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eLLioTT wave
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Posted - 2006.06.21 06:40:00 -
[1]
Originally by: Mazar Byrd I dont know if its been said or not but, why do gleam crystals have a 20% decrease in shields, and a 25% sig radius increase for each crystal used? That blows. Basically they make us more vunerable and still only do em and thermal damage. Doesnt make sence to me.
cos they do more dps
plz fix crystals make them auto stack and create a "change all to type x" button similar to the "reload all" (as reload all is useless to amarr ships but change all would be the equivalent to the benefit reload all gives to the other races)
T2 crystals imho should give us dif damage types for the shortrange ones in exchange for their lifespan and other penalties. (same dps but for exp kin or something)
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eLLioTT wave
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Posted - 2006.06.27 06:48:00 -
[2]
lately feeling a bit lost with lasers esp since our 0.0 region is angel infested. All other races can change ammo types and do significant damage to the npc's, amarr can.... go buy a dif ship...
seriously we need some love. i agree with a few of the solutions above ^
either A boost our tanking ability greatly B boost our lasers (not really needed i think if we had A) C fix pg / cap use, its really hard to tank as well as other ships can when our guns use so much cap |

eLLioTT wave
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Posted - 2006.06.28 07:47:00 -
[3]
Originally by: Forsch If the Apoc's cap bonus was changed to 5-7.5% armor resists per level we'd have a perfect line of ships going from frigates through cruisers to battleship: Punisher -> Maller -> Prophecy -> Apocalypse
Omen -> new Battlecruiser -> Armageddon Arbitrator -> new Battleship
This along with a Khanid overhaul would be a good start! 
close but no cigar!
armor bonuses mean jack all atm because most everyone is using 3x EAN II,s with the passive armor skills so the resist penaltys come into play and only give us a teeny weeny advantage. Extra armor means jack all as well.
What we NEED for us to be good tankers is the resist bonus with no penalty. Let the penalty apply for modules still (and all other ships) but for amarr armor tanking ships make it a non penalised bonus. Eg 5% resists to armor per level @ level 5 would = +25% so that alone would take 60% em to 85% em base.
Yes this means amarr armor tanking ships can tank like a good hac (which is how it should be). If nothing else at least let us tank! we have enough trouble with em/therm only damage and crappy cap/pg to try fit beams.
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eLLioTT wave
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Posted - 2006.06.28 14:31:00 -
[4]
Originally by: Reatu Krentor
Originally by: eLLioTT wave
Originally by: Forsch If the Apoc's cap bonus was changed to 5-7.5% armor resists per level we'd have a perfect line of ships going from frigates through cruisers to battleship: Punisher -> Maller -> Prophecy -> Apocalypse
Omen -> new Battlecruiser -> Armageddon Arbitrator -> new Battleship
This along with a Khanid overhaul would be a good start! 
close but no cigar!
armor bonuses mean jack all atm because most everyone is using 3x EAN II,s with the passive armor skills so the resist penaltys come into play and only give us a teeny weeny advantage. Extra armor means jack all as well. What we NEED for us to be good tankers is the resist bonus with no penalty. Let the penalty apply for modules still (and all other ships) but for amarr armor tanking ships make it a non penalised bonus. Eg 5% resists to armor per level @ level 5 would = +25% so that alone would take 60% em to 85% em base. Yes this means amarr armor tanking ships can tank like a good hac (which is how it should be). If nothing else at least let us tank! we have enough trouble with em/therm only damage and crappy cap/pg to try fit beams.
A ship armor resist bonus(like the +5% to all armor resists/lvl on maller) do not get counted towards stacking penalty. IOW what you say you want is already the case . Give same bonus(perhaps even stronger) to apoc and you have a nice bs. em/therm damage is sick against shields. PG on lasers could perhaps use a look(especially on frig lasers). Cap use is high because T1 ammo doesn't get used, though the cap reduction bonus puts it near hybrid cap use(which do use ammo).
just checked, maller with cruiser lvl4 = 68%em 36%exp 40%kin 48%therm compared to base resists of: 60em 20exp 25kin 35therm.
With the change i suggested at cruiser lvl4 skill these would be 80%em 40%exp 45%kin 55%therm.
Looking at it now i think the bonus should be changed to 6% per level as well as the no penalty. with 6% per level @ lvl5 youd have 90%em 50%exp 55%kin 65%therm. that would give amarr tanking its edge :D (sure it might make 1v1 amarr fights a bit boring with 90% em :P)
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eLLioTT wave
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Posted - 2006.06.29 08:30:00 -
[5]
can the non amarr supporters please stop posting in this thread, you arent helping our cause
thx
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eLLioTT wave
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Posted - 2006.06.29 10:38:00 -
[6]
Originally by: Sarmaul
If you can't defend your arguments for getting Amarr boosted then please stop posting, you aren't helping your own cause.
Last time I checked this was a "discussion forum", not a "one-sided discussion forum".
someone needs to lighten up...
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eLLioTT wave
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Posted - 2006.06.30 17:24:00 -
[7]
i can fit a rack of 425mms on a mega, im sure the same with artillery can be done on tempest, why cant i do it on apoc without a bunch of rcu's?
tried geddon with tachys? lol
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eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.26 06:58:00 -
[8]
Originally by: Dixon
Originally by: Gelinder So let me get this straight, I'm a new player so I might have missed something.
They gave laser a built in dmg bonus, but balanced it with high cap usage.
Then they gave all the laser ships -50% cap usage on lasers. Fine.
Then they release EANM II which basicly negates the laser dmg advantage due to EM resists on armor.
So now we are stuck with guns that do normal dmg with normal cap usage, wich results in amaar ships only having one bonus per ship 
This is probably the best summary of current amarr problems in this tread...
Have to agree here, doesn't apply to all amarr ships but amarr are supposed to be lasers and everything is encouraging us to use projectiles which is wrong. WHY should we have to use the "inferior" slave weaponry? |

eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.28 11:21:00 -
[9]
Edited by: eLLioTT wave on 28/07/2006 11:21:05
Originally by: Xendie minmatar got the perfect long range alpha strike fleet battleship full rack of 1400's, 4 SB2, 2 tracking comps, 1 med rep, 2 tracking enhancers and 3 gyro2's that should fit nicely with the stats that are out so far. and it will be a mean tanker that can shoot and tank at the same time
the rohk will be a 200k+ sniper with tech1 gear, cheap in fittings and usage, awesome with tech2 gear it will propably pretty nasty at close range also. and yes it will be able to shoot and tank at the same time
gallente will get the nastiest blasterboat ever with its higher speed and lower inertia it will be ontop of anyone really fast and then eat them up. havent seen the stats on this one but i assume it will be able to shoot and tank at the same time.
then we have the Tier1 and Tier2 BS also where most can shoot and tank at the same time. ships that come to mind is megathron, raven, domi, phoon, tempest, apoc with pitiful dmg, geddon with smallest large guns.
and then the amarr get the abbadon wich cant shoot and tank at the same time. the maelstrom will be able to tank better then the abbadon and shoot at the same time. im pretty sure that any other ship then amarr's will be able to do that. with the cap usage at 100% on amarr gun on that ship it will need 2 cap injectors to have a chance of staying alive. ah yes i forgot to mention that the stats also says that the abbadon will have the smallest cargobay also so it cant carry all the cap boosters it would actually need. with this configuration every abbadon pilot will need someone in a bestower to follow him around and hand him cap boosters every 2min. to bad that the bestower isnt bulletproof wich will get him killed right off the bat and then leaving the abbadon without cap boosters anyway.
NOOOOOOOOOO forum ate my post :(
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eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.28 11:31:00 -
[10]
Edited by: eLLioTT wave on 28/07/2006 11:34:02 I will try again without quoting someone... maybe forum be kind to me now...
Why is everything encouraging Amarr to fit arty?
You know the new favourite fleet ship will be T2 arty abaddon?
Cap bonus is silly. We should change this to a 3rd bonnus on all Amarr ships = -50% pg requirement of lasers and double their pg req and half their cap use. This way you get amarr only fitting lasers, but make it a 3rd bonus if its that important to u CCP.
Now for our 2 normal bonuses per ship, get creative. MAKE amarr the big tankers they should be with resist + repair bonuses. OR make them the big laser ships with rof + damage or damage + tracking ect.
GET CREATIVE.
Currently my crappy heavy missile skills do more damage than my t2 large lasers against most NPC's. WHY?
Why should i train caldari bs just to keep up with 2 month old NPCer's? i dont want to and shouldnt have to.
Do i really have to wait for amarr command ship to be able to keep up with noob caldari at NPC speed?
Whats worse is damnation needing to fit 4x heavy t2 launchers (caldari weapons) to do so :P.
Look at all the amarr great pvp ships, they are all drone / missile / nos boats, where is our laser superiority???
ONE IDEA to make lasers get their groove back: When sheilds get to 25% EM damage goes straight through to armor When armor gets to 25% EM damage goes straight through to structure
This means the thermal side to lasers still hits sheild / armor as normal, but the em damage goes straight through it and starts damaging the layer below. This would behave like NPC structures do ifyou have noticed when you shoot them with lasers.
Think about it.
Every other race does EAN II tank with super high em but this would give us our edge back. We would WANT to use lasers instead of drones / missiles.
A great tank we would still have trouble against, but once we get to 25% we are through.
Example: vs Raven, Raven 3x invul2 sheild tank could get to 25% and hold, but armor falls out beneath them and structure dies while still at 25% sheild.
vs Megathron 3x eanII tank, armor would still be hard to ***** but only has to get to 25% and then structure starts falling out beneath it.
Thoughts???
Remember its just one idea but hopefully a good one
PS i hope the 50 pages warrants a dev response :P
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eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.28 16:37:00 -
[11]
cmon what do ya'll think of my EM idea?
And how are we goign to pull tuxford across from the ti3 BS thread to here??
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eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.29 12:33:00 -
[12]
i have now decided to keep posting here until we get to 50 and receiver our dev response.
Come on we are only a page and a bit away!
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eLLioTT wave
Art of War Veritas Immortalis
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Posted - 2006.07.30 16:08:00 -
[13]
Originally by: Andreask14 The Abbadon needs 4 missile slots, so you can rat well in it.
I am so fed up with not having a decent ratting ship as amarr.
4 missile slots on it wont hurt anyone now, would they ?
Damnation / curse.
But i agree a T1 missile boat (or half missile boat) would be so nice for amarr. AND make tanking even easier which is supposed to be our highlight (even though every other ship can tank as well and i believe claymore holds the record - so i guess tanking is out the window as our strength :P) |

eLLioTT wave
Art of War
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Posted - 2006.08.03 06:05:00 -
[14]
Edited by: eLLioTT wave on 03/08/2006 06:06:06
Originally by: Stephar I still don't understand why we don't have an upgrade to the Punisher > Maller > Prophecy line. We have a lot of dubious ship designs, but this was one of the few that made sense. The combination of tanking and sustained firepower... you'd think this design would have made the transition to the battleship level. After all, isn't that what Amarr is all about?
Instead, we get watered down versions in the Apoc, Geddon, and Abaddon. Apoc & Geddon get the sustained firepower, the Abaddon gets the tanking resists. Would it be too much to ask for one of our three battleships to incorporate both bonuses? Here's what I'd like to see them do with our battleship line:
Armageddon = -10% energy turret cap, +5% energy turret ROF (8/3/8 layout, 125m3 drone bay) Apocalypse = +10% drone damage/hp, +5% tracking disruptor (6/6/6 layout, 200m3 drone bay) Abaddon = -10% energy turret cap, +5% armor resists (8/4/8 layout, 75m3 drone bay)
This would mirror our cruiser line: Armageddon = Omen, Apocalpyse = Arbitrator, Abaddon = Maller. The only one that would need serious tweaking is the Apoc... but the devs have already said they're going to reexamine it anyways.
SIGNED!!! ftw! \o/
Except change apoc +5% tracking dis to +15% per level, give us a proper EW ship on par with the scorp - and make it 6/7/5??
btw CCP this is getting plain RUDE on your part. Your players have made a 50 page thread about ONE topic and you wont even reply to them? not even a "ok we are reading we will think about it"!?
Meanwhile 1 page threads about caldari and Tier 3 bs (apart from amarr one of course) warrant several near instant dev responses? |

eLLioTT wave
Art of War
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Posted - 2006.08.04 15:36:00 -
[15]
What's everyone think about ditching all our resist bonuses and change it to repair amount bonus?
This could possibly be a bonus applying to all amarr ships with a few exceptions which would fit in RP wise as we are supposed to be tankers.
5% bonus to repair amount per level?
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eLLioTT wave
Art of War
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Posted - 2006.08.05 02:07:00 -
[16]
Originally by: Cosmo Raata
Originally by: eLLioTT wave What's everyone think about ditching all our resist bonuses and change it to repair amount bonus?
This could possibly be a bonus applying to all amarr ships with a few exceptions which would fit in RP wise as we are supposed to be tankers.
5% bonus to repair amount per level?
Honestly I think a 50% cap reduction is in order on all lasers, then remove the uselss bonus that left over & then ccp should poll its players for suggestions on bonuses for each ships that needs a new bonus. Repair amount on the apoc would be nice as a suggestion. But I think the Abaddon needs to be changed entirely, otherwise who cares whats done to the Apoc or Geddy, as all i'd fly would be abaddons.
The same effect could be introduced by having a third built in bonus on ALL amarr ships: -50% cpu of lasers, then double the cpu requirements.
That way only amarr ships fit lasers as CCP want, but we can also have double bonuses. I find it funny that on nearly all missions, my 500k SP in missiles far outdamages my 5m SP in gunnery (focused all on lasers). The raven pulls me closer each time i see one do its thing.... resistance is getting futile.... |

eLLioTT wave
Art of War
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Posted - 2006.08.05 02:17:00 -
[17]
Edited by: eLLioTT wave on 05/08/2006 02:17:39
Originally by: Xordus
Originally by: DrEiak BUMP! I am sticking by my guns, I say reduce laser cap useage by about 25% flat (so lasers that hypothetically use 100 base cap would use 75), change controlled burst skill to 10% reduction. (so that for each 75 cap it could be reduced to 37.5 cap) Then change all our 10% reduction bonuses to something else. Compared to the current system with maxed skills 100 cap would be reduced to 75 via controlled burst lvl 5. Then ship skills would reduce it by 50% to 37.5. same cap, but this applys to all races regarding lasers, so if they REALLY wanted to anyone COULD POTENTAILLY fit them. ALSO gallente would stop *****ing about how much cap blasters use because controlled burst would help em out. Amarr would get a roll boost because that 10% could be moved to RoF, Damage, Tank, NOS/Neut bonuses (which we SHOULD get anyways!), drone bonuses (maybe), even a missle bonus (add a launcher hardpoint or 2 to the arbi please). Amarr ships could do their job, lasers would be mostly unchanged, and our ships would fill their rolls better by having 2 bonuses instead of just one. Plus lasers really dont melt shields like i head someone saying. Shield tankers highest resists are often EM and thermal. Plus shield tanking is more efficent then armor tanking. Many amarr ships could use a 10% armor increase skill or a 5% resist skill instead of that 10% laser cap reduction, so I think my suggestion is not FUBAR.
It is my opinion that lasers are supposed to be high cap, high damage. Amarr ships have the best cap of any and as such they can maintain these weapons. Reducing cap consumption doesn't fix any of the problems lasers face.
The two problems with lasers is base damage output and the fact that said damage output is in the form of the two most tankable damage types. You can argue shields are weak to lasers, but its not difficult to fill those holes and shield tanks only make up maybe 35% of the ships ingame.
In order to fix energy weapons, all lasers need to do atleast 5% more damage than they do right now, or better yet they need to have either a tertiary damage type or the ability to switch damage types. Until this is addressed, lasers will continue to be underpowered in the world of eve.
Xordus
What do you think about if we had some varying types of crystals (still EM therm) like minmatar get. For example: leave multifrequency how it is, change Gamma to be Therm only but the same base damage (more therm, no em) - change X-Ray to EM only but the same base damage... you see where this is going.
What this does is lets us focus entirely on EM if we fighting a raven - then switch to an EM/therm for its armor, or if we fighting an armor tank switch entirely to therm and still be effecient at each range ect. So in total: Multifrequency L: 28 EM, 20 Thermal (no change) Gamma L: 44 Thermal (no em) X-Ray L: 40 EM (no thermal) Ultravilot L: 24 EM 12 Thermal (no change) Standard L: 20 EM 12 Thermal (no change) Infrared L: 28 EM (no thermal) Microwave L: 24 Thermal (no EM) Radio L: 20 EM (no change)
This would mean lasers can still do damage vs shields AND armor but would require some quick changes on the part of the pilot.
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eLLioTT wave
Art of War
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Posted - 2006.08.05 11:14:00 -
[18]
Edited by: eLLioTT wave on 05/08/2006 11:13:56 cmon someone reply to my idea ^
btw CCP you know we are going to take this to 1,000 pages if we have to right? how big is the biggest thread ever on eve-o?
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eLLioTT wave
Art of War
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Posted - 2006.08.09 16:11:00 -
[19]
Originally by: Stephar
Originally by: madaluap Edited by: madaluap on 09/08/2006 15:53:53 Ok i dislike ammar not using EM as primary damage (its just your damage (sorry)).
But instead of making Explosive crystals, why not just add a bit of explosive to ALL (ALL part is important) crystaltypes.
EM 50% Therm 25% Explosive 25%
or
EM 40% Therm 30% Explosive 30%
idea? 
This would be nice. Could go something like:
Radio = 100% EM Standard = 60% EM, 20% thermal, 20% explosive Multifrequency = 33% EM, 33% thermal, 33% explosive
Most importantly, as Mr. Peanut noted, EVE physics are a lot different than real-world physics. So arguing that it doesn't make sense, well... doesn't make sense. 
Indeed could work.
I do wonder if the Devs AND the forum Mods are against us though - why has such a HUGE thread not been sticky?
Why do the developers not even let us know that they are reading it and thinking about it?
Where are you CCP? Will 1,000 pages of posts get your attention? |

eLLioTT wave
Art of War
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Posted - 2006.08.10 03:03:00 -
[20]
why does this move off the first page? why is it not a sticky? i am going to keep asking until a mod or dev responds. The mods are even hiding now! |

eLLioTT wave
Art of War
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Posted - 2006.08.10 05:51:00 -
[21]
Originally by: Madcat Adams
Originally by: Lucre
Originally by: Wulfgard Wasn't the Minmatars whine +75pages (1 or 2 yrs ago), we still have some room to go 
Ah, but you have to remember racial styles - Minmatar excel at alpha-whinage, long whines but low rate of posting, whereas Amarr should excel at whinage over time.
The problem is also one of dev resistances to Amarr whinage. It used to be more reasonable, but ever since standard fit for a dev became 2 enhanced adaptive no-no's and a corporate damage control the average resistance to Amarr whinage has become unacceptably high...

rofl
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eLLioTT wave
Art of War
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Posted - 2006.08.11 15:08:00 -
[22]
Originally by: Lord WarATron Edited by: Lord WarATron on 11/08/2006 14:46:55 I had originally posted about the EANMII + DC hidden nerf to amarr weeks before this thread. If I remember correctly, I got labled as a clown until other Amarr pilots started to notice the same thing recently.
Now, first of all, EANMII's should not be nerfed - Why? Just make the compensation skill boost active hardners from 55% to 65-70%. That way people will go back to Active hardners and suffer the gimpage in damage output that Amarr pilots are used to.
Secondly, if Compensation skills are not boosted, then there is one small change that simple to implement and will cut down the whines.
Give lasers perfect tracking. (This is different from saying Guarenteed hit, read below)
Yes, for a long time now people say "How can a laser miss, Projectiles should miss! L0lzEr!". Why dont we fix this so that amarr have perfect tracking, and only miss due to signature size vs turret resoultion. I for one, would accept perfect tracking in exchange for the gimped damage output.
With that said, all is forgiven if the Abaddon is a Missile or Drone boat!
/signed
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eLLioTT wave
Art of War
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Posted - 2006.08.13 17:02:00 -
[23]
Originally by: Krulla Edited by: Krulla on 12/08/2006 21:35:38 My whole damn point was that comparing player resistances to NPC resistances is *edit* retarded, and has no bearing whatsoever on game balance - NPCs have equal resistances accross the board for each bounty class.
NPC's have equal resists for each bounty class?
WTS you: clue
Hint: lasers suck for ratting angels
Cmon ppl need to pickup the pace, we've been on page 60 for a while, we have to get to 100 remember? focus! :p
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eLLioTT wave
Art of War
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Posted - 2006.08.13 17:33:00 -
[24]
Edited by: eLLioTT wave on 13/08/2006 17:33:56
Originally by: Cuisinart Seems almost pointless. Kinda obvious the devs just don't give a damn or they would have interjected with a few words.
Don't give up! persistence ftw!
edit: and voila! one page closer
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eLLioTT wave
Art of War
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Posted - 2006.08.16 00:48:00 -
[25]
After my 2 week conversion to from the apoc to the raven for NPC'ing i can happily tell you it's been well worthwhile. I can easily tank ALL level 4's with a XLbooster, amp and 2 hardners. These are missions i often struggled to tank with 2LAR2, 4 hardners.
I can now also do consistent damage across all NPC types. Where Angel Extrav (thanks CCP for the 0.0 rats you've now included in this mission) used to be a HUGE pain for an apoc, it is a cakewalk for the raven.
I thought, maybe the sansha missions would be a struggle for the raven with high em therm damage, but no, nothing is a challange for this ship.
So, does it seem right to anyone else, that after spending a year and a bit on armor and lasers, and TWO WEEKS on shields and missiles, i can pve BETTER with the 2 week option? (yes engineering and electronics skills carry accross but i cant even use t2 shields and all missiles skills are at level 2 or below (apart from basic req's for cruise missiles)
So right now the only advice i can really give Amarr PVE'rs is: get a raven 
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eLLioTT wave
Art of War Cult of War
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Posted - 2006.08.30 09:31:00 -
[26]
Originally by: DrEiak IF YOU POST HERE READ THIS!
The Doc has a point
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