
Shadowsword
COLSUP Tau Ceti Federation
|
Posted - 2007.06.08 13:09:00 -
[1]
Edited by: Shadowsword on 08/06/2007 13:08:36 Ok, this blog is a recap of what we already knew.
No where's the real dev blog about boosting amarrs? Or are you telling us that 6 more CPU on EANM II is the only thing you'll do about the EM damage on armor issue?
------------------------------------------ A big nuke may be nice in a strategy game, but something like this in a game where every unit is a player, and each death costly, is insane. |

Shadowsword
COLSUP Tau Ceti Federation
|
Posted - 2007.06.14 08:35:00 -
[2]
Quote: I trusted you guys to help on this and i feel let down.
That's pretty much what every Amarr players is feeling right now. Since CCP seem unwilling to make real changes (too much work?), here's what should be done:
- Take away the cap bonus on the apocalypse and put a 10% optimal bonus instead: Beams become a viable alternative to tachyons on the ship, and it now has a real, viable role, different from the Armageddon and Abaddon. In fleets, beams would use less cap than tachyons while reaching further, but they'd do less DPS.
- Either put a third damage type to crystals (logic says it should be explosive, as it's the least used damage type right now), or rebalance the EM resists on armor and shield. Amarrs will never be truely fixed as long as the issue about EM armor resists isn't corrected in a meaningfull way. And anyone who believe the CPU changes on EANMs II and active hardeners will significantly reduce the number of omni-tanks running around suffer from a severe case of wishfull thinking.
- Khanid ships: The Sacrilege should be an armor-tanked Cerberus.
- The Zealot should get a 25m3 drone bay. The Retribution should lose one high slot and get one medium slot, to be like a Crusader that traded it's speed and low sig radius for tanked resists.
- Currently, there's too much tanking sustainability difference between ships that use cap to run their weapons, and ships that don't. That's an issue that plague Amarrs and Gallente both, and explain in part why Nosferatus are so much used. The easy answer to this is to change the controlled burst skill bonus from 5% to 10% per level.
- Increase optimal on every beam by 10-15%.
- Decrease the duration of T2 crystals by a factor 5-10, but increase the number of crystals produced per batch by the same factor.
Those are the glaringly obvious solutions to fix durably Amarr ships and lasers.
------------------------------------------ What is Oomph? It the sound Amarr players makes when they get kicked in the ribs. |