
Shadow Tycho
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Posted - 2007.06.12 17:36:00 -
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Dear CCP,
Here is a thought that I havenÆt heard out there that just occurred to me. in stead of dropping the cap usage on lasers, change the ship bonus on amarr ships to -5% cap recharge a level, Just looking at the current set up i use for my abaddon in quick fit. that would give me a passive recharge of 120 ish seconds so without using any cap boosters i can run my tank contently. which is a bonus but I could also support being nosed for up to 4 heavy nos(if they donÆt have implants) without it effecting my tank.
I also have to say that the proposed amarr buff would have been great back on April first, every one would laugh and have a good time. At this point I was hoping for a solution to The fact that if some one gets within 5k of me(with motion prediction and all that jazz at 4) I cant hit them, IÆm not the most skilled gunner with battle ship weaponry but i have about 3.4 million in gunnery specialized to amarr and this is a problem for me, compounded by the fact that I can not hit at close ranges, while i can try my best to keep at range it is hard to do so without fitting a MWD, which severely hurts my tank as it reduces cap ect.
Additionally em damage resist is high, but what alot of people donÆt talk about is that if you try and engage at the longer and thus more preferable ranges for lasers the crystals slowly shift to em damage intensive, this make some of the t2 armor resists very difficult to break through(it can be done with concerted effort ) but it doesnÆt allow for a easy battle by any means as in to slug it out with a minmatar ship I HAVE to break their tank before the close to with in the aforementioned 5k after that there DPS skyrockets and i cant retaliate(and since they are faster them me based on a combination for cap rigs and being slower then them to start with I have basically to resort to drones, and IÆm amarr )
I am going to say that cap booster for all of you out there having trouble with your tank may not be the solution if you are using any less the 400's(a nice 33 cap a second total)
Also even if people witched from omni to specific hardeners since the armor resists would actually be higher this hurts amarr damage further since a large armor rep reps about 90 ish a second with skills if some one is within optimal for there weapons, with max skills and tech 2 tachyons(8 of them) gleam lenses at that range you only hit for about 60 ish dps(with accuracy) and thatÆs not enough. use mega pulses at that range and it jumps to about 85(close but no cigar).note: I use a abaddon the numbers are probably wrong with the other two BS
I dont like complaining but i was excited that the amarr buff might help me with my problems, I dont seem to have the cap problems that allot of people have but i have those skills at 5 so that may be the reason also i have the ship skills at 4 or 5 so that helps also. I would like to be able two have room for some electronic warfare on my ship without having to kill me current cap setup(all tech 2 recharge in the mids) and it seems that changing the amarr cap recharge by as little as 12% would significantly impact this.
lowering base em resists by 6-9% across the board would allow for amarr to to(with good skills) break most tanks upping tech 2 tachs to about 81-ish at 9% redux and mega pulses would really hurt at the 15k mark. Another interesting option might be reducing the sig radius on lasers(how big is a beam of light) allowing them to hit closer and deal more damage through critical hits(which none of these calculations account for)
I love flying amarr and with high skills the cap problems are really solved(for the most part if you donÆt mind letting someone else do the electronic warfare) but the start up curve is way to steep as the cap problems for amarr take about a two and a half months to fix.
I trusted you guys to help on this and i feel let down.
-a concerned (amarr) player
P.S. sorry to ramble.
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