......Just 1 single reason
DO YOU REALLY WANT TO FIX AMARR????
IF YES:
Then make the 10% less cap per level go to 20% less cap per level
SIMPLE, Amarr fixed.....and if someone care to make the math like me(damage after resist for god sake) they should see....its balanced in EVERY way, and it doesnt make amarr overpowered
DEV please, tell me , is there a reason, just 1 little reason, to fit laser over autocannon on our ship...... cap use is just stupidly insane for a range gain???
you make them capless on the high level, problem solved, i will fit autocannon for close range(stil better even if my laser are capless) or laser for mid range fight
And it will make Amarr the cap-king they should always have been
think about it...
Amarr already have lower ship cpu, highest vunerability to electronic warfare, less mid-slot ,predominant EM dmg, more fitting(beam), and less dps(pulse)---look at your graph...
Make that bonus worth it (change from 10% 20%)
FIXED, laser still a amarrian choice, and now, a possible choice
btw....to have 100%(capless) you need to spend a lot of time(amarr bs level 5 anyone) and with level 4(80%) we finnaly have gun that worth fitting over autocannon-arty, that will allow amarr some flexibility fitting arty or beam, or fitting pulse over autocannon
Guess my idea will never be considered...but at least i said it.....( quoted from an other tread)
but imo.....sisi testing for a few days would be enought to prove I am right.....and it finnaly gonna some amarr ship worth flying(apocalyspe....)
If you feel 20 % is too much, at least try with 15% per level
but please if not, DEV GIVE ME 1 single reason to fit laser over autocannon, on a apocalyspe, while the APOC have a BONUS to laser
and when i say after resist, it agaisnt base armor resist or minimal sheild tank(50% em hardener, invulnaribility feild)
being nerftastic is ok, but what amarr need a BOOST, not other race to be nerfed
If a dev care to reply to this, i will keep my account for 1 more year, if not, give me 1 reason to a amarr pilot not to quit... we are sub-par in EVERY aspect at the moment and your nerfantasy wont save us
VAL
I wont quit, just stick in the curse and have more ppl cry on forum cause every amarr pilot use it( a good amarr ship OMG), cause they only have this last ship to use.....( along with pilgrim of course)
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MotherMoon
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Posted - 2007.06.09 12:55:00 -
[117]
Originally by: Azerrad InExile
Originally by: MotherMoon Something is wrong:/
Your understanding of graphs?
The reason the Amarr graph is all bumpy is due to the low falloff and switching of crystals... so at longer ranges you end up doing more damage with longer range, lower damage crystals than with shorter range higher damage crystals. This results in those crazy bump things.
that what I was pointing out, and it seems only ammar polits and others would understand that graph.
they take into account laser changing huh? then they should factor in lag :P
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Auron Shadowbane
Teeth Of The Hydra R i s e
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Posted - 2007.06.09 13:22:00 -
[118]
I think the real problem of omnitanks emerges from the "unfair" advantages some t2 modules get over others compared to their t1 conteparts.
t1 EANM = 15% T2 EANM = 20% t2 bonus= 33% t1 invul = 25% t2 invul = 30% t2 bonus= 20% t1 passive 32.5% t2 passive = 37.5% t2 bonus= 15% t1 active = 50% t2 active= 55% t2 bonus= 10%
this clearly states that the ballance in t2 isnt the same ballance as in t1.
I'd suggest to take over the t1 ballance with the "common" 20% t2 bonus (most guns have that) to the following:
t2 EANM: 18% t2 invul: 30% t2 passive: 39% t2 active: 60%
to flatten numbers we could go for 20/30/40/60. what makes EANM so strong in comparison to actives are the compensation skills. I think those should apply to active active hardeners to and increase their hardening by 2%/lvl. so you would get a t2 active to 66% with maxed skills and a t2 passive to 50% with maxed skills while the t2 eanm is still at 25% with maxed.
this would equal a massive 20% boost to active hardeners but if you take the trian time of the lvl5s into account it would be fair and solve eanm spam by makeing tri-tank viable!
Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie |
Wild Rho
Amarr Imperial Shipment
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Posted - 2007.06.09 13:33:00 -
[119]
Quick question with regard to dictor bubbles.
Will they now also break warp of a ship that has initiated warp but not yet aligned/accelerated to the appropriate speed? This is a fairly significant factor with regards to supercaps since you cannot use disruptors to break the warp once initiated.
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Kel Dario
Amarr M. Corp M. PIRE
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Posted - 2007.06.09 13:41:00 -
[120]
So the promised boost to Amarr is in practice a nerf. Yea I can really see how this fixes the issues Amarr ships have I love that way you guys sidestep the problems and try to make it up with "fixes" that wasn't really asked for.
Then you will with revelation 2 go out and say: look Amarr is good again to play with! Except it won't be true. As another poster said these things look all rushed. Add to it this EANM nerf and I will have even less reasons to use Amarr ships in pvp.
I'm beginning to think most of you don't even play your own game anymore. Are you that overworked? Introducing new content and features to the game are all good and so but I would be more excited over real fixes to Amarr ships (and a few non-amarrian ones). After all thats what the players see first most.
I have no doubt that the new stuff will be heavily pre-nerfed, bugged and unbalanced the first months (or first years and numerous whine threads later) to come. So how about you fixing the old problems before adding more to the pile?
In the meantime we all can look forward to another half year of Caldari Online before revelation 3 hits. Maybe we see a miracle happen then. Or more likely not but I'm allowed to dream, am I not?
//Kel
P.S. don't pull the "there is one team working on content and another one working on fixes" argument, because I'm tired of hearing it. |
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