
Almarez
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Posted - 2007.02.14 06:17:00 -
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Originally by: SonOTassadar
Originally by: Dark Shikari Amarr problem is simple, and similar to what you stated.
Almost all Amarr T1 ships have only one bonus, because of the cap usage bonus that doesn't actually do anything except help them use their own weapons.
Solution is simple: Lower all laser base cap usage by 35%, and replace all those bonuses with something useful.
Amarr is good again.
The problem arises then, with other races, and with Tech2 ships. Tech2 ships are fine. They don't really need to be changed, so only tech1 ships need a reduction in cap. The other thing is that could bring it to a level where other races are using the turrets on their ships. I know some guys who, back when we were in Empire mission-running, would put on small hybrid turrets on their torpedo ravens to take out smaller ships when the mission was drone-bugged. I *think* CCP doesn't want anyone using energy turrets except amarr.
I disagree, the powergrid requirements of lasers would make it nearly impossible for other race ships to use them.
In all honesty there are several problems with Amarr. I can live with lack of flexibility somewhat but it does make Amarr ships very predictable. The two damage types are terrible especially with the high base resistances to EM on all armor. I mean have you seen T2 Minmitar ships, they are impossible to ***** with Amarr ships. Look at the Minmitar command ships, one has 88.75 EM base resists on armor and 62.5 EM base resists on shields. I mean it has higher base resists on the main damage type of the race that is least able to switch among damage types. The other one has 92.5 EM base resists on armor and 75 EM base resists on shields. I mean it leaves lasers with basically one damage type, thermal. Now let's look at their thermal resists. The first, which is the Sleipnir btw, has 58.27 base resists to thermal on armor and 50 on shields. The second being the Claymore has 67.5 and 60 resists on thermal for armor and shields, respectively. So I ask you this, name an Amarr ship that can take out one of these things using traditional Amarr weaponry. Meaning, I don't want to hear any "just use blasters on Amarr ship" arguments because no race should have to go away from their traditional weaponry to be effective. The closest thing I could think of is maybe the Curse if the ships have turrets and the Curse can tracking disrupt and NOS the thing but then again this thing can also carry 4 med drones so who knows. This isn't as bad with the other races but it is what I consider to be the most extreme example.
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