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Soul Redemption
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Posted - 2005.05.04 18:53:00 -
[1]
i fly amarr caldari and gallante and as i enjoy playing amarr very much i ask did they over nerf the beams? look at gallante they do unbelieveable damage upclose and way more damage long range same with minimatar amazing damage short range and godly damage long range and now with recent upgrades to caldari missile launchers t2 for caldari amarr are being left far behind
just seems to me like its a bit unfair towards the amarr now and they should either nerf other races (no big complaints against caldari) or boost us a bit in either range or damage so we can actually compete with minimatar BSs firing 200k away doing over 400 damage per shot...
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ParMizaN
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Posted - 2005.05.04 19:00:00 -
[2]
te reason you dont fly minmatar is because they are still a little underpowered... beams are fine long range, trust me .. and megapulses are balanced now ... at least more than they sued to be .. whining ftl  ------------------
Run and fall or stand in line, in the end what's your's is mine |

Winterblink
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Posted - 2005.05.04 19:13:00 -
[3]
I'm fully of the opinion that if people learn to fly their ships, know the capabilities of them and their weapons, and how their character's skill improves it, they will find that actual player ability far surpasses the differences between things that are there for balancing.
Amarr, for instance, don't have to worry about ammunition. That's one of their advantages over everyone else who has weapons that stop firing for approx 10 seconds every once in a while.
___winterblink/warp_drive_active/eve_nature_vraie// |

Rod Blaine
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Posted - 2005.05.04 19:22:00 -
[4]
Edited by: Rod Blaine on 04/05/2005 19:27:53
Originally by: Soul Redemption i fly amarr caldari and gallante and as i enjoy playing amarr very much i ask did they over nerf the beams? look at gallante they do unbelieveable damage upclose and way more damage long range same with minimatar amazing damage short range and godly damage long range and now with recent upgrades to caldari missile launchers t2 for caldari amarr are being left far behind
just seems to me like its a bit unfair towards the amarr now and they should either nerf other races (no big complaints against caldari) or boost us a bit in either range or damage so we can actually compete with minimatar BSs firing 200k away doing over 400 damage per shot...
The singlemost prominent reason for amarr pilots feeling they do less damage then other races is their insistence of using apoc's in long range combat instead of armageddons. Amarr have a inverted role division when compared to gallente and minmatar, meaning their tier1 ships tend to be damage dealers and tier 2 tend to be tankers or specialists.
An armageddon set up for long range full damage combat might have less range then the tier 2 gallente and minmatar counterparts, but it also has the better damage over time. A fact most amarr pilots overlook in their hurry to undock their apocs.
This assumes equal skills, where at low skill levels the advantage of amarr pilots is more pronounced, at high skill levels Megathrons do just slightly less d.o.t. and minmatar a litle less again, but with the worst damage per volley for gallente, and the best damage per volley for minmatar.
I think it's pretty balanced atm, altho fitting requirements for gallente got a boost that was a bit too much in my humble opinion. Having no grid issues with fitting 7 425mm's and a cruise launcher is unheard of. The CPU issue that replaces it can be dealt with by using named modules, which a grid issue can not.
Now, let's either take this discussion to the ships&modules forum or end it here. Personally, I see nu use to further tweaking of turret BS at this moment in time with the possible exception of introducing named modules with lower grid requirements to benefit non-gallente BS. _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |

Rod Blaine
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Posted - 2005.05.04 19:23:00 -
[5]
Oh, and what winter said > what I said. _______________________________________________
Yes yes, blogging is passÚ I know. Rod's Ramblingz on Eve-Online Solutions to your issues. |

Dred 'Morte
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Posted - 2005.05.04 19:24:00 -
[6]
i know my apocalypse very well, and i assure there was no need for megapulse nerf. Yup, it sucks now, but as always, i keep my mouth shut up, and adapt, now i dont even fire megapulse, i let my m8 in raven with 5 BCU kill the living crap of anything that moves while i tank supernovas 23/7 
In any case, i plan to get a apoc navy issue, that one extra low slot is = to megabeams insted of megapulse 
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Question2
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Posted - 2005.05.04 19:25:00 -
[7]
Hint : a tier 1 BS(arma) will vastly out-damage mega and tempest when setup for gank.Base lasers out-damage hybrids/projs,factor in a 5% damage bonus per level,and you get the most hardcore DOT in the game.
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Guardian Alpha
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Posted - 2005.05.04 19:29:00 -
[8]
Quote: I'm fully of the opinion that if people learn to fly their ships, know the capabilities of them and their weapons, and how their character's skill improves it, they will find that actual player ability far surpasses the differences between things that are there for balancing.
Hit the nail right on the head :) I too am a full supporting of knowing what each ship can do, and what it's limits are without forgetting that pilot tactics is more important than skill and ship combined. ------------
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Tisiph0ne
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Posted - 2005.05.04 19:31:00 -
[9]
Everything Amarr is middle of the road. They are very conservative in their technology development. You are always going to have a middling advantage over a specialist setup's weakpoints and fall short of where they excel. Unlike the specialists, you just have to know how to apply yourself in each situation.
The real trouble is that there aren't enough common "situations" in eve combat. Hence, some tactics that are really only specialist tactics and are otherwise easilly countered become uber because 90% of combat occurs in situations where that tactic excells.
Ganking and supported uber long range tracking come to mind. The same is true of EW or of tanking, kiting or um.. damn I know there are some other ways to fight in EVE but I just can't think of them..
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H0ot
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Posted - 2005.05.04 21:48:00 -
[10]
"Everything Amarr is middle of the road. They are very conservative in their technology development."
Their ships might be conservative but that doesn't mean you're limit in choice.
I don't fly Apocalypse but if I did i'd probably try to fit 1400mm Howitzers on it and go 'round scaring the crap out of people with explosive and kenetic damage from an Apocalypse. 
That 5% to cap bonus means you wouldn't really miss the other bonus if you swapped guntypes. Why not go 1400mm and out-tank your average Tempest setup at the same time?
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Ifni
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Posted - 2005.05.04 21:56:00 -
[11]
Why does everything have to be balanced?
It appears that most people in the game want each race to have the same pros and cons. Surely this would be the most boring game ever then? By allowing inconsistencies and unbalanced roles it makes the game more fun.
Ok, I will agree that the lack of balance can not be too great, but for example, long range guns dont have to be equal. Each race's long range fighters dont have to reach the same distance and do the same DOT.
I get the feeling that people pick whatever race they like, and then complain when another gets a role that they cant compete at such as minnie pilots > all at super long range. -
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Shamis Orzoz
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Posted - 2005.05.04 22:15:00 -
[12]
The battleships are pretty well balanced at the moment, but damage output vs tanking potential is not balanced. Apocs are geared towards tanking, which makes them seem underpowered now since tanking sucks, but apocs are not the problem, tanking is.
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Bawldeux IV
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Posted - 2005.05.04 23:34:00 -
[13]
nothing to see here, move along..
we don't need more nerfing!  ::::::::::::::::::::::::: >>...wanna cookie?<< :::::::::::::::::::::::::
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theRaptor
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Posted - 2005.05.05 00:11:00 -
[14]
Originally by: H0ot That 5% to cap bonus means you wouldn't really miss the other bonus if you swapped guntypes. Why not go 1400mm and out-tank your average Tempest setup at the same time?
That would be because projectiles need the ship bonus to be good. Lasers start off being better then other guns so don't need damage/tracking bonuses. But have hellacious cap use.
Of course your plan would work if your opponent set up to solely tank EM and therm. --------------------------------------------------
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