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Hardin
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Posted - 2004.12.21 10:24:00 -
[1]
All people going 'Amarr for t3h win' please remember this:
Amarr ships are heavily dependent on cap for defence and offence.
Any change which means it is going to take longer to kill an opponent should realise that laser users (heavy cap use) will be penalised.
An Amarr ship with two large reppers and full set of lasers cannot keep a defence and offence going for more than a few minutes (and that is with maxed skills) unless they use cap injectors or pack spare slots with cap relay/rechargers (reducing general effectiveness)
If combat last longer then Amarr ships are going to run out of cap and die.
I can understand however why this change has been brought in as it will make gankgeddon setups obsolete in small engagements (though still handy in fleet engagements) as gankers will run out of cap before their enemy actually dies.
This change in general seem to suit projectile users who have no offensive cap requirements and can therefore take their time killing things.
But as I haven't tested this yet maybe I am all wrong...
Btw Devs listen to j0sephine - she knows her stuff when it comes to testing
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Hardin
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Posted - 2004.12.21 10:24:00 -
[2]
All people going 'Amarr for t3h win' please remember this:
Amarr ships are heavily dependent on cap for defence and offence.
Any change which means it is going to take longer to kill an opponent should realise that laser users (heavy cap use) will be penalised.
An Amarr ship with two large reppers and full set of lasers cannot keep a defence and offence going for more than a few minutes (and that is with maxed skills) unless they use cap injectors or pack spare slots with cap relay/rechargers (reducing general effectiveness)
If combat last longer then Amarr ships are going to run out of cap and die.
I can understand however why this change has been brought in as it will make gankgeddon setups obsolete in small engagements (though still handy in fleet engagements) as gankers will run out of cap before their enemy actually dies.
This change in general seem to suit projectile users who have no offensive cap requirements and can therefore take their time killing things.
But as I haven't tested this yet maybe I am all wrong...
Btw Devs listen to j0sephine - she knows her stuff when it comes to testing
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Hardin
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Posted - 2004.12.21 10:54:00 -
[3]
As I said you must have your spare mid slots and low slots filled with cap relays/rechargers then...
I have an 18mill SP character completely trained purely for Amarr ship/laser use (Amarr BS V, Large Pulse Laser Spec V for example) and two LARGE reppers with hardeners on autorepeat while firing guns will drain your cap much faster than it regrows.
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Hardin
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Posted - 2004.12.21 10:54:00 -
[4]
As I said you must have your spare mid slots and low slots filled with cap relays/rechargers then...
I have an 18mill SP character completely trained purely for Amarr ship/laser use (Amarr BS V, Large Pulse Laser Spec V for example) and two LARGE reppers with hardeners on autorepeat while firing guns will drain your cap much faster than it regrows.
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Hardin
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Posted - 2004.12.21 12:03:00 -
[5]
I don't want to turn this into just an Amarr vs the world arguement however our main weapon is pretty much the most cap intensive that exists.
Therefore the longer any fight lasts the more cap problems we will have. This change therefore directly impacts on laser users in a larger way than the other races.
It also means EW ships like Scorpions become even more uber. With extra shields/armour/structure they have even more time to cycle jam everything on the battlefield.
Amarr ships have crap EW. The only EW we can have is at the expense of cap rechargers/relays. We also have only two damage types. Our defences against jamming are limited - kill the jammer quick (no longer so easy due to this change) or fit sensor boosters/radar backups but we cannot fit those countermeasures if battles take longer as we will need to fit cap relays and cap rechargers in order to sustain power.
As I said before I am generally like these changes but the developers do need to take these cap use issues into account. I think from TomB's post that they are to some extent but they need to look at the whole picture.
Cap boosters for instance. You can only fit 8 x 800 cap boosters in an Apoc cargo hold at the moment. That is fine if engagements are typically short - but if engagements drag on you will soon run out of boosters.
As I have said I have not tested this yet (being at work) but these seem like obvious drawbacks to the change.
I am also pointing out to those who are saying that with extra armour Amarr will be ubertanks that ubertank is pointless if you are jammed or have run out of cap...
Finally, just one other thing for the Devs to think about If all ships have so much extra shield/armour/structure then tanking sentries in 0.4 to 0.1 becomes even easier. I forsee an increase in low-sec gate camping unless sentry gun damage is also upped. Or maybe that should be welcomed
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Hardin
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Posted - 2004.12.21 12:03:00 -
[6]
I don't want to turn this into just an Amarr vs the world arguement however our main weapon is pretty much the most cap intensive that exists.
Therefore the longer any fight lasts the more cap problems we will have. This change therefore directly impacts on laser users in a larger way than the other races.
It also means EW ships like Scorpions become even more uber. With extra shields/armour/structure they have even more time to cycle jam everything on the battlefield.
Amarr ships have crap EW. The only EW we can have is at the expense of cap rechargers/relays. We also have only two damage types. Our defences against jamming are limited - kill the jammer quick (no longer so easy due to this change) or fit sensor boosters/radar backups but we cannot fit those countermeasures if battles take longer as we will need to fit cap relays and cap rechargers in order to sustain power.
As I said before I am generally like these changes but the developers do need to take these cap use issues into account. I think from TomB's post that they are to some extent but they need to look at the whole picture.
Cap boosters for instance. You can only fit 8 x 800 cap boosters in an Apoc cargo hold at the moment. That is fine if engagements are typically short - but if engagements drag on you will soon run out of boosters.
As I have said I have not tested this yet (being at work) but these seem like obvious drawbacks to the change.
I am also pointing out to those who are saying that with extra armour Amarr will be ubertanks that ubertank is pointless if you are jammed or have run out of cap...
Finally, just one other thing for the Devs to think about If all ships have so much extra shield/armour/structure then tanking sentries in 0.4 to 0.1 becomes even easier. I forsee an increase in low-sec gate camping unless sentry gun damage is also upped. Or maybe that should be welcomed
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Hardin
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Posted - 2004.12.21 12:19:00 -
[7]
Indeed I didn't...
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Hardin
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Posted - 2004.12.21 12:19:00 -
[8]
Indeed I didn't...
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Hardin
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Posted - 2004.12.21 13:56:00 -
[9]
I am going to shut up now...
This is clearly a Minmatar conspiracy
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Hardin
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Posted - 2004.12.21 13:56:00 -
[10]
I am going to shut up now...
This is clearly a Minmatar conspiracy
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