Pages: 1 [2] :: one page |
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Luke Pubcrawler
|
Posted - 2006.11.23 13:45:00 -
[31]
I would not make drastic changes to Amarr at the minute, the developers (and players) of this game are already too fond of making big changes and discovering they have overboosted or, more commonly overnerfed.
For now I would suggest the following.
1) Reduce the cap use on lasers 25-33% 2) Increase the proportion of thermal damage to EM damage to a point where it is about balanced.
Step 2 if these do not go far enough would be to change the laser cap bonus on some ships (those that worked ok given a 33%drop in laser cap usage) to a either a laser damage or range bonus. At the same time do a major rework of a couple of the Amarr cruisers - Auguror and Omen spring to mind.
|

Albert Anastacia
|
Posted - 2006.11.23 13:45:00 -
[32]
Wouldn't it be a kicker if Nosferatu became racialized like ECM is, and only Amarr would have dedicated Nos boats with bonuses to their use while they would suck (pun intended) or every other ship? 
|

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
|
Posted - 2006.11.23 13:51:00 -
[33]
Originally by: Luke Pubcrawler I would not make drastic changes to Amarr at the minute, the developers (and players) of this game are already too fond of making big changes and discovering they have overboosted or, more commonly overnerfed.
yes, but sometimes drastic changes are needed. sometimes it is better relying on the playerbase to test the changes on the field, than to make tiny little changes, which can take much longer to achieve the wanted result. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
|

Managalar
Gallente Setenta Corp Xelas Alliance
|
Posted - 2006.11.23 14:45:00 -
[34]
I realize the question was asked as a joke...but, I think T2 crystals shouldn't decay. =======Setenta=======
======= Xelas ======= |

Kunming
Amarr adeptus gattacus Lotka Volterra
|
Posted - 2006.11.23 21:03:00 -
[35]
Originally by: MOS DEF Actually Tux mentioned just recently that they have something major for amarr comming up. Question is what and when but they are doing somethign at least!
Well I dont believe him, it just sounds like another excuse for his incompetence. He said he's looking into the deimos issue almost a year ago and look what it got? +90PG which didnt even come close to solving the issue.
Expect Amarr to continue to suck for another year after which CCP will finally see that Tux is not the man for the job...
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
|

Kasheem Cetanes
|
Posted - 2006.11.24 00:06:00 -
[36]
Originally by: Grimpak
Originally by: Wild Rho Edited by: Wild Rho on 23/11/2006 13:24:02 Honestly I'd like to see Amarr being given a natural mosnter cap size or recharge rate so we can dump the energy turret cap reduction ship bonus.
With that out of the way the bonus can be changed to a damage related bonus or a tanking one for each line of Amarr ships.
Tanking bonus for the Punisher -> Maller -> Proph -> Apoc line. Damage bonus for the ??? -> Omen -> New BC -> Geddon line.
Amarr ships being unflexible and one trick ponies is fine by me personally, it's part of the Amarrian philosiphy "If brute force doesn't work, you aren't using enough". I'd just like to see Amarr ships actually being noticably effective in this area.
Either that or give them some sort of resiliance to NOS or a bonus to NOS effectiveness.
exactly.
that's why I believe that amarr ships should be ****in' laser spewing armored monsters that can only shoot, but they will hit you hard.
oh yes, really hard.
Sure, you get zero mid slots on your ships then and crap for CPU. You should not alloud to be able to equip smartbombs or track well. You should not be able to do mad damage and tank at the same time with the while fitting ecm or eecm or scrams, etc.
|

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
|
Posted - 2006.11.24 00:44:00 -
[37]
Originally by: Kasheem Cetanes
Originally by: Grimpak
Originally by: Wild Rho Edited by: Wild Rho on 23/11/2006 13:24:02 Honestly I'd like to see Amarr being given a natural mosnter cap size or recharge rate so we can dump the energy turret cap reduction ship bonus.
With that out of the way the bonus can be changed to a damage related bonus or a tanking one for each line of Amarr ships.
Tanking bonus for the Punisher -> Maller -> Proph -> Apoc line. Damage bonus for the ??? -> Omen -> New BC -> Geddon line.
Amarr ships being unflexible and one trick ponies is fine by me personally, it's part of the Amarrian philosiphy "If brute force doesn't work, you aren't using enough". I'd just like to see Amarr ships actually being noticably effective in this area.
Either that or give them some sort of resiliance to NOS or a bonus to NOS effectiveness.
exactly.
that's why I believe that amarr ships should be ****in' laser spewing armored monsters that can only shoot, but they will hit you hard.
oh yes, really hard.
Sure, you get zero mid slots on your ships then and crap for CPU. You should not alloud to be able to equip smartbombs or track well. You should not be able to do mad damage and tank at the same time with the while fitting ecm or eecm or scrams, etc.
lol?
while I believe that the limiting factor to fit amarrian ships should be CPU, and that they should be inflexible, there is no need in attempting to make amarr, or the other 3 races, equal to each other.
plus, flaming is bad for your health. it causes ulceration, heart burn, and a bad forum rep. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
|

solarwinds
ISS Navy Task Force Interstellar Starbase Syndicate
|
Posted - 2006.11.24 01:46:00 -
[38]
Definately reduce cap usage on lasers. 25% is good, keep them just slightly above comparable hybrids, nothing crazy. Give the laser crystals the ability to do more thermal damage than EM depending on the type of crystal. Increase cap 10% across all ships so they can actually stand their ground and fight a while, instead of shoot 2 minutes "reload" for 5. With reduced cap on guns and larger cap overall (resulting in faster overall recharge as well) Amarr ships start to become more powerful (especially with the aforementioned tanking/ganking bonii). More versatile damage, and can fight longer. They SHOULD be able to fight while other races are busy reloading (HP boost will see to it that we are). Fitting cap power relays, cap rechargers, cap boosters, and cap batteries should be a way of life for Amarr, but they should only need to use one to be really effective (either by reducing their tackle ability or by reducing their tanking ability to maintain steady fire while the rest of us fumble for our ammo clips). Not too effective though, not to the point where they can just activate all modules and laugh as they rain death upon us. Cap will be their achilles heel and proper cap management can make them battlefield monsters. Like they're supposed to be.
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |