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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.07 21:33:00 -
[1]
Originally by: mallina Lasers > Caldari
Minmatar + Amarr + Gallente > Caldari
If we had an equal amount of shieldtanking and armortanking ships ingame that argument would be valid. However...
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.10 12:02:00 -
[2]
Thats more of an issue of gist shield mods and crystal implants, though. It's not like any other dps BS would have fared much better there.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.12 10:33:00 -
[3]
Originally by: Deviana Sevidon From what I understand the Backstory the Amarr have no flexibility at all.
So, the Amarr would use more and bigger Lasers and thicker Armor if they encounter an ememy they cannot defeat with their current weapons and ships.
Exept they do not really have bigger lasers and thicker armor. The gank & tank flavour of amarr doesnot work balancewise - it gave us wonderful things like the old gankgeddon. You should know how that worked out.
So amarr basically now have their background disadvantage while lacking their background advantage.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2006.12.12 12:30:00 -
[4]
Originally by: Deviana Sevidon Correct, but I am still against the Idea of Kinetic or even Explosive Crystals.
The point is that you cannot just pick one part of the background, it's all or nothing. The gank & tank speciality does not work balancewise. Which invalidates the "low flexibility" counterpoint.
Also, a controlled burst skil lchange would be of little use for the balance problems of amarr vs the other races ships since it would boost gallente and caldari hybrid ships as well. Meaning the performance of amarr ships vs these would not change at all.
I myself are against exp and kin crystals as well, though. It simply does not fit to amarr. Best changes would be IMO a slight modification of armor & EM shield resistances, so the armor-shieldtanker numerical imbalance does not effect lasers as heavily, make the cap recharge of amarr ships higher than that of other races (which they "should" be supposed to be), reduce the overinflated grid requirements of small & med lasers and make the low flexibility disadvantage of amrr ships less pronounced (since the gank & tank advantage got less pronounced, too). Stuff like sarmauls khanid m2 changes would be a good start.
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