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Thread Statistics | Show CCP posts - 1 post(s) |

gu o
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Posted - 2006.08.02 23:49:00 -
[1501]
Edited by: gu o on 02/08/2006 23:50:11 I think I might have figured out ccp's "big plan" with the entire Amarrian race. I have read through this thread (well the vast majority) several times and have decided that ccp is bound to let the amarrians almost die. Thats right they will have the race amost totally fall appart. Then after a collapse they will totally rebuild the entire Amarrian race. making them vastly more unpredictable then their current style of play. They will use a backstory such as
"In the recent times with ever changing technology, the Amarrian ideals of hard-hitting lasers and unstoppable armour has fallen to the wayside. The Amarrians have learned that a one sided way of thinking leads them to being all too predictable. As such they now have specialized in not specializing. This "new" way of thinking could be both detrimental and yet empowering for the almost forgotten race. THey now are able to do a vast many things, after their best scientists have reworked and rebuilt their once laser bound ships to now a universal fitting style. The scientists have realized that in day to day combat missiles are extremely effective. Hence the MKII's new missile turret heavy ships, and the unique drone boats that have proven themselves time and time again in battle."
At least that my fun idea, in reality CCP probably feels that the Amarrian race and ships as a whole are "ok" I meen we do have decent damage, and the best looking ships in the game. Our ships do work for pvp, so long as your opponent thinks he is going to be fighting a different race ship and forgets to tank for EM. Do not forget we can fight pve style versus the sancha quite well. Although tanking and fighting is a push unlike the all goddly Raven .
Big, scary, sharp teeth (insert scary, angry bear here)like that. I must be the scarriest carebear ever... |

Martinez
Federation of Freedom Fighters Executive Outcomes
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Posted - 2006.08.03 00:52:00 -
[1502]
DEVS need to post something! this is getting out of hand. This is coming from a 2 account over three year playing eve lover. come on it takes you just as long as it takes me to to write a small post. Just say we are looking into it or we think amarr are fine. that is all some of us ask. just let us know someone is at the helm looking at which way we are going instead of worrying about new playing cards!
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Captin Biltmore
Amarr Damage Unlimited Inc Veritas Immortalis
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Posted - 2006.08.03 01:37:00 -
[1503]
I figure...I'm amarr...I'm unhappy with the current state of things...I'll add to the madness and post here.
+1 
Assasin For Hire - Contact in game |

Scoundrelus
The Black Fleet Pirate Coalition
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Posted - 2006.08.03 02:47:00 -
[1504]
Well theres no way in hell I'm going to read threw 51 pages so what I'm about to type probably has been typed already in one of the previous posts but here goes.
I've been flying Amarr religiously for about 1 year now. I've flown nothing else. Want to know what *I* think is stupid?
5% reduction in cap usage of lasers per level? What a wonderful bonus. My lasers suck less 5% every level basically. You can almost think of it as a few Amarr ships have only one bonus. Furthermore the ships that DON'T have these ships are cap raped because of the laser cap usage! Skills do help but they use enough cap so that Nosferatu = EW for Amarr.
EM and Thermal? Ok Thermal is a good damage type, but wtf is with the EM? If your shield tanking and have ANY brains at all you'll have EM tanked. If you are an armor tanker then you already have at LEAST 70% EM resistance on Armor. As for ships like the Sacrilege... wonderful ship. I love it. I just wish I could utilize the bonuses. With my skills I can't fit tank + medium T2 pulses, I'm forced to fit frigate guns. Don't get me wrong, my sacrilege does wonderfully in PvP but its just annoying having to sit there and wait for 3 hours for the ship I'm shooting to pop. Medium Pulse lasers just take up TOO MUCH powergrid.
Need a good example of how underpowered Amarr are? Take a look in the video section of the forum. We have many videos of Dominix/Megathron/etc raping EVE and how many videos have you seen with a Geddon or Apoc running around raping things? Not many. BEEF THE GOD DAMN AMARR!!!!!!!
Thank you for listening to my rant. I feel better now. ===============================================
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Entropist
Agony Unleashed
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Posted - 2006.08.03 04:00:00 -
[1505]
There's really not alot to say that hasn't already been said in this thread so I'll do the only contstructive thing I can think of.
Bump. 
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Alextras Tesla
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Posted - 2006.08.03 04:09:00 -
[1506]
BOOST AMARR, EVEN JUST A LITTLE!!!!!!! SO THEY DONT SUCK SO BAD.
bump. ☻☺☻☺☻☺☻☺
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SghnDubh
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Posted - 2006.08.03 04:19:00 -
[1507]
Yeah here's my contribution to this 51 page thread. 
Read two posts up. Dude's been flying amarr religiously for 1 year. I've flown amarr *ONLY* for over 2 years. Either increase laser damage points or increase drone bay space.  Fight Smart: http://www.BattleClinic.com
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Capt Harlock
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Posted - 2006.08.03 04:31:00 -
[1508]
i've played eve for over 2 years this char fly's minny, caldari and gallente my other char is a amarr specialist so i often fly ALL races of ships and without going into any great detail my amarr specialist has gathered a bit of dust lately. I'm also seeing fewer and fewer amarr ships in fleets gangs FACT. This is not a whine because i can fly all races so i consider myself unbiased. However i've seen all races in this situation at one time or another it goes in cycles. I've always thought that 2 dmg types on amarr suck though 
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Rockbox
Amarr Veto.
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Posted - 2006.08.03 04:51:00 -
[1509]
Originally by: Cosmo Raata Well Tux, I'm a little perplexed atm. Amarr pilots have this thread of 51 pages atm & growing. I've seen more Abaddon complaint threads than Hyperion or Maelstrom. Amarr Pilots are starting the Dont Nerf Nos threads, Boost Lasers, Change Apoc. So, my conclusion & hope is that Tux & the other Devs have recognized our complaints & will address it in a full blog up coming. I just can't understand why we'd be ignored for so long unless that was the truth. If not, I think I'm done with Eve once & forall. I'm approaching my 3rd year straight of playing, no breaks the entire time. 2 years solid of having 2 accounts. I have over 46.5 mil skill points, own a carrier & dreadnought. My main focus has always been Amarr since I understood that specialization was the way to go. I will never cross train! I can fly a Raven & Mega, because back in the day it was the thing to do. If I could just drop those skill points for nothing in return I would.
So, Tux, Please, Announce something for the Faithful Amarr! If you are fearful of flaming, let Kieron or Oveur do it. All we want is an answer so we can move on. If the answer is Amarr is fine, shut up, say it so I can stop wasting my time. If you recognize the problem but have yet to know what to do about it....Say So. If you have a plan up & coming, give a hint of it.
WE NEED TO KNOW!!!
I second thee
Nova Satar > i'll be waiting Verone > ♥ |

Keldjos Falzir
GoonFleet GoonSwarm
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Posted - 2006.08.03 05:51:00 -
[1510]
The most direct way to un**** the Amarr would be to reduce the cap usage on lasers so that EVERY ONE OF OUR DAMNED SHIPS didn't need the -10% cap use bonus. It should ring warning bells that the majority of amarr combat ships have this bonus just to make their main weaopns usable
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eLLioTT wave
Art of War
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Posted - 2006.08.03 06:05:00 -
[1511]
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? |

Kasak Black
133rd Ghost Wing
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Posted - 2006.08.03 07:55:00 -
[1512]
After reading almost all 51 pages of this thread I have come to conclusion Ammar don't exist, and we are all under some form of mass delusion. ------------------------
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Jormunrek
Amarr Mining Bytes Inc. Center for Disease Creation
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Posted - 2006.08.03 09:00:00 -
[1513]
Bah, alts ftl. =/
Jorm
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KilROCK
Minmatar Angel Deep Corporation
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Posted - 2006.08.03 09:06:00 -
[1514]
How about this.
Sacrilege in my opinion was better at being a missile boat, with missile bonus. It's only a bad immitation of the zealot with some 'extra' options when it comes to tanking and tackling at the same time.
Why not just make it a 4 missile hardpoint, 3 turret hardpoint, still has 6 highslot, bonuses of -10% cap need changed to 5% EM damage for heavy/light missiles, HAC skill of 5% rate of fire.
Good Khanid ship imo, different than zealot and being different is good.
Don't give me that bullcrap about amarr not liking missiles, it's better than putting lasers on it.
Just keep on moaning for 100 pages, you haven't moaned enough yet.
ECM nerf incoming, everyone will start whoring tracking disruptors!
This will be fun for you guys! 
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Devoras2
Amarr Confederation of Red Moon Ascendant Frontier
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Posted - 2006.08.03 16:37:00 -
[1515]
Ahh! No! Do not touch the Apocs layout. Change its bonuses instead, like 5% res to all dmg types pr lvl. The Apoc deserves its RP role as the king armor tanker.
And they call me slow.... hey! Thats an insult!
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Avery Cane
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Posted - 2006.08.03 16:38:00 -
[1516]
this thread should never leave the first page on the forums until a answer or a fix is made to amarr. FIX AMARR SHIPS!!!!
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Imperial Coercion
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Posted - 2006.08.03 16:54:00 -
[1517]
Originally by: Andreask14 Edited by: Andreask14 on 02/08/2006 12:20:05 Fun fact:
The stacking nerf hit amarr the most, since they rely so heavily on one fitting style for each ship, either you tank it, or you gank it, try both and the tank fights with your guns for the ammo.
What am i supposed to put in the 8 lows of a geddon when more than 3 heatsinks wont work?
Also, the Coercer is funny, with adv. weapon upgrades 4 you still have to fit all 4 low slots with RCUs so you can fit a full rack of medium beams in the highs.
Amarrs are the race with the most limited ships fitting wise and thus tacticaly. As such, the stacking nerf hits them hardest, scince every compromise just makes their ships worse.
All amarrian ships were designed to be stuborn and NOT compromise and firepower for tank or vice-verse if you wanted best performance, the drawback was the lack in verstility and self-sustainment, obviously.
Sadly, the stacking nerf has totally ruined the uncompromising nature of most amarrian ships, that is why their few actually versatile ones are now their best, the ones with the most mid-slots.
Honestly, what is a geddon suppoed to put in the 8 low slots when only 3 heatsinks work?
Nice post!
Would the poster above me please stand up? |

El Ponja
Amarr
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Posted - 2006.08.03 17:04:00 -
[1518]
Originally by: Deathbarrage special bonus on all amarr ships: 50% decrease in the capacitor use of all laser turrets.
this is actually a good idea. i think whats holding us down is the 10% cap reduction bonus on all our ships, this takes away the possibility of designing different ships for amarr. on the other hand without that bonus we wont be able to hold on for too long (the abaddon for example). And everyone will say that lasers have a "built in damage mod", but i dont see us making more damage than other races... we would if this is like having a 5% more damage bonus in all our ships, which i dont think its the case
What ideas do u guys have for changing this? _____________ Amarr KhanidMKII |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.03 17:21:00 -
[1519]
Originally by: El Ponja And everyone will say that lasers have a "built in damage mod", but i dont see us making more damage than other races... we would if this is like having a 5% more damage bonus in all our ships, which i dont think its the case
Because other races have a 25% damage mod while amarr have a -50% cap bonus. Higher base damage (aka "built in damage mod") + no ship damage bonus vs Lower base damage + ship damage bonus.
A few amarr ships have a ROF bonus, too, but there are also other races ships with a damage + ROF mod.
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Yodohime Kibagami
Amarr Mordu's Elite
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Posted - 2006.08.03 17:40:00 -
[1520]
Imho tracking boni is a damage increase of a sort, just not one you can put to so easy calculation.
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Clorthos
Gallente Tau Ceti Global Production
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Posted - 2006.08.03 17:49:00 -
[1521]
I have to agree,
Fix Amarr ships, I fly Gallente right now and bypassed amarr due to the severe cap issues. The incoming nos nerf is going to wtfpowned Amarr ships across the board unless the nerf applies to everyone but amarr. The sad fact that the unfixed amarr Issues will drive people from playing the race of ships and force some loyalists from the game due to lack of response. The reduction in cap use for lasers per level is ok BUT consider that comparable race ships get % bonus to fire rate dmg and tracking. By no means should Amarr ships get a big red shiney POWN button, but they should be adjusted to have the same level of PvP and PvE use.
27
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.03 18:09:00 -
[1522]
I just made a fun calculation in another post, but I think it's quite relevant for this thread, too. IMO it shows pretty nicely the effect of EAN2 tanks.
-----
The irony is that if the other side is using EAN2 + plate tanks it will do probably more dps with 1400mms than with tachyons.
/edit: Actually, lets check this. With lvl 4 in the comp skilsl 3 EAN2 give you 48% reistance to all.
A mega has with this: 79.2% EM, 53.2% exp, 66.2% kin, 66.2% therm An apoc has with this: 79.2% EM, 58.4% exp, 61% kin, 66.2% therm
Lets take the average of both ships and we get: 79.2% EM, 55.8% exp, 63.6% kin, 66.2% therm
1400mm II has without any skills 5.84 exp and 4.67 kin dps with tremor L. After resistances thats a total of 4.28 dps.
Tachyon II has with a 25% ROF bonus 13.8 EM dps and 6.9 therm dps with aurora L. After resistances thats a total of 5.2 dps.
Ok, it has a somewhat bigger dps. Not that much, though - and a ship without a 25% ROF bonus (like an apoc) will have only 3.9 dps.
Mhh.. what about 425mm rails? With no damage bonus 5.52 kin and 6.9 therm dps. After resistances 4.35 dps. With a 25% damage bonus 5.4 dps.
Thats actually funny. An HYPERION with rails will *outdamage* a Abaddon with Tachyons if both ships use an EAN2 tank. Admittably the Hyperion will need 3 sensor boosters to get a targeting range of 200 km though if it has 40 km base targeting range. With 50 km base 2 sensor boosters will get him to 160 km, though, which might be enough.
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Captin Biltmore
Amarr Damage Unlimited Inc Veritas Immortalis
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Posted - 2006.08.03 18:30:00 -
[1523]
2y amarr pilot here...and I'm discouraged. I KNOW the dev's are reading this...however a little recognition would be nice.
Assasin For Hire - Contact in game |

Nyxus
GALAXIAN
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Posted - 2006.08.03 18:41:00 -
[1524]
quote=Aramendel]I just made a fun calculation in another post, but I think it's quite relevant for this thread, too. IMO it shows pretty nicely the effect of EAN2 tanks.
-----
The irony is that if the other side is using EAN2 + plate tanks it will do probably more dps with 1400mms than with tachyons.
/edit: Actually, lets check this. With lvl 4 in the comp skilsl 3 EAN2 give you 48% reistance to all.
A mega has with this: 79.2% EM, 53.2% exp, 66.2% kin, 66.2% therm An apoc has with this: 79.2% EM, 58.4% exp, 61% kin, 66.2% therm
Lets take the average of both ships and we get: 79.2% EM, 55.8% exp, 63.6% kin, 66.2% therm
1400mm II has without any skills 5.84 exp and 4.67 kin dps with tremor L. After resistances thats a total of 4.28 dps.
Tachyon II has with a 25% ROF bonus 13.8 EM dps and 6.9 therm dps with aurora L. After resistances thats a total of 5.2 dps.
Ok, it has a somewhat bigger dps. Not that much, though - and a ship without a 25% ROF bonus (like an apoc) will have only 3.9 dps.
Mhh.. what about 425mm rails? With no damage bonus 5.52 kin and 6.9 therm dps. After resistances 4.35 dps. With a 25% damage bonus 5.4 dps.
Thats actually funny. An HYPERION with rails will *outdamage* a Abaddon with Tachyons if both ships use an EAN2 tank. Admittably the Hyperion will need 3 sensor boosters to get a targeting range of 200 km though if it has 40 km base targeting range. With 50 km base 2 sensor boosters will get him to 160 km, though, which might be enough.
This is why math makes me sad. 
EAN II's suck. They punish no one as much as they do Amarr. Even worse because we are a one trick pony (lasers), and even that trick is really really crappy.
Nyxus
Originally by: Tux The thought of a missile spewing armor tanking cool black looking ship makes me happy in the pants
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.03 18:52:00 -
[1525]
Originally by: Aramendel
Because other races have a 25% damage mod while amarr have a -50% cap bonus. Higher base damage (aka "built in damage mod") + no ship damage bonus vs Lower base damage + ship damage bonus.
Now fun part! Mount 150mm autocannons and gatling lasers on punisher. Check that you use like 3pg and 12 cpu with autos and abt 15pg/9cpu with gatlings (t2 guns, my fitting skills actually).
And whats funnier: autos outdamage gatlings :) Dude, where is my "built in" damage mod? (and why i use more cap?).
I checked all guns this way - most problems are with frig guns. When you get to cruiser guns lasers are a bit better (like 5-8% more dps) but suck a lot of cap.
When i went to BS guns only megapulses were "uber" compared to autocannons. Still - megapulses (perfect skills) ate 22cap/s (apoc generated 27-29cap/s dont remember now) - so it left 5-7cap/s to play with (yeah you need CPRs). When i put autos on i got 27-29cap/s to play with and could put even 2 gyrostabs in lows thus upping my damage to megapulse level. (megapulses would still need 2 CPRs and still would have less cap left to play with).
Yeah - pulses have longer range but most combats take place at max 20km (scramble range) - so who needs 45km optimal with scorch?
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Dixon
Caldari
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Posted - 2006.08.03 19:22:00 -
[1526]
Originally by: Deva Blackfire
Originally by: Aramendel
Because other races have a 25% damage mod while amarr have a -50% cap bonus. Higher base damage (aka "built in damage mod") + no ship damage bonus vs Lower base damage + ship damage bonus.
Now fun part! Mount 150mm autocannons and gatling lasers on punisher. Check that you use like 3pg and 12 cpu with autos and abt 15pg/9cpu with gatlings (t2 guns, my fitting skills actually).
And whats funnier: autos outdamage gatlings :) Dude, where is my "built in" damage mod? (and why i use more cap?).
I checked all guns this way - most problems are with frig guns. When you get to cruiser guns lasers are a bit better (like 5-8% more dps) but suck a lot of cap.
When i went to BS guns only megapulses were "uber" compared to autocannons. Still - megapulses (perfect skills) ate 22cap/s (apoc generated 27-29cap/s dont remember now) - so it left 5-7cap/s to play with (yeah you need CPRs). When i put autos on i got 27-29cap/s to play with and could put even 2 gyrostabs in lows thus upping my damage to megapulse level. (megapulses would still need 2 CPRs and still would have less cap left to play with).
Yeah - pulses have longer range but most combats take place at max 20km (scramble range) - so who needs 45km optimal with scorch?
Yeah I love those 'built-in' things... how about fittings? Yeah our largest turrets have good DPS but who can fit them?
Maller base grid 1125 (w/skills) 5 turrets - 15 slots Thorax base grid 1025 (w/skills) 5 turrets - 13 slots
Omen base grid 912.5(w/skills)4 turrets and a launcher - 13 slots Vexor base grid 843.75(w/skills) 4 turrets - 12 slots
Heavy pulse laser II - 231PG 35cpu Heavy Ion blaster II - 158PG 33cpu
Why I chose to compare Ions with HP II? Well the Heavy pulse is the 'built-in' damage mod gun.
Maller fitting w/ HP II uses 1155PG but the ship only has 1125, meaning you need atleast AWU lvl 3 to fit the guns, but you can't fit anything cruiser-sized after that and you still have 10 slots to fill
Thorax fitting w/ Ion II uses 790 PG of its total 1025 leaving 235 PG for the 8 slots it has remaining.
Omen W/ HP II uses 924 PG but the ship only has 912.5 so again AWU is needed along with frigate-sized mods to its remaining 9 slots.
Vexor W/ Ion II uses 632 of 843.75 so 111.75 PG is left to fit 8 slots...
This can be compared with autocannons and rails vs beams. Usually you'll find that amarr ships can't fit these 'built-in' damage mods without huge sacrifice. The Armageddon can barely fit megapulses, and if you choose to do so then you'd have to choose between LAR II, Cap injector and heavy NOS you can't have more than one, and that's rough on a cap-hungry ship like the 'geddon.
Like someone said above, Amarr are one-trick ponies... who suck at their trick. - - - - - - I have no strong feelings one way or the other... |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.03 19:29:00 -
[1527]
It has plenty of low slots, though, so you can usually fit a RCU2 without prolbems. More then 3 damage mod have an neglectible effect nowadays. Will only give you 2 free slots for harderners though after 3 damage mods, 1 RCU and 1 LAR.
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Dixon
Caldari
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Posted - 2006.08.03 19:34:00 -
[1528]
Originally by: Aramendel It has plenty of low slots, though, so you can usually fit a RCU2 without prolbems. More then 3 damage mod have an neglectible effect nowadays. Will only give you 2 free slots for harderners though after 3 damage mods, 1 RCU and 1 LAR.
Yeah, the geddon isn't really the problem, I know. But it's still a ***** to fit like all amarr ships - - - - - - I have no strong feelings one way or the other... |

Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.03 19:36:00 -
[1529]
Sorry i didnt give exact numbers but 1st i checked everything at my skill level (only upped projectiles to my energy turret levels) and then checked maxed skills for cap usage (was too tired to do more maths).
But yep - that was the problem. ACs fit perfectly on maller leaving a LOT of spare grid. Even if you use focused pulses vs 425mm autos (heaviest cruiser ones i think) autos take just a little more grid, a little less cpu but leave a lot of CAP to play with.
And the biggest difference is actually in frig guns - thats why sader IMO sucks compared to claw. Max skilled both ships have pretty similiar damage output (claw with rocket launcher etc) but... claw can fit heavier plate no problem and he can use all his cap for tackling gear, where sader not only must use smaller plate or none at all (you can try energized membranes but CPU on sader dies quickly) and eats o lot of cap.
And i wont comment on wolf vs retri cause it is just... stupid. Wolf's damage is pretty similiar to retri but it is much faster and has... *gasp* 2 midslots. Only + for retri is higher natural armor (easily fixed on wolf by using plate... you have a lot of spare grid to play with.
Also jaguar vs vengeance shows how ****ty khanid ships are. I tried mimicking other race setups with khanid ships and every time it was either too weak tank or not enough damage (yep: jag with 4 mids can dish same damage as veng or even more, has more mids so can go for much better tank... and is WAY faster)...
Meh... guess no more whining for me for today - i reached my limit ;p
And solution? Drop laser fitting req's to comparable lvls with autocannons (we STILL use cap). With 150mm t2 being 2/6 and gatling t2 6/4 (and gatling being MUCH weaker) it is retarded. Either up PG on autos to 3-4 or drop on gatlings to 4-5 (and all ppl know that it is MUCH easier to get spare CPU on frigs than spare grid).
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Soratah
Amarr Ubiqua Seraph Aegis Militia
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Posted - 2006.08.03 19:38:00 -
[1530]
Still think the Abbaddon looks like a Drone boat. Thus Amarrian pilots will be fitting non-amarrian weaponry on their ships.
The Abbaddon looks likes a ship in which Arty's and med slot tracking computers will be better suited than megapulses or other Large Amarrian guns.
One way to solve this, rather than adjusting each of the Amarrian ships. Introduce the Racial bonus system now and make the Amarrian faction's slightly better in either damage, resists, or cap bonuses.
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