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John Grimm
The Taining corp Knights Of the Southerncross
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Posted - 2007.04.28 07:26:00 -
[1]
Edited by: John Grimm on 28/04/2007 07:22:50
TomB, Tux & Oveur going home after the latest meeting on denying Amarr theire righteous(SP) boost.
Edit: BTW i hijacked this from this dudes sig: Linkage, i was bored as hell and wanted to read up on some old topics. Nice sig TBH. How do i find if he's still oround?
Originally by: Rawne Karrde PVP in EvE is consentual, you agree to it when you login. If you don't like it you're in the wrong game.
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Marduk Felzhen
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Posted - 2007.04.28 08:03:00 -
[2]
Originally by: John Grimm
TomB, Tux & Oveur going home after the latest meeting on denying Amarr theire righteous(SP) boost.
You put the (sp) over the wrong word. it should be "...theire(sp) righteous..."
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Dodona
Gallente Azure Horizon Coalition Of Empires
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Posted - 2007.04.28 08:28:00 -
[3]
Amarr do not need a skill point boost. |

goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.04.28 09:11:00 -
[4]
at the humour.... at the post. __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

ZuN3
kleptomaniacs
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Posted - 2007.04.28 09:26:00 -
[5]
Well, this could have been executed better.
z0mgIBTL!1!!1.
I like the image though .
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Zhaine
Coreli Corporation Corelum Syndicate
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Posted - 2007.04.28 09:57:00 -
[6]
Originally by: snotty anyting amarr is by definition good looking
I agree with that guy  - - - - - - - - - -
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Kintai mangi
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Posted - 2007.04.28 19:00:00 -
[7]
Amarr do need a boost. Its pathetic that they claim they want people to move more into a 0.0/pvp style gaming situation, but they have an entire race that is absolutely horrible at anything other than mission running. (and they aren't even all that good at mission running)
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Nomakai Delateriel
Amarr A Better Future
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Posted - 2007.04.28 20:26:00 -
[8]
Originally by: Kintai mangi Amarr do need a boost. Its pathetic that they claim they want people to move more into a 0.0/pvp style gaming situation, but they have an entire race that is absolutely horrible at anything other than mission running. (and they aren't even all that good at mission running)
The amarr have its "stars". The Armageddon is cheap and capable battleship for fleet use (and apparantly the Amarr Gold standard given the rumour that the entire race was nerfed to bring the "Gankageddon" back in line) The Zealot is sort of nice. The Arbitrator and especially it's T2 variants (Curse and Pilgrim) are definitly above average due to their bonuses to EW, above average amount of mid slots and access to damagetypes generally not accessible to Amarr ships. The Harbinger is also a decent ship, but suffers in comparison to its Gallente and Caldari equivalents (and possibly even its Minmatar equivalent). ...and that's pretty much it.
Overall the race suffers from that lasers are not sufficently superior in terms of damage to justify half the ships bonus being taken up by "Small/medium/large Energy turrets use -10% less cap per level". That and the general lack of mid-slots. All "good" amarr ships break this trend by either having the laser cap bonus taking up something other than the damage bonus (and thus putting out hopefully above average damage) or having an above average number of mids (and in combination with that access to non-traditional types of damage). Compounding the problem is the prevailance of the armor omni-tank. EM is just a generally inferior damagetype.
Disclaimer: The above message may be due to SACRED (Standard Amarr Complaint REurgitation Disease). Although the poster might actually have a point. ______________________________________________ -You can never earn my respect, only lose it. It's given freely, and only grudgingly retracted when necessary. |

Perry
Amarr The X-Trading Company Dusk and Dawn
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Posted - 2007.04.28 20:50:00 -
[9]
:D ________________ Kali 2.0 Patchnotes; "Cleared old and useless Database entries":
1) All Amarr Ships have been deleted |

Terianna Eri
Amarr STK Scientific Rule of Three
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Posted - 2007.04.29 01:07:00 -
[10]
Originally by: Perry :D
bahahahahahahaha qft __________________________________ <-- Behold, the eve-o forums |

Wil Smithx
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Posted - 2007.04.29 12:33:00 -
[11]
Originally by: Nomakai Delateriel
Originally by: Kintai mangi Amarr do need The Harbinger is also a decent ship, but suffers in comparison to its Gallente and Caldari equivalents (and possibly even its Minmatar equivalent). ...and that's pretty much it.
Overall the race suffers from that lasers are not sufficently superior in terms of damage to justify half the ships bonus being taken up by "Small/medium/large Energy turrets use -10% less cap per level". That and the general lack of mid-slots.
Compounding the problem is the prevailance of the armor omni-tank. EM is just a generally inferior damagetype.
well the bonus for amarr ships with lasers always was they deal less damage and as a result dont need to buy ammo all the time. also the ability to effectivly carry all the different ammo types and change when needed. however now that the T2 lasers and crystals are in the game... amarr are burning isk to deal damage like everybody else and while all the other races had their bonuses to damage the amarr bonus of no ammo just disappears.
and as far as em being an inferior damage type... thats the second weakest res on most my tanks. not that it makes much difference when everything is above 70% anyway. i think instead of the amarr ships lasers need fixing if anything.
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ventavoox
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Posted - 2007.04.29 13:18:00 -
[12]
We're actually expected to get an explosive/thermal or was it explosive/em. Either way, it's called "Blaze" and i'm sure it'll take Large Pulse (Or Beam) specialization 5.
If you don't believe me ask the GM that decided to get ganked in sisi while dropping a "Nerf bat" and officer gear. 
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Kintai mangi
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Posted - 2007.05.03 02:02:00 -
[13]
Originally by: Wil Smithx
well the bonus for amarr ships with lasers always was they deal less damage and as a result dont need to buy ammo all the time. also the ability to effectivly carry all the different ammo types and change when needed. however now that the T2 lasers and crystals are in the game... amarr are burning isk to deal damage like everybody else and while all the other races had their bonuses to damage the amarr bonus of no ammo just disappears.
and as far as em being an inferior damage type... thats the second weakest res on most my tanks. not that it makes much difference when everything is above 70% anyway. i think instead of the amarr ships lasers need fixing if anything.
That doesnt make any sense. At the low/early going sure not paying for ammo is nice, not having to stock ammo is nice. Once you get into the real guts of the game its merely a strategic thing (ie what ammo to carry, keep ammo in stock etc) not a cost thing (and yes I have flown all races except Caldari, so I can indeed make that statement).
Lets stick with the theory that Amarr is the "cap race". Caldari everyones favorite race are supposed to be the "range" masters, and indeed they are. Noticeably better than everyone else at range. Gallente are the drone guys, and they are noticeably better at drones than everyone else. Amarr is the cap race .... and no better at cap than anyone else. Do they get bonus's to cap ? Nope. Instead of damage, tank or cap recharge rate/capacity they get bonus's that lower the power suckage of their lasers. Riiight. That makes sense.
But wait, there is more. If amarr is indeed supposed to be the "cap race" like everyone says then they should wtfpwn at cap warfare and have no issues with running power hungry things like lasers or LAR's. However they are the most susceptible race when it comes to cap warfare. Why ? Caldari have passive tanks, Gallente have drones and Minmatar have projectile turrets all of which dont require cap to keep chugging. Amarr ... nothing. So surely they have loads of ships that are awesome at NOS style warfare ... Nope, just one. (Curse).
The way I see it is either make them the Cap kings like they are supposed to be, or change the race's main "thing" to something else. Better tanks, better guns, something else ?! I dont really care just so long as you do something.
I dont want to hear about fleet warfare or "roles". All that is crap. Fleet warfare is about 10% of this game and the "roles" get blown to crap when one of the "special" ships get popped from focus fire. Every other race has something that they excel at, the amarr have none.
Don't feed me malarky about training another race's ships either, some people have years of skills built up around playing a single race. Fix the race or remove it has a playable race and offer people a refund or SP transfer. Simple as that.
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Vincent Almasy
Gallente The Underground
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Posted - 2007.05.03 02:34:00 -
[14]
Reduce laser cap need by 30-35%. Remove their current cap effect for a new one: Capacitor need for modules is reduced by 5% per level.
At max lasers cost 2% more to 2% less then they do now but all cap mods(including armor reps) cost 25% less making them have easier dual perm tanks or a strong tank and able to shoot at the same time w/ out cap injections.
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DiuxDium
Free Mercenaries Union FATAL Alliance
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Posted - 2007.05.03 02:36:00 -
[15]
Amaar mods are pretty cheap. How's that for a pro? -------------
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Markus Aurelian
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Posted - 2007.05.03 03:10:00 -
[16]
they should make the amarr fall more in line with amarr battle philosophy-strong armor and lasers, and the ability to keep that going. currently, there are few if any amarr ships that can gank n tank. or, for that matter, fire their guns and do anything else for very long. amarr are supposed to be the best armor tankers (they're not) and with regards to the capacitor race idea, amarr ships are the worst in terms of cap consumption and are favored targets for nosdomis and the like. nos a geddon, apoc, or abaddon for a little bit and if they keep firing back (or even if they dont, with nos being as overpowered as it is) their ability to tank or shoot is gone in a minute or two. it seems a bit ridiculous that the race who rediscovered space travel in eve is now countered by one weapon alone-its own cap usage or a nosferatu. they should make lasers a. do more damage, b easier to fit , and c. either change nos so that it requires a specialized slot, or make it so that a certain percentage of the cap is unsuckable (sort of like an equilibrium system, if the target has more cap than you, you can use nos, if they have less, you lose cap for running nos and dont recieve any energy). in addition, change something so that the best armor tanks in the game belong to the race that was meant to produce the most stolid, resilient tanks (theyre slow and lumbering, but strong). the fact that the amarr claim to having the best armor plates resulsts in 250 more armor hp is a waste. make the resists better. |

0raven0
OUTLAWZ IMMORTAL
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Posted - 2007.05.03 04:17:00 -
[17]
Originally by: Vincent Almasy Reduce laser cap need by 30-35%. Remove their current cap effect for a new one: Capacitor need for modules is reduced by 5% per level.
At max lasers cost 2% more to 2% less then they do now but all cap mods(including armor reps) cost 25% less making them have easier dual perm tanks or a strong tank and able to shoot at the same time w/ out cap injections.
NO. Reduce laser cap use by 50% and give new bonuses to ships with laser cap use bonuses (has to be 50% because thats what the current bonus is and thats what it really takes).
Two things I can think of off the top of my head to make amarr in line with other races. Lasers need their base cap use lowered by 50% and need the cap use bonuses replaced by new ones. Most amarr ships also need their cap increased to fill their role. ------
Quote: tuxford: AT LEAST ITS SPEELED CORRECTLY tuxford: spelled* Oveur: rofl
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Amoilin
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Posted - 2007.05.03 12:03:00 -
[18]
I'd just be happy if they changed Controlled bursts from 5% to 10% per level.
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Hannobaal
Gallente Utopian Frontier
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Posted - 2007.05.03 17:53:00 -
[19]
I think Amarr need about 3% increase to their cap and 3% increase to cap recharge rate across the board on all ships, a 5% reduction in firing rate on all lasers (so they use less energy over time but each shot is still the same) and a 10% increase to damage output on all lasers (countering the reduction of the firing rate and gfving an additional boost in damage on top of that).
That should be enough to bring them in line with everyone else.
------------------ "If you ever need anything, please don't Hesitate to ask someone else first." |

JamnOne
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Posted - 2007.05.03 18:04:00 -
[20]
Originally by: Perry :D
LoL that was good
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0raven0
OUTLAWZ IMMORTAL
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Posted - 2007.05.03 19:29:00 -
[21]
Originally by: Hannobaal I think Amarr need about 3% increase to their cap and 3% increase to cap recharge rate across the board on all ships, a 5% reduction in firing rate on all lasers (so they use less energy over time but each shot is still the same) and a 10% increase to damage output on all lasers (countering the reduction of the firing rate and gfving an additional boost in damage on top of that).
That should be enough to bring them in line with everyone else.
You don't fly amarr do you... ------
Quote: tuxford: AT LEAST ITS SPEELED CORRECTLY tuxford: spelled* Oveur: rofl
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Jim McGregor
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Posted - 2007.05.03 19:31:00 -
[22]
Page 1 of 100. Here we go.  --- Eve Wiki | Eve Tribune |

0raven0
OUTLAWZ IMMORTAL
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Posted - 2007.05.03 19:40:00 -
[23]
Originally by: Jim McGregor
Page 1 of 100. Here we go. 
Good luck to everyone. ------
Quote: tuxford: AT LEAST ITS SPEELED CORRECTLY tuxford: spelled* Oveur: rofl
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Hannobaal
Gallente Utopian Frontier
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Posted - 2007.05.03 20:03:00 -
[24]
Originally by: 0raven0 You don't fly amarr do you...
I've tried on the Omen, Maller and Prophesy recently and ended up taking off the fittings, taking them outside the station, and self-destructing to get the insurance payout. Very frustrating experience in difficult to fit ships that do crap damage and generally perform very badly.
------------------ "If you ever need anything, please don't Hesitate to ask someone else first." |

0raven0
OUTLAWZ IMMORTAL
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Posted - 2007.05.03 20:27:00 -
[25]
Originally by: Hannobaal
Originally by: 0raven0 You don't fly amarr do you...
I've tried on the Omen, Maller and Prophesy recently and ended up taking off the fittings, taking them outside the station, and self-destructing to get the insurance payout. Very frustrating experience in difficult to fit ships that do crap damage and generally perform very badly.
Yes, amarr suck atm and what you suggested would not be enough to fix them. ------
Quote: tuxford: AT LEAST ITS SPEELED CORRECTLY tuxford: spelled* Oveur: rofl
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.05.03 20:43:00 -
[26]
Originally by: 0raven0
Originally by: Hannobaal
Originally by: 0raven0 You don't fly amarr do you...
I've tried on the Omen, Maller and Prophesy recently and ended up taking off the fittings, taking them outside the station, and self-destructing to get the insurance payout. Very frustrating experience in difficult to fit ships that do crap damage and generally perform very badly.
Yes, amarr suck atm and what you suggested would not be enough to fix them.
Amarr dont"suck"they are just somewhat underpowered...I mean if they sucked why would anybody fly them?
All in all some of their ships are quite wtf...but certain ships like the punisher,pilgrim/curse/arbitrator,geddon,harbinger etc...Are pretty nice. __________________________________________ Yes it is great being amarr. I am minmatar,fly amarr,use gellente drones and am in caldari space. |

Vincent Almasy
Gallente The Underground
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Posted - 2007.05.03 20:50:00 -
[27]
Originally by: 0raven0
Originally by: Vincent Almasy Reduce laser cap need by 30-35%. Remove their current cap effect for a new one: Capacitor need for modules is reduced by 5% per level.
At max lasers cost 2% more to 2% less then they do now but all cap mods(including armor reps) cost 25% less making them have easier dual perm tanks or a strong tank and able to shoot at the same time w/ out cap injections.
NO. Reduce laser cap use by 50% and give new bonuses to ships with laser cap use bonuses (has to be 50% because thats what the current bonus is and thats what it really takes).
Two things I can think of off the top of my head to make amarr in line with other races. Lasers need their base cap use lowered by 50% and need the cap use bonuses replaced by new ones. Most amarr ships also need their cap increased to fill their role.
Why no? Mine is more fair then you idea. it boosts all amarr ships extremly maybe later on with more modifications. Not all ships get the cap reduction so not all should in the end get the bonus.
I would rather fly a amarr ship that costs 2% more to fire lasers but 25% less to to my other modules(armor reps). The ships with the bonus would be the best cap wise and not have all of them equal cap wise. Look at the end result + built in nerf so they don't get a nerfed worse from being 'uber'.
Combined with any cap skills and ship ailities lasers will cost more then their hybrid counter part, with a 50% reduction they can't have a real cap skill or they will be cheaper then hybrid's cap which is a no no.
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Hannobaal
Gallente Utopian Frontier
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Posted - 2007.05.03 20:59:00 -
[28]
They're underpowered, and the problem seems to me to be mostly in lasers and cap. I just can't see much of a point in using (at least frigate and cruiser size) lasers.
A little bit of tweaking here and there would, in combination, be enough. If you increase too much you may accidently end up creating a super race instead.
Cap must be improved slightly, cap drainage from lasers reduced a bit somehow, and lasers must have some power on them to justify the drawbacks compared to other guns.
Also, come to think of it, just a little more cpu would be nice.
------------------ "If you ever need anything, please don't Hesitate to ask someone else first." |

Vincent Almasy
Gallente The Underground
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Posted - 2007.05.03 21:02:00 -
[29]
Originally by: Hannobaal They're underpowered, and the problem seems to me to be mostly in lasers and cap. I just can't see much of a point in using (at least frigate and cruiser size) lasers.
A little bit of tweaking here and there would, in combination, be enough. If you increase too much you may accidently end up creating a super race instead.
Cap must be improved slightly, cap drainage from lasers reduced a bit somehow, and lasers must have some power on them to justify the drawbacks compared to other guns.
Also, come to think of it, just a little more cpu would be nice.
for weak dmg add in heat effect? and lower pg a bit aswell
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0raven0
OUTLAWZ IMMORTAL
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Posted - 2007.05.04 02:01:00 -
[30]
Originally by: Vincent Almasy
Originally by: 0raven0
Originally by: Vincent Almasy Reduce laser cap need by 30-35%. Remove their current cap effect for a new one: Capacitor need for modules is reduced by 5% per level.
At max lasers cost 2% more to 2% less then they do now but all cap mods(including armor reps) cost 25% less making them have easier dual perm tanks or a strong tank and able to shoot at the same time w/ out cap injections.
NO. Reduce laser cap use by 50% and give new bonuses to ships with laser cap use bonuses (has to be 50% because thats what the current bonus is and thats what it really takes).
Two things I can think of off the top of my head to make amarr in line with other races. Lasers need their base cap use lowered by 50% and need the cap use bonuses replaced by new ones. Most amarr ships also need their cap increased to fill their role.
Why no?
Because I was tired and missed what you said about cap modules using 25% less cap. That would be the dream if you were including lasers on that as well as they are cap using modules. ------
Quote: tuxford: AT LEAST ITS SPEELED CORRECTLY tuxford: spelled* Oveur: rofl
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