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Cosmo Raata
Federation of Freedom Fighters
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Posted - 2006.08.04 15:13:00 -
[1561]
Originally by: Lord WarATron Edited by: Lord WarATron on 04/08/2006 12:58:00
Originally by: Powder Monkey They don't give a sh. so you'll be better off wasting your time losing apocs and geddons 
Apoc
H: Nos, 1 smartbomb M: MWD, 2x 20km scram, EW or web L: 2 t2 reps, 3 EANMII's, rest plates/Damage control etc
Tactic lock down target and use drones for the kill
More viable in PvP than pretty much any other apoc I have seen even though the setup is a joke itself. Is this the direction we want PvP to go?
Yes, a Vampoc was a great option, right up to the point the devs said they are going to nerf nos, yet another topic amarr need to post & fight on.
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eLLioTT wave
Art of War
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Posted - 2006.08.04 15:36:00 -
[1562]
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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Cosmo Raata
Federation of Freedom Fighters
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Posted - 2006.08.04 15:42:00 -
[1563]
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.
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Lisento Slaven
Amarr The Drekla Consortium New Eve Order
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Posted - 2006.08.04 15:49:00 -
[1564]
I think they are balancing weapons based on the base resists.
Lasers obviously have a huge advantage against shield tankers. I've only glanced at the other weapons but blaster ammunition seems to be "rounded out" against both shields and armor. Projectiles have random ammo...and missiles...uhh...they can do whatever they want.
Lasers suck against armor and completely destroy shields in general compared to other weapon systems. Is this how it's supposed to be? Are lasers only supposed to be uber effective against shields? ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
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Justice 4all
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Posted - 2006.08.04 15:56:00 -
[1565]
The reason the laser's cap usage is so high is because they are (were) the most damaging weapon in eve before. So to keep people from using them on other ships CCP made them have super high cap usage and give amarr ships a cap usage bonus.
HOWEVER, someone already did the math to show the EANMII+Damage Control setup has reduced our damage by 28% across the board. So we no longer have that "built in" damage mod everyone always talks about. Easy thing is to remove the cap bonus for lasers, and give lasers a 50% cap reduction. Nobody will use them on other ships still because of the EANMII problem.
NOW give all those ships that had that bonus a 5% damage or ROF bonus...BINGO... We are right back to where we were before amarr got slammed by this unforseen nerf. I think (after reading all this) that this would be a very doable thing that wouldn't overpower amarr but put them back on par.
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Labinstein Labor
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Posted - 2006.08.04 16:06:00 -
[1566]
Originally by: Justice 4all The reason the laser's cap usage is so high is because they are (were) the most damaging weapon in eve before. So to keep people from using them on other ships CCP made them have super high cap usage and give amarr ships a cap usage bonus.
HOWEVER, someone already did the math to show the EANMII+Damage Control setup has reduced our damage by 28% across the board. So we no longer have that "built in" damage mod everyone always talks about. Easy thing is to remove the cap bonus for lasers, and give lasers a 50% cap reduction. Nobody will use them on other ships still because of the EANMII problem.
NOW give all those ships that had that bonus a 5% damage or ROF bonus...BINGO... We are right back to where we were before amarr got slammed by this unforseen nerf. I think (after reading all this) that this would be a very doable thing that wouldn't overpower amarr but put them back on par.
word
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Nemain
Amarr Obsidian Asylum
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Posted - 2006.08.04 16:21:00 -
[1567]
Originally by: Aramendel Edited by: Aramendel on 04/08/2006 11:27:59
Originally by: Nemain ...Give all races a ship skill boni like in the old days, it would make life alot easier on the likes or poor old hen pecked tux, in general in my view. Mind you my view is slightly influenced by sleep deprivation so it is probaly way out 
The problem is that it is way way way too late for something like this.
We have TONs of people not flying their races ships - it's not really a good idea to penalize those for nothing.
Yeah that would be bad, but what I meant was a bonus from the ship skill. I remember that amarr used to have a total cap bonus and caldari had a targetting range bonus(or somthing like that) added to the frigate skills. Not sure if they were active mind you (this was way in pre october 2003).
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Lord AtTiLAs
Legion Du Lys Tau Ceti Federation
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Posted - 2006.08.04 16:28:00 -
[1568]
Originally by: Aramendel Na, just make lasers use no energy and give the amarr ships a bonus for ROF or damage instead capacitator use.
Hey, it worked for the minnies! 
You are right on that point. All Amarr ship only have 1 advantage most of the time ROF ( Which make our gun use even more CAP !! ). And the other one is to reduce something that is really bad on our ship !!! All other race got 2 specific advantage that are there to boost performance not correct a problem !! DMG + ROF that what an Armaggedon should have !!! Not that stupid -10% Capacitor that even not make laser usable for a long perious of time.... We must stop shooting to tank !!!
So make the Laser use a lot less CAP and put another interesting boost rather than -10% CAP use... even if we have less damages and only EM/Therm, at least we gonna be able to TANK at the same time we attack as the Amarr are supposed to be strong at... tanking !!!
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Wodin Drukvik
GoonFleet GoonSwarm
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Posted - 2006.08.04 16:30:00 -
[1569]
Originally by: Cosmo Raata
Yes, a Vampoc was a great option, right up to the point the devs said they are going to nerf nos, yet another topic amarr need to post & fight on.
To be fair, if there's any ship that has the fitting space to mount neutralizers, it's the Apoc.
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Cosmo Raata
Federation of Freedom Fighters
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Posted - 2006.08.04 17:43:00 -
[1570]
I wonder how long before we get to 100 pages.
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Imperial Coercion
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Posted - 2006.08.04 17:45:00 -
[1571]
Originally by: Wodin Drukvik
Originally by: Cosmo Raata
Yes, a Vampoc was a great option, right up to the point the devs said they are going to nerf nos, yet another topic amarr need to post & fight on.
To be fair, if there's any ship that has the fitting space to mount neutralizers, it's the Apoc.
ORLY?
You mean the apoc with guns fitted would be able to do so much damage that it would need a full set of guns......would be able to afford to fit neuts/nos?
Is this with beams or artillary? Would the poster above me please stand up? |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.04 18:05:00 -
[1572]
Originally by: Justice 4all HOWEVER, someone already did the math to show the EANMII+Damage Control setup has reduced our damage by 28% across the board. So we no longer have that "built in" damage mod everyone always talks about. Easy thing is to remove the cap bonus for lasers, and give lasers a 50% cap reduction. Nobody will use them on other ships still because of the EANMII problem.
NOW give all those ships that had that bonus a 5% damage or ROF bonus...BINGO... We are right back to where we were before amarr got slammed by this unforseen nerf. I think (after reading all this) that this would be a very doable thing that wouldn't overpower amarr but put them back on par.
It's not "across the board", but only vs the armor. While shieldtanked ships are not that common in PvP they still exist. And you always need to kill the structure as well. Also, such a change would effeciently make lasers rails which do em/therm. So much for diverse weapon system.
And in either case - the problem is *not* the raw damage output. It's the resistances. Those need a rework, not the raw damage.
As was suggested before, change base armor EM to 40% and base shield EM to 20%.
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DrEiak
Amarr IONSTAR Vox Imperium
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Posted - 2006.08.04 20:57:00 -
[1573]
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.
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Jormunrek
Amarr Mining Bytes Inc. Center for Disease Creation
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Posted - 2006.08.05 01:02:00 -
[1574]
Could we get a dev, ANY dev to respond in some form or fashion on this issue?
Even if it's a "STFU and wait to till you find out your next emperor is of Intaki stock!"
Jorm
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Xordus
Beasts of Burden Veritas Immortalis
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Posted - 2006.08.05 01:19:00 -
[1575]
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
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eLLioTT wave
Art of War
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Posted - 2006.08.05 02:07:00 -
[1576]
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 -
[1577]
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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DrEiak
Amarr IONSTAR Vox Imperium
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Posted - 2006.08.05 07:35:00 -
[1578]
Xordus, I think you totally missed my point. My proposal makes laser cap usage exactly what it is now, but using different skills instead of the way its set up now, so that amarr can get more bonuses. You have no idea how much bonuses to things (besides just DPS) can help in PvP as well. Plus there IS always room for more DPS bonuses. Please read my post and comprehend before you say that it wouldnt help.
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Thraxor Blacksoul
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Posted - 2006.08.05 08:46:00 -
[1579]
Why not just put Thermal a little more inline with EM on crystals instead of the wide gaps. Change the
Standard L: to like 50/50 Thermal/EM
Keep EM damage dominance for long range crystals and put Thermal damage dominance for short range crystals like 75%EM/25%Thermal to Radio and 25%EM/75%Thermal for Multis.
After that take a look at the Slots and/or the Bonuses to specific problem Amarr ships instead of sweeping changes to the whole Amarr line of ships.
Comments?
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Hakuin
The Blackwater Brigade HUZZAH FEDERATION
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Posted - 2006.08.05 09:14:00 -
[1580]
Originally by: Deva Blackfire
Originally by: Nicocat Aren't there lenses that turn the lasers into mostly thermal, or do they carry such abhorrent penalties that nobody uses them?
Yes they have. Up to 50/50. Also if you read what i wrote on this page you will see that small projectile guns have better damage than small lasers with comparable fitting requirement. Yes - medium pulse lasers have one of highest damages from frig guns, but also have WAY higher fitting requirements (abt 2x more than a bit worse 200mm autocannon). And they still use up cap like crazy.
So... we get weapon that has same or lower damage than projectiles (like gatling/dual pulse vs 150/200mm autocannon), higher fitting requirements, more cap usage, and where minimi pump up that damage EVEN higher we get... cap reduction. Sth is really wrong here.
Nah...our small pulses only have:
worst Tracking worst RoF worst FallOff huge cap use cant choose dmg type worst damage types in a frigs fight (EM+Thermal) hard fitting 90% of the crystals are simply useless for a frig
but we have:
best optimal range (but not best overall range because good falloff + almost no optimal >>>> good optimal + almost no falloff ) 2nd best damage mod (small blasters >>>> small pulses in ANYTHING except optimal range)
Makes sense to me...

________ In the beginner's mind there are many possibilities, in the expert's mind there are few.
- In Rust We Trust - |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.08.05 11:04:00 -
[1581]
seeing how people realize that we do sucky damage due to the high em resistances lasers face i'm wondering why most seem to think that the obvious answer to that is to give lasers more damage.
the problem lies with the em resistance not the base damage on lasers...so fix/tweak the resistance instead of making lasers even more powerful against ships which can not fit an eanmII tank or are shieldtanking. a way to achieve that would be reducing the base em resistance on armor and increasing it on shields.
regarding the laser-capuse bonus i would most certainly welcome a change there as well. as it is now that bonus is just wasted on many of our ships. it works nice on the omen/zealot/geddon as they also get a laser-rof bonus. if one wanted to remove the bonus from all ships and reduce laser capuse (in itself, as a general bonus on amarrian ships or even with the use of improved skills as has been suggested) one would have to be careful when it comes to asigning new bonuses. an omen/geddon which would use the same cap as before but had 2x damage bonuses would be a bit much considering lasers are supposed to have a builtin damage bonus. so maybe that builtin bonus would have to go as well if you got a new bonus for it. for our gankships that wouldnt be much of a problem as they could just get a new damage bonus instead (no change there) and our tankships could get something more useful for their tanking role and still be able to use lasers (with reduced damage).
ships where it could be replaced by sth else:
1. crucifier: doesnt matter much here as this one isnt used a lot anyway
2. our missing 6th frig...under the current system it would no doubt have scanprobe duration and laser cap bonuses..resulting in one wasted bonus as such a ship propably wouldnt be used as a damage dealer anyway. shouled get a tanking bonus instead. ah yes even more important it should get released in the first place. or at least give the crucifier the scanprobe bonus instead of the laser one.
3. punisher: i would rather have another tanking bonus like armor hitpoints, cap increase or cap recharge or a laser damage/rof bonus here like on the proposed abaddon.
4. maller: same as punisher
5. prophecy: same as punisher
6. apoc: same as punisher only that this one should get the resist bonus.
7. purifer: i dont really see why theres any laser-related bonus on that thing
8. some of the khanid mkII ships if they ever see the light of day
maller and punisher could also use some launcher slots or a dronebay (both without bonuses) to give them some more options.
one way to improve that situation without removing the bonus completely would be to make the laser-cap bonus to apply to all laser sizes to allow more efficent use of undersized turrets on our tanking boats. as those ships (like the maller) dont get a damage bonus for their size guns people often use smaller guns on them to take advantage of their tanking bonus. if you decide to use lasers for that purpose your not only losing damage and range but you can also get into a situation where the smaller guns use the same or even more cap than the correct sized ones which defeats the idea to get a better tank going by undersizing. this leads people to use projectiles or undersized hybrids on our tanking ships as those guns dont suffer from such a penalty for undersizing.
in any case the bonus is wasted if you want to get a good tank out of those ships.
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eLLioTT wave
Art of War
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Posted - 2006.08.05 11:14:00 -
[1582]
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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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.05 11:24:00 -
[1583]
Originally by: Udyr Vulpayne seeing how people realize that we do sucky damage due to the high em resistances lasers face i'm wondering why most seem to think that the obvious answer to that is to give lasers more damage.
the problem lies with the em resistance not the base damage on lasers...so fix/tweak the resistance instead of making lasers even more powerful against ships which can not fit an eanmII tank or are shieldtanking. a way to achieve that would be reducing the base em resistance on armor and increasing it on shields...
At least someone eelse who sees this..I've almost given up.
The EAN2 problem is really only really severe on the BC and BS lvl. For frigates it is a nonfactor. Although lasers have there other problems because our shortrange lasers have the *worst* tracking of all shortrange weapons and the way tracking works when orbiting at high speed (see here ). But, again, that is no laser issue, but a general tracking issue. And cruisers usually do not have enough slots to mount a 3 harderner tank without gimping their setup.
And, nevermind that boosting laser damage so it would be equal against EAN2 tanker armor vs other weapon would whack things out of balance vs untanked setups and shieldtankers.
And a 10% controlled bursts would also help gallente quite a lot. I have nothing against balancing other races, but in this apsect gallente plain out do not need any boost.
As said before, make armor EM resistance 40%. Would give lasers effeciently about a 20-25% dps boost vs armor. And in exchange increase shield resistance to 20%. Which would actualyl help lasers as well. because shieldtankers owuld be much less likely to fit an EM only harderner to stuff their resistance hole.
The basic problem of lasers is really that they are too specialized. They are to good vs shields (so good that shieldtanking people use EM only harderners and negate the bonus) and too bad vs armor. Making them a bit better vs armor (but still the worst weapon against them, just not by that an huge amount) and a bit worse against shield (but still the best weapon against them, just...) seems to me the perfect solution.
And while this is done you might as well balance the NPC resists as well. Because the "too specialized" problem applies there too. Increase blood/sansha EM resistance a bit and reduce gurista/angels a bit. I would be really nice to be able to rat npcs exept blood/sanshas halfway effeciently as amarr. You know, like all other races can do.
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Hellspawn01
Amarr
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Posted - 2006.08.05 11:29:00 -
[1584]
Edited by: Hellspawn01 on 05/08/2006 11:29:16 You can talk about solutions and issues but nothing will be getting boosted or even fixed in a better way as long as tuxford has the nerfhammer.
(Tuxford, prove that I¦m wrong )
Ship lovers click here |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2006.08.05 11:38:00 -
[1585]
Originally by: eLLioTT wave Edited by: eLLioTT wave on 05/08/2006 11:13:56 cmon someone reply to my idea ^
alright then:
while i think it would be nice to get some therm heavy crystals i wouldnt go for more single damage type crystals but rather have some crystals which use mainly therm but still have an em-component and the other way around.
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.05 11:41:00 -
[1586]
Yes, considering we are the *only* race whose longrange ammo does mostly one (easily tankable) damagetype it would be nice if our shortrange ammo could then at least do the opposite.
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Mahavy Seth
Amarr Imperial Academy
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Posted - 2006.08.05 11:47:00 -
[1587]
Originally by: Aramendel
Originally by: Udyr Vulpayne seeing how people realize that we do sucky damage due to the high em resistances lasers face i'm wondering why most seem to think that the obvious answer to that is to give lasers more damage.
the problem lies with the em resistance not the base damage on lasers...so fix/tweak the resistance instead of making lasers even more powerful against ships which can not fit an eanmII tank or are shieldtanking. a way to achieve that would be reducing the base em resistance on armor and increasing it on shields...
At least someone eelse who sees this..I've almost given up.
The EAN2 problem is really only really severe on the BC and BS lvl. For frigates it is a nonfactor. Although lasers have there other problems because our shortrange lasers have the *worst* tracking of all shortrange weapons and the way tracking works when orbiting at high speed (see here ). But, again, that is no laser issue, but a general tracking issue. And cruisers usually do not have enough slots to mount a 3 harderner tank without gimping their setup.
And, nevermind that boosting laser damage so it would be equal against EAN2 tanker armor vs other weapon would whack things out of balance vs untanked setups and shieldtankers.
And a 10% controlled bursts would also help gallente quite a lot. I have nothing against balancing other races, but in this apsect gallente plain out do not need any boost.
As said before, make armor EM resistance 40%. Would give lasers effeciently about a 20-25% dps boost vs armor. And in exchange increase shield resistance to 20%. Which would actualyl help lasers as well. because shieldtankers owuld be much less likely to fit an EM only harderner to stuff their resistance hole.
The basic problem of lasers is really that they are too specialized. They are to good vs shields (so good that shieldtanking people use EM only harderners and negate the bonus) and too bad vs armor. Making them a bit better vs armor (but still the worst weapon against them, just not by that an huge amount) and a bit worse against shield (but still the best weapon against them, just...) seems to me the perfect solution.
And while this is done you might as well balance the NPC resists as well. Because the "too specialized" problem applies there too. Increase blood/sansha EM resistance a bit and reduce gurista/angels a bit. I would be really nice to be able to rat npcs exept blood/sanshas halfway effeciently as amarr. You know, like all other races can do.
So all weapons will be always more similar... just take one ship and one weapon type... CCP is not able to make different things and maintain balance... that a fact
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Wheya
Amarr Bruderschaft des Wahrhaftigen
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Posted - 2006.08.05 13:02:00 -
[1588]
The idea to remove em resistance from armor and to add this resistance to shields is a very shortsighted quickfix with terrible effects in the long run.
Shield tanking already is more powerfull than armor tanking especially if you look at incredibly overpowered faction mods. The only reason why we don't see many shield tankers is because ECM > shield tank > armor tank. Shield tanking doesn't need a boost and armor tanking doesn't need a nerf.
EANII and invulnerable shieldhardeners are overpowered compared to 'standard' hardeners. That's the problem.
The only reason why we don't see minnies complain about incredible high explosive resistance on shields is because almost nobody is shield tanking. There is almost nobody shield tanking because there are so many usefull/must have modules for med slots available: webber, scrambler, AB, MWD and did I mention EW?
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.05 13:26:00 -
[1589]
Edited by: Aramendel on 05/08/2006 13:29:07
Originally by: Wheya The idea to remove em resistance from armor and to add this resistance to shields is a very shortsighted quickfix with terrible effects in the long run.
Shield tanking already is more powerfull than armor tanking especially if you look at incredibly overpowered faction mods. The only reason why we don't see many shield tankers is because ECM > shield tank > armor tank. Shield tanking doesn't need a boost and armor tanking doesn't need a nerf.
Faction mods are out of balance, yes. But that is a thing about faction mods, not of the general armor/shield tanking balance. For t2 stuff armor and shieldtanking are pretty much in balance.
And, again, the problem amarr have with shieldtanks is the big EM hole of those. For a shieldtank is is for an all-purpose setup *better* to use a 1 EM + 2 Invul setup than 3 Invul fields. With a 20% base EM resist a 3 invul setup would be more effective, on the other hand.
Quote: EANII and invulnerable shieldhardeners are overpowered compared to 'standard' hardeners. That's the problem.
Thought so, too, but it really isn't. EAN2 are too strong for a passive module and Invul2 could use a slight nerf to 25% or so, but all those mdoules did was making the real problem visible. Which is quite simple - there are way more armortankers in the game than shieldtankers. Even if you balance EW. The so-called lasers advantage to kill shields quicker simply does not balance out their disadvantage vs armor, simply because there are too many of the latter and too few of the first.
You would need to make *all* minnie ships shieldtankers to do that..or change the armor and shieldresistances.
Quote: The only reason why we don't see minnies complain about incredible high explosive resistance on shields is because almost nobody is shield tanking.
..and because they can use ammo with high EM or Thermal damage.
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Lisento Slaven
Amarr The Drekla Consortium New Eve Order
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Posted - 2006.08.05 13:45:00 -
[1590]
The best idea I have read about to "fix" what EANM II's "broke" is to change the resistances. I think it was 40% EM on armor and...uhh either 10% or 20% on shield someone suggested?
As for the fitting requirements on the smaller turrets and any of the other "problems" that were suggested I don't recall hearing uber great ideas =P
The armor "fix" above would still retain our shield pwnage authority but it would give us more leeway with armor tankers than the EANM II + DC combo gives right now... ---
Lisento Slaven wants to be a Space Whaler in EVE.
Put in space whales!
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