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Nyobe
Caldari
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Posted - 2006.10.27 14:50:00 -
[1]
Just by now omni tanks hit Amarr very hard. How to prevent ppl from fitting 3 energized nanos?
Well..
Make it impossible to fit more then 1 EANM or even more then 1 type of every membrane. This would lead to EANM + EA Explo/Kin/therm tanks or EANM + explo + DC tanks. Still very decent if you want to tank passive. You can still fit active hardeners if you want a strong tank.
Energized membranes were never meant to offer such a strong tank like now
Kind regards
Nyobe XT
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Mysterlee
Gallente 5punkorp Interstellar Starbase Syndicate
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Posted - 2006.10.27 14:53:00 -
[2]
Or maybe make them only increase exp/kin/therm resists and do the same thing to invuln fields for shields, make them only increase em/kin/therm.
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MellaRinn
Veto.
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Posted - 2006.10.27 15:03:00 -
[3]
I seriously can't see a problem in ppl having better tanks... this is why we are getting more HP, to make fights longer...
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Nyobe
Caldari
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Posted - 2006.10.27 15:29:00 -
[4]
Edited by: Nyobe on 27/10/2006 15:31:18 Mella it's not about having better tanks... it's about the conflict between a racial weapon system that provides different damage types for every race and omni tanks paired with uneven base resists.
Amarr weapons have something like an inbuild dmgbonus. That's the reason why most amarr ships don't have a dmg or rof bonus. Now, since RMR and the popularity of omni tanks consisting of 3 EANM + DC, Amarr has to fight insane high EM resists, their main damage type. That not even annihilating the advantage of having high base dmg output coming from the weapon, it's more of a nerf since amarr dmg output (after resist) is significantly lower then caldari/gallente but above matari. I don't think that this was intended for a race which weapons use alot of cap, as much cap (and more with crappy skills) as blasters, the highest damaging weapons ingame.
A damage buff for Amarr would be totally wrong but balancing EANMs is needed!
The problems of Minmatar's low dps and how it hits them with Kali, paired with the poor tanking ability of Matar ships, is another topic.....
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Seeks the'Moon
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Posted - 2006.10.28 12:07:00 -
[5]
well that would solve one more balancing issue
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Gripen
Rage and Terror Against ALL Authorities
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Posted - 2006.10.28 14:31:00 -
[6]
Originally by: Nyobe it's about the conflict between a racial weapon system that provides different damage types for every race and omni tanks paired with uneven base resists.
That's right. You are actually complaining about base resists. But it is by the design that lasers having problems with armor tanks. The only amarr problem is that 90% of the ships in this game are armor tanked. It is a shield tank concept that need tweaking, not EANMs.
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Jacob Holland
Gallente FIRMA Interstellar Alcohol Conglomerate
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Posted - 2006.10.28 16:54:00 -
[7]
What about cap limited ships trying to tank against Angels, Thukker or Minmatar Navies? If you are limited to one of each type then you're probably going to run a Reactive and an Adaptive Nano with perhaps a Magnetic if you have a slot spare. Which probably isn't going to be enough. With two Adaptive Nanos and a damage control fitted a ship has a huge resistance hole in Explosive (and to a lesser degree Kinetic) so Amarr pilots tend to feel like the Guristas do when the Raven warps in but what if you were in a Tempest instead of a 'geddon when he warped in. Personally I was told to try to balance my resistances, to boost the worst at the expense of the best, for PvP...
Originally by: cordy
Respect to IAC .Your one of the few people who truly deserve to own and live in the space you are in.
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Anjor
Minmatar VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2006.10.28 17:30:00 -
[8]
I've said it once, twice, and more times again. The best way to fix the issue with EANM's for all races at the same time is put a cap on the maximum amount that you can resist on shields/armor at 70% for T1 ships. This makes it where those that have limited damage types cannot be completely shut down except by t2 ships which can keep their 92.5 resist ability.
People ask me why go this route, well because if you cannot go over 70% on a t1 ship, it reopens the idea of active hardeners to be used again instead of EANM's on ships that can spare the cap.
No other way I have seen could fix that problem better.
1. 70% resist cap on shields/armor of t1 ships
2. 92.5% cap for shields/armor of t2 ships
Only people that would primarly complain are the mission runners that would say that their highly tanked ships now will suffer, yes that could be true, but the new 50% armor increase and 50% increase to extenders and plates would help offset that. __________________________________________________
It's great being amar...wait im Minmatar that plays amarr..Great im really ****ed...
[i]Yes im Minmatar, but I'm a freed slave that has Amarr |
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