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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.02.11 19:20:00 -
[1]
Before you click the post reply button to make a sarcastic comment about "Oh, another buff Amarr thread", or using World of Warcraft rhetoric "It's fine, learn2play", know this: I'm not Amarr, I cannot even fly Amarr ships, nor would I ever want to. I don't like the Amarr race as a whole, and would quicker remove the race from the game than buff them if the option was available, but in the spirit of balance, I think there is something wrong with the overwhelming majority of their ships.
Sure, you can tell me "Well, *this* ship is awesome" or "I *always* see that ship in PvP!" and of course, you're probably referring to a Battleship, HAC, or Command Ship. It's true: those ships, with proper Tech2 guns and drones are quite effective in combat. Just last week an Absolution caught me at a gate in 0.0 and got me to 50% shields in my Nighthawk in the time it took to MWD back to the gate I had just jumped from. So no, not all Amarrian ships are broken, and even then, I don't think the ones that are underpowered are in need of a game-breaking fix.
What I propose is that all Tech1 Amarrian ships get 3 bonuses instead of 2, and that their Tech2 counterparts remain the same. This bonus would be static and the same for all ships: 50% reduction in whatever energy turret they use. I think a faction ship or two already has a bonus like this already, but how many people fly faction ships on a regular basis? You could even keep the current bonuses, adding a further decrease in capacitor use to said ships. On the other hand, if you don't want to be redundant, I would say give them a bonus to capacitor recharge rate for each level of the ship skill trained.
Truly, it is a sad state that whenever I see a new Amarr character in my corporation I the first thing I wonder is if they still fly Amarr ships. If they do, I let them know a small part of me just died inside. One of my corpmates, a die hard Amarr pilot when he was new, argued with me repeatedly that "Amarr ships don't suck". I eventually just told him it was his choice to fly them. A few months go by and I hear him talking about how great it is to finally be in his Harpy (Caldari sniper Assault Frigate). "Why did you switch?" I ask. Paraphrased, he basically told me that he was tired of the limited ability the Amarr have in comparison to other races ships, and he switched to Caldari gunboats -- something I find superior to missile boats, I just can't be bother to train gunnery skills.
I ask that if you're going to disagree with me, do so in a constructive manner. Is it not easier to mission in other ships? Caldari/Minmatar both use missiles on some level, and Gallente, while stuck with Kinetic/Thermal damage that is hybrids, still can select their damage with very good drone bonuses. Amarr have... turrets, and with a few exceptions, that's it. In PvP, a knowledgeable shield tanker will get his EM resists to an acceptable level, and armor tankers usually don't have to worry EM damage. The only problem ends up being thermal, which can be solved with 1 rig, or a couple EANMs and a Damage control. I know this has nothing to do with how much damage Amarr ships do, but with how important your capacitor is in PvP and PvE, it will serve to indirectly help them when faced with Nosferatus and such. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.02.11 19:23:00 -
[2]
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.
-[23] Member-
EVE-Trance Radio! (DSTrance channel ingame) |

SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.02.11 19:26:00 -
[3]
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. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Dred'Pirate Jesus
Amarr Imperial Warehousing Industries
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Posted - 2007.02.11 19:30:00 -
[4]
Hmmm.. Those are actually some nice suggestions that I'm sure with a bit of work could be implimented.. And when I first saw this thread I thought is was going to be about making us 'good' in the moral sense.. Its not our fault.. Its the damn low charisma..
Dred'Pirate Jesus.. Not a Dev or BoB alt ..or am I? |

Taedrin
Gallente Mercatoris Technologies
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Posted - 2007.02.11 19:41:00 -
[5]
Amarrs problem is not with their ships, but with their guns. Their ships are just about the best armor tankers out there. The problem is entirely with lasers. Lasers just aren't useful enough against armor. IMO the best way to handle Amarr is to change them from dealing EM/Thermal damage to EM/Explosive.
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.02.11 19:46:00 -
[6]
Originally by: Taedrin Amarrs problem is not with their ships, but with their guns. Their ships are just about the best armor tankers out there. The problem is entirely with lasers. Lasers just aren't useful enough against armor. IMO the best way to handle Amarr is to change them from dealing EM/Thermal damage to EM/Explosive.
That would break them. They would become what a lot of people consider Caldari to be (or what I consider Minmatar ). From a roleplaying sense, I'm not sure how you could fit that one in, either, as there is very miniscule amounts of matter in lasers to cause explosions. My proposed change would open up a bonus slot for maybe an added rate of fire bonus, which would improve damage all around. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.11 19:53:00 -
[7]
Or allow ammar lasers to cause tertiary damage on the heat level causing weapons to overload.
Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
Half Assed Rhymage |

Anatolius
Amarr PIE Inc.
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Posted - 2007.02.11 19:58:00 -
[8]
Originally by: SonOTassadar From a roleplaying sense, I'm not sure how you could fit that one in, either, as there is very miniscule amounts of matter in lasers to cause explosions.
And space doesn't act like water, and you can't have howitzers in space. Reality never stopped anything in EVE before; it won't in the future.
At any rate, EM/Explosive wouldn't solve a damned thing. What armor tanker doesn't boost explosive? 
The real problem is that every other race's primary weapons can do any damage type. Matari? Their ammo tends to do three bloody damage types, and they have ammo that covers all four types.
Caldari? Missiles can do any damage type.
Gallente? Drones can do any damage type.
The Amarr, of course, get stuck with two specific damage types on their primary weapons. Go us.
"If God be for us, whom can be against us?" |

Toaster Oven
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Posted - 2007.02.11 20:02:00 -
[9]
Originally by: Dark Shikari Solution is simple: Lower all laser base cap usage by 35%, and replace all those bonuses with something useful.
Fix fitting requirements as well please kthx 
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mechtech
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Posted - 2007.02.11 20:03:00 -
[10]
This is an "out there" idea:
Wait for the patch that adds heat and overheating to modules (it is currently in development), and give lasers the ability to cause heat in the opposing ships modules. Maybe even let lasers target specific areas of a ship to overheat (weps, tanking equipment, ect.)
That would be fun to use, and make the race more unique...
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Ekscalybur
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Posted - 2007.02.11 20:12:00 -
[11]
Originally by: Anatolius
Originally by: SonOTassadar From a roleplaying sense, I'm not sure how you could fit that one in, either, as there is very miniscule amounts of matter in lasers to cause explosions.
And space doesn't act like water, and you can't have howitzers in space. Reality never stopped anything in EVE before; it won't in the future.
At any rate, EM/Explosive wouldn't solve a damned thing. What armor tanker doesn't boost explosive? 
The real problem is that every other race's primary weapons can do any damage type. Matari? Their ammo tends to do three bloody damage types, and they have ammo that covers all four types.
Caldari? Missiles can do any damage type.
Gallente? Drones can do any damage type.
The Amarr, of course, get stuck with two specific damage types on their primary weapons. Go us.
Don't a lot more Gallente boats have a bonus to hybrid turret damage than a bonus to drone damage?
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Gobblock
Gobbatron's cloning vats
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Posted - 2007.02.11 20:13:00 -
[12]
Originally by: Anatolius
Originally by: SonOTassadar
Gallente? Drones can do any damage type.
The Amarr, of course, get stuck with two specific damage types on their primary weapons. Go us.
umm, galente are stuck with 2 as well on their primary weapons.
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MMoroz
Stercus Accidit.
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Posted - 2007.02.11 20:14:00 -
[13]
Wanna be constructive? So what is wrong with geddon, abbadon , harbinger, curse, pilgrim, absolution and i think few others. Oh so not everyone ship rocks...hm yes we need to change that so amarr owns all. Put skills in guns and you will see that amarr are good in pvp, if you talking about PVE just choose right region or complex. So exaclty what is wrong with this ships. And why you argue if you know **** about ammars ships?
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SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
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Posted - 2007.02.11 20:15:00 -
[14]
Originally by: Gobblock
Originally by: Anatolius
Gallente? Drones can do any damage type.
The Amarr, of course, get stuck with two specific damage types on their primary weapons. Go us.
umm, galente are stuck with 2 as well on their primary weapons.
Depending on the ship, Drones are the primary weapons, not guns. ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Tyrantus
Imperial Academy
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Posted - 2007.02.11 20:17:00 -
[15]
Originally by: Marcus TheMartin Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
A launcher bonus in addition to the drone bonus for the Curse? Yes Plz! Though I seriously doubt we would ever see that one implimented as the thing is already on the border of overpowered (I'm not complaining!) as it is.. 
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.11 20:19:00 -
[16]
Originally by: Tyrantus
Originally by: Marcus TheMartin Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
A launcher bonus in addition to the drone bonus for the Curse? Yes Plz! Though I seriously doubt we would ever see that one implimented as the thing is already on the border of overpowered (I'm not complaining!) as it is.. 
Maybe when the nos nerf comes 
Half Assed Rhymage |

Dred'Pirate Jesus
Amarr Imperial Warehousing Industries
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Posted - 2007.02.11 20:20:00 -
[17]
Edited by: Dred''Pirate Jesus on 11/02/2007 20:20:26 grumble
Dred'Pirate Jesus.. Not a Dev or BoB alt ..or am I? |

Dred'Pirate Jesus
Amarr Imperial Warehousing Industries
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Posted - 2007.02.11 20:24:00 -
[18]
Edited by: Dred''Pirate Jesus on 11/02/2007 20:22:01
Originally by: Marcus TheMartin
Originally by: Tyrantus
Originally by: Marcus TheMartin Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
A launcher bonus in addition to the drone bonus for the Curse? Yes Plz! Though I seriously doubt we would ever see that one implimented as the thing is already on the border of overpowered (I'm not complaining!) as it is.. 
Maybe when the nos nerf comes 
That would be cool as I hardly ever use nos as a primary fit on my Curse anyways.. Any launcher bonus would rock as long as its not a damn EM damage bonus.. Rof would be tops if you lost the nos drain amount bonus for it..
Dred'Pirate Jesus.. Not a Dev or BoB alt ..or am I? |

SonOTassadar
The Dead Parrot Shoppe Inc. Brutally Clever Empire
|
Posted - 2007.02.11 20:26:00 -
[19]
Originally by: Dred'Pirate Jesus Any luancher bonus would rock as long as its not a damn EM damage bonus.. 
I would giggle myself silly the day CCP did that.  ----- Griffin -- 100,000 ISK ECM - Multispectral Jammer Is -- 20,000 ISK Standard Missile Launcher Is -- 10,000 ISK War target sobbing over losing a fight in his T2 fitted Battleship -- priceless |

Tyrantus
Imperial Academy
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Posted - 2007.02.11 20:29:00 -
[20]
Originally by: Marcus TheMartin
Originally by: Tyrantus
Originally by: Marcus TheMartin Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
A launcher bonus in addition to the drone bonus for the Curse? Yes Plz! Though I seriously doubt we would ever see that one implimented as the thing is already on the border of overpowered (I'm not complaining!) as it is.. 
Maybe when the nos nerf comes 
Nos nerf is coming? Neato. 
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Moraguth
Amarr Rangers
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Posted - 2007.02.11 20:29:00 -
[21]
I promise, i'm NOT trying to hijack this thread.
Another imbalance with amarr is that all the other races can still do a good amount of damage when nossed. Sure, they're tank is dead, but all races have that problem. The problem I have is that our guns require SO much cap to fire, that when nossed, we just sit there. Other races can at least fight back.
Oh, and on the damage type thing, I don't remember who has it, but there's this guy with the best sig for this thread. It says something about how "the race least able to vary their damage type does the damage that every race has a base 60-80% resist to" or somethign like that. Kinda sucks.
No worries though, I love my amarr ships, and i'm not switchin, but man, i'd like just a *small* amount of love for the T1 ships.
Thanks!
good game |

Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.11 20:35:00 -
[22]
Originally by: Tyrantus
Originally by: Marcus TheMartin
Originally by: Tyrantus
Originally by: Marcus TheMartin Of course changes needed to be made to make it seem useful for khanid ships to use their launcher slots *cough* curse *cough*
A launcher bonus in addition to the drone bonus for the Curse? Yes Plz! Though I seriously doubt we would ever see that one implimented as the thing is already on the border of overpowered (I'm not complaining!) as it is.. 
Maybe when the nos nerf comes 
Nos nerf is coming? Neato. 
Well I assume that the nerf is comming soonÖ since no one has really said anything about it being changed
Half Assed Rhymage |

Ralara
Caldari
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Posted - 2007.02.11 20:36:00 -
[23]
Originally by: Anatolius
Gallente? Drones can do any damage type.
The Amarr, of course, get stuck with two specific damage types on their primary weapons. Go us.
Blasters / rails are Gallente's primary. Gallente's primary can only do two specific damage types on their primary weapons. Their secondary is the drones. Just like Amarr. Although amarr could do with bigger drone bays.
That said, Caldari should technically have larger drones, since it was drones vs frigates that were in the Caldari/'Gallente split, in a role playing sense.
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tiewan
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Posted - 2007.02.11 21:15:00 -
[24]
Originally by: Moraguth
Another imbalance with amarr is that all the other races can still do a good amount of damage when nossed. Sure, they're tank is dead, but all races have that problem. The problem I have is that our guns require SO much cap to fire, that when nossed, we just sit there. Other races can at least fight back.
True, but I think that is a fair trade for not having to buy ammo
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Marcus TheMartin
Gallente Tuxedo.
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Posted - 2007.02.11 21:19:00 -
[25]
Originally by: tiewan
Originally by: Moraguth
Another imbalance with amarr is that all the other races can still do a good amount of damage when nossed. Sure, they're tank is dead, but all races have that problem. The problem I have is that our guns require SO much cap to fire, that when nossed, we just sit there. Other races can at least fight back.
True, but I think that is a fair trade for not having to buy ammo
T2 crystals do break over time 
Half Assed Rhymage |

Scav Silver
Amarr Free Trade Coalition
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Posted - 2007.02.11 21:20:00 -
[26]
Edited by: Scav Silver on 11/02/2007 21:19:10 Edited by: Scav Silver on 11/02/2007 21:18:35 I'm Amarr w/ Amarrian Ships.. It took me 4 trail accounts to finally decide how I want to start the game.. :P It's True that T1 Ships are a bit "underpowered".. I use my drones as my secondary type "dmg" when runnin' missions.. But it's OK, T2 where the fun is.. There are somethings I still don't understand.. How does a "light" based wpn cause EM dmg?? Shouldn't Thermal be thier primary dmg?? And if so, just give 'em all dmg types.. Laser are "instant" hit wpns, why the lack of accuracy over other wpns?? And the range is all messed up..
Forget all the small problems w/ lasers.. Just unnerf heat sinks.. -------------------------------------------------------------
-=Baby Seal Killer=- |

Pharos Dei
Amarr
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Posted - 2007.02.11 21:23:00 -
[27]
Originally by: tiewan
Originally by: Moraguth
Another imbalance with amarr is that all the other races can still do a good amount of damage when nossed. Sure, they're tank is dead, but all races have that problem. The problem I have is that our guns require SO much cap to fire, that when nossed, we just sit there. Other races can at least fight back.
True, but I think that is a fair trade for not having to buy ammo
seriously that ammo nonsense crap is starting to get stupid...
yes t1 crystals dont need ammo, so what? i have never ever ran into situtaions where my raven ran out of ammo in critical situations. Neither did it on any of my gallante ships...
besides when was the last time a ammo user lost some 20m in ammo when he died?
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Scav Silver
Amarr Free Trade Coalition
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Posted - 2007.02.11 21:29:00 -
[28]
Edited by: Scav Silver on 11/02/2007 21:26:16
Originally by: tiewan
True, but I think that is a fair trade for not having to buy ammo
That's the most retarded thing a Baby Seal can say.. Just unplug your computer and give it to me.. -------------------------------------------------------------
-=Baby Seal Killer=- |

Queen Lo
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Posted - 2007.02.11 21:30:00 -
[29]
I think the obvious solution is to ditch lasers in favour of giant space flamethrowers which use no cap and do thermal and explosive damage.
They would have relatively short range but would cause their target to continue to burn and take damage for a short period after the shot is fired, giving you the rather cool option of being able to kill someone after they have already podded you.
This would also open up an avenue to return snowball launchers as a kind of support weapon, which you can fire upon your burning gangmate to douse him and put out the flames, perhaps in time to save his ship.
Amarr problem solved.
Seriously though, I agree with Dark Shikari's assessment. I don't see why Amarr are the only race that have to have cap use bonuses for their guns, merely to make them viable.
I mean jees, try tachyon sniping in an abaddon. Those babies use almost 100 cap per shot if iirc. Put 8 of those on with heatsinks, with a rof of around 8 seconds, and that is 100 cap /sec just for the guns alone. Too much.
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Azirapheal
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Posted - 2007.02.11 21:53:00 -
[30]
confessional time - i used to fly amarr (shocked gasps from audience) what i found was thus - t2 tachs OWN causing enough thermal damage to melt armor and the em takes care of shields.
anything less. sucks ass. the em as primary is just intrinsically wrong - if em was dropped a massive amount, or limited to certain Crystals and lasers just did thermal damage it would be much more effective. and for the love of god would i like to fly an effective prophecy setup without having to use a stupid amount of cap relays and rechargers
yeesh
currently training for a deimos... at least i can hurt people with it.
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