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Shirazz
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Posted - 2007.01.15 16:54:00 -
[61]
Heh 9/10 as phoenix said, i cant be bothered to start another post. You expect me to believe you have a laser CNC machine where... in your bedroom? I find it highly unlikley, ever if you do work with machinery like that which is ofcourse probable, I doubt you have a PC within the same room you can browse the internet on. And the issue stops THERE. nothing more about out of game lasers from ANYONE (besides the noobs) in this thread, ok?
So we can agree lasers have fitting issues and cap issues? Good. I liked the idea of the replace the bonuses and give us more cap/ lasers lower cap usage, throw in the controlled bursts at about 7.5% per level and fix the fitting issues and you are there.Ok so here is to sum it up:
1. Give amarr ships a 35% larger capacitor (larger is king against nos) 2. Make controlled burst 7.5% per level 3. Replace the laser cap useage on all ships that have it with other, more useful bonuses (dmg, rof, res etc) 4. Fix the fitting issues
==== IS THIS THE FIX??? ====
Anyone have a probem with it? I see the changeing bonuses fixing some minor tracking/dmg issues. (very minor)
All Happy?
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Ari'Tichook
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Posted - 2007.01.15 17:43:00 -
[62]
Originally by: Shirazz Edited by: Shirazz on 14/01/2007 02:04:24 Id just like to say that I have had a few problems with this race but nothing major. Nothing at least to repeat 'OMG AMARR ARE SH*T, PLEASE BOOOOST TO GODLY LEVELS' on the forums like some people do. However in light of the fact some people obviously arnt happy with this race in my experience the problem is not with the ships, but the weapons system. Id put fowards the following fix:
1) -25% to cap useage of all lasers 2) +5-10% therm dmg on all crystals/ +40% therm dmg, -30% em 3) reduceing the fitting requirements slightly for beams 4) increasing the tracking speed for lasers drastically
The only major problem I have had is point 4, I have also seen some are unhappy with min but I cannot comment on that because I dont fly your ships/use your weapons. Besides, you are slaves, you are meant to be flying junk.
I would like to know who would be happy/unhappy with this. It is only a suggestion and if anyone else has one feel free to post it with the exception of the '+200%dmg' ones, I dont want to make amarr the best, just on par. Thank you.
You sir, are an idiot |

Monoklas
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Posted - 2007.01.15 18:56:00 -
[63]
You sir should read the whole thread, and be more constructive
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Sessho Seki
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Posted - 2007.01.15 19:24:00 -
[64]
Edited by: Sessho Seki on 15/01/2007 19:21:31
Originally by: Ari'Tichook
Originally by: Shirazz [edited stuff]
You sir, are an idiot
QFT
Can't help those beyond help 
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Montero
Kemono.
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Posted - 2007.01.15 20:51:00 -
[65]
Hello. I am amarr and wish i used hybrids but don't want to train for them so instead I'll whine until my lasers are basicly turned into hybrids.
LOL? ---------
Scrapheap Challenge
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Shirazz
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Posted - 2007.01.15 21:31:00 -
[66]
If you guys have a problem with a thread i started to get a genuine problem resolved without whineing, go start a post about how noobish i am, just not on this post please. thank you
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Eoa Flos
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Posted - 2007.01.15 21:41:00 -
[67]
First of all, I love Amarr and lasers, and I believe whining is for those who should be playing another game. But we are not above making comments and interesting suggestions, so as to continue to make EVE the ever-evolving, fun game that it is.
I don't think the Amarr need to be fixed so much as the Amarr could do with a few extra goodies for variety. But that variety should be in keeping with Amarrian ideals, not just sticking on other races' weapons.
And I do agree with the original poster that certain things are worth looking at, like cap usage, the ratio of EM and Thermal damage in crystals, and a look at the fitting requirements for beam lasers; however, I would like to see something new to spice it up.
Many have suggested kinetic or explosive crystals, or adding missile hard-points. But these things are just attempts to change the Amarr into Caldari or Minmatar (though I do like the Khanid stuff). Why not add variety that is in line with our specialty? We use energy weapons. The skill is "energy turret", not "laser turret" (despite the listing of "laser turrets" in the market window, the skill is for "energy"). Why not add something that is in line with energy-style weapons, of which the laser is just one part?
So here is my suggestion:
If anyone remembers Homeworld II, there were those wondrous ion cannons. I think that would be an interesting addition to the Amarrian arsenal. It wouldn't be quite like a beam laser, but more like a sustained cutting beam which would last a few seconds. It couldn't have a big range, perhaps a little less than beam lasers, but it would have tremendous damage. Also, it would have to be charged to be build up such a blast of energy, so in a sense, it would be an Amarrian artillery, having a slow RoF but massive alpha strike. Instead of crystals, there could be special range-focusing units/arrays that we would load like ammo, like crystals as we do now.
Of course, such ion cannons would probably realistically call for large fitting requirements and a lot of cap usage, but perhaps that could all be avoided by making a special low-slot module required for the use of ion cannons, kind of like a special battery/charging unit. That would allow us actually to fit the weapons, and balance it with the loss of a low-slot.
Anyways, there's my two ISK on this matter. Enjoy; discuss! 
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.01.15 21:48:00 -
[68]
Originally by: Ari'Tichook
Originally by: Shirazz Edited by: Shirazz on 14/01/2007 02:04:24 Id just like to say that I have had a few problems with this race but nothing major. Nothing at least to repeat 'OMG AMARR ARE SH*T, PLEASE BOOOOST TO GODLY LEVELS' on the forums like some people do. However in light of the fact some people obviously arnt happy with this race in my experience the problem is not with the ships, but the weapons system. Id put fowards the following fix:
1) -25% to cap useage of all lasers 2) +5-10% therm dmg on all crystals/ +40% therm dmg, -30% em 3) reduceing the fitting requirements slightly for beams 4) increasing the tracking speed for lasers drastically
The only major problem I have had is point 4, I have also seen some are unhappy with min but I cannot comment on that because I dont fly your ships/use your weapons. Besides, you are slaves, you are meant to be flying junk.
I would like to know who would be happy/unhappy with this. It is only a suggestion and if anyone else has one feel free to post it with the exception of the '+200%dmg' ones, I dont want to make amarr the best, just on par. Thank you.
You sir, are an idiot
As per post number 57 in this thread, if you look at rule 9
Quote: 9. The thread is coming for a conclusion, so in a final gasp, blatent name calling ensures.
This thread is now over. Please start a new one. -- Slot 10 Blacklight's Modified 'GMhaX' implant +8% Pwnage FREE |

Shirazz
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Posted - 2007.01.15 22:44:00 -
[69]
Why cant people keep on topic? There is an actuall issue here that some people cant seen to acknowlage however big or small that may be? Im am trying to get a conclusion that everyone to agree on, that everyone is happy with and then mabey when the devs see that most of amarr are not a load of rambling whiners they will take the conclusion to this thread seriously and aknowlage it, rather than ignore and lock it like a whine thread.
However idiotic i may be can we please keep to the topic from now on? If you feel the urge to call me an idiot do it to me ingame, just not on this thread.
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Nerogk Shorn
Caldari Royal Hiigaran Navy
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Posted - 2007.01.15 23:09:00 -
[70]
Amarr is fine as it is, with exception of some of it's ships lacking creativity.
D-F-A-A-B-A-A-S |

Dillius Archania
Amarr Ceryshen Interglobal Technologies Vanu Space Command
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Posted - 2007.01.15 23:42:00 -
[71]
Originally by: Nerogk Shorn Amarr is fine as it is, with exception of some of it's ships lacking creativity.
Most of our ships lack creativity and more importantly uniqueness due to the dependance on the 10% cap use near-necessity.
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Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.01.15 23:55:00 -
[72]
Originally by: Dark Shikari How to fix Amarr:
1. Remove all laser cap usage bonuses.
2. Put a useful bonus in their place.
3. Reduce cap usage on all lasers by 35%.
I would go with that but I think it needs 40-45% reduced, and some laser fitting needs looked at. ---------------------- Pointless forum slowing bandwidth hogging signature pic inc? |

Byzan Zwyth
Dark Centuri Inc. Firmus Ixion
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Posted - 2007.01.16 00:24:00 -
[73]
but to go a step further I would like to see some cool ship bonuses for amarr, well not just amarr similar bonuses can be used for other races ships.
reduce laser cap use by 40-45%
change the cap use bonus on amarr ships new more interesting bonuses like maybe?
+8% damage & -5% rate of fire per level for a special alphastrike ship
+7% rate of fire & -5% tracking per level for a ship that pew pew pew's but has a harder time hitting.
+10% damage per +7.5% tracking & -10% range per level (total ship bonus) for a specilized close range ship.
The alternative is to have the -ve bonus a flat ship bonus, so my first example would be
Ship bonuses -25% rate of fire (flat bonus) +8% laser damage per level + *another bonus for 2 ship bonuses* ---------------------- Pointless forum slowing bandwidth hogging signature pic inc? |

Liisa
Freelancing Corp Confederation of Independent Corporations
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Posted - 2007.01.16 01:18:00 -
[74]
Originally by: Dillius Archania
Originally by: Nerogk Shorn Amarr is fine as it is, with exception of some of it's ships lacking creativity.
Most of our ships lack creativity and more importantly uniqueness due to the dependance on the 10% cap use near-necessity.
This is simular to the minmatar ships needing the double damage bonuses of rof and damage to compete on the dps scale. This became a bit more acute since the alpha strike have been nerfed twice.
The danger of removing the dependancy on the cap reduction bonus is that the new bonuses of damage and tracking will make lasers too powerful on amarr ships. If, for instance, all amarr ships have their cap reduction bonus changed to damage, then lasers must have their damage reduced to some degree (no not 25%, 10% at least however) in order to prevent lasers dealing too much damage.
----------------------------------
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Dillius Archania
Amarr Ceryshen Interglobal Technologies Vanu Space Command
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Posted - 2007.01.16 01:47:00 -
[75]
Originally by: Liisa
Originally by: Dillius Archania
Originally by: Nerogk Shorn Amarr is fine as it is, with exception of some of it's ships lacking creativity.
Most of our ships lack creativity and more importantly uniqueness due to the dependance on the 10% cap use near-necessity.
This is simular to the minmatar ships needing the double damage bonuses of rof and damage to compete on the dps scale. This became a bit more acute since the alpha strike have been nerfed twice.
The danger of removing the dependancy on the cap reduction bonus is that the new bonuses of damage and tracking will make lasers too powerful on amarr ships. If, for instance, all amarr ships have their cap reduction bonus changed to damage, then lasers must have their damage reduced to some degree (no not 25%, 10% at least however) in order to prevent lasers dealing too much damage.
The real question is how much damage is too much damage. Lasers are supposed to be quite powerful which is why they do drain energy considerably. (Along with some other qualms).
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.01.16 02:26:00 -
[76]
Originally by: Liisa This is simular to the minmatar ships needing the double damage bonuses of rof and damage to compete on the dps scale.
No it isn't and no, they don't. You can squish this particular eve myth again and again and it still rises again.
The only - O.N.L.Y. - Minnie t1 ships which have a dual damage bonus are the Rupture and the Tempest. And, since Kali, the Hurricane.
However, this is not to counter the "weak dps" of projectiles. The Rifter, for example, has only a single damage bonus and is considered one of the best, if not the best t1 frigate. The reason those ships have the extra damage is because they have fewer turrets than other compareable ships. For example rupture has 4, the maller and thorax have 5. However, with the damage bonus the ruptures 4 turrets deal the same dps as 5 turrets would deal without it. The dual damage bonus has nothing to do with projectiles and everything with the design of a few minnie ships. The advantage of this bonus is that these ships have 1-2 more utility slots than the other ships. A tempest can fit 2 NOS without sacrificing dps from it's main damage source. An apoc cannot.
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Hasek Raines
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Posted - 2007.01.19 05:59:00 -
[77]
Originally by: Kulmid wow, you people... I am Minmatar, but I didn't like Minmatar, so I trained to Gallente, now I fly Galletne and am happy with it, you should try the same
Yes so instead of fixing a race which represents 25% of the playable races and content, we should all just ignore the problems and fly something else. 
If they ever decide to nerf Gallente to an extent that it is clearly subpar compared to the other three races, we will tell you to "just train Caldari." okay?
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