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Tahira
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Posted - 2006.08.19 07:46:00 -
[1]
You know, I could wine and cry about how a 3-5 million SP character piloting a Raven is more effect in pretty much every facet of the game than I am (16 Million SP) in my Apoc. I could wine that it takes a GREAT deal longer to train guns period that missiles. There are a LOT of things you could say about missiles vs. guns, however, I only want to make one suggestion.
Please add different types of damage crystals to lasers. I really hope this will be in the next patch, but if not, I am really surprised it isn't. Every other race gets some love with that. When it comes to the Amarr, we get ripped off on this. How is it that we could have survived so long on just Therm/EM damage? It's **** is what it is. Please add some kin/expl damage mods to lasers.
Much appreciated.
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Bhoki Tentor
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Posted - 2006.08.19 07:58:00 -
[2]
and what about hybrids then? They're only thermal and kinetic, surely they would need other damage types as well then? Oh and you should boost projectiles then cause if hybrids and lasers would be able to do all damage types having them do less damage isn't justified... Then again we can force everyone to just fly noobship with civi guns and be done with all the flavour and call the game balanced... Lasers are fine as they are. It's the mid slot/low slot weight ratio that is out of whack causing people to favour armor tanking causing overall higher average em resists then before the tanking boost(which just made the issue stand out more with the boost to eanm)
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Angelic Resolution
The Arcanum
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Posted - 2006.08.20 14:59:00 -
[3]
Originally by: Bhoki Tentor and what about hybrids then? They're only thermal and kinetic, surely they would need other damage types as well then? Oh and you should boost projectiles then cause if hybrids and lasers would be able to do all damage types having them do less damage isn't justified... Then again we can force everyone to just fly noobship with civi guns and be done with all the flavour and call the game balanced... Lasers are fine as they are. It's the mid slot/low slot weight ratio that is out of whack causing people to favour armor tanking causing overall higher average em resists then before the tanking boost(which just made the issue stand out more with the boost to eanm)
Stop trolling dude. Otherwise I agree with the rest of your statement but tell me this: Do hybrid users need to train for an extra 2 weeks to use all their guns effectively? Nope. Fighting a projectile user is a real ***** if they use the right ammo, ever tried tanking 3 damage types effectively?
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Darius Shakor
Minmatar Freelance Unincorporated Ushra'Khan
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Posted - 2006.08.20 15:14:00 -
[4]
Edited by: Darius Shakor on 20/08/2006 15:14:59 Amarr ships tank better than any others. It is only fair their weapons are worse against armour than any others. You take longer to kill but you live longer than any others. Fair by my book.
Yes it is a little more complex than that I know and there are other issues with grid for fitting etc. But that is the basic of why they get no explosive mod.
Answer me this. Why would a beam of light create an explosion? Or how can light form a solid piercing entity for kinetic damage? They can't. So shoving a crystal in there and suddenly the light makes an explosion makes no sense. ------
Shakor Clan Information Portal http://oldforums.eveonline.com/?a=topic&threadID=3 |

Lucian Corvinus
Gallente Expert Systems
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Posted - 2006.08.20 15:23:00 -
[5]
Originally by: Tahira I could wine that it takes a GREAT deal longer to train guns period that missiles. There are a LOT of things you could say about missiles vs. guns, however, I only want to make one suggestion. Much appreciated.
There are more sp in missiles than per turret group, so stop your whining, only problem is that missile users are not "forced" to train the smaller missile weapons before moving up to the bigger ones.
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Sharkbait

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Posted - 2006.08.20 15:57:00 -
[6]
moving to ships and modules
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Jenny Spitfire
Caldari LoneStar Industries Veritas Immortalis
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Posted - 2006.08.20 15:59:00 -
[7]
Originally by: Sharkbait moving to ships and modules
Bad boy. Sharkbait. Bad bad bad boy.   --------- In the blindness, a streak fiery thread violently cuts the horizon. Bleeding golden mists, engulfing the blindness from within. Burning the darkness. The touch of dawn. |

TribalBleb
Turbulent
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Posted - 2006.08.20 16:05:00 -
[8]
Originally by: Sharkbait moving to ships and modules
omg thought we finally had a dev reply on this issue for a second there 
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Pesadel0
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Posted - 2006.08.20 16:16:00 -
[9]
Originally by: Sharkbait moving to ships and modules
Lol :) ,shark is ebil ebil :)
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Princess Kane
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Posted - 2006.08.20 16:17:00 -
[10]
I agree, there needs to be more damage types with lasers. Its pretty bad when the Apoc is only good for mining, while my corp mates enjoy hunting angels with any ship other then amarr. This defently needs some love when it comes to lasers.
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Princess Kane
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Posted - 2006.08.20 16:18:00 -
[11]
Edited by: Princess Kane on 20/08/2006 16:19:34
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inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.20 16:26:00 -
[12]
See that 67 page Amarr thread on the front page of this forum? Go read it. 
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ShadowKi
Caldari
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Posted - 2006.08.20 16:47:00 -
[13]
Originally by: Bhoki Tentor and what about hybrids then? They're only thermal and kinetic, surely they would need other damage types as well then? Oh and you should boost projectiles then cause if hybrids and lasers would be able to do all damage types having them do less damage isn't justified... Then again we can force everyone to just fly noobship with civi guns and be done with all the flavour and call the game balanced... Lasers are fine as they are. It's the mid slot/low slot weight ratio that is out of whack causing people to favour armor tanking causing overall higher average em resists then before the tanking boost(which just made the issue stand out more with the boost to eanm)
Thing is, most ships don't have a 60% base armor resist to Kinetic or Thermal, while most ships do have a base armor 60% resist to EM, and actually have holes in their Thermal and/or Kinetic resists in both shields and armor.
The problem occurs that a lot of people Armor tank in PvP, and therefore they are much harder to break with lazers than with Hybrids, with EM resist going 80%+ and Thermal and Kinetic resists much lower. Note that not all Laser crystals do thermal damage, and if they do its only upwards of about 45% thermal and the rest EM.
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Gierling
Gallente Celestial Fleet Ascendant Frontier
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Posted - 2006.08.20 16:51:00 -
[14]
EM is typically one of the best damage types against an armour tank.
Very very few people double up EM, Thermal Kin and explosive tend to get cranked over 60% way before EM is.
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Ithildin
Gallente The Corporation
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Posted - 2006.08.20 17:02:00 -
[15]
All that needs be done is boost specific hardeners (especially passive specific hardeners) and reduce omni hardners slightly.
A good way to do this is: * Compensation skills add 2% increase to active hardener resistances (when active) * Specific energized hardeners T2 boosted to 45% resistance base (T1 to 40%) * Specific passive platings T2 boosted to 35% (T1 to 30%) * Energized Adaptive Nano Membrane should become an active hardener.
This promotes specific tanks over omni tanks, which would in turn decrease avarage tanked EM resistance on an armour tank from 80% to 60% - which would on avarage be the second best damage type to use against armour tanks. A mirror should be done for shield tanks, too.
There. No need to fiddle with the current perfectly logical damage types. Dark skies torn apart Heavens open before me I, the light of death |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.20 17:05:00 -
[16]
Welcome to 5 months ago!
EM is one of the weaker resistances if you use a 3 active harderner setup (exp, kin, therm; which was common pre-RMR).
With RMR EAN2 got a boost, though. 2 EAN2 + a good DC (+ lvl4 in the armor comp skills) gives you 48% to all *and* 54-58% hull resistance (and a bit of shield resistance). And uses virtually no cap and less cpu. And due to the DC hull resistance bonus adds more effective HP even if you compare it vs 3 t2 active harderners for non-EM damage sources.
Meaning: if you use a 3 harderner tank instead of 2 EAN2 + DC you either a) are clueless about the game mechanics (aka think 3 actives is still way to go) b) have low SP in mechanic skills (no t2 harderners) c) use only t1 fitted suicide ships (in which case 2 EAN2 + DC will be too expansive since those cost together about 15 mil)
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Jim McGregor
Caldari
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Posted - 2006.08.20 17:13:00 -
[17]
I want the ability to block certain threads.
--- Eve Wiki | Eve Tribune | Eve Pirate |

LUKEC
Destructive Influence Band of Brothers
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Posted - 2006.08.20 17:45:00 -
[18]
Originally by: Gierling EM is typically one of the best damage types against an armour tank.
Very very few people double up EM, Thermal Kin and explosive tend to get cranked over 60% way before EM is.
Most armor tankers have 2x eanm II +dc giving them 80% em resist.(85% on minmatar ships)
Wanna do different damage? Train drones. --------------------- Looking for frentix? Mail me. |

Ithildin
Gallente The Corporation
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Posted - 2006.08.20 17:50:00 -
[19]
Originally by: Aramendel
Originally by: Ithildin * Compensation skills add 2% increase to active hardener resistances (when active) <- Problem -> *Energized Adaptive Nano Membrane should become an active hardener.
Would essentially not change anything exept EAN2 giving somewhat better resistances in exchange for bigger fitting costs. Which do not stop people using omniharderners, see invul fields.
No, it'd decrease EANII's maximum resistance boost from 25% to 22%. This is a nerf of up to 12%! I wrote nothing about boosting the base resistance at the same time, mind! At the same time all the specific alternatives have been boosted. Maximum resistance on a T2 active hardener would be, for instance, 60.5% instead of 55%. Dark skies torn apart Heavens open before me I, the light of death |

Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.20 17:58:00 -
[20]
Originally by: Ithildin No, it'd decrease EANII's maximum resistance boost from 25% to 22%. This is a nerf of up to 12%! I wrote nothing about boosting the base resistance at the same time, mind! At the same time all the specific alternatives have been boosted. Maximum resistance on a T2 active hardener would be, for instance, 60.5% instead of 55%.
True, you are right, haven't thought it through accordingly. Although it is likely that CCP would boost EAN2 performanceif they would made it active.
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Kai Jyokoroi
133rd Ghost Wing R i s e
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Posted - 2006.08.20 18:18:00 -
[21]
In the words of Arnie in Kindergarten Cop, "stop whining!"
Also, it is easy to tank all 4 types of damage. I do so every day. _____________ The day I receive my first moderator forum-sig hijack is the day I realise I have won Eve.
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Lorth
Body Count Inc. Mercenary Coalition
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Posted - 2006.08.20 18:22:00 -
[22]
Originally by: Sharkbait moving to ships and modules
Meh ha ha ha
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Thoris Levithar
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Posted - 2006.08.20 18:24:00 -
[23]
Originally by: Aramendel Meaning: if you use a 3 harderner tank instead of 2 EAN2 + DC you either a) are clueless about the game mechanics (aka think 3 actives is still way to go) b) have low SP in mechanic skills (no t2 harderners) c) use only t1 fitted suicide ships (in which case 2 EAN2 + DC will be too expansive since those cost together about 15 mil)
In the current situation wouldn't it be really smart to use 3 active hardeners again? As everyone knows, Amarr do poor damage because of their weapons mostly being EM/THM, so nobody flies them...so why boost up EM anyway? And active (tech 1!) hardeners give you better resists than DCS + EANM II's for your other resists (50% vs. 48%).
Of course, you loose the hull resists (not sure how much people depend on them in PvP) and spend more cpu, but if thats not an issue, I'd say three active hardeners are the way to go again :)
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inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.20 18:27:00 -
[24]
Originally by: Thoris Levithar Of course, you loose the hull resists (not sure how much people depend on them in PvP) and spend more cpu, but if thats not an issue, I'd say three active hardeners are the way to go again :)
That occurred to me while I was on the loo, earlier.
But I think the DC is still motivation enough to use dual EANM. 
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Aramendel
Amarr Queens of the Stone Age
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Posted - 2006.08.20 22:54:00 -
[25]
Originally by: Thoris Levithar In the current situation wouldn't it be really smart to use 3 active hardeners again? As everyone knows, Amarr do poor damage because of their weapons mostly being EM/THM, so nobody flies them...so why boost up EM anyway? And active (tech 1!) hardeners give you better resists than DCS + EANM II's for your other resists (50% vs. 48%).
Of course, you loose the hull resists (not sure how much people depend on them in PvP) and spend more cpu, but if thats not an issue, I'd say three active hardeners are the way to go again :)
Point is that even vs t2 actives the added hull resistance HP outweight the HP you gain from slightly higher armor resistances.
It's not that people "depend" on hull resists. At least not voluntary. But, unless we go into faction stuff we have no real continously tankable dps in PvP. Meaning if you encounter an equal ship 1v1 (nevermind 2v2, etc) your tank WILL break and you WILL go into structure. And if your tank breaks after 45 seconds and your strcuture lasts 20 you will win vs a ship whose tank will break after 50 and structure lasts 10. Essentially a DC is like if you would fit a good plate for your ship size.
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HippoKing
Caldari Beagle Corp
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Posted - 2006.08.20 23:03:00 -
[26]
Originally by: Sharkbait moving to ships and modules
Oh god, I take back the comment I made in the WoW TCG Leeroy thread.
Almost making team amarr think they'd got a dev reply, and then denying them that 
Beautiful 
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Dethis
Caldari Eve University
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Posted - 2006.08.20 23:10:00 -
[27]
Edited by: Dethis on 20/08/2006 23:12:11 Is another thread really needed?
-------- Kill em all and let god sort em out
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Dahak2150
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Posted - 2006.08.21 01:15:00 -
[28]
Originally by: Bhoki Tentor and what about hybrids then? They're only thermal and kinetic
Save that hybrid damage types are more balanced. They don't suck against either type of tank.
They are, granted, slightly skewed towards armor, having higher kinetic than thermal, but that seems to be OK considering the ration of shield vs. armor tanks in PVP. ---------- My sig is boring. |

Laocoon
Veto.
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Posted - 2006.08.21 09:54:00 -
[29]
Originally by: Dethis Edited by: Dethis on 20/08/2006 23:12:11 Is another thread really needed?
LMFAO  
- Lao
Veto. Corp |

ELECTR0FREAK
Eye of God Axiom Empire
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Posted - 2006.08.21 10:13:00 -
[30]
Edited by: ELECTR0FREAK on 21/08/2006 10:14:54
Originally by: Tahira You know, I could wine and cry about how a 3-5 million SP character piloting a Raven is more effect in pretty much every facet of the game than I am (16 Million SP) in my Apoc. I could wine that it takes a GREAT deal longer to train guns period that missiles.
You could, but you'd be wrong.
First off, there are actually more skill points total under Missiles than there are for training any one race's guns and Gunnery skills all the way. Yep thats right. Maxing out missile skills takes longer than maxing out turret skills.
Secondly, you could "wine" ("grape" job spelling btw) about shortcomings that turrets have vs missiles but I'm sure you'd be happy to leave out those downsides that missiles have towards turrets.
What it really comes down to is, with Amarr turrets, you have the best base damage and tracking weapon available (on mid to long range turrets). You have no ammunition costs, and you can change your optimal range in a matter of seconds. These are the advantages the Amarr have. Yes, they have the downsides of being limited to 2 damage types and having their guns eat energy, but that's the downside to being Amarr. Railgun users have a similar limitation but with ammo constraints, slower tracking, and reload time issues. Minmatar gain damage versatility but suffer lower DPS and tracking.
As for missiles, don't even go there. There is no wrecking shot for missiles, nor instant damage, as well as a multitude of other disadvantages, and I'm glad you didn't "wine" about missiles because I'd have to direct you to the link in my sig to learn how they work before you continued to complain.
I've got an Amarr character with 43 million skillpoints, 11.3 of which are in Gunnery. I've got a missile pilot with 30, and I personally discovered the missile damage formula. I think I'm well qualified to tell you that both have their advantages and disadvantages, and having different damage types for Amarr would damage gameplay balance.
Discoverer of the Missile Damage Formula |

Lintaka
Gallente
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Posted - 2006.08.21 10:57:00 -
[31]
Nice one on the dead horse..
Originally by: ELECTR0FREAK What it really comes down to is, with Amarr turrets, you have the best base damage and tracking weapon available (on mid to long range turrets). You have no ammunition costs, and you can change your optimal range in a matter of seconds.
Now this is all fine till you start using TII guns and ammo, which is where it all goes horribly wrong, as im sure you ômustö know with your Amarr character.
With TII ammo suddenly there is an ammo cost, which is very expensive in fact and completely not worth the ôless than halfö amount of usage it will get before the ship goes pop. Next is the fact that we cant ôjust changeö our optimal within a matter of seconds with TII ammo as they donÆt stack, so you end up with all your guns having no crystal loaded if you do them all at once, thus meaning you have to wait before each one is loaded, which in my opinion is not instant optimal change. Yes we have the best base damage, however this is needed due to the 2 damage types, so this is not a bonus, this is a compensation for the two damage types Amarr deal.
 ---------- Gotta be on the ball.. ball? what ball.. that ball.. which ball.. AHH BALL!! |

Boonaki
Caldari Suffoco Noctis Atrocitas
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Posted - 2006.08.21 11:05:00 -
[32]
Originally by: Tahira You know, I could wine and cry about how a 3-5 million SP character piloting a Raven is more effect in pretty much every facet of the game than I am (16 Million SP) in my Apoc. I could wine that it takes a GREAT deal longer to train guns period that missiles. There are a LOT of things you could say about missiles vs. guns, however, I only want to make one suggestion.
Please add different types of damage crystals to lasers. I really hope this will be in the next patch, but if not, I am really surprised it isn't. Every other race gets some love with that. When it comes to the Amarr, we get ripped off on this. How is it that we could have survived so long on just Therm/EM damage? It's **** is what it is. Please add some kin/expl damage mods to lasers.
Much appreciated.
Fit projectiles.
Fear the Ibis of doom! |

ELECTR0FREAK
Eye of God Axiom Empire
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Posted - 2006.08.21 11:07:00 -
[33]
Edited by: ELECTR0FREAK on 21/08/2006 11:15:53
Originally by: Lintaka Nice one on the dead horse..
Originally by: ELECTR0FREAK What it really comes down to is, with Amarr turrets, you have the best base damage and tracking weapon available (on mid to long range turrets). You have no ammunition costs, and you can change your optimal range in a matter of seconds.
Now this is all fine till you start using TII guns and ammo, which is where it all goes horribly wrong, as im sure you ômustö know with your Amarr character.
With TII ammo suddenly there is an ammo cost, which is very expensive in fact and completely not worth the ôless than halfö amount of usage it will get before the ship goes pop. Next is the fact that we cant ôjust changeö our optimal within a matter of seconds with TII ammo as they donÆt stack, so you end up with all your guns having no crystal loaded if you do them all at once, thus meaning you have to wait before each one is loaded, which in my opinion is not instant optimal change. Yes we have the best base damage, however this is needed due to the 2 damage types, so this is not a bonus, this is a compensation for the two damage types Amarr deal.

Honestly, I have less trouble aquiring T2 crystals and using them frequently than I do maintaining a steady supply of T2 ammo for other guns. I've got 397 Scorch M sitting in one of my hangars (I used to own the BPO). I've also got plenty of large T2 crystals for my Geddon, and I get decent enough mileage out of them. The main advantage is being able to change from one T2 crystal type to the other without having to wait 10 seconds like everyone else does.
As for instantly changing the ammo, I don't have problems with that either. It's a lot easier and shorter than changing ammo in other guns. You may want to practice activating each gun after you swap the crystal for better effect. You don't need to change all your crystals before you start firing guns.
Last but not least, every race has damage limitations. Some people would say that missiles do not, but in general, most missile ships have a kinetic bonus, and the vast majority of the time, it is more effective to spend 10 seconds firing missiles that are tanked by the enemy than to wait 10 seconds for a more efficient damage type missile to load. Very rarely does any other race switch damage types during PVP combat due to the loss in damage output. If Amarr had this capability, due to the crystal reload time, it would cause a serious balance issue.
Discoverer of the Missile Damage Formula |

Lintaka
Gallente
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Posted - 2006.08.21 11:21:00 -
[34]
Originally by: ELECTR0FREAK
Originally by: Lintaka Now this is all fine till you start using TII guns and ammo, which is where it all goes horribly wrong, as im sure you ômustö know with your Amarr character.
Honestly, I have less trouble acquiring T2 crystals and using them frequently than I do maintaining a steady supply of T2 ammo for other guns. I've got 397 Scorch M sitting in one of my hangars (I used to own the BPO).
As for instantly changing the ammo, I don't have problems with that either. It's a lot easier and shorter than changing ammo in other guns. You may want to practice activating each gun after you swap the crystal for better effect. You don't need to change all your crystals before you start firing guns.
Well then you just explained why you donÆt have a problem, you 'used' to have a BPO, not all of us are so fortunate. This coupled with the fact that a lot of people are still put off by the high prices of crystals, which may be why theyÆre so readily available. IÆm not saying its hard to acquire them, IÆm saying the price doesnÆt justify the amount of usage.
It may still be a little quicker than changing ammo for other weapons, however the change is still not instantaneous which is what is needed when fighting with so little fall off..
Lastly I agree, changing crystals and firing after is needed, which is why I use both mouse and keyboard for best effect, right click, change ammo, f1 (which is possible to do at the same time using both hands, rinse and repeat) but it is still much easier to do more changes at one time than wait for each gun (especially when you have up to 7-8)
IÆm still waiting for CCP to implement the ability to let laser users "Right Click, change all" option, which then would allow you to change all your crystals in one swoop rather than to micro manage, as I donÆt believe the fight should be won on who has the art of switching crystals better refined.
---------- Gotta be on the ball.. ball? what ball.. that ball.. which ball.. AHH BALL!! |

ELECTR0FREAK
Eye of God Axiom Empire
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Posted - 2006.08.21 11:31:00 -
[35]
Edited by: ELECTR0FREAK on 21/08/2006 11:32:52
Originally by: Lintaka
Originally by: ELECTR0FREAK
Originally by: Lintaka Now this is all fine till you start using TII guns and ammo, which is where it all goes horribly wrong, as im sure you ômustö know with your Amarr character.
Honestly, I have less trouble acquiring T2 crystals and using them frequently than I do maintaining a steady supply of T2 ammo for other guns. I've got 397 Scorch M sitting in one of my hangars (I used to own the BPO).
As for instantly changing the ammo, I don't have problems with that either. It's a lot easier and shorter than changing ammo in other guns. You may want to practice activating each gun after you swap the crystal for better effect. You don't need to change all your crystals before you start firing guns.
Well then you just explained why you donÆt have a problem, you 'used' to have a BPO, not all of us are so fortunate. This coupled with the fact that a lot of people are still put off by the high prices of crystals, which may be why theyÆre so readily available. IÆm not saying its hard to acquire them, IÆm saying the price doesnÆt justify the amount of usage.
It may still be a little quicker than changing ammo for other weapons, however the change is still not instantaneous which is what is needed when fighting with so little fall off..
Lastly I agree, changing crystals and firing after is needed, which is why I use both mouse and keyboard for best effect, right click, change ammo, f1 (which is possible to do at the same time using both hands, rinse and repeat) but it is still much easier to do more changes at one time than wait for each gun (especially when you have up to 7-8)
IÆm still waiting for CCP to implement the ability to let laser users "Right Click, change all" option, which then would allow you to change all your crystals in one swoop rather than to micro manage, as I donÆt believe the fight should be won on who has the art of switching crystals better refined.
I used to have a BPO for T2 M turrets... not large. I still have tons of Large T2 crystals easily available from the market. I'm not displeased with their price, I seem to get the same amount of performance out of them that I do a comperable amount of T2 ammo.
Hybrids have even less falloff, and have to wait 10 seconds for ammo to reload. Comparitively, crystals are amazing for combat that takes place at varied ranges. Combined with the better tracking of lasers, I much prefer my Amarr character in any situation calling for unpredictable turret combat. Being able to swap my T2 crystals between short and long range quickly is a god send, as well as being able to swap in T1 crystals if need be.
Seriously, if you really want to mess things up, giving Amarr multiple damage type crystals is the way to do it. Too much versatility there. Yes, there are some tweaks that need to be made to some Amarr ships and weaponry (our HACs for example) but I don't believe more damage types is a feasible solution.
That said, I sure wouldn't mind some Tech 2 XL crystals for my Rev... 
Discoverer of the Missile Damage Formula |

twit brent
Dark Centuri Inc. Firmus Ixion
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Posted - 2006.08.21 11:39:00 -
[36]
Man I love living in blood raider country where my geddon is easily the best BS for ratting :). Kinda the only place where amarr realy shines when it comes to NPC's. For pvp Armageddon does make a good damage support ship but I do wince as I see a massive drop in my damage as i hit armor.
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Laythun
Euphoria Released Euphoria Unleashed
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Posted - 2006.08.21 11:41:00 -
[37]
Originally by: LUKEC
Originally by: Gierling EM is typically one of the best damage types against an armour tank.
Very very few people double up EM, Thermal Kin and explosive tend to get cranked over 60% way before EM is.
Most armor tankers have 2x eanm II +dc giving them 80% em resist.(85% on minmatar ships)
Wanna do different damage? Train drones.
I'd love a drone bay on my zealot
See You In Space Cowboy |

ELECTR0FREAK
Eye of God Axiom Empire
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Posted - 2006.08.21 11:46:00 -
[38]
All HACs need drone bay TBH. They're becoming overshadowed by Recon ships, and excepting the few that do have drone bay, they are too easily tackled.
As a tackler, which would you rather go after? A Zealot with no drone bay or an Ishtar with T2 Light drones?
I'm all for giving all HACs a 25 m^3 drone bay at minimum.
Discoverer of the Missile Damage Formula |

Forsch
Auctoritan Syndicate Curatores Veritatis Alliance
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Posted - 2006.08.21 11:47:00 -
[39]
Originally by: Lintaka IÆm still waiting for CCP to implement the ability to let laser users "Right Click, change all" option, which then would allow you to change all your crystals in one swoop rather than to micro manage, as I donÆt believe the fight should be won on who has the art of switching crystals better refined.
Exactely my thoughts. Winning fights by being the fastest 'clicker' only gets you RSI that much sooner. Switching 8 crystals, especially T2 (as they don't stack), takes alot longer than just 'instantaneous'.
I wrote a post about this a while ago: here. But I have yet to hear a dev statement about this issue. It wouldn't even be hard to implement after we got the 'reload all' button, I would imagine. Don't understand what's holding them back. 
Forsch Defender of the empire
More love for side factions! |

Kaylana Syi
Minmatar The Nest
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Posted - 2006.08.21 11:48:00 -
[40]
Originally by: twit brent Man I love living in blood raider country where my geddon is easily the best BS for ratting :). Kinda the only place where amarr realy shines when it comes to NPC's. For pvp Armageddon does make a good damage support ship but I do wince as I see a massive drop in my damage as i hit armor.
Dominix is the best sansha/db ratter in the game all things considering. Geddon is second best. Raven would beat both of them but it uses ammo.
Team Minmatar Carriers need Clone Vats
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Lintaka
Gallente
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Posted - 2006.08.21 11:50:00 -
[41]
Originally by: ELECTR0FREAK Seriously, if you really want to mess things up, giving Amarr multiple damage type crystals is the way to do it. Too much versatility there. Yes, there are some tweaks that need to be made to some Amarr ships and weaponry (our HACs for example) but I don't believe more damage types is a feasible solution.
That said, I sure wouldn't mind some Tech 2 XL crystals for my Rev... 
This I agree with, letting us have every damage type would just be answering to the whines, and giving Amarr too much, I do believe there is a change needed, but different damage types are probably not the way to go unless some how they were specialised crystals that only fired a few shots each time (effectively making them into proper ammo) however that would destroy the idea Amarr are based around.
Again like in the many other threads that have been posted, a lot of Amarr ships do need a tweak (I donÆt see why the HACÆs do, the Zealot is fine, but the Sacrilege suffers the same problem as the other Kahandi ship types) However this as illustrated by the picture earlier, is beginning to smell of rotting flesh from under the dead horse.
IÆm sure CCP are aware of what the players are complaining about by now, and if they do feel there is a problem where things need an overhaul, they will implement one, but there is no easy answer or quick fix and itÆs a very delicate rope they walk, the best answer is to just leave it be until the time comes that announce a change, at the moment further convocation of Amarrian ship and weapon topics are just throwing fuel to the fire of whining that this forum has turned into (which is why I tend to sit back than jump right in like I have done)
Oh, and TII XL? Imagine the cost! *Shudders*
 ---------- Gotta be on the ball.. ball? what ball.. that ball.. which ball.. AHH BALL!! |

ELECTR0FREAK
Eye of God Axiom Empire
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Posted - 2006.08.21 11:57:00 -
[42]
Originally by: Lintaka
Originally by: ELECTR0FREAK Seriously, if you really want to mess things up, giving Amarr multiple damage type crystals is the way to do it. Too much versatility there. Yes, there are some tweaks that need to be made to some Amarr ships and weaponry (our HACs for example) but I don't believe more damage types is a feasible solution.
That said, I sure wouldn't mind some Tech 2 XL crystals for my Rev... 
This I agree with, letting us have every damage type would just be answering to the whines, and giving Amarr too much, I do believe there is a change needed, but different damage types are probably not the way to go unless some how they were specialised crystals that only fired a few shots each time (effectively making them into proper ammo) however that would destroy the idea Amarr are based around.
Again like in the many other threads that have been posted, a lot of Amarr ships do need a tweak (I donÆt see why the HACÆs do, the Zealot is fine, but the Sacrilege suffers the same problem as the other Kahandi ship types) However this as illustrated by the picture earlier, is beginning to smell of rotting flesh from under the dead horse.
IÆm sure CCP are aware of what the players are complaining about by now, and if they do feel there is a problem where things need an overhaul, they will implement one, but there is no easy answer or quick fix and itÆs a very delicate rope they walk, the best answer is to just leave it be until the time comes that announce a change, at the moment further convocation of Amarrian ship and weapon topics are just throwing fuel to the fire of whining that this forum has turned into (which is why I tend to sit back than jump right in like I have done)
Oh, and TII XL? Imagine the cost! *Shudders*

My Amarr character would like to step forward and state that his major frustration is the cap efficiency bonus on Amarr ships. It always has been frustrating to see ship bonuses go into reducing a penalty instead of creating an actual gain. At least with the Apoc the bonus increases cap size, which allows the bonus to be useful in more than one way. It's these kinds of focused "bonuses" that hurt the versatility of certain ships. Not to mention the Khanid ship designs need some help.
Discoverer of the Missile Damage Formula |

Lintaka
Gallente
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Posted - 2006.08.21 11:59:00 -
[43]
Originally by: Forsch I wrote a post about this a while ago: here. But I have yet to hear a dev statement about this issue. It wouldn't even be hard to implement after we got the 'reload all' button, I would imagine. Don't understand what's holding them back. 
Yes I remember, very good post, this is what I would use to back up my argument and what I believe should be changed along the lines of.
I wouldnÆt expect you to ever really see a Dev reply (unless its a new and urgent matter) as it doesnÆt really help, saying "were doing something about it" just means you get more whines, saying "were leaving it be" does, exactly the same. Not saying anything until the changes are announced is the best way for CCP to do things as it is a lose lose situation until they find a solution (remember they may see flaws or problems with our solutions that we are blind of)
Also try to remember since there is no easy way around things, there is never an immediate fix, EVE is a long road of fine tuning and things are usually left much longer until all the problems with the subject are ironed out in my opinion.
---------- Gotta be on the ball.. ball? what ball.. that ball.. which ball.. AHH BALL!! |

ivar R'dhak
STK Scientific Ascendant Frontier
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Posted - 2006.08.21 13:00:00 -
[44]
Originally by: Sharkbait moving to ships and modules
Ohnoes, Sharkbait made me click another useless whining thread. I want compensation! Boost civilian guns! _ Mal-`Appears we got here just in a nick of time. What does that make us?¦ Zoe-¦Big damn heroes sir.¦ Mal-¦Aint we just.¦ |

inSpirAcy
Caldari The Solopwnmobiles
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Posted - 2006.08.21 13:06:00 -
[45]
Damnit, if everyone had posted in the Amarr thread we'd be over 2000 posts by now. 
Our luck won't hold out much longer... it's going to get the clicky sooner or later! 
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