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Amy Wang
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Posted - 2006.12.10 13:31:00 -
[61]
Every weapon system has its drawbacks. Ok, every turret weapon system at least....
e.g. beam lasers have:
- highest damage factor (considering damage mod and rof) - best tracking - second best range - worst damage type combination against armor tanks - highest cap use (somewhat offset by by amarr ship bonuses and general good cap on amarr ships)
Rails have:
- best range - 2nd best tracking - 2nd best dps - overall good damage types - lower cap use then lasers
Artys have: - no cap use - worst tracking - worst range - worst dps (offset by some minni ships damage bonuses which is partially countered by minni ships having the least turret hardpoints of all races) - best damage type against armor at all ranges - somewhat flexible damage types at short range
In total it looks pretty balanced to me.
Of course some of these points can be compared directly, some cant. Plus you have to consider the whole racial ship situation.
e.g. Minni weapons not using cap is a considerable advantage at short ranges where you actually tank and nos you opponent while its meaningless at long range because your ship normally has nothing else to do with its cap then fire the weapons.
Plus the advantage is no all that great considering minni ships generally have the worst cap and recharge of all ships.
On top of that amarr ships have the option of fitting projectiles if they chose to trade damage for less cap use, while minnis will have their cap drained extremely fast if they try to fit lasers.
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Solomunio Kzenig
Amarr Imperial Academy
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Posted - 2006.12.10 13:47:00 -
[62]
On paper, yes things look balanced, but the experience of playing Amarr simply does not bear this out. Amarr use their cap as 'ammo' for their weapons and as this ammo is also used for many other things in game (reppers/extenders/ecm/eccm/MWD etc...) their 'ammo' is being heavily consumed by other systems, not only their lasers. If all these other systems did not use CAP, then Amarr would be overpowered as their CAP would allow them to use all their weapons in an unlimited fashion. As it is Amarr players will be able to shoot their lasers for a while (often doing little damage as everbody has EM tanked), draining their CAP away until they can either shoot or do something else with the CAP, not two things at once.
One Empire, One People, One Emperor, Forever under Heaven. Amarr Aeternus.
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Siakel
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Posted - 2006.12.10 17:49:00 -
[63]
Originally by: Amy Wang
Plus the advantage is no all that great considering minni ships generally have the worst cap and recharge of all ships.
Mmm... this is a common misconception. Most Amarrian ships and Minmatar ships have the exact same cap/second, though the Amarrians tend to have more cap total, yes. But I can't think of a single ship that has enough extra cap/recharge to make up for the capuse of Lasers(in fact, the few with an actual advantage lose this in the first 10 seconds of firing..), which turns our supposed 'cap advantage' into quite a large disadvantage. Which is... interesting, as apparently CCP went from Amarr being the 'Armor' race to the 'Capacitor' race(Logistics bonuses, Titan bonuses, etc), yet our 'biggest strength' is interestingly enough one of our biggest weaknesses.
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Lithalnas
Amarr Hadean Drive Yards
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Posted - 2006.12.10 18:55:00 -
[64]
Give us amarrians a siege moduals for BS's. Thats kinda what we are designed for pull into a battle, park, shoot until everything is dead or we are dead.
Abaddon, 5% resists + 99% siege pg use + 99% siege cpu use ------------- Cadet Lithalnas - Logistics Division - Hadean Drive Yards
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