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bundy bear
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Posted - 2007.03.30 18:01:00 -
[1]
Edited by: bundy bear on 30/03/2007 18:12:15 Edited by: bundy bear on 30/03/2007 17:59:47 Ok first change the cap reduction bonus on amarr ships to 15% per lvl instead of 10% and adjust laser cap use to match this. Maybe increase the powergrid a little and increase grid of amarr ships to compensate. These will both discourage fitting amarr lasers on anything but amarr ships.
Ok now the important part. Boost the damage of lasers by 25% then remove 25% of turret hardpoints on amarr ships. This will need adjusting ofcourse as most amarr ships dont have a multiple of 4 turret slots.
Why?
1) This will free up high slots to fit energy neutrilisers and NOS's/smartbombs to amarr ships giving them greater flexibility. An APOC will have 6 mega pulse II's and 2 heavy nos and do the same dmg instead of just 8 mega pulse II's.
2) Also lets you add more bonuses to amarr ships and give them a more defined role. Instead of the dmg bonus, the abaddon could get 8 turret hardpoints and be doing same dmg as current abbadon. So now we have room for A proper bonus and the cap reduction is acting like a proper bonus.
What the new ships would be like.
APOC. Still will be a capacitor based ship with decent tank. All that realy changes is that you now have 2 utility slots for nos or sometihng else. Maybe change the cap bonus to resistance bonus. So instead of the cap bonus you could now fit 2 heavy nos for cap and have a powerfull tank due to resistance bonus.
Abaddon. Amarrs tier 3 gunship. Has 8 turret slots with an optimal range bonus. Pure gunboat dealing high damage and high range.
Geddon. Kind of a bastard tier 1 ship maybe could be changed to be like the khanid thing. Have probably a few turret slots with a few launcher and 8 highs. Probably a drone/nos/webb bonus. But unlike the dominix its more geared to gang warfare with its 3 med slots.
Thses are just ideas for the BS. I tried to give them more distinct roles. All comments are welcome.
Oh and BTW i am aware that boosting laser dmg by 25% and removing 1/4 turrets lowers DPS and it should realy be a 33% laser boost to give normal dmg. So overall on ships like abaddon with the 8 lasers its like a 33% boost like the geddon has now only consuming alot less cap.
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Zalathar
Minmatar Biometaloid INC
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Posted - 2007.03.30 18:05:00 -
[2]
you want to remove turret hardpoints? most amarr are alreday whining about their lack of them.
~~~~~~ sig currently being remastered (it was too large) ~~~~~~ |

bundy bear
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Posted - 2007.03.30 18:07:00 -
[3]
Originally by: Zalathar you want to remove turret hardpoints? most amarr are alreday whining about their lack of them.
The dmg will stay arorund the same. All im doing is freeing up high slots so amarr can use nos ect and become the cap race they are meant to be.
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korrey
Taurus Inc
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Posted - 2007.03.30 18:21:00 -
[4]
I actually do like this idea...But I still dont like having the 10 (or even 15%) cap bonus. Its just pathetic that we have to have a bonus just so we can use our guns...
But I think the ships with > 4 turrets should stay the same. For obvious reasons of course. But ships with 5-8 should lose 25% in favor of a 25% damage increase.
Interesting.. ----------- 24.01.06 Small patch that addresses some minor balancing issues 1) All minmatar pilots have been deleted |

Gorros
Sons of Tyr
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Posted - 2007.03.30 18:22:00 -
[5]
not too bad of an idea actually, would for the rp and help amarr abit..
however I would suggest a somewhat different approach; namelly changeing tackling gear into having highand low slots counterparts to the existing med ones...
Average "forum" joe: "wtf does tackling gear have to do with it?!"
Well, simple... what is it that hurts amarr the most atm? Armor tanks with insane EM resistances that occur out of "accident" more or less... aka omni armor tanks..
Now lasers versus shield tanks are actually quite fine, problem is that shield tanks in pvp are rather rare, and why is that?
IMO its mainly because you cant tackle and shield tank at the same moment. So introduce hi and low slot tackling gear.. get more shield tanks into pvp and voila
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Dammar
Amarr Ephorate
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Posted - 2007.03.30 18:32:00 -
[6]
I think the best thing that could fix amarr right now is some patchnotes, I could be wrong tho.
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Mayhem Unleashed
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Posted - 2007.03.30 18:59:00 -
[7]
You sound like an alt of this guy
Vampire Initiative
If your the same guy, drop it your ideas are nutz
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.30 19:15:00 -
[8]
first of all: 8 - 25% = 6 6 * 25% = 7.5
7.5 != 8 ( a 6% loss of dmg )
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inSpirAcy
The Solopwnmobiles
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Posted - 2007.03.30 19:22:00 -
[9]
Originally by: Gorros IMO its mainly because you cant tackle and shield tank at the same moment. So introduce hi and low slot tackling gear.. get more shield tanks into pvp and voila
16 points from my destroyer!   
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Erim Solfara
Amarr Tarlos INC
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Posted - 2007.03.30 21:27:00 -
[10]
NO.
New ship class |

God forbid
Amarr Turbulent
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Posted - 2007.03.30 21:37:00 -
[11]
I rly dont like the idea changing the armageddon its fine as it is, abaddon shouldnt have to steal he's role Armageddon have allways been amarr dmgs dealer and will allways be.. Only bs that they have to change is apoc its useless like it is now.. 
Quote: "Dont Be too Cool for your Mam"
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Witch Doctor
Contraband Inc. Mercenary Coalition
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Posted - 2007.03.30 23:54:00 -
[12]
A for effort, but boosting laser damage by 25% is not the solution. The problem is when they're mounted on other racial ship types. You counterbalance the damage increase by reducing turrets on Amarr ships, yet other ships will still have their same number of hardpoints. So imagine a Ferox with 5 pulses and 2 nos for example ... You could account for this somewhat by increasing the cap drain of lasers and increasing the Amarr cap drain bonus perhaps.
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Firkragg
Blue Labs Knights Of the Southerncross
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Posted - 2007.03.31 02:12:00 -
[13]
basically the only thing amarr players really complain about (and yes i am one) is that all our ships have cap bonuses rather than something interesting or useful, and the high damage lasers are meant to do (which is why they suck so much cap) is offset by the two damage types they do being the most easily tanked.
Am i over simplifying the situation here or is this pretty much right?
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Vincent Almasy
Gallente The Underground
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Posted - 2007.03.31 04:32:00 -
[14]
Edited by: Vincent Almasy on 31/03/2007 04:29:18
Originally by: Firkragg basically the only thing amarr players really complain about (and yes i am one) is that all our ships have cap bonuses rather than something interesting or useful, and the high damage lasers are meant to do (which is why they suck so much cap) is offset by the two damage types they do being the most easily tanked.
Am i over simplifying the situation here or is this pretty much right?
Laser: -35-40% less cap( have to be mroe then hybrids clearly tho) -change cap skill to turrent rotation speed -add more th and remove some em for balance
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Ecky X
The Aforementioned The Kano Organisation
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Posted - 2007.03.31 04:47:00 -
[15]
Lets see...
Apoc - 6 Turrets , 2 utility slots Guns do 25% more damage Resistance bonus
vs
Tempest - 6 Turrets, 2 utility slots Double damage bonus, bring them on par with lasers .... ?
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Abaddon - 8 turrets, range bonus, high damage - Ultimate sniper
vs
Maelstrom - 8 turrets, less damage, tanking bonus... ultimate bait?
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Armageddon - "Kind of a bastard tier 1 ship" 4 turrets with heavy damage/ 4 launchers, big drone bay bunus undecided
Typhoon - ... kind of a bastard tier 1 ship 4 turrets, 4 launchers, and a big drone bay damage bonus, to bring it on par with Armageddon w/o damage bonus
Geddon will have 1 less mid and 1 more low
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I see you put a lot of thought into this.
It might be possible to tweak your ideas and make them usable, but atm, you're just making a super-Minmatar.
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