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CCP kieron

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Posted - 2007.06.08 12:24:00 -
[1]
Revelations II is looming on the horizon and a number of improvements are being made in addition to the new content. There have been a number of community discussions concerning the Amarrians, Titans, Logistics, passive shield tank of certain ships and others, we have listened and the following Dev Blog details the results.
Graphs for the boost to Pulse Lasers (there *is* a difference in d/s), no more remote DDD via Cyno Fields, some updates to Logistics cruisers, that's just a portion of the information in Balancing Changes for Revelations Two.
kieron Community Manager, EVE Online, CCP Games Email/Netfang [i][size=1]Look Ma, I'm in |
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Justin Mathers
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Posted - 2007.06.08 12:30:00 -
[2]
Quote: Supercaps
We have also looked into the problems regarding Motherships and Titans. One of the main complaints is they are virtually indestructible if the pilot knows what he is doing. Even though they are costly to produce, their capabilities far exceed their expense and is something we need to address. Warp Disruption Probes (launched by Interdictors) and Mobile Warp Disruptors will prevent capital ships from jumping or warping respectively. While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
Doomsday devices have been revisited. The remote detonation capability through Cynosural Fields has been removed, now Titans must be present in the same area as their targets. Additionally, firing the doomsday devices prevents the Titan from using its jump drive for 10 minutes. This means the Titan must expose itself to enemy retribution after detonation.
Ok, that's great for 0.0, but what about low-sec. A low-sec mothership is still indestructible as you cannot prevent it from jumping out of system. Unless I am mistaken, You can't drop dictor bubbles in low sec right?
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QwaarJet
Gallente hirr Morsus Mihi
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Posted - 2007.06.08 12:34:00 -
[3]
I'm glad about the logistic changes, i've always been a fan of logistics ships and I have a few. Although from what i='ve heard in testing the Scimitar is much better than other 3 due to sig radius and speed. Any plans to fix that before patch release? Anyway, logistics should also be a good bet for the tournament
On sisi, there is a bonus on bombers that allows them to basically hit frigs for maximum damage, is that staying in?
"Hobbes, she stepped into the Perimeter Of Wisdom.Run!" |

Lisa More
Caldari Parental Advisory Event-Horizon
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Posted - 2007.06.08 12:53:00 -
[4]
ok the drake nerf is right but why you nerf the caldari command ships? the nighthawk is command ship with high skill require ments and you nerf it its now crap not better than a drake you cannot tank and tackle.
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Xeen DuWang
Hell's Horsemen Phalanx Alliance
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Posted - 2007.06.08 12:55:00 -
[5]
I was hoping to get into a nighthawk too... Will have to see how it is now.
Most of this is right on, but agreed with the first poster, Super Capitols have no change in low sec. Hell's Horsemen Phalanx Alliance |

Callistus
Gallente Coreli Corporation Corelum Syndicate
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Posted - 2007.06.08 13:03:00 -
[6]
I'm confused, how will making active hardeners and EANs use the same cpu make people choose active specific hardeners over omni-tanks?
For example if you have 3 slots in which to fit hardeners I will still choose 3 EANs over 3 actives as, with good compensation skills, the EANs still give better normalized resists. I could understand it if you make actives use less cpu that EANs thus making people fit them on blasterboats like the mega which are notoriously tight on cpu, but having them use the same cpu just makes no sense  --------------
[Coreli Corporation Mainframe] |

Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.06.08 13:09:00 -
[7]
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. |

Magunus
The Arrow Project Morsus Mihi
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Posted - 2007.06.08 13:15:00 -
[8]
Wait a second. Did I read that right? You're nerfing hull tanking? WTF?!
(Sorry, couldn't resist.) ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 13:16:00 -
[9]
You guys dont have a clue why omni-tanks persist do you? Its because 2x eanm+1dc uses less CPU[and still does after the changes!] than 3x active hardeners and is better in about every way. 1x anp, 1x eanm, 1x DC still uses less CPU. The change doesnt modify the persistance of omni tanks it simply makes them 6% less strong. Amarr still end up doing terrible damage to shields. In order to change this, active hardners need to get a drastic reduction in CPU, down to 20 apiece, or even 15. Otherwise all you are doing is nerfing omni-tanks, not modifying the fitting considerations. not to mention, that because amarr ships have the least CPU in the game, and the least CPU after fitting their weapons in the game, they are hit worse by any increase in the CPU use of eanms
You also dont seem to have a clue regarding shield tanking and the prevelence of invuln fields[a hint, about the ONLY specific shield hardeners that are ever fit are EM and that is only after inv fields have been fitted]
The tracking boost is a move in the wrong direction. Yes it will make amarr a bit better close in. But the balance issue should not move towards homogenizing the tracking of the ships, but to move towards making the ships not require obscene training to be usefull in their intended roles. Kill the cap use bonus, cut the cap use of lasers, and then give the ships a real bonus.
You also havent addressed that low teir lasers suffer the absolute worst penalties in the game regarding downfitting.
Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi? And none of these graphs have drones figued in, or missiles? The Domi which also has a drone damage bonus? How about comparing the damages of the Megathron, Tempest/Maelstrom, and Armageddon? Then looking at the damage after an omni tank. THEN you might understand why a nerf to omni tanks wont help the issue.
The apoc does only 14% less damage than an Geddon with its guns in full gank mode. And it barely outdamages the 4 gun typhoon according to you. What are you guys doing in the balance department?
Other things wrong with your graph. DPS difference between the neutron and electron domi seems to be greater in percentage than the difference between the MP and DPH apoc. This absolutly and completly impossible since.
1. DPS difference between Electrons and Neutrons is: 14.2% in favor of the neutrons While the DPS difference between MP and DHP is: 15.7% in favor of the megapulse.
2. The tracking difference between electrons and neutrons is: 15% in favor of the electrons While the tracking difference between megapulse and dual heavy pulse is 11% in favor of the DHP
3. Tracking has more of an effect on DPS as a percentage the closer it reduces hit chance towards zero.
4. Pulse lasers have better relative tracking at optimal, making any tracking boost on blasters at their optimal even more relevent.
So the electron domi, which loses less pure DPS, and gains MORE tracking cannot ever have a worse ratio in damage compared to neutron domi than a Megapulse apoc to a DHP apoc, which loses more pure DPS and gains LESS back in tracking. When they are both compared at each others optimal. It is impossible that the ship that loses less and gains more, can end up losing more than the ship that loses more and gains less.
Go back to the drawing board. ---------------------------------------- Thou Shalt "Pew Pew" |

B Glorious
Imperial Academy
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Posted - 2007.06.08 13:16:00 -
[10]
Just one thing:
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
You haven't said anything about the bounding spheres affecting smartbomb range.
If you still don't know what we're talking about, try this:
1) Get an Avatar, Ragnarok, whatever 2) Fit a Chelm's or Draclira's Modified Large EMP smartbomb (or two) 3) Sit a few ships at varying ranges from the titan, such as 7km, 11km, 14km, 17km, and 21km 4) activate the smartbombs and see which ships get hit. You will be amazed.
If you don't fix the bounding spheres, then titans will still be virtually invincible. And so far, it seems that they'll still be invincible in lowsec, where you can't launch bubbles.
Further, you haven't mentioned the extra gang bonuses that titans give with effects comparable to pirate implant sets worth billions of ISK, or anything about jump-bridging freighters, or even cloaking. Its good to get an update, but you still aren't addressing real issues that players are concerned about. |

Lord Matrix
PBA Corporation
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Posted - 2007.06.08 13:23:00 -
[11]
I fail to see a practical difference between the two graphs. Also, why have you put Apocalypse as an Amarr reference? It's kinda wrong since it doesn't get any DPS bonus like the Dominix or Typhoon which are also both tier 1 battleships. IMO, Armageddon would be a better comparison.
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 13:28:00 -
[12]
Few things:
first:
MAKING BUBBLES AFFECT MOTHERSHIPS AND TITANS IS A GOOD STEP FORWARDS, BUT WITHOUT MAKING THEM BREAK A WARP THAT HAS ALREADY STARTED, IT'S NOT REALLY ENOUGH. THIS HAS BEEN ON KNOWN ISSUES FOR MORE THAN A YEAR ALREADY.
Second: your missing the problem on amarr, pulse were never the issue they are fine. the issue is the ships overall are just meh and need some rebalancing tweaking to make them viable in pvp. (khanid mk2) one good example is the apoc what is that ship for? geddon is a cheaper gank platform and if you need tank abbadon outtanks and out ganks the apoc. the apoc has no role.
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maarud
Coreli Corporation Corelum Syndicate
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Posted - 2007.06.08 13:35:00 -
[13]
Once again, you've completely ignored your subscriber base about the ENAM nerf. You haven't even bother to reply with replys to the numerous points being brought about this very VERY hot topic.
Well done guys, well done. 
Maarud.
Proudly a Ex-BYDI member |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 13:36:00 -
[14]
Jepp, I wanted to comment this as well.
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
The whole problem is that you CANNOT do this due to smartbombs having bigger ranges than "on paper" for capitals.
And there are 2 additional details which limit the efficiency of this change:
- a bubble does nothing to stop a warp which has already started (meaning where the ship has the "warping" text, but is still alligning and has not reached 80% sped yet) unlike warp disruptors/scramblers, which do.
- you cannot use bubbles in low sec. And the use of motherships there is, while not exactly common also not realyl rare there anymore. Which makes them unkillable solopownmobiles there.
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Malachon Draco
eXceed Inc. INVICTUS.
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Posted - 2007.06.08 13:38:00 -
[15]
Originally by: B Glorious Just one thing:
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
You haven't said anything about the bounding spheres affecting smartbomb range.
If you still don't know what we're talking about, try this:
1) Get an Avatar, Ragnarok, whatever 2) Fit a Chelm's or Draclira's Modified Large EMP smartbomb (or two) 3) Sit a few ships at varying ranges from the titan, such as 7km, 11km, 14km, 17km, and 21km 4) activate the smartbombs and see which ships get hit. You will be amazed.
If you don't fix the bounding spheres, then titans will still be virtually invincible. And so far, it seems that they'll still be invincible in lowsec, where you can't launch bubbles.
Further, you haven't mentioned the extra gang bonuses that titans give with effects comparable to pirate implant sets worth billions of ISK, or anything about jump-bridging freighters, or even cloaking. Its good to get an update, but you still aren't addressing real issues that players are concerned about.
Exactly, you are ignoring the effect of officer smartbombs and the weird range calculations for warp disruptors vs smartbomb range.
This is not a viable solution.
------------------------------------------------ Murphy's Golden Rule: Whoever has the gold, makes the rules.
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Maghnus
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Posted - 2007.06.08 13:40:00 -
[16]
Originally by: Malachon Draco
Originally by: B Glorious Just one thing:
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
You haven't said anything about the bounding spheres affecting smartbomb range.
If you still don't know what we're talking about, try this:
1) Get an Avatar, Ragnarok, whatever 2) Fit a Chelm's or Draclira's Modified Large EMP smartbomb (or two) 3) Sit a few ships at varying ranges from the titan, such as 7km, 11km, 14km, 17km, and 21km 4) activate the smartbombs and see which ships get hit. You will be amazed.
If you don't fix the bounding spheres, then titans will still be virtually invincible. And so far, it seems that they'll still be invincible in lowsec, where you can't launch bubbles.
Further, you haven't mentioned the extra gang bonuses that titans give with effects comparable to pirate implant sets worth billions of ISK, or anything about jump-bridging freighters, or even cloaking. Its good to get an update, but you still aren't addressing real issues that players are concerned about.
Exactly, you are ignoring the effect of officer smartbombs and the weird range calculations for warp disruptors vs smartbomb range.
This is not a viable solution.
Not to mention that supercapitals operating in lowsec will continue to be untacklable solowpwnmobiles.
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 13:47:00 -
[17]
another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Raven can fit 6 siege no problem mael can fit 8 1400s pretty sure a pest can fit 6 1400s without fitting mods
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
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maarud
Coreli Corporation Corelum Syndicate
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Posted - 2007.06.08 13:53:00 -
[18]
Originally by: Darpz another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Raven can fit 6 siege no problem mael can fit 8 1400s pretty sure a pest can fit 6 1400s without fitting mods
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
Pest needs PG Rigs to fit it
Maarud.
Proudly a Ex-BYDI member |

Mashie Saldana
Hooligans Of War
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Posted - 2007.06.08 13:53:00 -
[19]
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi?
Lol, you do realise it is damage per gun in that graph right?
We're sorry, something happened.
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 13:55:00 -
[20]
Originally by: maarud
Originally by: Darpz another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Raven can fit 6 siege no problem mael can fit 8 1400s pretty sure a pest can fit 6 1400s without fitting mods
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
Pest needs PG Rigs to fit it
yeah wasn't sure on that one I don't fly mimn.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 13:58:00 -
[21]
Edited by: Goumindong on 08/06/2007 13:57:39
Originally by: maarud
Originally by: Darpz another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Raven can fit 6 siege no problem mael can fit 8 1400s pretty sure a pest can fit 6 1400s without fitting mods
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
Pest needs PG Rigs to fit it
It needs an RCU to fit an MWD, but it actualy fits 6x 1400 IIs with AWU 5. ---------------------------------------- Thou Shalt "Pew Pew" |

Belenkas
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Posted - 2007.06.08 13:59:00 -
[22]
I am a bit worried about the 10 min no-jump timer for Titan after doomsday. Some timer sure needed to be applied, but 10 minutes... Several dreads could kill the titan during the time. Looks like you will need HUGE support of capitals if you are willing to fire off the doomsday so that enemy doesn't jump a fleet of dreads and melt the titan in a matter of few minutes.
Looks like our titan pilots will have to be careful these days, but it does seem to be just that slightly too big nerf.
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Garia666
Amarr T.H.U.G L.I.F.E
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Posted - 2007.06.08 14:01:00 -
[23]
Quote: Doomsday devices have been revisited. The remote detonation capability through Cynosural Fields has been removed, now Titans must be present in the same area as their targets. Additionally, firing the doomsday devices prevents the Titan from using its jump drive for 10 minutes. This means the Titan must expose itself to enemy retribution after detonation
Does this mean you gusy are going to change the revelations trailer. As you can clearly see titans fire tru portals.
->My Vids<- |

murder one
Gallente Death of Virtue
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Posted - 2007.06.08 14:02:00 -
[24]
Edited by: murder one on 08/06/2007 14:04:23 I'm wondering if Tux is in charge of the EANM changes, and is making Fendahl post, just so Fen can suck up the flames and not him. 
Fen: don't use the Domi as the example for Gallente. Rarely does anyone use a blaster Domi, and I've literally never seen a Neutron Domi in PVP, unless it was on the test server, because they're 100% impractal to use in actual combat.
Do something real. Pick a Mega or maybe a Hype. Put the Geddon and Abaddon on the graph, not the Apoc. WTF is wrong with you people? That's the equivilant of Chevy making a commercial and putting it's Geo Metro (some small crap car) in the lineup for comparison with a Ford Mustang and a Dodge Viper, just to complain that Chevy needs more horsepower.
I think the Devs must have a very low opinion of the player base. You're treating us like we're stupid.
As was already iterated by Goumindong in his EXCELLENT post (GJ Goum), the EANM changes will solve nothing. The increase to CPU won't hurt 99% of setups. Only a few, and the people who's setups have been ruined will either A) buy faction items to make it fit/work or B) just not fly that setup anymore and fly something else that still works.
All you have accomplished by the EANM nerf is ******* up one or two really fun ships, while the rest of the 'problem' ships continue on their merry way, the same as always.
I'm increadulous as to how a team of four people can sit around, discuss all the possible options for balancing this game, and come up with the horribly malformed ideas that are your game changes. I've never seen any single group of people more incompetent in my life.
Because I said so...
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 14:05:00 -
[25]
Originally by: Belenkas Some timer sure needed to be applied, but 10 minutes... Several dreads could kill the titan during the time. Looks like you will need HUGE support of capitals if you are willing to fire off the doomsday so that enemy doesn't jump a fleet of dreads and melt the titan in a matter of few minutes.
Nope. You need some support, but not a HUGE number. With triage carriers can easily *sustainable* outrep more than their number in dreads on a titan.
1.5 times their numbers in the worst case. If you go for an unsustainable amount of reps a carrier can cancel the dps of 4 dreads for around 75 seconds.
Numbers are here if you want to check them.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 14:07:00 -
[26]
Originally by: Mashie Saldana
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi?
Lol, you do realise it is damage per gun in that graph right?
It cant be, or their numbers are wrong. But then again, if their numbers are wrong[and must are for other reasons as explained in my post]
3.234/7.88/.75 = .547028
3.6/7.88 = .4568
800mm on a phoon does 19.7% more damage than a megapulse on an Apoc.
ed; Of course they seem to be using t1 ammo and not factoring in resistances.
Which basically means that they have constructed a graph that means absolutly nothing. ---------------------------------------- Thou Shalt "Pew Pew" |

clone 1
Caldari The Short Bus Squad The SUdden Death Squad
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Posted - 2007.06.08 14:11:00 -
[27]
I am sorry, but these ideas of Amarr (Thats the correct spelling, Kieron ) 'boosts' seem to me to be ideas born out of time constraints rather than actually thinking and solving the whole Amarr issue.
Nerftastic 4, I love it. 
Always Moaning About Race Retardations |
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CCP Abathur

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Posted - 2007.06.08 14:12:00 -
[28]
Originally by: Aramendel Edited by: Aramendel on 08/06/2007 13:45:15 I wanted to comment this as well.
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
The whole problem is that you CANNOT do this due to smartbombs having bigger ranges than "on paper" for capitals.
We did look into this. We ran an Avatar with seven 10km smartbombs on our test server and set an Interdictor orbiting it at 15km constantly dropping bubbles. The smartbombs had no effect.
"Tux did it!" |
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 14:16:00 -
[29]
Originally by: CCP Abathur
Originally by: Aramendel Edited by: Aramendel on 08/06/2007 13:45:15 I wanted to comment this as well.
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
The whole problem is that you CANNOT do this due to smartbombs having bigger ranges than "on paper" for capitals.
We did look into this. We ran an Avatar with seven 10km smartbombs on our test server and set an Interdictor orbiting it at 15km constantly dropping bubbles. The smartbombs had no effect.
now take that avatar and change its orientation. I beleave you'll find if the dictors is in the sweetspot it no longer will be and its bubble is blown
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 14:19:00 -
[30]
Originally by: clone 1 I am sorry, but these ideas of Amarr (Thats the correct spelling, Kieron ) 'boosts' seem to me to be ideas born out of time constraints rather than actually thinking and solving the whole Amarr issue.
Nerftastic 4, I love it. 
yah its rather comical how the amarr boost nerfs amarr ships the hardest
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 14:33:00 -
[31]
Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD
Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.
No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.
Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.
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Thanos Draicon
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Posted - 2007.06.08 14:50:00 -
[32]
Originally by: Aramendel Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD
Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.
No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.
Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.
These changes may not make it especially easy to trap a Titan, but wouldn't the threat of said trapping be enough to make people think alot harder before using them in combat? It's a good start, I think.
erm...GOONSWARM IS EBIL. |

alpheon
Caldari Ars ex Discordia GoonSwarm
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Posted - 2007.06.08 14:53:00 -
[33]
Prevent the Titans from warping for 10 minutes also, and you've got your self a deal.
They may not be able to jump... but a Titan dropping a DDD won't have ANYTHING nearby that can get to it and drop a bubble on it. the DDD will have wiped out anything near by, and zooom, it just warps away.
Also, make the DDD cost more. I think I heard the fuel costs for a DDD blast was approx 20Million Isk? I've bought rail guns that cost more then that...
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clone 1
Caldari The Short Bus Squad The SUdden Death Squad
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Posted - 2007.06.08 14:54:00 -
[34]
Originally by: Tuxford Feb Devblog What about the Amarr?!?! Well I guess I did promise. For me there are number of problems that plague Amarr. The biggest one in my opinion is the popularity of so called omni tank. That is tanks that just boost the tank equally over all the resistances. On smaller ships that can be explained by the ease at which people are fitting oversized plates. On bigger ships it has to do with viability of plates but also people are often choosing EANM over active hardeners.
Comparing EANM with active hardener isn't really straight forward process. You might be tempted just compare the average resistance, or that is the average damage that leaks through. That's fine if it's what you want to do but given that only two types of turrets do EM damage and projectile do little of it, then I'd take a high kinetic and thermal resistance instead of high EM resistance any day. The reason I don't always fit an active hardener is simply because they use up too much cpu. Tech 2 activatable armor hardeners uses 14tf more than energized one and that amounts to a lot of cpu need. In a pinch we might consider fiddling with base resistances, that is increase EM resistance a bit on shield and lower it on armor but that's something we really shouldn't do unless we have to.
Amarr needs oomph. TomB and I have been talking about giving them oomph. What is oomph? I don't know but I sure like typing it. The Amarr were supposed to be the capacitor race, today that can be best characterized by the fact that they need most of it. It seems blatantly obvious that they should get bonus to capacitor warfare. Of course that is totally dependant on how we're "overhauling" nosferatus.
People say that beams are too hard to fit and in general, I agree. Then why haven't we done anything? Well it can be really time consuming and frankly there is always something "bigger" we need to think about. We haven't forgotten about this however.
Khanid MK2. I don't think I need to explain what it is, in general we liked the idea and I don't think it's at all unlikely that we will actually go through with it.
General ship loving. There are some ships that need help and we're gonna give it to them. Which ships you might ask? Well, Armageddon might need some fitting help, the cruisers aren't really that great and Apocalypse might get a bit of a role twist.
Where is the rest of the MEAT?
Todays blog is about EANM Nerf and Pulse tracking, hardly a boost to the Amarr race of ships.
Very sad.
Always Moaning About Race Retardations |

Serapis Aote
Minmatar TBC TALIONIS ALLIANCE
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Posted - 2007.06.08 14:56:00 -
[35]
Originally by: Thanos Draicon
Originally by: Aramendel Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD
Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.
No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.
Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.
These changes may not make it especially easy to trap a Titan, but wouldn't the threat of said trapping be enough to make people think alot harder before using them in combat? It's a good start, I think.
these changes wont keep them from doing anything on their own, given how they are used. warp in, start warp, blow load continue to warp out, then cloak. It does stop the warp in, blow load, jump out.
only thing that helps is that with the removal of remote dd, lag becomes a deterrent.
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Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.06.08 15:02:00 -
[36]
Edited by: Parallax Error on 08/06/2007 15:02:45 Edited by: Parallax Error on 08/06/2007 15:01:06 Ok, I don't like to be disparaging but can you back to the drawing board with these?
1) Pulse laser tracking. Pulse lasers are medium range weapons and track perfectly well, they do not need this boost (even though it is nice and I use pulse lasers a lot).
2) EANM2's DC2's Omni tanks etc. First point, upping the CPU on EANM2's to 36 is going to hurt Amarr ships and Blasterthrons. Secondly, given three low slots the omni tank is still easier to fit and provides more overall benefits than a tri hardener setup. You need to do one or possibly two things to make a tri hardener tank an attractive alternative.
Tri hardener tanks need to be easier to fit than an omni tank. Therefore I suggest you keep the EANM2 stats as they are (30cpu) and drop the cpu usage of the armour hardener 2's to 25 tf.
Also, an omni tank provides extra benefits beyond the resists to the primary layer. I suggest that an armour hardener gives a small bonus to armour hp percentage, say +5% per hardener.
3) Khanid Mk2. This has been talked about for so long. Please make it happen, it's a great idea.
4) The general Amarr malaise. Once upon a time, ammo took up more room, and lasers were the best damaging weapons by far. Lasers, long ago were the best choice for every ship bar none but we've had lots of rebalances and changes to mechanics since then. Many changes to lasers eg fittings and cap usage, were carried out to discourage other races from using the same size class of lasers on their ships, this is where a lot of the current problems lie.
There is no longer a need to discourage other races ships from using lasers as they are no longer the best choice in every situation. Nowadays, lasers are the only turrets you use on one races ships. it says an awful lot when two out of three of the Amarr battleships are arguably just as effective if not better off with other races weapons. This brings me to my point.
* Unbonused lasers are not overpowered in the slightest, otherwise the Apocalypse would be a much more popular choice.
* Lasers capacitor usage is extreme to the point of being crippling. Proof lays with the Abaddon in my opinion, if you want to have a sustainable setup your much better off using projectiles or hybrids.
* The PG reduction on the Medium beam laser is a good step forward. Considering Amarr have the lowest CPU can you please look at fittings overall.
So, whats the fix here? *Every* laser should have its capacitor use looked at and in most cases I would say slashed by 40%, obviously the cap drain per second should be higher than that of any other comparable hybrid or projectile turret. Once this is done, remove the standard Amarr capacitor usage bonus for lasers. It isn't a bonus, it makes lasers usable. This standard Amarr bonus should be replaced by another bonus that does not directly affect dps on lasers. RoF = bad, armour hitpoints = good, more capacitor = okish, more optimal = nice.. you get the idea. Lastly fitting for lasers, especially CPU seems a bit off to me. I can't work out why they need to be so high relative to the lack of CPU Amarr ships haev in general.
So to recap:
1) Don't change pulse laser tracking.
2) Don't change Omni tanks. Make tri hardeners more appealing through lesser fitting requirements and possibly a small +% to armour hitpoints.
3) Khanid mk2, [Monty Python] Get on with it! [/Monty Python]
4) Lasers and the Amarr bonus. Slash cap use, give us a non-dps related bonus in place of the cap use bonus. Lasers are not the be all and end all of weapons anymore, they don't need to be made impossible for anyone except Amarr to use.
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branodn lee
Minmatar kadian blades
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Posted - 2007.06.08 15:03:00 -
[37]
Originally by: Justin Mathers
Quote: Supercaps
We have also looked into the problems regarding Motherships and Titans. One of the main complaints is they are virtually indestructible if the pilot knows what he is doing. Even though they are costly to produce, their capabilities far exceed their expense and is something we need to address. Warp Disruption Probes (launched by Interdictors) and Mobile Warp Disruptors will prevent capital ships from jumping or warping respectively. While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
Doomsday devices have been revisited. The remote detonation capability through Cynosural Fields has been removed, now Titans must be present in the same area as their targets. Additionally, firing the doomsday devices prevents the Titan from using its jump drive for 10 minutes. This means the Titan must expose itself to enemy retribution after detonation.
Ok, that's great for 0.0, but what about low-sec. A low-sec mothership is still indestructible as you cannot prevent it from jumping out of system. Unless I am mistaken, You can't drop dictor bubbles in low sec right?
i to would like to know what ccp are going to do about super caps in low sec. i do not believe it was meant when those ships were made that they are super pirate mobiles. i think they need to make something that will hold them down in low sec or just make it so that mom's and titans are not allowed in low sec.
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Frabala
Caldari Perkone
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Posted - 2007.06.08 15:20:00 -
[38]
Tbh, I would be embarrased to show those graphs in a blog about Ammarr Boost. You can't even see the difference without putting on top of each other or staring at them for 5 min to spot the slight increase.
And the other changes are simply 
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Fabienne Runestar
Ars ex Discordia GoonSwarm
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Posted - 2007.06.08 15:23:00 -
[39]
Originally by: alpheon Prevent the Titans from warping for 10 minutes also, and you've got your self a deal.
They may not be able to jump... but a Titan dropping a DDD won't have ANYTHING nearby that can get to it and drop a bubble on it. the DDD will have wiped out anything near by, and zooom, it just warps away.
Also, make the DDD cost more. I think I heard the fuel costs for a DDD blast was approx 20Million Isk? I've bought rail guns that cost more then that...
Doesn't take a rocket scientist to figure out all the Titan pilot would need is one covops pilot to do the following...
Set up an offgrid warp in point in line to their POS, then another point where they will get the most effective shot. The Titan could warp to the offgrid spot, maybe even more than the scanner range. Align to point B warp to it. Drop his DDD, then warp directly to the player owned structure of his choosing. Sure there would be some scanning going on at the DDD point and they may see him coming in. But due to aligning rules as soon as he fires he'll be off again to his safe haven. The Doomsday device is suppose to be a weapon of last resort. Make the Titan immobile for 10 minutes, like a cynogenerator pilot is when they open a cyno.
I agree about making it cost more too. It is a last resort type weapon after all. 20m isk is cheaper than any of the battleships it could blow up with a well placed DD. Risk versus reward, we're all about that here aren't we CCP?
Where's the risk for a Titan pilot? ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |

LUH 3471
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Posted - 2007.06.08 15:27:00 -
[40]
Edited by: LUH 3471 on 08/06/2007 15:26:05
Originally by: Shadowsword 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?
qft eanm nerf is bs
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Magunus
The Arrow Project Morsus Mihi
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Posted - 2007.06.08 15:28:00 -
[41]
Originally by: QwaarJet <snip> On sisi, there is a bonus on bombers that allows them to basically hit frigs for maximum damage, is that staying in?
You're talking about the explosion radius bonus? That bonus has always been there, although it wasn't listed on the ships' description, so I doubt it's going anywhere. ---
In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move. -- Douglas Adams, 'The Restaurant at the End of the Universe' |

TWD
TAOSP Band of Brothers
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Posted - 2007.06.08 15:30:00 -
[42]
Nice so motherships in low sec get away from the nerf!
I thought that an interdictor was deemed too cheap to have an effect.
A special supercapital disruptor only *****ble by a capital ship would've been a more 'fair' solution. This means that you need to risk a capital ship to capture a super capital, now all it takes is a cheap interdictor.
The result of this will be that 90% of the mothership pilots will not leave POS shields (except 1km to deploy fighters) unless its absolutely safe. |

Kazuo Ishiguro
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Posted - 2007.06.08 15:30:00 -
[43]
Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54 This is my attempt at a more useful version of the graph produced by the author of the blog: http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF
This is my attempt at a more useful descripition for a more useful graph:
Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.
I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Deren Thaldrel
Minmatar Black Watch Legionnaires
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Posted - 2007.06.08 15:46:00 -
[44]
Edited by: Deren Thaldrel on 08/06/2007 15:50:32
Originally by: Kazuo Ishiguro Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54 This is my attempt at a more useful version of the graph produced by the author of the blog: http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF
This is my attempt at a more useful descripition for a more useful graph:
Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.
I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range.
That is depressing.
Not to mention that Kieron can't even spell Amarr properly, no wonder CCP can't fix our ships :\
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 15:47:00 -
[45]
Originally by: Kazuo Ishiguro Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54 This is my attempt at a more useful version of the graph produced by the author of the blog: http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF
This is my attempt at a more useful descripition for a more useful graph:
Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.
I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range.
The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]
1. All Gun dps against unhardened shield
2. All gun dps against unhardened armor
3. all gun dps against 1em/2inv hardened shield. ---------------------------------------- Thou Shalt "Pew Pew" |

Ovno ConSyquence
Amarr The Plebians
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Posted - 2007.06.08 15:51:00 -
[46]
Edited by: Ovno ConSyquence on 08/06/2007 15:50:21 I am so glad i didn't believe the amarr boost was coming and carried on with my gallente respec....  |

Dal Thrax
Caldari Multiverse Corporation The Core Collective
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Posted - 2007.06.08 15:56:00 -
[47]
Originally by: CCP Abathur
Originally by: Aramendel Edited by: Aramendel on 08/06/2007 13:45:15 I wanted to comment this as well.
Quote: While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
The whole problem is that you CANNOT do this due to smartbombs having bigger ranges than "on paper" for capitals.
We did look into this. We ran an Avatar with seven 10km smartbombs on our test server and set an Interdictor orbiting it at 15km constantly dropping bubbles. The smartbombs had no effect.
Mirror the BoB avatar and check the effects. This could be a problem with only some smartbomb types.
Dal Things I learned playing PnP RPGs:
1)Always assume that the players will bring the maximum available firepower against a peaceful objective.
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Valrandir
Gallente Slacker Industries Exuro Mortis
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Posted - 2007.06.08 15:57:00 -
[48]
\o/
-------------------------------- This has surpassed the Yarrdware specification and has been dubbed Uberware
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2007.06.08 16:13:00 -
[49]
as has been said already most of the changes for amarr are either not needed ( the pulse tracking boost improves laser shortrange but doesnt adress the general problems with med-range fights ) or wont really help at all (eanm changes).
- lasers damage will still be sucky / eanm change fails to deliver - no khanid mk2 in sight - we still have a line of tankers that works better with autocannons than lasers - we still have 3 bs that fill basicly the same role - amarrian fleets are still utterly predictable with nothing to compensate for that - amarrian ships are not really best at anything besides their good looks - we are still one frigate short (also: still no t1 astrometrics frig) - still a lot of other issues (cost per shot of laser t2 ammo for example)
above all else: WHERE IS THE OOMPH? (we're also short of emperors but i guess thats a different department)
one good point though: medium beam lasers now work on frigs....gj i'm sure that was a hard one to figure out.
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Nikita Fontaine
Caldari g guild
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Posted - 2007.06.08 16:17:00 -
[50]
MOTHERSHIPS IN LOW SEC ARE A PROBLEM.
I think i also need to reiterate a point made earlier, Motherships need to be banned from low sec as you cannot use EITHER interdictor bubbles or mobile warp bubles there, this makes them 99% invulnerable in low sec, its nigh on impossible in 0.0 so think how much harder in low sec. This really needs looking into to be honest. ----------------------------------------------- Great minds think alike but fools seldom differ
Directors are like buttons they hold things together.
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Shamis Orzoz
Sniggerdly Pandemic Legion
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Posted - 2007.06.08 16:23:00 -
[51]
Awesome changes.
Only a few game breakers left to fix: 1. loss of aggro timer after jumping (aka 'jump and log 4tw'...) 2. npc's need to somehow aggro people, or you need a delay on local, since the insta-logout is unstoppable 3. Based on your supercap info, it sounds like we're still doing to have to bump them to kill them, please give us a mechanism to stop their warp after its initiated.
Shamis
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Kazuo Ishiguro
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Posted - 2007.06.08 16:25:00 -
[52]
Originally by: Goumindong The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]
1. All Gun dps against unhardened shield
2. All gun dps against unhardened armor
3. all gun dps against 1em/2inv hardened shield.
I agree with what you've said, but we might as well include the armour omni-tank if we're going to include the shield omni-tank:
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield.GIF http://dl.eve-files.com/media/corp/KzIg/a_better_graph_untanked_shield.GIF
Exactly the same as the graph in the previous post, except that the armour tank is replaced with untanked shield in one case and 2x Invulnerability Field II + Photon Scattering Field II in the other.
For the time being, let's try to compare the guns rather than the ships. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 16:36:00 -
[53]
Originally by: Kazuo Ishiguro
Originally by: Goumindong The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]
1. All Gun dps against unhardened shield
2. All gun dps against unhardened armor
3. all gun dps against 1em/2inv hardened shield.
I agree with what you've said, but we might as well include the armour omni-tank if we're going to include the shield omni-tank:
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield.GIF http://dl.eve-files.com/media/corp/KzIg/a_better_graph_untanked_shield.GIF
Exactly the same as the graph in the previous post, except that the armour tank is replaced with untanked shield in one case and 2x Invulnerability Field II + Photon Scattering Field II in the other.
For the time being, let's try to compare the guns rather than the ships.
Still a bit deceptive, since it isnt factoring in number of guns. It makes the tempest look a lot better than it really is[though secondary benefits of only needing to fit 6 guns cant be listed]. ---------------------------------------- Thou Shalt "Pew Pew" |

Adril Alatar
Minmatar Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.06.08 16:38:00 -
[54]
Originally by: Goumindong You guys dont have a clue why omni-tanks persist do you? Its because 2x eanm+1dc uses less CPU[and still does after the changes!] than 3x active hardeners and is better in about every way. 1x anp, 1x eanm, 1x DC still uses less CPU. The change doesnt modify the persistance of omni tanks it simply makes them 6% less strong. Amarr still end up doing terrible damage to shields. In order to change this, active hardners need to get a drastic reduction in CPU, down to 20 apiece, or even 15. Otherwise all you are doing is nerfing omni-tanks, not modifying the fitting considerations. not to mention, that because amarr ships have the least CPU in the game, and the least CPU after fitting their weapons in the game, they are hit worse by any increase in the CPU use of eanms
I dont agree with the reduction of cpu on active hardeners, but i agree that this is not enough.
Nerf EANM II from 20% to 17,5% resistance. This would give slightly lower resistances, which should be inline with the lower cpu usage of EANM. Hardeners would give better resistance with the tradeoff of more CPU and cap usage.
I would also agree that Invuls get there resistance nerfed because 3 Invul II give a lot more resistance than 3 Hardener.
According to QuickFit: 3 Hardeners (EM, Kinetic, Thermal): 55/60/73/64 Resistance 3 Invul II: 57,1/82,8/74,3/65,7
So 3 Invul II give better resists on the 3 hardened resistances. And they additionally give also explosive resistance.
With a nerf from 30% down to 27,5% it would give: 53,4/81,4/72/62,8 Slightly lower resistances on the 3 hardened and a lot better resistances on explosive.
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Hey You
Destructive Influence Band of Brothers
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Posted - 2007.06.08 16:45:00 -
[55]
First good more tracking is always good. Second increase damage on Amarr not some Cpu requirements of Hardeners and EANMS i don't see any way this benefits Amarr in any way.
Second.
Titans - U cant jump out for 10 minutes is ********. Only thing u needed is slow cap recharge rate on them to prevent em from reaching cap to jump out in 2-3 Min's if they aren't nosed.
Bubbles and Dictor Bubbles now do pwn any super cap in regards with Smart bombs being nerfed to come from center point not hull of ship. which is also ******** because if u have ship with weapon like smartie, it would be placed on edges of hull. So dropping a bubble = Dead super Cap.
Remote DD removal - good idea. Show your titan on grid before u pull DD trigger.
DD Activation - Damage Delay interval increasing wtf? Only a ****** couldn't be aligned and warp of from DD the way it was.
Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
After all this nerfs if u gave Titan ability to tank 15 ish Dreads i would say fine its balanced.
As for Amarrs again blah :) All you need is increase Damage of guns not mess around with something that works as it is and have nothing to do with Amarr.
To fall in love and fall in debt To alcohol and cigarettes and Mary Jane To keep me insane and doing someone else's cocain |

Sirius Problem
Darkness Inc.
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Posted - 2007.06.08 16:46:00 -
[56]
Edited by: Sirius Problem on 08/06/2007 16:47:03
Originally by: murder one I'm increadulous as to how a team of four people can sit around, discuss all the possible options for balancing this game, and come up with the horribly malformed ideas that are your game changes. I've never seen any single group of people more incompetent in my life.
Maybe these are those rare devs that actually don't play the game?
I can't even describe the level of exasperation I feel when reading about changes to the game that are so poorly thought out and the arrogance, or is it cowardice, to not maintain an open dialogue with players by responding to their posts. ---- Some people say I have a bad attitude. Those people are stupid.
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Dal Thrax
Caldari Multiverse Corporation The Core Collective
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Posted - 2007.06.08 16:48:00 -
[57]
Well the devsblogs graph does show what was originally pictured for Amarr, a weapon system that does good damage in the middle where long range weaponry is under minimal range and short range is outside of falloff. A couple problems I see are:
1) This is only really a useful dimension on BS class ships on small sizes with sweat spot is to small to be usefull.
2) Most BS fights don't happen at 35km and Amarr dosn't have the cap to MWD to keep the fight there.
3) I suspect that with two or three tracking comps running minimum range for long range guns invades the Amarr sweet spot.
Dal Things I learned playing PnP RPGs:
1)Always assume that the players will bring the maximum available firepower against a peaceful objective.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 16:48:00 -
[58]
What is wrong with the reduction in CPU of active hardeners? You would have to turn down EANM IIs to 15% in order to make the trade off not worth it due to the structure resists on the DC.
You flat out have to make 3x hardener cheaper in CPU usage than 2x eanm, 1x DC, and likly cheaper than 1x refuge ANP, 1x EANM, 1x DC, in order to make tri-hardening worth it. ---------------------------------------- Thou Shalt "Pew Pew" |

Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2007.06.08 16:49:00 -
[59]
These changes I already knew about. It was said in the live dev blog that the "Ooomph" was still being debated as to whether amarr would get a bonus to heat or a bonus to nos/neuting. This is the part I am interested in & want to know when the "Ooomph" has been decided. To me this isn't boosting, this is slight balancing of weapons & tanking.
I cross trained to gallente because amarr has its issues. Now I'm seeing amarr still isn't fixed & gallente is now slightly nerfed.
Please let us know if you have more to come with Amarr or this is all you're intending on doing for Amarr.
Issues with Amarr still remaining :
Cap to Guns Bonus on ships instead of real bonuses Powergrid need for Medium & Large Beams (Issue never was just small beams) Khanid ships broken : Sac, Vengeance, Heretic, Malediction 1 med slot on Retribution
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Adril Alatar
Minmatar Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.06.08 16:50:00 -
[60]
Originally by: Hey You 2 Dictors and 2 Sieging dreads = dead Titan Literally.
2 Dictors and 2 Battleships = dead Dreads.
A titan should not be a solo own mobile. Have your support fleet with your titan and you kill the 2 dreads ;-)
@motherships: Motherships should not be allowed in low sec. Or bubbles and dictors should be allowed in low sec ;-)
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Audri Fisher
Caldari VentureCorp Imperial Republic Of the North
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Posted - 2007.06.08 16:52:00 -
[61]
How come i can fit a rohk with a full rack of 350 mm tech II's, and a full tech II tank, but I can't fit 7 named megabeams on a geddon w/o an rcu II?
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jeffb
GoonFleet
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Posted - 2007.06.08 16:53:00 -
[62]
Originally by: Hey You After all this nerfs if u gave Titan ability to tank 15 ish Dreads i would say fine its balanced.
Fitting a tank instead of cap rechargers might help.
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Kazuo Ishiguro
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Posted - 2007.06.08 16:55:00 -
[63]
Well, alright, since Goumindong asked politely  http://dl.eve-files.com/media/corp/KzIg/a_better_graph_full_rack.GIF
The original graph (armour omnitank) but this time each ship has a full rack of guns fitted. Amarr still do quite badly.
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield_full_rack.GIF
Amarr actually look fairly good vs. the shield omnitank. A pity that not so many people shield tank in pvp situations. ------ Spreadsheets: Top speed calculation - Halo Implant tanking |

Dal Thrax
Caldari Multiverse Corporation The Core Collective
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Posted - 2007.06.08 16:56:00 -
[64]
Originally by: Hey You First good more tracking is always good. Second increase damage on Amarr not some Cpu requirements of Hardeners and EANMS i don't see any way this benefits Amarr in any way.
Second.
Titans - U cant jump out for 10 minutes is ********. Only thing u needed is slow cap recharge rate on them to prevent em from reaching cap to jump out in 2-3 Min's if they aren't nosed.
Bubbles and Dictor Bubbles now do pwn any super cap in regards with Smart bombs being nerfed to come from center point not hull of ship. which is also ******** because if u have ship with weapon like smartie, it would be placed on edges of hull. So dropping a bubble = Dead super Cap.
Remote DD removal - good idea. Show your titan on grid before u pull DD trigger.
DD Activation - Damage Delay interval increasing wtf? Only a ****** couldn't be aligned and warp of from DD the way it was.
Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
After all this nerfs if u gave Titan ability to tank 15 ish Dreads i would say fine its balanced.
As for Amarrs again blah :) All you need is increase Damage of guns not mess around with something that works as it is and have nothing to do with Amarr.
Didn't Molle have something to say re: how complaining about game mechanics makes you look?
Dal Things I learned playing PnP RPGs:
1)Always assume that the players will bring the maximum available firepower against a peaceful objective.
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Sparkius
Amarr
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Posted - 2007.06.08 16:59:00 -
[65]
Please don't forget about PvE! I've trained only Amarr, and I'd like to see a reason to fly an Amarrian battleship as opposed to something else (*cough*Raven*cough).
<----------------------------------------------------------------------------------------------------> "Never attribute to malice what can be adequately explained by incompetence." - Anoymous |

stoats
The Aftermath
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Posted - 2007.06.08 17:07:00 -
[66]
Edited by: stoats on 08/06/2007 17:11:38
Originally by: Hey You bobbit said stuff
Sadly enough I agree, people whining for supercap nerfs have never flown them or made any sort of effort (other than running around like morons) to kill them.
As a side note, alliances who can field MANY supercaps will be relatively unaffected, good luck breaking their spidertanks.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 17:09:00 -
[67]
Originally by: Hey You 2 Dictors and 2 Sieging dreads = dead Titan Literally.
Apart from the fact that dictors cannot really hold a titan down unless he is stupid as was explained already 1 single carrier in triage can counter out 2 dreads in siege with a single sustainable remote rep.
That is, of cource, if the titan choses to use his lows for harderners instead officer CPRs.
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Khan Soriano
Stercus Accidit.
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Posted - 2007.06.08 17:09:00 -
[68]
I just can't find words that explain how stupid these changes to Amarr are. My only explanation is that people responsible for them aren't very bright either.
FOUR ******* months took you guys to finally figure out what oomph should be and yet when you present us with nothing. Well actually not nothing since thanks to your brilliant EANM fix Amarr get ****** even more. Domi is overpowered for about a year now and yet you decide to gimp everything around it but not the PWNZORMOBILE.
To make this post filled more with more content than ranting I'll point you Einsteins what you just did:
- Geddon right now is what you always wanted Abaddon to be 'tank or gank', I mean there is so little cpu on this ship that even with faction EANMs it can't fit a decent tank while sporting 2-3 heat sinks. Now it will be even harder and since community is a lot smarter (this time its not offensive as eariler) than you guys and adapts quickly to your changes Geddon pilots will just be called primary in every gang vs gang since it is a threat if it can shoot (dps is nice lets leave it at that) but has a nonexistent tank (hence 'why the hell shouldn't we pop it in 1 volley from our 3 person gang')
- Increased Amarr dps at ranges where combat just doesn't take place!!! How the **** am I to keep a typhoon at 15km+ range?!?!?! Domination Web (150m) webs inside 15km range!!! Or maybe I should take my advantage to a whole new level and fight them at 25km+ ranges???? This is all coming from your graph, I mean seriously I've seen some bad 'powerpointing' in my life but this graph could be prepared by bacteria!!
- I tested my new and shiny (25% more tracking) Geddon on SISI and when faced with Typhoon with one Tracking Disruptor I was just rendered harmless at my usual ranges so I closed my distance. At 1km with my enemy webbed by 5 heavy drones (thx to my oh so plentiful med slots) I still couldn't get above 10% hits. This is your better tracking initiative? Quite frankly tracking disruptors should be called Amarr Disruptors since we are the only race that is really affected by them (Megathrons come close so they don't give a **** about optimal, tracking hurts but not as bad thx to their bonus. Minmatar just laugh at reduced optimal), Amarr rely on both optimal range and tracking.
----- Arbitrator - Life & Death |

Jaggeh
Furious Angels Requiem-Aeternam
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Posted - 2007.06.08 17:30:00 -
[69]
given i know very little in the ways of capital ships, can 1 titan jump bridge another titan? if so does the 10 minute timer on ddd prevent the titan from being bridged out by a second friendly titan?
as to the eanm change, making them more costly is only going to make them more inaccessable to smaller ships. and it really doesnt address the issue of poor performance from amarr ships.
The tracking increase? the graphs look identical, ill do an overlay when i get home but the differences are minute at best.
The simple answer is to remove all EM damage from amarr crystals except for the multi frequency and specific EM damage crystal. other than that it should be Thermal/kinetic.
Travel To Eve fest from ireland |

Ghan Tylous
The Graduates Brutally Clever Empire
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Posted - 2007.06.08 17:53:00 -
[70]
I'm quite dissapointed about the Amarr "boost". The community comes up with very good ideas on how to improve Amarr and you don't listen to them.
Think out of the box. --- It have always fallen to a few to sacrifice for the good of many
Originally by: CCP Sharkbait we are screwed.
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Cyan Nuevo
The Blackguard Wolves
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Posted - 2007.06.08 17:54:00 -
[71]
Overall good changes, though the Amarr stuff is only OK. It's just a minor boost to us (mostly via nerfs to others, hehe), but you did say you have stuff in mind for the future so I'll be waiting. But uhh the nerf to hull tanking? Is that a joke? 
Originally by: Sparkius Please don't forget about PvE! I've trained only Amarr, and I'd like to see a reason to fly an Amarrian battleship as opposed to something else (*cough*Raven*cough).
Mission in the right systems? I use an Abaddon and Raven for missioning and end up using the Abaddon far more than the Raven. --- Your signature was inappropriate, email [email protected] to find out why (don't forget to include a link to it) -Sahwoolo |

Vladimir Tinakin
Caldari Hadean Drive Yards Archaean Cooperative
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Posted - 2007.06.08 17:55:00 -
[72]
Step one, warp to battle at range, align, DD. Step two, warp out immediately to safespot/some celestial at 100km or some such. Step three, cloak Step four, ... Step five, jump and profit.
Titans are now forced to commit to a battle to a degree, which is a huge improvement, but the purpose of the no-jump timer is sidestepped neatly by a cloak.
If non-covert cloaks can be probed out in Rev 2, this would be less of an issue, especially if the chance for probing out a cloak is related to sig radius--this way a cloak on a capital ship is merely rendered mostly ineffective if a prober is around, and other ships that use cloaks don't have their safety totally nerfed.
I agree that sitting in a system all day long cloaked is crap for the defender, but probes shouldn't be an instant guaranteed locator for those that accept the cloak's built-in penalties to fit one. Capital ships are the exception...they're just too massive to be able to hide, IMO. ----------------------------------------------- Adm Vladimir Tinakin CFO Hadean Drive Yards |

Ramruqai
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.06.08 17:58:00 -
[73]
"One of the main complaints is they are virtually indestructible if the pilot knows what he is doing." - From the blog.
This is still pretty much the case, if the pilot knows what he is doing he won't let bubbles be anchored next to it. And also if he knows how the game works he knows that no matter how many dictor bubbles are on him he can still get away via 'warp to'!
Not so long ago me and my friend were doing some tests concerning bubbles and the possibility of actually holding a supercap, our conclusion was it's not possible to keep a supercap from warping off. I've not published this yet as I honestly do not belive all the supercap pilots out there know this and I'd hate to make them more unkillable than they already are! I'll post the Bug Report i did on the issue now:
"Me and my mate were testing out, I think I lunched about 30-35 bubbles and he did about half fo that. These test were done to find a way to keep a Mothership in particular in place. Our conclusion: A Mothership, or Titan for that matter can warp out from ANY engagement that does not contain ancorable bubbles.
We first tried it fairly simple. There was 3 of us. Me in a Heretic with 2 bubble launchers, My friend in a Heretic with 1 bubble launcher and then my friends alt in an Anathema. We first started by just seeing what bubble nr. 2 did. So I launch bubble and we're all stuck. Then my friend launches bubble after a few seconds. All still stuck, until my first bubble expires then we can all warp even if we are all within the effect of my friends second bubble. Conclusion: Maybe if we time it right? Maybe if we do auto repeat? Maybe only 1 active bubble can be around at any given time?
So we try again. With auto repeat on this time. By the time bubble 1 expires we can all warp, despite 3 other bubbles. Conclusion: Could still be timing? Auto repeat won't work. Maybe only 1 active bubble can be around at any given time?
We do some more attempts and always get the result of only 1 active bubble can be around at any given time. Now since I have dual bubble setup I want to role-play a bit so we imagine that the Anathema is a Mothership wanting to get out. A mothership wanting to get out is bubbled and can't so he starts to pick up speed in some direction, and most likely towards what it will warp out towards. We skipped this part for convenience sake. Back to point: the anathema/mothership is successfully bubbled and can't get anywhere. But what a smart pilot would do it wait for bubble to go down, when nearing the end select a celestial item to selected item and spam 'warp to' button. That would mean that the second the bubble does go down the ship is in the state of "entering warp" and no way of getting it out of that stage since it's immune to all forms of EW. I attempted to put the new bubble down at the same time the 1st one expired in order to drop a new active bubble since I obviously could not do that when there already was one in the field. This failed countless times. We tried and tried with many different ways and up to 4-5 bubbles on the target at once, every single time first launched bubble expired the ship warped. Conclusion: Bubbles are bugged; super caps are overpowered and not only immune to all forms of EW but also all forms of a fair attempt at killing the ship within the desired game mechanics."
Making bubbles keeping super caps from cynoing is a much needed and a very much reasonable change, but like was said in the blog it self. If the pilot knows what he's doing he's virtually indestructible, and it STILL is that case! Large Bubble takes 8 minutes to ancor. A dictor bubble expires in 2 minutes. A medium tech II ancorable bubble takes 2 minutes to ancor. It honestly does not make sense to say it's doable you avhe to start anchoring the ancorable bubble (that can be targeted and killed) at about the same time the dictor drops the bubble before the super cap pilots initiates warp. Talk about co-ordination!
It's the pilot that makes the ship, Not the ship that makes the pilot. |

Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 18:07:00 -
[74]
Edited by: Goumindong on 08/06/2007 18:06:28
Originally by: Kazuo Ishiguro Well, alright, since Goumindong asked politely  http://dl.eve-files.com/media/corp/KzIg/a_better_graph_full_rack.GIF
The original graph (armour omnitank) but this time each ship has a full rack of guns fitted. Amarr still do quite badly.
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield_full_rack.GIF
Amarr actually look fairly good vs. the shield omnitank. A pity that not so many people shield tank in pvp situations.
See. Now this gets to the heart of the matter a bit better. Because we can actualy see just how much damage is being done relativly.
Thanks Kaz
[ed: It should be noted a Geddon has 16.6% more gun DPS than an Apoc at BS 5, most of the difference is in drones.] ---------------------------------------- Thou Shalt "Pew Pew" |

Kvarium Ki
legion of qui Freelancer Alliance
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Posted - 2007.06.08 18:08:00 -
[75]
EANM and invulnerability fields should be like damage controls, you can only fit one.
KK.
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Harisdrop
Gallente Vindicate and Deliverance
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Posted - 2007.06.08 18:14:00 -
[76]
Most must remember there are lots of things going on here besides these rev 2 nerfs.In testing These changes will not only help make EVE interesting I think there will be a larger customer base online.
To make the nerfs better why not make interdictors a snare bubble. Some thing that can be used in any solar system. The attributes could be that its launched from a 30km and has a speed of 500m/s not to be used as a gate camper bubble. The effect of the snare would be warp disruptor effect 500m for 600sec.
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Hey You
Destructive Influence Band of Brothers
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Posted - 2007.06.08 18:18:00 -
[77]
Originally by: Adril Alatar
Originally by: Hey You 2 Dictors and 2 Sieging dreads = dead Titan Literally.
2 Dictors and 2 Battleships = dead Dreads.
A titan should not be a solo own mobile. Have your support fleet with your titan and you kill the 2 dreads ;-)
@motherships: Motherships should not be allowed in low sec. Or bubbles and dictors should be allowed in low sec ;-)
2 Dictors and 2 Bs cant kill Sieging Dread. Titan isn't and never will be Solo Pwn mobile. You say support fleet. Ok. I hope you realize that no support fleet can save titan who cant jump out and is trapped by dictor bubble, from some noob that trained for dictor 2 months while 30 dreads kills it in 1 minute. That is Wrong.
If you don't need to build it 3 months and if you don't need 100 Billion to to make it then i would say fine. But for amount of time and work u need to invest to get a Titan and now u can lose it in 1 Minute - R3TARDED
Originally by: Audri Fisher How come i can fit a rohk with a full rack of 350 mm tech II's, and a full tech II tank, but I can't fit 7 named megabeams on a geddon w/o an rcu II?
You compare Tier 3 Bs to a Tier 1 Bs, but the again you are Iron so that explains it...
Originally by: jeffb
Originally by: Hey You After all this nerfs if u gave Titan ability to tank 15 ish Dreads i would say fine its balanced.
Fitting a tank instead of cap recharger's might help.
Have you ever flied Dread let alone Titan? If you did u would know that Titan Dies to a 2 Sieging Dreads no matter what his tank is. But then again as above u are Goon so that explains it too.
Originally by: Dal Thrax
Originally by: Hey You Stuff
Didn't Molle have something to say re: how complaining about game mechanics makes you look?
Dal
You need to start learning the difference between opinion and complaining. No one complains we will still DD ppl right left and center. All i am saying that i would never spend my ISK on a ship that takes so much time to make and cost so much so a some n00b can kill it.
Originally by: Khan Soriano Stuff[/*] [/list]
QFT
To fall in love and fall in debt To alcohol and cigarettes and Mary Jane To keep me insane and doing someone else's cocain |

Fon Revedhort
Aeria Gloris Inc United Legion
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Posted - 2007.06.08 18:31:00 -
[78]
So it took you a year to 'invent' this a so-called amarrian boost?
/me hesitates wheahter or or suits better...
Ok. Let's get back to constructive part.
Dear Devs.
1) If you boost all pulses tracking by 25% what will be the point in existence ofguns like this crap?
2) Is there any minor chance for us to see beams cap use addressed? (and reduced, actually)
3) Finally, where is the Tux himself? We are waiting for the ships overhaul etc. ---
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Rooker
Lysian Enterprises United Corporations Against Macros
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Posted - 2007.06.08 18:40:00 -
[79]
The failure of any dev to address the hundreds of complaints in at least half a dozen threads about what they are doing to EANM is disgusting.
The claimed reason for the nerf is to boost Amarr, yet it hurts their ships even more than it hurts Gallente. The Amarrians don't want this either!
You lower CPU on active hardeners, but not enough for 3 hardeners to take less CPU than 2 EANM, nevermind that most ships won't have enough slots for them in the first place. You people can count, right?
Is too much to ask that someone there in Iceland have the common sense to reduce base armor EM resist instead of screwing up one of the only resist modules that an armor tanker can realistically expect to use? You guys created this problem by giving armor far too much EM resistance to begin with, now you try to address it not by fixing your mistake, but by nerfing something that turns your mistake into a real problem.
I promise you I will circumvent this change if it goes through. I'll find a module I can drop or swap so I can keep my guns and what little tank I have and to hell with you. More than likely the best way is to drop the scrambler and bring another ship to do that. Maybe we'll get somebody to train up for the armored warfare module so we can raise the whole gang's resists even higher. That's my response to this nerf: my middle finger to you.
-- SAVE EANM FROM THE NERFBAT! |

Kar Strike
Caldari GoonFleet GoonSwarm
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Posted - 2007.06.08 18:41:00 -
[80]
Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
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Standard Deviation
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Posted - 2007.06.08 18:41:00 -
[81]
Originally by: Hey You long whine about how its unfair that Titans can be killed. Seems to think solo pwnmobiles are good for the game.
You know the nerfs still werent enough.
it still only cost 20 mil. to shoot the thing. bubbles still dont stop warps after they start.
super caps are pretty stupid, we should make them easily killable, to get rid of the ones already built and to deter people from building more. Eve was a better game before them.
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Sirius Problem
Darkness Inc.
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Posted - 2007.06.08 18:42:00 -
[82]
Originally by: Khan Soriano I mean seriously I've seen some bad 'powerpointing' in my life but this graph could be prepared by bacteria!!
HOLY LOL!     ---- Some people say I have a bad attitude. Those people are stupid.
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Adril Alatar
Minmatar Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2007.06.08 18:46:00 -
[83]
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
I never thought i would agree with a Goon ;-)
/signed 
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Rosalina Sarinna
KHM Corporation
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Posted - 2007.06.08 18:47:00 -
[84]
First of all, thankyou for your work in balancing kieron.
I'd like to say in reference to your blog, and to the particular Amarr 'boost' you mention, the following... I never really had much of an issue with pulses, but if they are getting boosted a bit then thats all fine and good. Also good news about the small "medium Beam lasers" being boosted, the fit was a serious problem on frigates. However, that leaves a rather large side of the equation alone, (if we assume there are no other adjustments coming along) for the medium and large Beam lasers. Hate to say it, but their cap use is still horrendous, and their fit on respective ships is really really tight (having to fit mutiple PDUs or CPUs even with good skills therefore nerfing the ship's own armor tank).
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TrevorReznik
Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 18:48:00 -
[85]
Stop trying to argue, Kar, you're in goonfleet. I bet you don't even have dictors trained on your account, it's far too difficult and expensive to do so!
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Hey You
Destructive Influence Band of Brothers
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Posted - 2007.06.08 18:50:00 -
[86]
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
To fall in love and fall in debt To alcohol and cigarettes and Mary Jane To keep me insane and doing someone else's cocain |

Santa Anna
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Posted - 2007.06.08 18:52:00 -
[87]
Originally by: Audri Fisher How come i can fit a rohk with a full rack of 350 mm tech II's, and a full tech II tank, but I can't fit 7 named megabeams on a geddon w/o an rcu II?
Geddon is a tier 1 BS, Rohk is a tier 3. It should be easier to fit the same things (or their analogues) on bigger, far more expensive ships. Compare Abaddon/Rokh, not Geddon/Rokh. |

Kar Strike
Caldari GoonFleet GoonSwarm
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Posted - 2007.06.08 18:53:00 -
[88]
Edited by: Kar Strike on 08/06/2007 18:52:47
Originally by: Hey You But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
So then I imagined the following comments you made earlier in this thread?
Originally by: Hey You but the again you are Iron so that explains it...
Originally by: Hey You But then again as above u are Goon so that explains it too.
It's nothing to do with IRON or Goon, but you're the one who raised it as an issue.
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Vincent S
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Posted - 2007.06.08 19:00:00 -
[89]
Titans are the biggest fun-destroyers in the game (or any game in the history of mankind) and I'm glad you've realized that something needed to be done. I still think the doomsday should be removed altogether (The jump bridge is insanely powerful on its own, and you could make it easier to use/cheaper as an alternative) but barring that, this is better than nothing.
Supercaps should never have been introduced, and I hope you'll continue to monitor the situation.
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Kaylana Syi
The Nest
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Posted - 2007.06.08 20:16:00 -
[90]
Well omni tank nerf really doesn't work to be honest. Infact, I day say it nerfs amarr even more.
How bout you do this :
Reduce Energized Adaptive Nano's to 10% at tech 1 and then 15% for Tech 2. Corpum would be like 23%.
Then you introduce 2 new modules types. Invunerability Amplifier and Omni Adpative Armor Hardner.
The Invunderability Amplifier is a shield based module that gives, you guessed it, 10% shield resistance to ALL damage types with 15% at tech 2. Shield comp skills will ofc affect it.
Omni-Adaptive Armor Hardner will be the armor based twin module to the Invulnerability field. 25% to all damage resistance types for tech 1 and 30% for tech 2. Make the module a bit CPU heavy at 55 cpu for tech 1 and 40 for tech 2.
Cheers.
Team Minmatar
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DanMck
Amarr Rionnag Alba Triumvirate.
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Posted - 2007.06.08 20:24:00 -
[91]
Edited by: DanMck on 08/06/2007 20:52:13 Edited by: DanMck on 08/06/2007 20:50:47 boost to amarr ?
what about the "kings of cap" ? you promised oommmpphh
we get our eanm nerfed so we have to fit active hardners !!!!! i mean we have so little cap as it is and now we need to go for an active tank ?
what about heavy beam lasers/tach/mega beam etc fitting ?
nobody asked for tracking , the problem isn't about missing shots or dps graphs it's about the resist you are hitting !
damage control II ? + 60% em on armor ?
  
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RossP Zoyka
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Posted - 2007.06.08 20:44:00 -
[92]
I guess that they admitted omni-tank is better overall resistance wise then active tanking in an earlier blog but they said that this was not why they did not active tank.
They did not active tank only because of fitting requirements. Apparently, since only one race's ship really uses EM effectively (Amarr), those that are smart will load up on resistances to Explosive and Kinetic to combat the majority of opponents.
It might actually work, but I would still prefer for active to be reduced to 30cpu.
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Stilletto Darkblade
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Posted - 2007.06.08 21:03:00 -
[93]
What about the stupid and ridiculous situation in the high quality agent systems? Motsu is permanently lagged. People pay good ard earned to be able to fly at a reasonable speed.5 minutes to undock is stupid. Why don't you spread more good quality agents arond instead of forcing everyone into a few sysytems. Either that or sort the hardware to cope. Goochie developmnets mean rock all if you can't fly
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Naiwu
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Posted - 2007.06.08 21:17:00 -
[94]
It's good that dictor bubbles and mobile warp disruptors can stop super capitals from getting away, but the question is how do you kill a super capital in low sec space? I'm not concerned about MS and titans being used in epic 0.0 battles. What's ****ing me of is MS ganking everything they see in low-sec space.
CCP it's about ******* time for some low-sec luvin. People wont come to low-sec to do missions if there are invincible solopwnmobiles like the Nyx flying around there. |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.08 21:25:00 -
[95]
Originally by: Hey You Have you ever flied Dread let alone Titan? If you did u would know that Titan Dies to a 2 Sieging Dreads no matter what his tank is.
Unless he has support. You know, like one single carrier with one single remote rep and triage. As I said already. Into denial much?
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Reptile
Minmatar The Raven Warriors
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Posted - 2007.06.08 21:28:00 -
[96]
Edited by: Reptile on 08/06/2007 21:27:33 Hahahahaha, Amarr boost?
I hope everyone learns a lesson and stops whining, it will only get worse for Amarr. Seriously, 25% tracking increase? when did anyone EVER complain about TRACKING for Amarr guns? 36cpu vs 30cpu is a nerf?
Is this like a late April joke?
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Elve Sorrow
Amarr Shinra
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Posted - 2007.06.08 21:43:00 -
[97]
Could you please explain your reasoning behind these changes to EANM? How is this adding the 'Oomph' to Amarr?
EVE-O Forums Rules summary: If the thought of doing something makes me giggle for more then 15 seconds, I am to assume I'm not allowed to do it. |

Therem Harth
DAB RAZOR Alliance
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Posted - 2007.06.08 21:51:00 -
[98]
POS-based warp disruption structures must be able to scramble a supercapital. That is so common sense that it perhaps has eluded the attention of balancing :) I mean, a massive starbase structure dedicated to scrambling ship propulsion drives is SURELY more powerful and effective at it than some puny probes?
--
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.08 21:56:00 -
[99]
Originally by: Elve Sorrow Could you please explain your reasoning behind these changes to EANM? How is this adding the 'Oomph' to Amarr?
Its the sound we make when we get kicked in the ribs. ---------------------------------------- Thou Shalt "Pew Pew" |

Fabienne Runestar
Ars ex Discordia GoonSwarm
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Posted - 2007.06.08 22:20:00 -
[100]
Originally by: Therem Harth POS-based warp disruption structures must be able to scramble a supercapital. That is so common sense that it perhaps has eluded the attention of balancing :) I mean, a massive starbase structure dedicated to scrambling ship propulsion drives is SURELY more powerful and effective at it than some puny probes?
Ah you forget size does not matter in the ways of the super capitals. They can use cloaks and other non capital gear, but suffer no penalties. That is the bonus of a super capital. It's not about the fun of the masses its about the fun of the single button pusher with high SP! <sarcasm> They deserve godmode mobiles after all they've been with CCP for years! </sarcasm> ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |

B Glorious
Imperial Academy
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Posted - 2007.06.08 22:32:00 -
[101]
I am actually somewhat comfortable with the Amarr changes, but its assuming there are more changes to come and just haven't been finalized and announced yet. The most obvious things they'd have plans for changing would be fitting, be that reducing fitting requirements or boosting ship fitting stats, and then reducing cap use on some if not all lasers by some amount.
The EANM thing overall has the goal to discourage people using EANM & DC tanks and instead use specific hardeners, which I think is good, but I'm going to have to agree with others in saying that you should probably reduce the CPU need of active hardeners or maybe the energized platings too if you really want it to be worth it. Ideally, if you wanted to tank an amarr ship's damage with your armor, you would be best off fitting a specific passive or active hardener. If that doesn't work on all ships, such as ships with the CPU to fit EANMs after this, maybe it would really just be better to reduce the resistances from EANMs down a few percentage points, or make it active with a really low cap cost so the compensation skills don't apply. That could be enough.
Also, very happy about the tracking buff. Even if lasers (and particularly large lasers) aren't best suited for fighting within web range, they should still be able to compete. I kind of wonder what the tracking buff will do to scorch users with tracking mods though. 
---
As for titans, yeah, I'm really hoping that these are still just changes agreed upon, finalized, and announced and that there's more to come, because this really is not enough at all. Oveur mentioned a "pseudo-siege" mode planned for release in a patch after Rev 2.0, and while I still don't think its what should be done, its a step in the right direction at the least.
But yeah, the bubble changed listed really aren't gonna cut it, and I really hope there's more in store for supercaps than this. Since right now all the doomsday will do will prevent it from warping, there's nothing stopping a titan from just warping to a POS or a safespot and cloaking (and you won't be able to probe out cloaked ships in Rev 2.0, for better or worse). And then of course, there's the bounding spheres, which while Abathur says they couldn't replicate, they do indeed exist and they're broken. (it could be that what he meant was that he just tested it and they have fixed the bounding spheres, but its hard to tell) And of course, it doesn't change the fact that you can't bubble in lowsec, and hence can't tackle a supercap. (The solution to this should NOT be to allow bubbles in lowsec, by the way)
There are probably more changes planned, but if one assumes that these are the only changes, then you might have hampered titan "solo-pwning" a little bit, but what about trios of titans hanging around? First titan doomsdays, and by some miracle doesn't warp off quickly and a dictor bubbles it. A fleet comes in and shoots the titan while its tackled, but before they make much progress at all, the second titan warps/cynos in and fires off another doomsday. If ANYTHING survives that, the third titan comes in and DDs what's left. The only other things that will stop any of those titans are bumping carriers with a less than ten-minute window to kill any of the titans while surviving against whatever else the titan owner's force had around but not engaged. The odds are still stupidly stacked against those who don't own titans, and that's broken. But like I said, there could be more nerfs on the way.
So anyway, - If you're so dead set on not removing doomsdays no matter what, reduce the range down to 40-60km with the no-jump thing. Lengthen the cooldown, too. - Targeted warp jammers must be an option for confronting supercaps in lowsec (and bugs). - Don't forget about cloaks, jump bridging freighters, and titans' stupidly high extra gang bonuses.
I still insist that the DD just needs to get trashed, though. Stop the mad bomber. |

MI Koshkin
The Protectorate Corporation Pax Familia
|
Posted - 2007.06.08 23:03:00 -
[102]
If this is the end of the Amarr change than I'm extremely disappointed.
Kosh
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Scatim Helicon
GoonFleet GoonSwarm
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Posted - 2007.06.08 23:23:00 -
[103]
Originally by: Hey You Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
I'm sure BoB will be all too willing to prove this by killing all hostile Titans they encounter within a few hours or days of the upcoming modifications. You guys being the best of the best elite PvP masters and everything.
|

Franga
Caldari NQX Innovations
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Posted - 2007.06.09 00:03:00 -
[104]
I think it's a fantastic fix for the logistics ships. Great idea. I hope to see these in combat more often as they add a completely different strategic element to the game. Good job. I mean, they'll always be primary ... but longer lock range and higher resists is a great idea.
Not sure about the EANM nerf. I'm kind of with Callistus regarding the figures. Doesn't seem like much of a nerf or anything. Then again, I'm not smart.
Good job though. Keep up the good work. _____________________________ Eldo spanked my sig but I can't be bothered changing it just now. |

MotherMoon
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Posted - 2007.06.09 00:13:00 -
[105]
I thought armar had the highest DPS in the game seeing as they don't have to reload... but according to this they have the lowest?
and why the dps over different ranges for long range guns and short range not different at range?
I don't understand what this graph means it makes my head hurt.
for instance the grph acts like it's no a smooth DPS decrease... are you saying at 15km it's higher than 16 but 16 is not higher than 17?
Something is wrong:/
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Azerrad InExile
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Posted - 2007.06.09 02:23:00 -
[106]
Originally by: MotherMoon Something is wrong:/
Your understanding of graphs?
The reason the Amarr graph is all bumpy is due to the low falloff and switching of crystals... so at longer ranges you end up doing more damage with longer range, lower damage crystals than with shorter range higher damage crystals. This results in those crazy bump things. -- t20: "So Let us play and enjoy the game you and I both love on the same level." |

Maeltstome
Minmatar Caldari Navy Raiders Praesidium Libertatis
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Posted - 2007.06.09 02:39:00 -
[107]
Quote: the Nerftastic Four
I think its possible CCP have found the 4 most incompetant people imaginable, who don't actually play EVE to address 'balancing' issues. I think 'The Teletubies' would be a more appropriate name for these quadruplets.
Quote: The Minmatar carrier (Nidhoggur) and Mothership (Hel) had their reduction in Shield and Armor transfer duration changed to a bonus to Shield and Armor transfer amount. This makes them potentially quite capable logistic platforms, in particular in combination with the new Triage mode.
So Boosting, and then boosting again repair ammount seems good? I'd me more inclined to drop the cap usage to make the Nuthugger a more efficient logistics ship. Im gonna go out on a limb and say with carrier 5, you'll be boosting about anywhere from 5-10k armor per rep (with triage), depending on gang boni and other skills. Wouldn't you rather boost 25% less armor for 25% less cap? Other than repairing stations or other capital ship, I dont see how more boosting ammount would be useful.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.06.09 06:25:00 -
[108]
Please reduce active hardener requirements to 30tf!
And this is coming from a shield tanker!
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Asuka Asami
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Posted - 2007.06.09 08:11:00 -
[109]
Originally by: Hey You
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
I'd say something clever to make people laugh at you, but you're doing a good job yourself, so I'll just give you a 
On topic - EANMS; Poorly thought through nerf that does nothing for Amarr. While the idea is good, you seem to be completely out of touch with how to boost Amarr, and maybe you should consider reading the massive amounts of community threads with suggestions, instead of nerfing modules left, right and center without any clue as to how said nerfs will affect the game.
Pulse laser tracking; I don't mind the extra tracking, but to me it seems as if you try to pick the easy way out. And again you seem to be completely out of touch with how to boosting Amarr as this boost is nowhere near enough to solving the problems for Amarr.
Supercaps; Good thing the remote DD is removed, however I'd loved to see more drastic changes to have taken place ie. complete removal of the DD or at least a much harsher penalty to using it (unmoveable for 10 mins after activation, possibility of actually targetting the DD and thereby destroying it). Personally I'd love to see Titans turn into a massive logistics platform with lots of nifty logistical stuff instead of solopwnmobiles where you hear the pilots scream on comms; "WAAAAPPP TO .....!!!", after which you arrive and everything is dead.
Moms; A severe nerf to these ships in low sec is needed. The failure to realise this is astonishing. These are no longer anything special. Everyone and their mother runs around in a mom these days, and while I wont deny I want one myself, however I do see how game-breaking they are, especially in low sec. To make it short btw - Ship invulnerable to all types of EW with the ability to cause massive damage 
Rest of nerfs/boosts; Can't say that I fly any of the mentioned ships so haven't got a clue as to whether or not they're actually worth whining about 
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maGz
Chaos Reborn
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Posted - 2007.06.09 08:12:00 -
[110]
Blah above poster was me... ____________
I'm cool
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Tornoon 2
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Posted - 2007.06.09 08:20:00 -
[111]
woot logistics bonuses.... just a side note if I set up my scimitar right I could probably survive a amarr ddd (92.5% res on armour with 4 low slots should be able to do it). it is a nice little ship =).
change to minmatar carriers and motherships \o/ \o/ \o/ \o/ \o/ it's decided once I finish the ships I'm working on atm I am training up minmitar carriers. that fix has been a long time coming.
to the amarr: I don't know much about amarr so you are probably do need some boosts, just remember this when complaining about guns: you don't have to buy ammo or reload, I've made most of money in the last few months off selling ammo it does build up, and not having to reload in combat can help (sure you have to switch ammo types, but everyone has to). You should get the same damage as the rest of the races, but the cap cost should stay, you are getting something very nice for it.
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MellaRinn
Exit 13 Anarchy Empire
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Posted - 2007.06.09 10:01:00 -
[112]
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi? And none of these graphs have drones figued in, or missiles? The Domi which also has a drone damage bonus? How about comparing the damages of the Megathron, Tempest/Maelstrom, and Armageddon? Then looking at the damage after an omni tank. THEN you might understand why a nerf to omni tanks wont help the issue.
your whole post is very good, however in this particular paragraph you are slightly wrong. they are comparing single-gun damage of those ships. That is why the dommy has so much more DPS than the apoc in there. They should however do what you are saying and use more graphs of overall fitting (multiple turrets filling all turret slots, etc) :)
My Vids - Click |

Cpt Lysander
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Posted - 2007.06.09 10:10:00 -
[113]
Originally by: Tornoon 2
to the amarr: I don't know much about amarr so you are probably do need some boosts, just remember this when complaining about guns: you don't have to buy ammo or reload
Of course we have to buy ammo. Have you recently checked the prizes for t2 crystals? A single Scorch L crystal costs around 1,5 millions while a Conflag L crystal is sold for around 500k ( in Amarr Prime at least). Thats the equivalent of roughly 2500/800 rounds of Barrage L amunition.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.09 10:40:00 -
[114]
Originally by: MellaRinn
Originally by: Goumindong Your graph is laughable, something is terribly wrong with it. Ingoring the fact that you are using 3 ships that are not gunboats to compare gun damage. You have the Apoc, with 8 guns, cant outdamage a typhoon with 4? It doesnt even get close to the 6 gun domi? And none of these graphs have drones figued in, or missiles? The Domi which also has a drone damage bonus? How about comparing the damages of the Megathron, Tempest/Maelstrom, and Armageddon? Then looking at the damage after an omni tank. THEN you might understand why a nerf to omni tanks wont help the issue.
your whole post is very good, however in this particular paragraph you are slightly wrong. they are comparing single-gun damage of those ships. That is why the dommy has so much more DPS than the apoc in there. They should however do what you are saying and use more graphs of overall fitting (multiple turrets filling all turret slots, etc) :)
Yea, i noted that in my second post[also on the first page].
Kazuo eventualy provided the dev team with the graphs they ought to have been using.
---------------------------------------- Thou Shalt "Pew Pew" |

LvxOccvlta
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Posted - 2007.06.09 10:53:00 -
[115]
Edited by: LvxOccvlta on 09/06/2007 11:03:00 Edited by: LvxOccvlta on 09/06/2007 10:56:33 Time to bail out on Amarr. I've accumulated nearly 12 million SP over the last year, and it's been frustrating always being the weakest link. Time to cross train to Gallente and never look back.
For a bit of fun, here's a little vignette I'd like to share. About 6 weeks ago I took my T2 fitted Apocalypse to test it against a T1 fitted Drake piloted by a 6 week old Caldari player from our corp. We gang warped to a safe spot, positioned ourselves at optimal (40km or so) and duked it out.
In short, the Drake could easily bust the tank on my Apocalypse. It was crazy, A 6 week player flying a Caldari Drake can destroy a 1 year player flying an Amarr Battleship.
The problem I faced in this battle was threefold, and this goes for Amarr in general:
1) Weak and slow capacitor, and inadequate grid/cpu. This requires me to occupy 4 or 5 slots with cap/grid/cpu modules just to fit what I'm supposed to carry.
2) Absolute reliance on cap. If I get NOS'd, it's an automatic lose. Capacitor Boosters help, but they require midslots which is often a luxury that Amarr ships usually cannot afford.
3) Poor DPS. I'm sorry but Amarr does not dish out the most DPS in the game.
The fix: I noticed that a few Amarr ships are capable of mounting Missiles. Why not give an insane bonus to Missiles on these ships that have only 1 or 2 slots for a launcher or launchers? I'm thinking 20% damage bonus for the ship per level trained which would increase DPS on all types of missiles used. This would actually help balance the race a bit more, and it would do it in a simple manner. If I mount 2 missile launchers on my Apocalypse instead of lasers, I require less cap to fire. As such I could probably toss out a Cap Power Relay or two in favor of tank and gank modules.
What do you guys think?
CCP, your answer to Amarr's cap/grid/dps weakness is not to give a 25% bonus to tracking on one type of gun, and to boost omnitanking. Speaking of omnitanking, is anybody reminded of the ECM nerf which in effect created omni-jamming? CCP you're taking away the benefits that made customization worthwhile.
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Valadeya uthanaras
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Posted - 2007.06.09 12:27:00 -
[116]
Now at least they are trying to make a move toward fixing amarr
Imo EANM nerf not hurt too much .... cpu already so tight on amarr ship I had to fit true Sancha adaptive plating to compete
DEV amarr problem is not something that appeared instantly, its something that date for at least 1 year and a half, and that have been made worse in all patch since RMR
DO YOU UNDERSTAND?
boosting overall capacitor EQUALLY, boost capless weapon system far more than cap dependant weaponry
boosting overall HP EQUALLY, again its boost capless weapon system far more than cap dependant weaponry
USE the graph, and justify cap use of laser and That AFTER PUTTING the 50% reduction some ship have
Please if not, DEV GIVE ME 1 single reason to fit laser over autocannon, on a apocalyspe, while the APOC have a BONUS to laser......Just 1 single reason
DO YOU REALLY WANT TO FIX AMARR????
IF YES:
Then make the 10% less cap per level go to 20% less cap per level
SIMPLE, Amarr fixed.....and if someone care to make the math like me(damage after resist for god sake) they should see....its balanced in EVERY way, and it doesnt make amarr overpowered
DEV please, tell me , is there a reason, just 1 little reason, to fit laser over autocannon on our ship...... cap use is just stupidly insane for a range gain???
you make them capless on the high level, problem solved, i will fit autocannon for close range(stil better even if my laser are capless) or laser for mid range fight
And it will make Amarr the cap-king they should always have been
think about it...
Amarr already have lower ship cpu, highest vunerability to electronic warfare, less mid-slot ,predominant EM dmg, more fitting(beam), and less dps(pulse)---look at your graph...
Make that bonus worth it (change from 10% 20%)
FIXED, laser still a amarrian choice, and now, a possible choice
btw....to have 100%(capless) you need to spend a lot of time(amarr bs level 5 anyone) and with level 4(80%) we finnaly have gun that worth fitting over autocannon-arty, that will allow amarr some flexibility fitting arty or beam, or fitting pulse over autocannon
Guess my idea will never be considered...but at least i said it.....( quoted from an other tread)
but imo.....sisi testing for a few days would be enought to prove I am right.....and it finnaly gonna some amarr ship worth flying(apocalyspe....)
If you feel 20 % is too much, at least try with 15% per level
but please if not, DEV GIVE ME 1 single reason to fit laser over autocannon, on a apocalyspe, while the APOC have a BONUS to laser
and when i say after resist, it agaisnt base armor resist or minimal sheild tank(50% em hardener, invulnaribility feild)
being nerftastic is ok, but what amarr need a BOOST, not other race to be nerfed
If a dev care to reply to this, i will keep my account for 1 more year, if not, give me 1 reason to a amarr pilot not to quit... we are sub-par in EVERY aspect at the moment and your nerfantasy wont save us
VAL
I wont quit, just stick in the curse and have more ppl cry on forum cause every amarr pilot use it( a good amarr ship OMG ), cause they only have this last ship to use.....( along with pilgrim of course)
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MotherMoon
|
Posted - 2007.06.09 12:55:00 -
[117]
Originally by: Azerrad InExile
Originally by: MotherMoon Something is wrong:/
Your understanding of graphs?
The reason the Amarr graph is all bumpy is due to the low falloff and switching of crystals... so at longer ranges you end up doing more damage with longer range, lower damage crystals than with shorter range higher damage crystals. This results in those crazy bump things.
that what I was pointing out, and it seems only ammar polits and others would understand that graph.
they take into account laser changing huh? then they should factor in lag :P
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Auron Shadowbane
Teeth Of The Hydra R i s e
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Posted - 2007.06.09 13:22:00 -
[118]
I think the real problem of omnitanks emerges from the "unfair" advantages some t2 modules get over others compared to their t1 conteparts.
t1 EANM = 15% T2 EANM = 20% t2 bonus= 33% t1 invul = 25% t2 invul = 30% t2 bonus= 20% t1 passive 32.5% t2 passive = 37.5% t2 bonus= 15% t1 active = 50% t2 active= 55% t2 bonus= 10%
this clearly states that the ballance in t2 isnt the same ballance as in t1.
I'd suggest to take over the t1 ballance with the "common" 20% t2 bonus (most guns have that) to the following:
t2 EANM: 18% t2 invul: 30% t2 passive: 39% t2 active: 60%
to flatten numbers we could go for 20/30/40/60. what makes EANM so strong in comparison to actives are the compensation skills. I think those should apply to active active hardeners to and increase their hardening by 2%/lvl. so you would get a t2 active to 66% with maxed skills and a t2 passive to 50% with maxed skills while the t2 eanm is still at 25% with maxed.
this would equal a massive 20% boost to active hardeners but if you take the trian time of the lvl5s into account it would be fair and solve eanm spam by makeing tri-tank viable!
Your signature exceeds the maximum allowed filesize of 24000 bytes -Sahwoolo Etoophie |

Wild Rho
Amarr Imperial Shipment
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Posted - 2007.06.09 13:33:00 -
[119]
Quick question with regard to dictor bubbles.
Will they now also break warp of a ship that has initiated warp but not yet aligned/accelerated to the appropriate speed? This is a fairly significant factor with regards to supercaps since you cannot use disruptors to break the warp once initiated.
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Kel Dario
Amarr M. Corp M. PIRE
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Posted - 2007.06.09 13:41:00 -
[120]
So the promised boost to Amarr is in practice a nerf. Yea I can really see how this fixes the issues Amarr ships have I love that way you guys sidestep the problems and try to make it up with "fixes" that wasn't really asked for.
Then you will with revelation 2 go out and say: look Amarr is good again to play with! Except it won't be true. As another poster said these things look all rushed. Add to it this EANM nerf and I will have even less reasons to use Amarr ships in pvp.
I'm beginning to think most of you don't even play your own game anymore. Are you that overworked? Introducing new content and features to the game are all good and so but I would be more excited over real fixes to Amarr ships (and a few non-amarrian ones). After all thats what the players see first most.
I have no doubt that the new stuff will be heavily pre-nerfed, bugged and unbalanced the first months (or first years and numerous whine threads later) to come. So how about you fixing the old problems before adding more to the pile?
In the meantime we all can look forward to another half year of Caldari Online before revelation 3 hits. Maybe we see a miracle happen then. Or more likely not but I'm allowed to dream, am I not?
//Kel
P.S. don't pull the "there is one team working on content and another one working on fixes" argument, because I'm tired of hearing it. |

Mahavy Seth
Amarr Vure Ultio Animi Causa
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Posted - 2007.06.09 13:49:00 -
[121]
What about that:
Force peoples to select their tank. Give to EANM a CPU requirements of 45 (for Tech II), and Damage Controls 40 (Tech II). Reduce active tank CPU need. You can still fit Omni Tanks like now but not with full rack of the best damaging weapons. Active hardeners are not used very often, and all setups for defence are the same.
Make Amarr the Ganking and Tanking only they need to be. Change the -10% to laser cap to -7% to laser cap. Increase laser damage multiplier by 30% and remove or reduce drone space from many amarr ships (except ships like Curse obisously).
Make Shield Tank more "a standard" in setups Take some minmatar ships and remove some low slots for medium slots. If you think this is a penalty for them, just icrese their base speed to 25%.
The overal idea of CCP to boost amarr is not bad, but they need to increse the math. From 30 to 36 nothing will change, absolutely nothing.
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Ash Vincetti
Agony Unleashed Agony Empire
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Posted - 2007.06.09 15:07:00 -
[122]
Edited by: Ash Vincetti on 09/06/2007 15:07:23 Amarr Lasers:
A weapon so incredibly powerful, that it had to have it's powergrid and energy consumption massively increased to stop all other races from simply mounting lasers to get an advantage. It's damage output is so awesome, that it leaves all other weapon systems out on the dust.
...

oh, wait... it here shows that all other weapon systems will out damage and out perform lasers on unhardened tanks. I don't even want to think about what will happen once the weapons all hit armor  -----
Originally by: Barbarellas Daughter "Do you remember the Jiggly Wiggly guy?" "Yes, his thread was hilarious!" "Yeah, and i even posted in it!"
|

Hey You
Destructive Influence Band of Brothers
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Posted - 2007.06.09 15:07:00 -
[123]
Edited by: Hey You on 09/06/2007 15:10:39
Originally by: Scatim Helicon
Originally by: Hey You Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
I'm sure BoB will be all too willing to prove this by killing all hostile Titans they encounter within a few hours or days of the upcoming modifications. You guys being the best of the best elite PvP masters and everything.
But wait we are best. Because we actually killed 2 "not killable" things. So what is your point? We proved Titan is killable. Granted not trough normal ways, but it is :D
Originally by: Asuka Asami
Originally by: Hey You
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
I'd say something clever to make people laugh at you, but you're doing a good job yourself, so I'll just give you a 
Supercaps; Good thing the remote DD is removed, however I'd loved to see more drastic changes to have taken place ie. complete removal of the DD or at least a much harsher penalty to using it (unmoveable for 10 mins after activation, possibility of actually targetting the DD and thereby destroying it). Personally I'd love to see Titans turn into a massive logistics platform with lots of nifty logistical stuff instead of solopwnmobiles where you hear the pilots scream on comms; "WAAAAPPP TO .....!!!", after which you arrive and everything is dead.
Yes i am Absolutely sure you have all knowledge about anything. Simple amazing. Just by requesting Total removal of any offensive capabilities Titan have just shows how bitter you are.
Ok here is a crash course how to NOT get doomsdayed.
- Warp in, Align back. - Use Intel, use Covert Ops - Use Locator Agents Even with all that dictor decloacks, bubbles your fleet - Cyno goes on titan appears: Even with all above steps you are doomed if: - You cry like baby - Your FC is lost as to what to do - Your fleet setup sucks You are not doomed if: - You MWD out of bubble moment cyno went up - Your FC keeps his control on situation - Once out of bubble (in 15 seconds, now 20 i am sure it is doable) you warp off.
Now to all people Whining about Titans: I have been on receiving end Lately a Lot! Hey Ebil Thug :)
- Fitting to tank a DD is R3tarded, since you basically destroyed any chance vs hostile fleet who is fitted for a sniping. Learn how to avoid DDs not Tank for them and make yourself pray for support fleets.
Ebil Thug fired over 20 DDs on us and he never killed more than 3-4 ships in them, 3-4 ships that were simply unlucky as i once was (Titan cynoed next to me and kicked me out of alignment while mwding away from bubble - Dead) or wasn't aligned.
So u see it must be your poor skills guys that gets you doomsday ed in such mass each time. Till you learn to actually be safe from it and instead whine here you will get DDed same as u was before. Hence u Suck.
Edit: On and i am looking forward to Amarr Boost not this "Boost"
To fall in love and fall in debt To alcohol and cigarettes and Mary Jane To keep me insane and doing someone else's cocain |

maGz
Chaos Reborn
|
Posted - 2007.06.09 15:33:00 -
[124]
Originally by: Hey You Edited by: Hey You on 09/06/2007 15:10:39
Originally by: Scatim Helicon
Originally by: Hey You Since all this nerfs hited super caps you have this situation:
2 Dictors and 2 Sieging dreads = dead Titan Literally.
I'm sure BoB will be all too willing to prove this by killing all hostile Titans they encounter within a few hours or days of the upcoming modifications. You guys being the best of the best elite PvP masters and everything.
But wait we are best. Because we actually killed 2 "not killable" things. So what is your point? We proved Titan is killable. Granted not trough normal ways, but it is :D
Originally by: Asuka Asami
Originally by: Hey You
Originally by: Kar Strike Edited by: Kar Strike on 08/06/2007 18:41:04
Originally by: Hey You Titan isn't and never will be Solo Pwn mobile.
Originally by: Hey You we will still DD ppl right left and center.

Also;
Originally by: Hey You You need to start learning the difference between opinion and complaining.
You're right. Dismissing other's views due to their alliance tag (IRON, Goon, whatever) is truly objective opinion and not at all a lame effort to try and draw attention away from your poorly thought out sensationalist arguments.
But this wasnt opinion of Goons or Iron... This was opinion about nerf of super caps and "boost" of Amarrs. Why do you think it is all about you? It is not :)
I'd say something clever to make people laugh at you, but you're doing a good job yourself, so I'll just give you a 
Supercaps; Good thing the remote DD is removed, however I'd loved to see more drastic changes to have taken place ie. complete removal of the DD or at least a much harsher penalty to using it (unmoveable for 10 mins after activation, possibility of actually targetting the DD and thereby destroying it). Personally I'd love to see Titans turn into a massive logistics platform with lots of nifty logistical stuff instead of solopwnmobiles where you hear the pilots scream on comms; "WAAAAPPP TO .....!!!", after which you arrive and everything is dead.
Yes i am Absolutely sure you have all knowledge about anything. Simple amazing. Just by requesting Total removal of any offensive capabilities Titan have just shows how bitter you are.
Ok here is a crash course how to NOT get doomsdayed.
- Warp in, Align back. - Use Intel, use Covert Ops - Use Locator Agents Even with all that dictor decloacks, bubbles your fleet - Cyno goes on titan appears: Even with all above steps you are doomed if: - You cry like baby - Your FC is lost as to what to do - Your fleet setup sucks You are not doomed if: - You MWD out of bubble moment cyno went up - Your FC keeps his control on situation - Once out of bubble (in 15 seconds, now 20 i am sure it is doable) you warp off.
Now to all people Whining about Titans: I have been on receiving end Lately a Lot! Hey Ebil Thug :)
- Fitting to tank a DD is R3tarded, since you basically destroyed any chance vs hostile fleet who is fitted for a sniping. Learn how to avoid DDs not Tank for them and make yourself pray for support fleets.
Ebil Thug fired over 20 DDs on us and he never killed more than 3-4 ships in them, 3-4 ships that were simply unlucky as i once was (Titan cynoed next to me and kicked me out of alignment while mwding away from bubble - Dead) or wasn't aligned.
So u see it must be your poor skills guys that gets you doomsday ed in such mass each time. Till you learn to actually be safe from it and instead whine here you will get DDed same as u was before. Hence u Suck.
Edit: On and i am looking forward to Amarr Boost not this "Boost"
As I said before - you're doing a perfect job making an ass out of yourself so why bother? This will be the last letters I waste on you as you obviously do not have the mental capacity to have a proper discussion about something as trivial as game-mechanics. ____________
I'm cool
|

Tareen Kashaar
Jericho Fraction The Star Fraction
|
Posted - 2007.06.09 15:45:00 -
[125]
If you guys think Pulse laser tracking was fine, you really have no clue at all. Orbit say a Harbinger at 500m in a cruiser and he will hardly hit you. Try the same with an AC Hurricane and see how long you will live.
This is a very welcome fix.
However, I would still love to see the role problems adressed. Either fix nos or whatnot, but Amarrians being so dependant on cap and so vulnerable to cap warfare is not even funny. They should be the kings of cap warfare, right? --- WTS: Forum Signatures, price negotiable. Evemail me!
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Tarron Sarek
Gallente Cadien Cybernetics
|
Posted - 2007.06.09 15:59:00 -
[126]
Edited by: Tarron Sarek on 09/06/2007 15:58:40
Interesting blog.
Regarding the EANM change - people will always want to use the best possible option. Therefore retaining the best option but making it harder, or impossible, to reach only makes players complain (see recent threads). I think the better solution will be to make omni-tank less viable, not only fitting wise. Quote: EANM and invulnerability fields should be like damage controls, you can only fit one.
That's one idea. However I'm not certain if people will accept it.
Personally, I agree with Adril Alatar on the 17,5% resistance for the EANMII and 27,5% for the Invul.FieldII. If you look at the numbers it is necessary. Single resist energized membranes gain 15,38% more resist bonus from T1 ro T2 (32,5 -> 37,5). EANM's gain 33,33%, jumping from 15% to 20% bonus. There is no problem with the tech1 modules, it's a tech2 issue. Applying the same 15,38% boost to EANM's gives 17,31% resists for tech2. Thus 17,5% would be a very adequate value, even rounded up a bit.
As for Amarr, I was about to write some things like damage increase and less energy consumption, but... after looking at the numbers, it isn't that easy. How many of the complaining Amarr pilots have their ship skill at lvl3 or 4? How many at 5? With ship lvl5 and cap use bonus at 50% the energy efficiency isn't that much different compared to hybrids. The jump from 4 to 5 is a big one and outright crucial for comparing lasers to hybrids. It seems like lasers' cap usage could be reduced by a little bit, like 5-10%, but it isn't nearly as obvious as it seems. 20% less would make large beam lasers more energy efficient than large railguns - with ship lvl5 that is. I'd advice everybody to calculate damage per second and energy per dps for laser turrets before jumping to false conclusions or solutions. Furthermore, regarding Dps, the max. 25% dmg ship bonus of hybrids is pretty much included into laser stats right from the start. That's right, large energy beams have higher base damage than large railguns. In lower ship levels, laser net dps is higher but energy usage is a lot worse than hybrids. At lvl5 it is rather even, while Mega beams with dmg bonus or Tachyons have an alpha advantage. If they can't be fitted easily, that's a different issue and would call for a fitting fix, not a dmg boost. This whole thing is a balancing monster. NPC resistances, common PvP resistances and the absence of Caldari ships in PvP indeed seem to play a major role in the general 'lasers are inferior' perception. Thus, at a second glance, the devs' call on EANM's doesn't seem such a bad move. To start with, that is.
Nevertheless, as mentioned above, the 10% jumps of the Energy Turret capacitor use bonus create a bit of a problem. The last 10% make a lot of difference, hence the devs have to balance with it in mind. But many players pilot their ships with ship lvl3 or 4 for a long time and while they do, they are at a greater disadvantage than pilots of other factions. To alleviate this effect, the energy bonus could be changed to 7.5% or 5% and energy per shot reduced accordingly. For a Tachyon beam this would be 76 or 63.33 energy per shot.
As an overall package, I'd suggest: - change energy bonus from 10% to 7,5% and adjust energy per shot to 80% of current value - reduce energy per shot by an additional 7,5% (totalling 70.3 for tachyons). This keeps energy per second at lvl5 above large rails (12.3% more for Tachyon, compared to 425mm), but disburdens low Amarr ship levels a lot. Relative energy per second reduction: -7.5% for lvl5, -13.6% for lvl4, -32,5%! for lvl3. - Reduce EM armor resistance by 5% across the board. At the moment basic armor resistance is higher than basic shield resistance, so I see nothing against it. - Revise NPC EM resistances. For example: drop shield EM resistance on Serpentis by 50%, Angels by 30% and Guristas by 20%.
Combined with less omni tanks and hopefully some Nos reduction anytime soon, this might give Amarr some real love.
_________________________________ - Balance is power, guard it well.. - |

Fabienne Runestar
Ars ex Discordia GoonSwarm
|
Posted - 2007.06.09 16:07:00 -
[127]
Edited by: Fabienne Runestar on 09/06/2007 16:08:15 Okay never one to like making statements about a problem without offering a valid resolution, I've spent sometime thinking about the Titan being able to warp after DD. I think I've found a suitable resolution to the problem.
Lock the Titan down from warp and jumps for 10 minutes but give him the ability to reverse jumpbridge in a reinforcement fleet during that time window. Basically Titan DD he's locked in space for 10 minutes, maybe drive overloaded or something causing him not to be able to move. But in that time window, he has the ability to link onto a cyno generator in another system. Once the bridge is opened, people can just click on the cyno field in the far system and jump to the Titan's local space.
A reserve fleet could be held a cyno jump away if needed they could be summoned to the Titan's defense. ---
Eve has taught me that Evil will always triumph, because Good is mysteriously unable to log in to defend it's assets. |

Mini Mizer
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Posted - 2007.06.09 16:30:00 -
[128]
Go get something colder to drink and cozy up to the ice bar.
Silly Nerfs to armor, passive shields and hull...
Theres so many other things you could fix or tweak. Fix the tracking on Artillery on stationary objects at optimal range the size of a BattleTower. There SHOULDNT ever be a MISS, unless you have a developer in the structure! Fix the gang bonuses in missions and such. Fix rules of empire engagement. Allow specific kill contracts. Add content, new ships, let there be more diversity in setups.
"passive shield tank of certain ships and others" uh huh what others..... allow people to re-equip their ships completely since your making game style play changes beyond training a skill. For every ship specialization you use, you have a penalty. Whats really the big deal with the passive tank? They are definitely not indestructible. You must have lost a ship to a setup you decided you didn't like.
In Character - No I don't fly a passive tank .
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Hllaxiu
Shiva Morsus Mihi
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Posted - 2007.06.09 16:53:00 -
[129]
Originally by: blog Even though they are costly to produce, their capabilities far exceed their expense and is something we need to address. Warp Disruption Probes (launched by Interdictors) and Mobile Warp Disruptors will prevent capital ships from jumping or warping respectively.
I'm surprised nobody else noticed this, but CCP are saying that after this patch: Interdictor bubbles prevent super capitals from jumping. Anchorable bubbles prevent super capitals from warping.
This is huge, assuming that they meant to put that word "respectively" in there. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |

Adam C
0utbreak
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Posted - 2007.06.09 17:02:00 -
[130]
give love to the pilgrims nos rangE!!!!! --------------------------
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B Glorious
Imperial Academy
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Posted - 2007.06.09 18:38:00 -
[131]
Originally by: Hllaxiu
I'm surprised nobody else noticed this, but CCP are saying that after this patch: Interdictor bubbles prevent super capitals from jumping. Anchorable bubbles prevent super capitals from warping.
This is huge, assuming that they meant to put that word "respectively" in there.
I'm actually pretty sure this is just a translation error or some such, judging by this post by Oveur.
Personally, I think that given enough time, the balance devs will eventually balance things out. However, I am not exaggerating when I say that the announced changes to supercaps are not even close to adequate.
Allowing bubbles to tackle titans - a good start, but not enough. First, it doesn't do anything for supercapitals in lowsec, and allowing bubbles in lowsec could give way to god knows how many other problems that should be avoided in the first place. Second, the doomsday has a 250km radius starting from its origin. Are you telling me that a dictor is supposed to fly over 250km in a matter of seconds to bubble a titan, and through all this it has to survive the fire from the titan's support craft (rare but very possible) and then miraculously the attacker's force has to take down a ship with as much HP as a small POS in a matter of minutes, constantly bubbling and rebubbling as it goes on, while coping with bubble bugs that still exist?
Hell, you wouldn't even be able to get to bubble it in the first place, since right now on SiSi, bubbles don't cancel initiated warps while getting up to speed and aligning, I had a friend test this for me. Hit warp, start aligning, and a bubble created during alignment won't stop you from warping off. So yeah, bubbles aren't going to do jack crap for catching titans, though it may help against motherships. (and neither in low-sec)
People will just have to continually bump supercaps, which is a pretty lame option, since its basically the product of EVE's imperfect physics engine. AND it may cause people to desync, but that's not proven, just a likely possibility.
Seriously, why is it such a bad thing to just let us warp scramble a friggin titan? Why? Why do you have to do the equivalent of unlocking a safe or defusing an atom bomb ON AN OPEN BATTLEFIELD just to TACKLE (read: NOT KILL) a titan or mothership?
What the hell ever happened to things like this?
Originally by: Tuxford Combat in EVE was always supposed to be more about tactics and strategy rather than twitch movement. I know a lot of the community enjoy that style of gameplay but it just isn't EVE. [...] When going into a fight we want people to commit to a fight. That means when you go into a fight you are risking your ship or ships, not just warping in on anything and if you can't handle it you just warp off.
Originally by: Oveur, Fanfest 2006 Titans were never meant to be cost effective [...] people use the ships for what they want to use the ships [...] If people donĘt want to risk their assets like real men, let them.
Balance based around "kill those kinds of ships or else they'll have more than anyone can handle" is exactly what we have now, and it doesn't work. If you're going to balance a ship by giving it some stupidly powerful weapon but a infinitesimally small chance you can kill it, you're practically admitting its overpowered from the start and you don't know how to actually deal with it.
I'm getting really tired of patiently trying to spell out what is wrong and what isn't, because that sure didn't help much when I did it months ago. This isn't nerfing that you need to do, its just making the game actually work. You need to get a grip and realize that ewar immunity and doomsdays and all the other crap that titans get are at best "mis-features" that don't belong in this game or any other. |

Imperator Jora'h
|
Posted - 2007.06.09 19:48:00 -
[132]
Originally by: Cpt Lysander
Originally by: Tornoon 2
to the amarr: I don't know much about amarr so you are probably do need some boosts, just remember this when complaining about guns: you don't have to buy ammo or reload
Of course we have to buy ammo. Have you recently checked the prizes for t2 crystals? A single Scorch L crystal costs around 1,5 millions while a Conflag L crystal is sold for around 500k ( in Amarr Prime at least). Thats the equivalent of roughly 2500/800 rounds of Barrage L amunition.
I will SO swap my not having to reload ammo "benefit" for tossing the cap "bonus" on Amarr ships and having it fixed so they can use lasers and get a real 2nd bonus.
And as mentioned T2 ammo costs about twice what other T2 ammo costs. On my Absolution (so mid sized guns...not the more expensive large guns and only 6 on an Abso) costs me 84,000 ISK/minute to use. I pretty much gave up using them in missions as that really adds up. I could afford it but it is a substantial cost just the same. Only gets worse for battleships that use larger, more expensive ammo and have more guns shooting them.
Others have pointed out the deficiencies with the Amarr "boost". If that is all the Devs have in mind for Amarr and/or we need to wait another 6-12 months for something to be done then I am appalled. It falls SO far short of the mark and helps so little (even hurts actually) as to truly make one wonder what the hell the Devs are thinking about.
Far from being a help it is almost offensive to the player base. A tracking boost no one ever asked for and does not help terribly much at all? Make EANM fittings a bit higher but that will not stop anyone from using them anyway and only really hurts the severly CPU limited Amarr? Fixing fitting reqs so frigs can fit something they should have been able to do since forever? Call me underwhelmed.
If I fed my dog a set of Scrabble chips I am pretty sure she'd crap a better Amarr boost than this.
|

hUssmann
Caldari Veto. Veto Corp
|
Posted - 2007.06.09 19:57:00 -
[133]
Originally by: Goumindong Edited by: Goumindong on 08/06/2007 13:57:39
Originally by: maarud
Originally by: Darpz another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Tier2 Raven can fit 6 siege no problem Tier2 mael can fit 8 1400s Tier3 pretty sure a pest can fit 6 1400s without fitting mods Tier2 and no it can't
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
Pest needs PG Rigs to fit it
It needs an RCU to fit an MWD, but it actualy fits 6x 1400 IIs with AWU 5.
With a whopping 50 grid to spare.
Point is void anyway, mixing Tier2 and Tier3 BS and then complaining that the fitting is different is a little silly.
Oh, and congrats again CCP for completely ignoring the playerbase, first this and the joke that was the e-on awards, you're doing a fantastic job at the moment guys, keep it up.
Ginger Magician > You are merely an effective ganker of haulers who runs at the first sign of combat. |

SauronTheMage
Dragonfire Intergalactic Crusaders of Krom Dark Matter Coalition
|
Posted - 2007.06.09 20:04:00 -
[134]
Although making some capitals immune to EW is a nice idea, Webbing and Warp Jamming are not included under the EW category. EW consists of ECM, Damps, Tracking Disruptors, etc since they effect the target's ability to hit their target.
If you look at the bonus to the Information Warfare gangmods, these "Electronic Warfare" boosting mods do not effect webbers or warp jammers. If you look at the minmatar gang mods, these "Propulsion Jamming" gang mods only effect warp jammers & webbers. If webbers & warp jammers were classified under the EW group, they would be getting EW bonuses from information warfare gangmods.
Based on these facts, unless ccp wishes to change the descriptions of the capital ships to state they are immune to all forms of EW and Propulsion Jamming... I think it is only fair to allow webbers & warp jammers to work against capital ships. To make things interesting, so 1 frigate w/ warp jammer can't hold down a capital ship, give the capital ships a +4 (or higher) bonus to WCS.
If certain transporter ships get a +2 to WCS, I don't see why this can't be given to capitals also. This way you need multiple ships setup to lockdown the capitals. This also gives the people in low-sec a way to take on a capital ship since bubbles are not allowed to be used.
Any feedback about this idea?
P.S. - I'd really love to know why Command Ships were nerfed as well with the shield regen, when the blog stated it was battlecruisers only.
|

RossP Zoyka
|
Posted - 2007.06.09 21:17:00 -
[135]
Originally by: Tarron Sarek Edited by: Tarron Sarek on 09/06/2007 16:28:29
Interesting blog.
Regarding the EANM change - people will always want to use the best possible option. Therefore retaining the best option but making it harder, or impossible, to reach only makes players complain (see recent threads). I think the better solution will be to make omni-tank less viable, not only fitting wise. Quote: EANM and invulnerability fields should be like damage controls, you can only fit one.
That's one idea. However I'm not certain if people will accept it.
Personally, I agree with Adril Alatar on the 17,5% resistance for the EANMII and 27,5% for the Invul.FieldII. If you look at the numbers it is necessary. Single resist energized membranes gain 15,38% more resist bonus from T1 ro T2 (32,5 -> 37,5). EANM's gain 33,33%, jumping from 15% to 20% bonus. There is no problem with the tech1 modules, it's a tech2 issue. Applying the same 15,38% boost to EANM's gives 17,31% resists for tech2. Thus 17,5% would be a very adequate value, even rounded up a bit.
As for Amarr, I was about to write some things like damage increase and less energy consumption, but... after looking at the numbers, it isn't that easy. How many of the complaining Amarr pilots have their ship skill at lvl3 or 4? How many at 5? With ship lvl5 and cap use bonus at 50% the energy efficiency isn't that much different compared to hybrids. The jump from 4 to 5 is a big one and outright crucial for comparing lasers to hybrids. Yes, it seems like laser cap usage could be reduced little bit, like 5-10%, but it isn't as obvious as it seems. 20% less would make large beam lasers more energy efficient than large railguns - with ship lvl5 that is. I'd advice everybody to calculate damage per second and energy per dps for laser turrets before jumping to false conclusions or solutions. Regarding Dps, the max. 25% dmg ship bonus of hybrids is pretty much included into laser stats right from the start. That's right, large energy beams have higher base damage than large railguns. In lower ship levels, laser base dps is higher but energy usage is a lot worse. At lvl5 it is rather even, while Mega Beams with dmg bonus or Tachyons have a better alpha. If they can't be fitted easily, that's a different issue and would call for a fitting fix, not a dmg boost. NPC resistances, common PvP resistances and the absence of Caldari ships in PvP indeed seem to play a major role in the general 'lasers are inferior' perception. Thus, at a second glance, the devs' call on EANM's doesn't seem such a bad move. To start with, that is. This whole thing is a balancing monster.
I really think that if active tanking is not given some sort of viable PvP advantage over omni-tanking then no one is going to use it unless they have to.
Omni-tanking gives you better resists then active tanking, even if you are only using 2 EANMs instead of 3.
Keeping omni-tanking's utter superiority in mind, I think that it is silly to expect people to try and fit active tanks as long as the fitting requirements are equal between active and omni.
|

Frothgar
Caldari coracao ardente Triumvirate.
|
Posted - 2007.06.09 21:47:00 -
[136]
Once again the devs show they really don't have any real sense about the game.
You end up nerfing Amarr worst with the EANM nerf since their resists are the most balanced for armor and the race as a whole is horridly short on CPU.
Tracking was never a priority, flip around some of the shield/armor EM resists and this junk might start making sense.
Cap/grid usage for beams is so off the wall they can't be used in anything other than a sniper setup, I haven't seen a beam fitted cruiser in years.
Amarr issues are EM armor resists, and cap usage. Stop ignoring that.
|

Icome4u
Caldari Dark and Light inc. D-L
|
Posted - 2007.06.10 02:09:00 -
[137]
Originally by: Justin Mathers
Quote: Supercaps
We have also looked into the problems regarding Motherships and Titans. One of the main complaints is they are virtually indestructible if the pilot knows what he is doing. Even though they are costly to produce, their capabilities far exceed their expense and is something we need to address. Warp Disruption Probes (launched by Interdictors) and Mobile Warp Disruptors will prevent capital ships from jumping or warping respectively. While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmĘs way with careful placement.
Doomsday devices have been revisited. The remote detonation capability through Cynosural Fields has been removed, now Titans must be present in the same area as their targets. Additionally, firing the doomsday devices prevents the Titan from using its jump drive for 10 minutes. This means the Titan must expose itself to enemy retribution after detonation.
Ok, that's great for 0.0, but what about low-sec. A low-sec mothership is still indestructible as you cannot prevent it from jumping out of system. Unless I am mistaken, You can't drop dictor bubbles in low sec right?
Yupp its still a solowtfpwnmachine. LOVE IT!!!!!!!! ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
|

Icome4u
Caldari Dark and Light inc. D-L
|
Posted - 2007.06.10 02:15:00 -
[138]
Edited by: Icome4u on 10/06/2007 02:20:29 Ok so let me get this straight.
Amarr = boosted Minmatar = boosted Caldari = nerfed Gallente = still the best
Errr... wtf? I still cant properly fit my Caldari ships b/c of CPU problems (unless i use faction modules...) so wtf... Mind boosting Caldari ships CPU please.
Oh and since the Drake is so 'leet' and you nerfed it into being a **** ass ship, mind letting us AT LEAST refit it? I spent quite a large sum of isk to fit mine (rigs) and now im stuck with them on b/c you guys decided to change it? WTF??? ______
Originally by: Vyger If I lose connection while walking around a station will my avatar run off in a random direction and go hide in a corner? 
|

Namingway
Important Yet Underrated Video Game Characters
|
Posted - 2007.06.10 03:09:00 -
[139]
Originally by: Darpz another problem with amarr. no other race has a problem fitting a full rack of its biggest guns like amarr do.
Mega can fit 7 425s no sweat Raven can fit 6 siege no problem mael can fit 8 1400s pretty sure a pest can fit 6 1400s without fitting mods
try fitting 8 tachs on a apoc or even a abbadon? yeah gl on that without fitting mods
You run out of grid after the 6th 425 II on a Rokh, maybe the 7th if you've got maxed fitting skills.
Oh, and Tach are not the same as 1400s or 425s, or siege launchers, they are a tier above, as devs have said for well over a year.
Originally by: CCP kieron If a member of the EVE community finds he or she cannot accept our current level of transparency, we bid you good luck in finding a company that meets your needs.
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B Glorious
Imperial Academy
|
Posted - 2007.06.10 04:41:00 -
[140]
What the hell were you thinking when you made this thing, CCP? |

MotherMoon
|
Posted - 2007.06.10 05:54:00 -
[141]
the matar seem to be the kings of cap warfare that or ammar ships with atoucannons on. seeing as they have more cap and more dps when fitting non-ammar weapons... doesn't this strike anyone up there in ccp as ODD?
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Akirano Hu
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Posted - 2007.06.10 12:13:00 -
[142]
Edited by: Akirano Hu on 10/06/2007 12:22:40
No counter-arguments or feedbacks from CCP... not surprising...
SO u guys telling me that:
OPTION1: with 2 x EANM T2 and DC T2 (using PROPOSED changes) on Amarr T1 Ships:
102 CPU and 3 PG at 2 cap/min usage giving 77.53%EM, 55.06%EXP, 57.87%KIN, 63.48%TH (Average 63.485% resist)AND SHIELD AND HULL resist...
OPTION 2: with KIN, TH and EXP hardeners T2 (using PROPOSED changes)on Amarr T1 Ships:
108 CPU and 3 PG at 270 cap/min giving 60%EM, 64%EXP, 66.25%KIN, 70.75%TH (Average 65.25% resist)
So using OPTION 1 compared to OPTION2 i.e a saving of 6 CPU (much more if named DC used) and 268 cap/min... I get an almost similar average armor resist with better SHIELD AND HULL resist... did I emphasize on 268 cap/min SAVING???
Guess what I am going to use on my Amarr ships with ''''plenty of CPU AND cap'''' to spare...
Edit: Thanks for this long awaited ner... oups... i mean '''boost''' Amarr rejoice!!! We are truelly f*cked...
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Jim McGregor
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Posted - 2007.06.10 13:02:00 -
[143]
The before and after graph looks exactly the same to me. I cant seem to see a difference.
---
Originally by: CCP Wrangler You're not supposed to feel like you're logging in to a happy, happy, fluffy, fluffy lala land filled with fun and adventures, thats what hello kitty online is for.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
|
Posted - 2007.06.10 14:10:00 -
[144]
Originally by: Jim McGregor Edited by: Jim McGregor on 10/06/2007 13:21:13
The before and after graph looks exactly the same to me. I cant seem to see a difference.
Glad to see the minnie capitals getting some attention. Hopefully the change turns out to be meaningful. If someone flies them, I would like to hear what they think about the changes.
Look at the DPS under 10km. Specificially between 7 and 2km. Its a pretty large difference, just hard to see because of the slope of the graphs.
However, its still the wrong direction to take amarr in. You ought to beat lasers by getting close. Basically you had the 3 gun types at the short range.
Blasters = Win by getting close Lasers = Win by saying far away Autocannons = Win by getting close to lasers and far away from blasters.
Even though ACs and blasters still have significantly better tracking, the solution shouldnt be to make the job they ought to be doing against lasers harder. Because you still have to fix the EANM armor tank issue[which wasnt done] And if that gets fixed, then the tracking boost might really start to cut into the ability of ACs and Blaster ships to beat laser ships in the manner they were intended to do so.
---------------------------------------- Thou Shalt "Pew Pew" |

Haniblecter Teg
F.R.E.E. Explorer EVE Animal Control
|
Posted - 2007.06.10 17:16:00 -
[145]
They are looking at PER GUN damage. It doesnt matter that they have a dominix or megathron there, they have the same frickin damage per gun. Tracking is different thoguh. ---------------------------------------- Friends Forever
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.06.10 17:59:00 -
[146]
Originally by: Haniblecter Teg They are looking at PER GUN damage. It doesnt matter that they have a dominix or megathron there, they have the same frickin damage per gun. Tracking is different thoguh.
yes, we have covered that. ---------------------------------------- Thou Shalt "Pew Pew" |

ALPHA12125
Gallente 0utbreak
|
Posted - 2007.06.10 18:29:00 -
[147]
Originally by: B Glorious What the hell were you thinking when you made this thing, CCP?
just imagine the devs werent allowed to play the game :) how "good" would the fix then be ^^
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Redback911
Malevolent Intentions Chaos Incarnate.
|
Posted - 2007.06.10 19:33:00 -
[148]
I dont get it.
Khanid Mk2 was started months ago. What's so difficult? Armour tanking missile firers, its that simple!
2nd Amarr Bonus - You finally got it right with the baddun BUT Ammar quite simply need more cap and more individuality. Remove the laser bonus, replace with another role specific one, and up the cap by 30% base.
The apoc also needs serious love. Atm it has no use whatsoever.
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AlleyKat
Gallente The Avalon Foundation
|
Posted - 2007.06.10 21:30:00 -
[149]
Originally by: CCP Fendahl I have been working with TomB et al. on the sideline on balancing for over 3 years and joined CCP about 2 months ago.
Can you expand on this? What does your video game design experience consist of?
January's Film |

DoctorBautz
|
Posted - 2007.06.10 21:31:00 -
[150]
lol guys look at your graph. on megapulse optimal the other highest grade guns do nearly the same dmg, and amarr is far away from predicting the range. and when you just would take a look at the ships:
tier1: dominix (the nos smurf) - geddon : both quite nice tier2: megathron ( blasterthron or sniperthron, both very nice and often used ships, guess why - apocalypse , giant flying battery no dmg bonus etc. hardly used in pvp) tier3: hyperion giant gang tank ship - abaddon gang or tank selfneuting bs, maybee good for short fights but if it takes a little longer your cap is gone.
bcs: myrmidon brutix? 2 very nice ships with superb gang and tank harbinger finally a quite good amarr ship - prophecy only a tanking vessel maybee good with acs ( it is a shame for an amarr player that he needs to fit acs to be able to shoot and run a rep the same time).
so should the ammarians only train for curse/pilgrim absolution/damnation or capitals to be competetive in any way?
my view is of course quite limited, i dont got any idea of how caldari and minmatar work in pvp. but when i need to train amarr bs to lvl 5 and controlled bursts to 5 just to prevent my lasers to nos myself, then there is something wrong.
another thing which seems odd to me is that minmatar and gallente can nearly fight at same distance but the slow amarr need to dictate the range. logic? anyone?
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Xenea
Amarr Paladin Imperium Curatores Veritatis Alliance
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Posted - 2007.06.10 21:43:00 -
[151]
I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread. |

Wyliee
Taurus Inc
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Posted - 2007.06.10 23:11:00 -
[152]
Originally by: Xenea I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread.
i agree.
i dont often post here, but i wish to god i didnt go down the amarr route.
i have all the cap skills to 5, including controlled bursts, 6mil in gunnery, high ship skills, yet my lesser skilled friends can beat me in minmatar and galentee ships.
my main issue is i run out of cap. i inject all my cap boosters and im done.
i personaly think amarr need caps 50% bigger on pretty much all ships.
and the cap on my t2 fitted abaddon is a joke. if i need to tank anything mildly serious after a few mins i have to shut of my weapons and just run the reps and the injector.
i dont mind so much getting nos'ed and loosing, thats part of the game, but it is depressing that amarr is so reliant on cap yet the cap is not strong enough.
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Sonorra Baki
Interstellar eXodus R0ADKILL
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Posted - 2007.06.11 01:06:00 -
[153]
Edited by: Sonorra Baki on 11/06/2007 01:06:59 I read the blog over and over again, and I can't help but smile and feel that my legs being pulled. Like it would almost be more fun than the Aprils fools post (if it was actually posted April 1.)
Regarding amarr. Its a bit like a white rabbit popping out of a hat going tadaaaaa, when the magician was actually trying to guess the right card.
Nobody EVER complained about tracking!!
Im 35mil SP, and have now pretty much left my 15mil amarr SP behind, but, our issues are: EM dmg is our primary. Less options in setups (lmt. mids) Insane fitting reqs More suceptible to ew Insane Cap needs for guns.
What did that EVER had to do with tracking??? I dont want more tracking!
And with the EAN nerf,some of my only viable setups for amarr is now going down the drain now, and they wasnt even fielding a rep.
I dont care if it makes my enemies 10% weaker to me... It just made me 20% weaker to everybody else!
Surely it would be overpowered, should amarr EVER be able to fire and tank at the same time.
This amarr fix, makes just as much sense, as if this was posted:
"CCP Finally hear the cries from deimos pilots" After what seems an endless cry from deimos pilots on the forums, we now recognize that there is an issue with the deimos power output, and with its speed.
Therefore we have decided to add 5m3 to its dronebay, and to add 10% speed to all ships ingame.
and PS. I laughed at this:
Quote: "Energized membranes in general have been needlessly hard to fit on frigates as they required 2mw power, so the requirement has been lowered to 1mw like most other "class-less" modules."
Yes, because it was allways the insane 2mw that was keeping pilots from slapping a couple EANS2's on their frigs. Now surely frigs will use them alot more, as they only use 1/4 of an the entire CPU available on most frigs.
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Royaldo
Gallente KVA Noble Inc.
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Posted - 2007.06.11 03:04:00 -
[154]
/me giggles
seriously, what is going on?
alliance chat taking too much time?
what kind of omph is this?
THIS MUST BE A JOKE.
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diabolic clone
Amarr Paxton Industries Paxton Federation
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Posted - 2007.06.11 04:00:00 -
[155]
CCP get so much tough love, thanks for getting the ball rolling on amarr nerftastic four. I for one did not expect it but will very much enjoy a tracking bonus for pulse lasers. Less grid for beams too.. OOH NO LONGER NEED 90 GRID ON MY RETRIBUTION not sure which I'll wanna fit pulse or beams first, I'm looking forward to losing more ships  Don't think I will be feeling the 'Oomph' yet but not a bad start imo. anyway... please consider ticking on a few more tf on EANMII I actually enjoy watching the megathron pilots squirm. co processors where rigs replaced my RCUs doesn't seem so bad. 
Originally by: Sonorra Baki Edited by: Sonorra Baki on 11/06/2007 01:06:59 Regarding amarr. Its a bit like a white rabbit popping out of a hat going tadaaaaa, when the magician was actually trying to guess the right card.
haha... nice anology you deserve a beer.
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Ladyah Liandri
VMF-214 Blacksheep
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Posted - 2007.06.11 07:00:00 -
[156]
Boy, am I glad that I left the Amarr track right on time.
After Amarr Frigate 5 I actually was tempted to skill Amarr Cruiser 5.
For frig fun I'll still prefer my Puni over any other shippy but other than that ... Amarr will still suck big time.
What I don't quite get is the fact that the player base did come up with a commonly agreed list of some very reasonable adjustments regarding Amarr. But it seems as if they were not even ignored.
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Gozmoth
Amarr Altera Odyssea Tau Ceti Federation
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Posted - 2007.06.11 09:08:00 -
[157]
Originally by: Xenea I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread.
I agree.
Beam PG lowered is the way to go.
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clone 1
Caldari The Short Bus Squad The SUdden Death Squad
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Posted - 2007.06.11 09:47:00 -
[158]
It seems to me that Amarr is no longer a race but an affliction.
'Oh stay away from him, he has got Amarritis'
Amarritis A condition of the skillsheet, whereby a significant portion of the skills are focused on the Amarr type ships and weapons.
Symptoms: Decreased damage in gameplay, lack of focus of function in Amarr ship types, and increased whining on forums. Can be identified by sarcastic but witty responses.
Treatment: Usually treatable with a dose of Gallentean based skills.

Always Moaning About Race Retardations |

Bermag
Point-Zero
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Posted - 2007.06.11 12:18:00 -
[159]
I really don't understand why CCP doesn't do the most obvious thing and change the EM resists. Make it 20% shield, 40% armor or something.
Also please add some CPU and grid on Amarr ships. Especially CPU is hard on for example Geddon. I can accept havign to fit 2xRCU II on a tach T2 Geddon but it should at least be possible to fit a decent Dual Heavy T2 Pulse setup and a tank without having to use faction stuff.
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RossP Zoyka
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Posted - 2007.06.11 13:04:00 -
[160]
Edited by: RossP Zoyka on 11/06/2007 13:02:44 What I think is awesome is that they had the new guy post this. Bahahaha!
The rest of the nerftastic team was probably laughing at him and called him a "noob nerfer" for weeks on end..... after they read this 5 pages of flame they are going to have a new found respect for him.
"This is what it means to be on the nerftastic four!!! Can you handle it! Now go and nerf the Amarr and bask in the forum screams of pain from the damned..."
I think the best tactic will be if everybody goes "all right, Amarr are now pimp. Thanks Fendahl!"
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.06.11 13:29:00 -
[161]
Originally by: Adril Alatar
Originally by: Goumindong You guys dont have a clue why omni-tanks persist do you? Its because 2x eanm+1dc uses less CPU[and still does after the changes!] than 3x active hardeners and is better in about every way. 1x anp, 1x eanm, 1x DC still uses less CPU. The change doesnt modify the persistance of omni tanks it simply makes them 6% less strong. Amarr still end up doing terrible damage to shields. In order to change this, active hardners need to get a drastic reduction in CPU, down to 20 apiece, or even 15. Otherwise all you are doing is nerfing omni-tanks, not modifying the fitting considerations. not to mention, that because amarr ships have the least CPU in the game, and the least CPU after fitting their weapons in the game, they are hit worse by any increase in the CPU use of eanms
I dont agree with the reduction of cpu on active hardeners, but i agree that this is not enough.
Nerf EANM II from 20% to 17,5% resistance. This would give slightly lower resistances, which should be inline with the lower cpu usage of EANM. Hardeners would give better resistance with the tradeoff of more CPU and cap usage.
I would also agree that Invuls get there resistance nerfed because 3 Invul II give a lot more resistance than 3 Hardener.
According to QuickFit: 3 Hardeners (EM, Kinetic, Thermal): 55/60/73/64 Resistance 3 Invul II: 57,1/82,8/74,3/65,7
So 3 Invul II give better resists on the 3 hardened resistances. And they additionally give also explosive resistance.
With a nerf from 30% down to 27,5% it would give: 53,4/81,4/72/62,8 Slightly lower resistances on the 3 hardened and a lot better resistances on explosive.
Invul fields eat a lot of cap.
Blueprint Research Service Available See thread for details.
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Gragnor
Ordos Humanitas FREGE Alliance
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Posted - 2007.06.11 13:54:00 -
[162]
Edited by: Gragnor on 11/06/2007 13:54:56 nvm
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.06.11 13:57:00 -
[163]
Originally by: Aramendel
Originally by: Hey You Have you ever flied Dread let alone Titan? If you did u would know that Titan Dies to a 2 Sieging Dreads no matter what his tank is.
Unless he has support. You know, like one single carrier with one single remote rep and triage. As I said already. Into denial much?
Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...
Blueprint Research Service Available See thread for details.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.11 16:13:00 -
[164]
Originally by: Dr Aryandi Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...
Nice try. Lets shall run the numbers, something you obviously haven't done.
A revelation in max dps config (giga pulse), max skills and minor pimpage (3 TS heat sinks) does around 4500 dps. So 9000 dps for 2 dreads.
A caprecharger/CPR config to permarun a single remote rep leave a thanatos (which is after the chimera the 2nd worst carrier to do that) 4 low slots left. In there put 2 capital armor reps and 2 TS EAN. This gives you 63.7% average resists. Reducing the 9000 dread dps to 3267 dps.
One capital armor rep regens 426.7 armor/sec. Triage QUADRUPLES this to 1706.7 armor/sec. With 2 reps running thats 3413 rep/sec.
It can permatank them.
And, no, it won't run out of cap. 2 CPR2, 5 CR2, and 3 t1 CCC -> 506 cap/sec peak recharge. A capital remote armor with skill lvl 4 needs on sisi under triage 432 cap/sec, so it can comfortable run it and tank 7 heavy nosses. 2 CAR need under triage 426.7 cap/sec.
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Hockston Axe
Amarr
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Posted - 2007.06.11 18:46:00 -
[165]
Edited by: Hockston Axe on 11/06/2007 18:45:27
Originally by: CCP kieron
Graphs for the boost to Pulse Lasers (there *is* a difference in d/s),
ū when you have to say, 'really there is a difference.'
Yep big changes, everybody break out yer magnifying glasses to see the huge differences!
IĘm glad that I always use Beams, since thereĘs obviously nothing wrong with them since they get no adjustments.
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Back Again
Caldari Hazardous Situations Club
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Posted - 2007.06.11 19:48:00 -
[166]
Edited by: Back Again on 11/06/2007 19:49:03 So, all Stealth Bombers will have 3 laucher hardpoints now... I'm just wondering if the Manticore will be "balanced" after this change...
Worst attributes on that ship: Cargo Capacity (120)- others (135/145/155); Scan resolution (375) - others (425/450/500); Max Velocity (195) - others (205/215/235); Signature Radius (51) - others (48/45/42); Powergrid (35) - others (38/40/45).
and that attributes are the most important for a Stealth Bomber, keeping that numbers after Kali 2, Manticore will be the worst ship in EVE.
Being able to use 3 lauchers were the reason to train for it and the reason it has that much drawbacks... No signature here, only the bright light of a ship exploding right in front of me. |

Pherusa Plumosa
Minmatar Corp die auf alles schiesst wo was sie Lust hat
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Posted - 2007.06.11 20:42:00 -
[167]
Edited by: Pherusa Plumosa on 11/06/2007 20:41:26
Originally by: Aramendel
Originally by: Dr Aryandi Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...
Nice try. Lets shall run the numbers, something you obviously haven't done.
A revelation in max dps config (giga pulse), max skills and minor pimpage (3 TS heat sinks) does around 4500 dps. So 9000 dps for 2 dreads.
A caprecharger/CPR config to permarun a single remote rep leave a thanatos (which is after the chimera the 2nd worst carrier to do that) 4 low slots left. In there put 2 capital armor reps and 2 TS EAN. This gives you 63.7% average resists. Reducing the 9000 dread dps to 3267 dps.
One capital armor rep regens 426.7 armor/sec. Triage QUADRUPLES this to 1706.7 armor/sec. With 2 reps running thats 3413 rep/sec.
It can permatank them.
And, no, it won't run out of cap. 2 CPR2, 5 CR2, and 3 t1 CCC -> 506 cap/sec peak recharge. A capital remote armor with skill lvl 4 needs on sisi under triage 432 cap/sec, so it can comfortable run it and tank 7 heavy nosses. 2 CAR need under triage 426.7 cap/sec.
Either Titans won't insta-pop, nor are they invulnerable anymore. I think it's ok if you need 20 or more Dreads if you want to have a chance to harm a Titan if you look at the costs & efforts to build a dread and the ones to build a Titan. CCP added a small chance to bring down supercaps now, it's a step into the right direction imho. The motherships gatecamping in lowsec are too lame atm.
I <3 the nerftastic 4 Pherusa
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Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.06.11 21:23:00 -
[168]
Edited by: Almarez on 11/06/2007 21:29:25 Okay at first I was someone content with the changes but after some careful consideration I have changed my mind. I agree that the EANM nerf has only hurt some of the few setups that actually worked for me. Forcing Amarr to use active hardeners will only exacerbate the cap issue. Tracking, while nice, will mean nothing when my cap runs out, I keep saying that when cap is out, DPS and tanking go to zero, now this would be even worse because our resistances will now also drop when using active hardeners over the EANM.
Really guys, you still have time before rev 2, please fix the cap issue, this is the number one pressing need, even over the omni-tank issue. Why not keep the requirements the same for EANM and active hardeners and just slightly lower the EM resist on armor, maybe 10% so it doesnt end up over 80% with a couple of EANM, and I think that would maybe be enough. The beauty of the test server is you can use it for testing, let's do that. Your signature graphic must reflect your ingame persona as per The Forum rules - Sahwoolo Etoophie ([email protected]) |

Wyliee
Taurus Inc
|
Posted - 2007.06.11 22:44:00 -
[169]
Edited by: Wyliee on 11/06/2007 22:45:24 amarr nerfed now is seems.
here is my current set up on eve
harbinger 7 x heavy pulse 2 one empty top slot. webber 20k scram medium cap injector/belly fulla 800caps AB 2 medium repper 2 energised heat/kinetic/expl membrain 2 eanm 2
this set up currently looses to a hurricane with a simlarish setup +2 noz and lower skills.
i just been in the test server, and using the best named products i am short 1cpu unit to fit this setup.
so what now?
ended up fitting a tech 1 thermic membrain instead :(
wouldnt be so bad if there was a strait CPU rig..but there isnt. that WOULD help amarr. i guess thats why they dont have one.
i have gone over my skill list and i have no extra skils to train to squeeze any more cpu back.
this is ontop of the weakcap. now im looking at more armor repair cycles and less cap again.
if im wrong please tel me..coz this makes me wanna cry.
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Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2007.06.11 22:54:00 -
[170]
Dear CCP,
I have played EvE for almost 4 years now, I have seen the rise and fall of many races through boost & nerf alike. I have talked to many about how to fix many of the common problems of EvE today and will share with you these easy fixes. Easy as in they will solve the problems with the easiest fix in the eyes of a player, perhaps some will take more coding than others but, they will nonetheless fix the problems.
1) Amarr
a) Cap Bonus - Change the "10% reduction in Energy Turret capacitor use" to "30-60% reduction in Energy Turret capacitor use". This becomes a real bonus and allows no need to increase cap to amarr ships to give them "oommph". They will tank well because they wont cap out, they will have more cap to spare than any other race, thus giving them the role they need. It may seem extreme, but its a fix that will work across the board.
b) Retribution - Remove Utility high, add 1 med slot.
c) Khanid ships - Damnation, Sacriledge, Vengeance, Malediction, Heretic. (Curse, Anathema & Impel are fine). All these ships are disliked, they have decent tanks & low offensive power. The original design was shield tanking missle spammers, which if it had been given time would have stuck. Too many players didn't want to cross train because CCP encouraged specialization. Proposal is to bring back the Missle bonuses, No "10% reduction in Energy Turret capacitor use" bonus, give them bonuses like unto Caldari ships, however, instead of shield tanking, let them stay armor tankers. It would be new, different and an option even for Caldari pilots looking for pvp ships. This has been suggested before, promoted as a good idea by Tuxford even and seems to be worthwhile.
d) Energized Adaptive Nano Membrane - CPU reduction changes nothing. Make them like Damage Controls and allow ships to fit only one. Benefits are obvious as outlined by CCP in this very blog.
e) Beams - If option a) is put into place, beams (besides smalls) would be fine left as is. The reason is Amarr would no longer need cap relays & cap rechargers everywhere on their ship and can use those additional slots to fit larger guns. We dont need those extra slots to just fit damage mods, thus leave grid usage on beams alone if option a) is accepted. If option a) is rejected then Beams need a 20% grid reduction across the board.
2) Nosferatu
a) Many ideas have been proposed, most are disliked. The problem lies within ships that dont need their source of damage to come from their high slots and have upgraded sized weapons at their disposal. E.g. Dominix (Large drone bay), Eos (Large drones, Large drone bay), Myrmidon (Large drones, Moderate Drone bay), Ishtar (Large Drones, Large drone bay), Iskur (Medium Drones, Moderate drone bay). These ships are not overpowered without nos, nor is nos overpowered on otherships. The answer is clear, limit amount of Nos allowed on ships (NOS POINTS). 2 Nos seems reasonable on any/all ships because a cap injector can easily counter it. Ships dedicated with NOS bonuses do not have the extra firepower without their meds, E.g. Curse (Medium drones, Small drone bay), Pilgrim (Medium drones, Small drone bay), Bhaalgorn (Medium Drones, Small drone bay). Therefore limiting the ammount of NOS on non-NOS platforms allows a way to balance these ships without the need of nerfing the Mod or NOS specific ships.
This are the solutions to 2 large problems. There are surely other problems, however I know Amarr, I know Gallente, I am perfectly skilled in both. Amarr isn't in need of some huge fix as I admitedly once thought. The easiest fix is to take the bonus they already have & strengthen it from a bonus that makes them usable into a bonus that makes them better. CCP, please consider these. None of which I present overpowers or underpowers anything. It creates BALANCE. Those in favor of these please respond with a --signed response. If you have comments about it, feel free.
Thank you.
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Jake Noble
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.06.11 23:06:00 -
[171]
Originally by: Cosmo Raata blah blah blah blah blah blah
As a pure amarrian pilot one word would sum up what this rambling fool says: " signed. " I would ramble on about how what he is said is pretty much correct on all aspects of the " Amarr Suxx ".
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Wyliee
Taurus Inc
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Posted - 2007.06.11 23:10:00 -
[172]
Originally by: Cosmo Raata Dear CCP, I have played EvE for almost 4 years now, I have seen the rise and fall of many races through boost & nerf alike....snip
--signed
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.06.11 23:34:00 -
[173]
Originally by: Dr Aryandi Invul fields eat a lot of cap.
So does an armor repper. What is the point you are trying to make? Shield boosters are cap efficient and our omni-hardener uses cap too, while armor repairer use a lot more cap, don't boost as much and the get a passive omni resistance module! zomgwtfbbq.
You've got to be kidding.
-- [17:47] <Mephysto> its dead, jim |

Chainsaw Plankton
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Posted - 2007.06.12 02:22:00 -
[174]
first off let me say the two graphs shown in the dev blog look exactly the same to me. and second why are they showing level 1 minmatar, gallente, and a level 2 amarr bs. you say there "is" a difference but its not anywhere near large enough for me to see it without having all the numbers right in front of me. also it just shows that everyone should fly a domi as its damage is highest at 5-15km and in that range a web should let you dictate range. not to mention you can have a swarm of heavy drones ready to boosting damage even higher.
and energized plating is hard to fit on a frig because of the huge cpu req, the power req is almost nothing. i see you are reducing power for medium beam lasers, what about large and tachyons?
The point of an omni tank is to get all of your resistances up. so yes your em resist will be high, but add 3 active hardeners one kinetic, one explosive and one thermal and guess what all of your resistances are now high. in pvp you dont know what you will be facing so the point is to get your resists up as high as possible. as for shield omni tanks my drake has a 67-75% omni tank. with 3 actives and my raven has slightly less with 4 actives.
what is the increase for shield power relays? as for the recharge time wont effect me much as i dont plan on flying a drake for much anymore anyways, that and it can do level 3s with no problem currently, mine sits at about 60% shield on a hard level 3. and on some of the easier ones 90%.
as for all the other topics I have yet to experience any of it so don't know what to think.
what i would do is drop laser cap use by 50%, lower the fitting req for all beam lasers, and give amarr a 7.5% bonus to armor rep amount. and maybe give lasers a larger portion of thermal damage then em. lasers give off a lot of heat i personally would think that lasers would be weak to shields and good against armor. lasers do cut through metal rather well. i think ccp missed the point here
wait i can see the difference in the graphs, but its such a crappy difference i couldn't care about it. okay it does more damage then a domi at 20k but good luck keeping the domi at 20k
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Alvar Ursidae
Agony Unleashed Agony Empire
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Posted - 2007.06.12 03:02:00 -
[175]
It's funny cause CCP don't care anyway...
Cosmo, I agree with all your points apart from C. I personally LOVE the vengeance - it's one of the toughest AFs in the game in close. I get more kills with it than anything else.
As for cross training - specialisation linits you IMO, though you can do one thing really well, if you can't adapt to circumstances you will die a lot I find, so I believe in learning everything as well as I can.
Just drop the cap usage on the guns to balance their lack of damage against Hybrids for example. Leave the EANMs the hell alone, same with NOS, and make an armor tank work the same as a shield tank!
Shield tankers get auto regeneration, and their boosters are more efficient than any armor tanking setup. Where the armor does NOT replenish naturally, and the reppers suck cap like Paris Hilton a blind date!
Viva L'Amarr!
I do sigs and stuff...warbear.net |

Zyta Eke
Bombshell Cartel
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Posted - 2007.06.12 04:01:00 -
[176]
But, but... you didn't fix Amarr at all. 
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Perry
Amarr The X-Trading Company Dusk and Dawn
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Posted - 2007.06.12 05:41:00 -
[177]
The Emperor is not amused
oh wait ________________ Kali 2.0 Patchnotes; "Cleared old and useless Database entries":
1) All Amarr Ships have been deleted |

Chainsaw Plankton
|
Posted - 2007.06.12 06:19:00 -
[178]
wait wait wait
since when were boosters more efficient than reppers?
last time i checked the t2 large armor rep was 400 energy for 800 armor, and then t2 xl shield booster was 400 energy for 600 shield
armor also gets better base resists
that and if shield boosters are so much more efficient then armor reppers, then why does almost everyone armor tank?
bottom line eanm nerf isnt the solution to amarr damage.
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Udyr Vulpayne
Amarr PIE Inc.
|
Posted - 2007.06.12 08:03:00 -
[179]
Originally by: Cosmo Raata
a) Cap Bonus - Change the "10% reduction in Energy Turret capacitor use" to "30-60% reduction in Energy Turret capacitor use". This becomes a real bonus and allows no need to increase cap to amarr ships to give them "oommph". They will tank well because they wont cap out, they will have more cap to spare than any other race, thus giving them the role they need. It may seem extreme, but its a fix that will work across the board.
depending on how you would calculate that bonus you would end up with either very little capuse (between a lot less than hybrids and almsot nothing) or even a capboost for using lasers. this would a) overpower some of our ships and b) reduce those few without that laser cap reduction bonus (abaddon for example) to utter gimps compared to their more powerful alternatives.
it would also not solve these problems (among others): - amarrian fleets being utterly predictable - our 3 bs sharing the same role
so no...this change would not fix amarr with one swift stroke and it would not come without a load of problems. its not as easy as this.
Originally by: Cosmo Raata
b) Retribution - Remove Utility high, add 1 med slot.
combined with your cap bonus this would most likely be overpowered.
Originally by: Cosmo Raata
c) Khanid ships ... d) Energized Adaptive Nano Membrane - CPU reduction changes nothing. Make them like Damage Controls and allow ships to fit only one. Benefits are obvious as outlined by CCP in this very blog. ... 2) Nosferatu...The answer is clear, limit amount of Nos allowed on ships (NOS POINTS)...
three very sensible ideas that have been suggested for a long time. unfortunately nothing more has come of them so far.
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Terazuk
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Posted - 2007.06.12 08:39:00 -
[180]
Edited by: Terazuk on 12/06/2007 08:39:11
In regards to the post made by Cosmo Raata... /Signed!
I would also like to express my utter disappointment in the proposed so called 'Amarr boost'. Despite being useful and indeed welcomed, completely fails to address the problems faced by Amarr pilots quite spectacularly.
Perhaps, despite my hopes to remain dedicated to Amarr spec only... training for Gallente is way overdue for me 
edit:Typo correction. ~
"*BANG* you're dead!"
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Cosmos Elf
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Posted - 2007.06.12 09:35:00 -
[181]
I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.
It took all of those years of training to become a taxi driver?! --
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.06.12 09:53:00 -
[182]
Originally by: El'essar Viocragh
Originally by: Dr Aryandi Invul fields eat a lot of cap.
So does an armor repper. What is the point you are trying to make? Shield boosters are cap efficient and our omni-hardener uses cap too, while armor repairer use a lot more cap, don't boost as much and the get a passive omni resistance module! zomgwtfbbq.
You've got to be kidding.
There is a real and distinct disadvantage to using invul fields over specific hardeners (aside from the increased stacking penalty). In a battleship its not so bad but a frigate cannot run an invul field and do anything else, cruiser sized ships struggle, and I wouldn't like to run more than one.
Energized adaptive nanos are passive modules.
And I really suggest you do the math on shield vs armour tanking before you make a fool of yourself. There are advantages both ways.
The main problem with shield tanking of course is that all your ewar and tackling modules are mid slots...so it is a pain to use in PvP...
Blueprint Research Service Available See thread for details.
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Dr Aryandi
Hematite Rose Bionic Dawn
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Posted - 2007.06.12 09:59:00 -
[183]
Originally by: Aramendel
Originally by: Dr Aryandi Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...
Nice try. Lets shall run the numbers, something you obviously haven't done.
A revelation in max dps config (giga pulse), max skills and minor pimpage (3 TS heat sinks) does around 4500 dps. So 9000 dps for 2 dreads.
A caprecharger/CPR config to permarun a single remote rep leave a thanatos (which is after the chimera the 2nd worst carrier to do that) 4 low slots left. In there put 2 capital armor reps and 2 TS EAN. This gives you 63.7% average resists. Reducing the 9000 dread dps to 3267 dps.
One capital armor rep regens 426.7 armor/sec. Triage QUADRUPLES this to 1706.7 armor/sec. With 2 reps running thats 3413 rep/sec.
It can permatank them.
And, no, it won't run out of cap. 2 CPR2, 5 CR2, and 3 t1 CCC -> 506 cap/sec peak recharge. A capital remote armor with skill lvl 4 needs on sisi under triage 432 cap/sec, so it can comfortable run it and tank 7 heavy nosses. 2 CAR need under triage 426.7 cap/sec.
Triage mode gives you the defensive bonus from siege mode? I had missed that.
However this has 2 dreadnaughts vs a carrier+titan. 2 caps vs a cap and a supercap. I don't really see the cap+supercap winning (or at least forcing a draw) being a problem.
Try that vs 4 dreads...and suddenly the carrier is going down. Especially since I'm sure I read somewhere that in triage mode you can't be remote repped.
Blueprint Research Service Available See thread for details.
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Julius Romanus
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Posted - 2007.06.12 10:04:00 -
[184]
Originally by: Dr Aryandi
Originally by: El'essar Viocragh
Originally by: Dr Aryandi Invul fields eat a lot of cap.
So does an armor repper. What is the point you are trying to make? Shield boosters are cap efficient and our omni-hardener uses cap too, while armor repairer use a lot more cap, don't boost as much and the get a passive omni resistance module! zomgwtfbbq.
You've got to be kidding.
There is a real and distinct disadvantage to using invul fields over specific hardeners (aside from the increased stacking penalty). In a battleship its not so bad but a frigate cannot run an invul field and do anything else, cruiser sized ships struggle, and I wouldn't like to run more than one.
Energized adaptive nanos are passive modules.
And I really suggest you do the math on shield vs armour tanking before you make a fool of yourself. There are advantages both ways.
The main problem with shield tanking of course is that all your ewar and tackling modules are mid slots...so it is a pain to use in PvP...
I'm not trying to step into this debate and "make a fool" of myself, as I'm pretty much too new to have any opinion worth giving. But I do want to say that running a medium repper on an Amarr cruiser and firing guns can't be any easier than for someone using an invul field.
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Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.06.12 11:12:00 -
[185]
Originally by: Dr Aryandi Try that vs 4 dreads...and suddenly the carrier is going down. Especially since I'm sure I read somewhere that in triage mode you can't be remote repped.
Yes. Not really fast though.
And the point really is that whatever the enemy throws at a titan you can counter it with less effort of your own. A carrier can counter well over twice its worth in isk of dreads.
Which makes "ohnoes 2 dreads will instapop a titan!!!11" whines rather rediculous. News at 7, titans were not supposed to be solopownmobiles. They are fleet support/flagships. If someone is so utterly stupid to use a titan solo 1 single dread should be able to kill it.
Of cource, this is all ignoring that you still won't really able to lockdown a titan. Even if he gets bubbled before he can hit the "warp" button he only has to activate the DD to wipe any dictor or bubble in a 250k area and then hit warp.
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Master OlavPancrazio
Einherjar Rising
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Posted - 2007.06.12 11:19:00 -
[186]
Edited by: Master OlavPancrazio on 12/06/2007 11:18:24 Ok, I havn't read this thread so don't flame me if I repeat someone else.
You can still warp, in a bubble, if you initated warp before the bubble went down.
I still find it will be too hard to hold a ms, and titan in place to kill them even with the changes.
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Valadeya uthanaras
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Posted - 2007.06.12 12:01:00 -
[187]
STill waiting CCP,
Can you plz ....plz ****(i want to stay politicly correct)
LOOK AT YOUR GRAPH
AND JUSTIFY ME THE CAP USE OF LASER WITCH IS INSANE compared to the 2 other(even after a 50% decrease)
plz
Valadeya
AMARR=CUT cap use of laser.......like i dont know how many player said, and .....problem solved
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Shinigami
Gallente Reikoku Band of Brothers
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Posted - 2007.06.12 13:01:00 -
[188]
Originally by: Cosmos Elf I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.
It took all of those years of training to become a taxi driver?!
Here is a fitting new look for the titan's new role. --- Eve Comedy Gallery.
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Rosalina Sarinna
KHM Corporation
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Posted - 2007.06.12 13:09:00 -
[189]
Originally by: Shinigami
Originally by: Cosmos Elf I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.
It took all of those years of training to become a taxi driver?!
Here is a fitting new look for the titan's new role.
Lmao... That is a great picture.
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Shadow Tycho
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Posted - 2007.06.12 17:36:00 -
[190]
Dear CCP,
Here is a thought that I havenĘt 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 donĘt 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, IĘm 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 donĘt 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 doesnĘt 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 IĘm 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 thatĘs 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 donĘt 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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Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.06.12 21:25:00 -
[191]
Originally by: Cosmo Raata Dear CCP,
I have played EvE for almost 4 years now,
Signed in blood. Possibly the Nerftastic Four's blood, I am not sure yet.
I wish I had a sig but they made me get rid of it. That poor little old lady from the Burger King commercials must be turning over in her grave. |

Mika Meisk
Caldari
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Posted - 2007.06.12 21:41:00 -
[192]
This thread has been riddled with both posts of dismay and good responses and ideas regarding amarr. Many ppl who have also posted in other most excellent threads on the subjec of amarr.
I wont get into details who is who and wich idea is the better since there is a veritable plethora of them if the devs actually browse the forums ( I know you do, but seriously not one comment on the graph including the questions raised and that no answers here yet is probably the worst ever in a devblog).
I assume from your comments that in rev2 only minor balance issues will be dealt with. That feels like a cheat actually. I have gotten the impression from earlier statements by the devs that you were actually contemplating looking into the roles of amarr ships and that you planned on executing khanid mk2.
That you refuse to even comment or look into the fact that amarr ships have a lost boni, wich further results in, not only the fact that amarr pilots need at least closely maxed out cap skills AND maxed out ships skills to effectively pilot a ship, lest it feels like you are under nos fire. That you make amarr the most cap-dependant race of all, and the weakest in the field makes no sense.
I believe that even how closely related the facts are, that lasers and amarr ships are two different issues. Sure if you compensate by making lasers so full of gank that it compensates not beeing able to run a tank even though fully cap fitted in ALL med slots, well that would be ok. Then amarr would be easy to predict, onesided but atleast good at something.
Ill say it again, amarr has a wasted slots, wich in turns need great sp investment to be nullified.
I feel that it is gut-wrenching that all good amarr ships are in fact the gallente rip-offs. That the curse, arbi and pilgrim are the most viable pvp-ships that amarr has, speaks great lengths about how erroneously amarr game-design is implemented.
Can you PLEASE look over what role you would like amarr to have and then decide on it, and further on IMPLEMENT it with in months, not years. I'm sick of the fact that you dont even quick fix amarr til you have a good plan but that you dont even mention what you want amarr to do just feels plain wrong.
As closing I would like to repeat that its sad that they made the new guy take the fall for perhaps the worst ever fix for amarr. Why cant anyone of the ppl who actually promised an oomph for amarr step up and comment on the issues all the lovely community, that eve is made up by, have brought up?
Recap for devs:
Let us know if you are even considering a more specified role definition of amarr.
Plz at least give as a quick fix, like either a heavy em dmg increase, or a general cap reduction for lasers
Let us know what you intend, letting ppl hang in the dark is seriously bad PR. Ive been thinking about reskilling for either cal for mish (cant beat the raven), gal for general diversity (better at nos and drones than amarr??? have blasters and mwd as wel), or minnie for the awesomeness that their small gang pvp potential (a stabber is leathal as well as the vaga and most other ships that minnies have).
And again, dev please respond to this thread it getting horribly annoying reading good feedback after another without as much as a response.
//GL with your balancing, I like that you are involved in the community Mika
ps. Let amarr dictate range by the new amarrian range dictator bubble or something if you insist on forcing us to fight in a range we cant enforce. ds.
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Kaaii
Caldari Equilibrium LLC FATAL Alliance
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Posted - 2007.06.12 21:58:00 -
[193]
Love the log cruiser love :)
Especially drone bays holding log drones now too. That was needed far too long.
(oh and glad i didn't buy that titan skill after all) :)
"Id rather fall beside 10 Lions, than stand with 1000 sheep.."
Trading 101
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Caroline DT
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Posted - 2007.06.13 04:18:00 -
[194]
Sorry for bad Eng.. All of us saw the graph.. As we can see lasers have insane dps at 10-15km before and 7-15 after, but other guns (autos and blasters) had better dps at close range.. i can`t illustrate it, but if i can be at 15km at my pusle fitted arma.. my dmg max, enemys damage low.. i`ll never goes closer.. if we add some tracking to pulse lasers (it adds some surviability at close range only) but smart gamers never get closer, coz they don`t want receive more damage..
I think it not a boost at all.. More cpu for EANM my (arma, zealot, sacra) in normal PvP fit have only 0.5-2 free cpu (no faction mods) and i fit 1-2 EANM.. many of amarr pilots have to refashion their setups.. i`ll try it a little.. and can`t make smth stable.. Dear ccp, can you give me an example of close fitted arma with 3 HS t2, 7 pulse lasers, heavy nosf, LAR, and some tank with new cpu requirement.. i think it impossible.. we can make a formula, that shows total HP and tank ability of ship.. fit with active hardeners allways loose
P.S. i think this is not a boost.. it`s and GREAT amarr nerf
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Eve Innovative
Eve Innovative Technologies
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Posted - 2007.06.13 09:57:00 -
[195]
"Boost Amarr!" I don't seem to be able to find much boost in the dev blog, but there are some nice ideas in this thread 
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Tiberius Glax
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Posted - 2007.06.13 18:17:00 -
[196]
I am a newer player to Eve in comparison to a lot of the people posting here. I have spent all my time the past 6 months training amarr skills and I have experienced a lot of the problems mentioned regarding the amarr in this forum. I have read a lot of posts the past couple of months with many useful suggestions about how to correct these problems without boosting the amarr too much. I am very disappointed in the devs at CCP that they pay so little attention and have so little respect for their player community. The ones that are paying to enjoy a game. Not a game where everything should be equal. But a game where everyone should have a chance. Especially a game where time is the most valuable commodity and new players choose a path and invest a lot of time in that path only to find that they are very handicapped against the rest in the game. I am now debating on whether to change to another race's ship and start over or just stop playing and keep my money and time. I would like very much if a DEV would respond with further information on their strategy for the amarr boost. Show some respect for us players.
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Almarez
Setenta Corp Xelas Alliance
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Posted - 2007.06.13 19:05:00 -
[197]
You really you would think that it would be pretty obvious that cap issue is the major problem plaquing Amarr when so many of their ships, including the Amarrian dread, have a cap reduction to laser bonus. In all honesty, even the omni-tank is no where near as detrimental to Amarrian ships than the cap issue. As I stated in a post above, the changes to omni-tanks will only make Amarrian ships even harder to fit as our CPU is usually low and in all honesty, active hardeners, at least a full set, is really out of the question with the cap problems. How about Amarrian ships can condense cap boosters to like a 10 of their size, at least that way we would be able to get through a fight without running out of cap.
I wish I had a sig but they made me get rid of it. That poor little old lady from the Burger King commercials must be turning over in her grave. |

n0thing
omen.
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Posted - 2007.06.13 20:28:00 -
[198]
EANM nerf is again thw worst idea ever.
Active hardeners still:
- Use cap, thus can be nossed.
- Need 36tf and still cant be fitted on most of CPU tight ships, mostly Amarr & Gallente.
Is this some kind of stealth Minmatar/Nosf boost? Well, Ill be happy to shut down hardeners with my Nos-Domi. ---
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Zembla
Caldari Contraband Inc. Mercenary Coalition
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Posted - 2007.06.13 20:39:00 -
[199]
To be quite honest, hasn't Amarr been nerfed enough?
Lots of Amarr ships will no longer be able to fit Energized Adaptive Nano Membrane II's because of this, while many other race's ships fittings will remain unaffected. Also, the 25% increase in tracking still doesn't make them track anything in comparisson... Sure, their range doesn't fall off as quickly/steeply as some of the other weapons, but that only means that pulses, within their engagement range, do a tad more damage than blasters or autocannons outside of their engagement range. I use lasers autocannons and blasters on my ships, and the only weapons I feel doubt about taking them out on an op are the lasers. Will it sustain enough cap? etc etc.
Right now, out of all the once advantages Amarr had, it has gone down to nearly one, the ammo argument. Apart from that, their cap useage is much much worse, and to be honest, their damage over-range is not that impressive. I mean, with all that hp boosting that's been going on, there's no way that range can actually be put to use. You will not have killed your target before it enters it's engagement area, and you stand a high chance of no longer being able to track it. Why? Because you probably had to waste a valuable mid slot on a cap injector, so you no longer have a web.
Really though, I can fly Amarr ships, and I can fly other ships, it's not like if Amarr gets nerfed I will no longer have anything to fly, but for once, it would be nice to see Amarr get a real boost, instead of this roundabout stealth nerf that's actually on the drawing boards.
<Z>
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Wyliee
Taurus Inc
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Posted - 2007.06.13 22:28:00 -
[200]
are the devs going to respond to our conserns over sucky amarr?
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n0thing
omen.
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Posted - 2007.06.14 07:27:00 -
[201]
Originally by: Wyliee are the devs going to respond to our conserns over sucky amarr?
Well apparently its fixed now, like Amarr no deals maybe 4% more damage on tanks without EANM II, but they themselfes now cant even barely tank.
Thats like nerfing already fine or nerfed and boosting already overpowered.
I mean, someone thought nosf was overused? Now since more people will use active hardeners(forced to use), even more people will fit nosf setups to shut those hardeners down.
wtg. ---
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Shadowsword
COLSUP Tau Ceti Federation
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Posted - 2007.06.14 08:35:00 -
[202]
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. |

Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2007.06.14 08:41:00 -
[203]
finally made my very own thread of grand ideas to fix amarr. go and have a look right here.
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DanMck
Amarr Rionnag Alba Triumvirate.
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Posted - 2007.06.14 11:09:00 -
[204]
only 7 pages on this post !
has everyone just cross trained gal and given up 
CCP please understand that the EANM change is useless as someone will change a tech II item to a named item and so forth until they get the fitting correct.
THEY WON'T CHANGE THERE TANK they will slighty mod there gank and amarr will still be left shooting EM damage against a really high resist.
cap kings get no cap boost ? 
apoc no change ?
please read your last blog about amarr , we are missing those changes for a start.
also at least pulse lasers price won't go through the roof 
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n0thing
omen.
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Posted - 2007.06.14 11:56:00 -
[205]
Originally by: DanMck
only 7 pages on this post !
has everyone just cross trained gal and given up 
CCP please understand that the EANM change is useless as someone will change a tech II item to a named item and so forth until they get the fitting correct.
THEY WON'T CHANGE THERE TANK they will slighty mod there gank and amarr will still be left shooting EM damage against a really high resist.
cap kings get no cap boost ? 
apoc no change ?
please read your last blog about amarr , we are missing those changes for a start.
also at least pulse lasers price won't go through the roof 
tbh, I agree.
Boost of 25% tracking is fine with all pilots. Boost of cap/grid will be fine also with each combatant. Im sure of that at least.
But nerfing the whole tanking philosophy in a name of mythical boost that nerfs more then it boosts? ---
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RossP Zoyka
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Posted - 2007.06.14 13:04:00 -
[206]
I am assuming that they are going to start slow, see the damage they wrecked on an entire race's ships and then pick up the pace.
The philosophy at CCP, in my limited understanding, is to start slow and gradually build up. This is wise but really hard on the Amarr in the meantime.
If this change actually nerfs amarr to uselessness I trust that they won't just ignore it. If it ends up helping us though they will have performed a bona-fide balancing miracle.
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DanMck
Amarr Rionnag Alba Triumvirate.
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Posted - 2007.06.14 14:17:00 -
[207]
Edited by: DanMck on 14/06/2007 14:22:35 Well I guess I did promise. For me there are number of problems that plague Amarr. The biggest one in my opinion is the popularity of so called omni tank. That is tanks that just boost the tank equally over all the resistances. On smaller ships that can be explained by the ease at which people are fitting oversized plates. On bigger ships it has to do with viability of plates but also people are often choosing EANM over active hardeners.
Comparing EANM with active hardener isn't really straight forward process. You might be tempted just compare the average resistance, or that is the average damage that leaks through. That's fine if it's what you want to do but given that only two types of turrets do EM damage and projectile do little of it, then I'd take a high kinetic and thermal resistance instead of high EM resistance any day. The reason I don't always fit an active hardener is simply because they use up too much cpu. Tech 2 activatable armor hardeners uses 14tf more than energized one and that amounts to a lot of cpu need. In a pinch we might consider fiddling with base resistances, that is increase EM resistance a bit on shield and lower it on armor but that's something we really shouldn't do unless we have to.
Amarr needs oomph. TomB and I have been talking about giving them oomph. What is oomph? I don't know but I sure like typing it. The Amarr were supposed to be the capacitor race, today that can be best characterized by the fact that they need most of it. It seems blatantly obvious that they should get bonus to capacitor warfare. Of course that is totally dependant on how we're "overhauling" nosferatus.
People say that beams are too hard to fit and in general, I agree. Then why haven't we done anything? Well it can be really time consuming and frankly there is always something "bigger" we need to think about. We haven't forgotten about this however.
Khanid MK2. I don't think I need to explain what it is, in general we liked the idea and I don't think it's at all unlikely that we will actually go through with it.
General ship loving. There are some ships that need help and we're gonna give it to them. Which ships you might ask? Well, Armageddon might need some fitting help, the cruisers aren't really that great and Apocalypse might get a bit of a role twist.
please go through with some of the above , you have to alter the cap it's not an option IMHO.
the geddon cpu is a nightmare ,apoc needs a bouns change 
if the amarr ships em damage is good enough why have the most recent ships released i.e harbinger,abaddon, absoloution all have damage boni on the ships ?
EM damage is a problem due to the amount of armor tankers on the battlefield, with the incoming caldair changes i can see less drakes etc so this might compound the problem.
i hate to moan but i want to be able to do more solo killing and also i want to the ship i am hatting look like it's 8m skillpoints in lasers worth , if it was blasters i would be checking the can not checking if i need to activate my cap injector 
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STRICKERO
Infinite Improbability Inc
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Posted - 2007.06.15 08:16:00 -
[208]
Well, Rev II patch note is here, devs did not listen to player one more time. Amarr need either to use less cap when firing OR more dmg output so the cap usage per dps become more efficient... 25% tracking is almost useless. CCP, when my car need fuel, i dont look after the tyre you know ... Ok, time to fly something else than amarr, enough is enough.
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Wyliee
Taurus Inc
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Posted - 2007.06.16 12:07:00 -
[209]
please can some one from CCP reply to the amarr pilots concerns?
even if it is 'we are looking into it'
The bottom line is..it is not fair we spend months and months training amarr for armor/damage..to be beaten by a low skilled player with a couple of noz and some drones, or worst still some noz and auto cannons.
amarr needs to have capacitors worthy of the role.
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Son Okura
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Posted - 2007.06.16 15:05:00 -
[210]
Originally by: Wyliee are the devs going to respond to our conserns over sucky amarr?
No, they dont care about Amarr Players. They laugh ther ass off about every Amarr Player. You know what Ommmphh iss? The sound of hot stinky air released by an fat arse! I am ****ed? Yes, I am! This glory boost is more lik a kick in the guts. EANM "boost" will only hit Amarr Players themselfe, so the rarae ships usable at the moment will get neverd to.
Buy, it sucks!
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Valadeya uthanaras
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Posted - 2007.06.16 17:17:00 -
[211]
this is a dev-blog, yet no answer at all from the amarr community about any kind of boost for the amarr race....
boosting tracking is nice but it doesnt solve anything
DEV , plz look AT your OWN graph....
YES, LOOK AT YOUR OWN GRAPH, AND TRY TO JUSTIFY CAPACITOR USE OF LASER
good luck 
Less damage on unhardened tank --- more cap use???? RIGHT 
and then count majority of damage are EM 
Even blinds see it ( a bit of humor doesnt hurt)
considering
amarr is the most vulnerable electronic war
amarr is the most vulenerable to cap warfare
amarr is the most cap hungry ( do I need to make you remember how you changed RoF bonus on ABADDON because it was out of cap so Quick it could not do anything)
and there again.... you CAN'T ****tate range on a amarr ship
and you have less CPU than all other race while laser take more cpu and grid than autocannon of same class
I am angry because all you are doing is nerfing amarr with eanm change and you still beleive amarr is fine
its more like
for the sence of humor
CCP (insert name): I lost my sentry using eos 1 vs 1 to a armar battleship on SISI :'(
Oveur,Tomb,TUX : WHAT   
CCP (insert name): I dont know what happened, my tank just didnt resisted long enought to chunk trought 4 1600mm rolled tunksten + slave set tank 
Oveur: I feel its time fot it
Tomb :I Agree
TUX: me too
CCP (insert name): time for what   
Oveur, TUX, Tomb: THE NULLBAT  
CCP(insert name): null bat  
Oveur: yup, deleting amarr is the only solution left nullbat is the last resort to these case 
--------------------------------------------------
I mean common guys....wasting time on HULL TANKING    
why I dont know how many players showed their concern about the amarr race
|

DoctorBautz
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Posted - 2007.06.17 22:27:00 -
[212]
he guys i found out why amarr is the cap race!!!
no other race is able to neut themselves so fast - dam amarr are the best selfneuts in game yeeeehaaaa!
k back to topic:
please guys take a look at amarr, get out of your polaris and try them yourself.
one of the main problems is that you need cont. bursts good capskills an a high shipskill (cruisers bs or whatever) to just fight. i neuted myself today on sisi with controlled bursts 4 and the needed spaceship command skill ( cruisers/bs/...) on4 and all relevant capskills on 4 or 5 by using pulse lasers with standart crystals. i cannot even fire my guns for a good ammount of time just cause i am neuting myself.
i might not be the most experienced player so i will leave the suggestions to thoose guys who rly know what they are talkin about, i have read a lot of suggestions to solve the amarr prob from other players and i can understand most of them cause i have the same problem. but when i see that 30 mil amarr spec characters still got the same problem like me (with maxed relating skills to the problem) it is a little sad.
i thought: okay you got theese problems - which skills can you train up to solve them? but by reading much posts here from even higher sp amarr chars i feel like even when i train the skills up i will still suck ( or still have the problem ) .
a lot of experienced amarr or multirace trained or even non amarr characters posted suggestions for a way to fix them to make them competetive. i can understand this will need time cause you dont want to boost amarr that much that you need to nerf them back to oblivion again. but it would rly nice if you would take a closer look on the so often posted issues and think about it.
regards my alt.
when you found typos send me 100 isk and you can keep them.
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Solomunio Kzenig
Amarr Ordo Ministorum
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Posted - 2007.06.18 15:06:00 -
[213]
Edited by: Solomunio Kzenig on 18/06/2007 15:06:13 Erm....i looked at the two graphs and ahhhh, they look the same. Plus why use a Dominix vs a Typhoon vs an Apocalypse? Domix gets a 5% large Hybrid Damage bonus (+ 10% Drone damage per skill level), Typhoon gets 5% bonus to RoF (+ 5% RoF on Seige and Cruise Missile launchers), but the Apoc gets ?? 2 crappy Cap bonuses. Why compare these 3 BC's? its like comparing apples to squid...ffs CCP you can do better than this....
I've been playing since December last year the ONE constant on these forums has been Amarr whinging....
Please CCP, throw us a little love here.....a small change to either Cap size and/or cap recharge on Amarr vessels would go a long way to un-gimping us. This is just my gut-feeling, as i'm only a n00b afterall , there are plenty of others able to articulate the mechanincs and extact details of how gimped Amarr are atm, like Goumindong for instance.
One Empire, One Emeperor, One People, Forever under Heaven. Amarr Aeternus.
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Mastin Dragonfly
Ministry of War
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Posted - 2007.06.18 21:58:00 -
[214]
Originally by: Solomunio Kzenig One Empire, One Emeperor, One People, Forever under Heaven. Amarr Aeternus.
For the love of god, fix that typo in your sig! 
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Kintai mangi
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Posted - 2007.06.19 03:16:00 -
[215]
Edited by: Kintai mangi on 19/06/2007 03:15:42 Wow, bang up job. Fire the new guy. He's an idiot.
What the heck are you people putting in the koolaid ?
The problems with amarr were not tracking. DPS and especially CAP are the issues. This isnt a boost, you gave us a little better tracking (which does grant a slight DPS boost) and cut our tanks off at the knees by using more CPU to fit EANM's, when we already had low CPU on our ships this makes doing EW with any moderate tank on amarr impossible. (not that EW on amarr was ever any good)
Please answer me this CCP: What is amarr the best at ? (Besides being nerfed and getting killed) Hop in an amarr BS and tell me what it excells at. PLEASE.
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Julius Romanus
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Posted - 2007.06.19 03:41:00 -
[216]
Originally by: Kintai mangi Edited by: Kintai mangi on 19/06/2007 03:15:42 Wow, bang up job. Fire the new guy. He's an idiot.
What the heck are you people putting in the koolaid ?
The problems with amarr were not tracking. DPS and especially CAP are the issues. This isnt a boost, you gave us a little better tracking (which does grant a slight DPS boost) and cut our tanks off at the knees by using more CPU to fit EANM's, when we already had low CPU on our ships this makes doing EW with any moderate tank on amarr impossible. (not that EW on amarr was ever any good)
Please answer me this CCP: What is amarr the best at ? (Besides being nerfed and getting killed) Hop in an amarr BS and tell me what it excells at. PLEASE.
Tracking on pulse lasers WAS a problem. Be mad at them for not fixing larger issues sure, but this change does help me. So dont complain about it.
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Risar Surtr
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Posted - 2007.06.19 04:17:00 -
[217]
So lets see, better tracking. I still cant hit frigates or drones with any regularity. I might be able to regularly hit cruisers now (from a BS). Big friggen whoop. I dont want a 100m isk cruiser killer.
A corp mate who has almost 30m sp tried to come up with a good amarr BS fitting using lasers as the primary weapon. He did it, with 1/5th the damage his raven does, with near maxed gunnery skills. On top of that he could barely come up with a fitting that yielded a stable cap. If you haven't flown amarr on a regular basis then please step off, your talking out your backside.
There are two solutions to fixing amarr: Fix the cap & fix the DPS. You can fix the cap by doing it the right way and finally making amarr the "cap race" by giving them better cap recharge then everyone else, on par with the range advantage, drone advantage and speed/size advantage the other races have. Fix the DPS by making beams actually usable, on top of reducing PG they also need a reduction in cap usage, and a slight boost in ROF and tracking. (note I said *slight*)
The other possible solution is to invent some backstory about technology sharing between the amarr and caldari (supposed allies right ?) that leads to some amarr missle ships. (real missle ships, not this friggin 1 or 2 launcher crap)
Don't cry about them not being the laser race anymore. What military/race/culture would rely solely on a single type of inferior weapon for so long ?
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Solomunio Kzenig
Amarr Ordo Ministorum
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Posted - 2007.06.19 06:58:00 -
[218]
Originally by: Mastin Dragonfly
Originally by: Solomunio Kzenig One Empire, One Emeperor, One People, Forever under Heaven. Amarr Aeternus.
For the love of god, fix that typo in your sig! 
Done...sorry.... One Empire, One Emperor, One People, Forever under Heaven. Amarr Aeternus.
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Tohmu Blackwing
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Posted - 2007.06.19 09:40:00 -
[219]
Originally posted in the Rev II notice - I guess it belongs here - so I modified it for this thread.
Quote:
Improved efficiency of remote armor repairers to be slightly better than shield transporter equivalent. Skill level requirements, range, duration and meta levels now match the shield transporters.
Aaahhh.... WHY? What possible reason would you have for suddenly making remote armor reppers better than shield transporters? From a logical standpoint, it doesn't make sense to me - the idea of a shield transporter seems to make more sense to me - but this is a game and in the end, logic isn't really that important. I would just like to know WHY you make these changes?? Where is YOUR logic for this?
Quote:
Added CPU requirements to "Shield Power Relays", and balanced the meta levels.
Does this mean you nerfed SPRs also - or does this mean that the named ones will now have value?
Quote:
Battlecruiser & Command Ship shield recharge rate changed to 1400 seconds.
Ah... yet another nerf to shield tanking. Again... why? I mean, really - you make these changes but you provide NO rationale behind them. If your going to make a change like this, wouldn't it make for good PR to tell us WHY you are making a change this drastic?
You must have a reason - and I hope it isn't simply to appease the complaints of gunboat PVPers who "cant break a tank" on a properly fitted Drake (and haven't bothered to adjust their tactics to fit new technology).
Isn't armor tanking already superior to shield tanking? Especially if you want to factor in any kind of ability to FIGHT - something that comes in handy from time to time. (sarcasm intended)
Compare the difference between the king of passive shield tanking - the Vulture - and an equivalent ship - the Eos. You will see the Eos is the better ship - it is nearly the equal of the Vulture for tanking - dual T2 reps - AND it isn't COMPLETELY AND TOTALLY GIMPED for DPS!! Just look at it.
The Eos can tank what the Vulture can - BEFORE THE NERF - AND it is vastly superior in DPS. Now you have nerfed the Vulture's ability to tank. Why?
I would really like to hear a reason behind this. You do realize that this represents a 12% nerf to tanking - thats almost 3 skill levels (my apologies if my math is off)!! This is a pretty significant change to lay on ONE style of play - passive tanking. These ships already suffer from a complete lack of functionality (fit anything in your mids and lows but tank mods and you can't passive tank) and have a very limited ability to respond to situations - there are no boosters or reppers to get you out from under that short term burst of damage.
Now you have nerfed their only function - to be able to absorb DoT - Damage Over Time.
So... why?
Is this supposed to encourage Caldari pilots to fit something other than tank mods in our mids? Really? Ah... why? I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.
Now you come along and nerf the ONLY thing Caldari ships CAN do well in PvP - tank.
This is part of some larger scheme to "balance" the game? How? Some answers on this would be appreciated. It is a major nerf - it would be nice if you addressed it in more than one sentence in a huge page of patch notes. Please don't relegate this nerf to a footnote. We deserve better than that - especially all those of us who have invested SP and ISK into our drakes/vultures. Thanks.
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Risar Surtr
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Posted - 2007.06.19 12:35:00 -
[220]
Originally by: Tohmu Blackwing
Is this supposed to encourage Caldari pilots to fit something other than tank mods in our mids? Really? Ah... why? I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.
Welcome to the club, pull up a chair and get in line behind Amarr and Minmatar. Both of which you can out DPS and out tank on the vast majority of ships.
So maybe the way they are trying to run the game is to nerf/gimp everyone to the same level ?
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Mastin Dragonfly
Ministry of War
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Posted - 2007.06.19 13:02:00 -
[221]
Quote: Compare the difference between the king of passive shield tanking - the Vulture - and an equivalent ship - the Eos. You will see the Eos is the better ship - it is nearly the equal of the Vulture for tanking - dual T2 reps - AND it isn't COMPLETELY AND TOTALLY GIMPED for DPS!! Just look at it.
The Eos can tank what the Vulture can - BEFORE THE NERF - AND it is vastly superior in DPS. Now you have nerfed the Vulture's ability to tank. Why?
The Vulture is not underpowered, it's the Eos that is utterly overpowered compared to the other Fleet Command Ships. Damnation and Claymore aren't better of than the Vulture.
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ZeeSniperPSA
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Posted - 2007.06.19 17:12:00 -
[222]
I started out as a minmi pilot but then quickly switched to fly primarily amarr ships about 2 years ago.
There isnt a day i play eve when i think about how gimp my ships are. My thoughts are not so much on cap usage, as much as they are on Range, DPS, and not being able to fit more of the heavier weaponry we have.
I could cry about my Mega Pulses, in order to do any good dps i nearly have to be right on top of my target. I mean, this is fine with lets say, gate camps, but makes missions and PVE a waste of my ******* time.
Compare with some other races
Caldari - Still amazes me that missiles havent undergone another sort of nerf besides the missile overhaul way back. Missiles get an exceptional range, which has no impact on damage, and missiles users don't have to worry about tracking like turret users do.
Minmatar - Turrets are short or long range, but take NO CAP and do good DPS. Many of the ships are hybrids as well so they can use missiles along with the turrets.
Gallente - For those ships with drone bonuses, it's easy to be able to toss a drone aug on and get 60+ km range, not worry about tracking, ammo or cap. For those made for turrets, hybrid turrets are still far better than Amarr lasers.
Amarr - Most ships forced to use turrets, although ships like the apoc and aba do have a launcher slot or two. Very hard to fit with heavier guns and have a tank, your cap will run out of juice rather quickly. Mega pulses allow a longer lasting tank, but I can **** farther and do more damage than my mega pulses. Amarr is also most vulnerable to both CAP warfare and EW.
The biggest problem in my opinion is Range on Energy turrets, with increased range we can use our higher dps crystals (which should be boosted a bit) more often. Cap usage should be lowered greatly, because too much already depends on it.
|

Kenn
|
Posted - 2007.06.19 19:02:00 -
[223]
I guess I don't completely understand this game. Correct me if I am wrong but weren't the Titans and Carriers and even Dreadnoughts supposed to be uber ships? Weren't they supposed to strike fear not only in those that encountered them nor just the system they were in but the entire constellation? When a Pirate Mothership showed up weren't we all supposed to flee for our lives regardless of what we were piloting?
These were supposed to be the flying star bases, the mobile fortresses that demonstrated a corporations power. Now there is talk of them being nerfed? I feel so bad for the players who worked so hard to train the skills and gather the resources for the opportunity to own and fly them because it was time wasted. Already the Doomsday Device has been nerfed. Before you know it they will be reduced to another form of BS with bay capabilities.
These are ships that were meant to rule the stars. When it showed up it was meant to decide the battle. It was meant to be an unparalleled presence that would make you want to run.
And now all in the name of game balance we want to take these supposed Lords of the Stars and nerf them because they are too formidable?
Thanks for the heads up. I won't be flying any since I will only have the rug pulled out from under me (via more nerfing) after putting in the time, effort, and considerable resources of getting one.
I really hope the DEVs see this. NERFING IS BAD. It cheats the player after they work hard to achieve a goal be it training a skill or owning a ship or module. It screws up the way a player rigs a ship and changes the playing dynamics. It's not an issue of care bare verse pirate. Any time nerfing is done it shows poor development planning and lack of imagination in solving the problem.
A three year old player with 40 million skill points flying a Mother ship with all the relevant skills trained to level 5 should absolutely dominate a battle and probably the whole constellation. Their only fear should be another similar player in an equivalent ship.
ADVICE: ALL NERFING SHOULD BE DONE ON THE TEST SERVERS!!!!!!!! Don't bring it here until it is finalized! It's not fair to established players who have been loyal to the game for at least 3 years now. I will post this again elsewhere. |

ZeeSniperPSA
|
Posted - 2007.06.20 00:06:00 -
[224]
Quote: I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.
I'm sorry, but it seems that you have no idea what you are talking about.
Missiles hopelessly gimped for PVP??? It is so obvious you havent really flown other race ships. With missiles, YOU dictate range, your DPS is high and your range doesnt affect it.
As to shield tanking, the drake could have a ******* ridiculous passive tank if fitted properly. Now with the shield recharge nerf im hoping it will be slightly more balanced but i still feel it wont be enough.
If you honestly believe Caldari is the bottom of the heap you have no clue what you are talking about and must be a pretty terrible pilot.
|

Tohmu Blackwing
|
Posted - 2007.06.20 01:08:00 -
[225]
Edited by: Tohmu Blackwing on 20/06/2007 01:11:58 Edited by: Tohmu Blackwing on 20/06/2007 01:09:36
Originally by: ZeeSniperPSA
Quote: I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.
I'm sorry, but it seems that you have no idea what you are talking about.
Missiles hopelessly gimped for PVP??? It is so obvious you havent really flown other race ships. With missiles, YOU dictate range, your DPS is high and your range doesnt affect it.
As to shield tanking, the drake could have a ******* ridiculous passive tank if fitted properly. Now with the shield recharge nerf im hoping it will be slightly more balanced but i still feel it wont be enough.
If you honestly believe Caldari is the bottom of the heap you have no clue what you are talking about and must be a pretty terrible pilot.
Its probably not worth my effort, but I will try anyways...
It is always amazing to me that so many ppl cannot seem to construct an argument on these forums that doesn't involve baseless accusations and name calling.
I will give you props on one thing - you did manage to mention a single good point against my argument. Yes, missiles do not have optimal and falloff variables - they only have a maximum range. The range is good. So in that sense, yes, you can "dictate" range to an extent - up until the opponent decides to warp off because you can't catch him (obviously not a problem in a Crow or Flycatcher) and your "******* ridiculous" shield tank prevents you from fitting mods to hold him in place...
Don't forget that my missiles take time to get to you. Depending on the missile and range, it might take enough time for you to land 2 or 3 hits AND warp off before I can hit you once. 2 or 3 volleys is usually only found when fighting a torpedo fitted ship - but it is still a valid example. It is not uncommon for someone to have time to land an alpha strike, align AND warp off before my (pick your missile) can land. And yes, I have my missile velocity skill at 5.
Finally, missiles can always be defeated by speed. And by that I mean they can be completely defeated by speed - they hit, but with no effect.
We have no mid slot to compensate for target speed - other than a web. Using a web gimps our tank. Caldari ships are fat and slow, it is often difficult to even get in range to use a web. Armor tankers do not have this concern, as the only mod that can help us in this area is a mid-slot (web). Armor tankers have a choice of mid and low slots to assist them in this area. We have no "tracking computer" or "tracking enhancer". Personally, I think these mods should be allowed to work for missiles. Give them some kind of effect like the Target Navigation Precision skill - an effective reduction in the target speed.
Finally, the shield nerf affects more than just the Drake. It also nerfs the command ship line of ships. The Nighthawk and Vulture also just got hit with the nerf bat.
In the future, why don't you stick to your arguments and keep your mud-slinging to yourself? Your argument was valid - and then you went and blew it by being an ***-hole.
|

Risar Surtr
|
Posted - 2007.06.20 04:40:00 -
[226]
Originally by: Tohmu Blackwing
We have no mid slot to compensate for target speed - other than a web. Using a web gimps our tank. Caldari ships are fat and slow, it is often difficult to even get in range to use a web. Armor tankers do not have this concern, as the only mod that can help us in this area is a mid-slot (web). Armor tankers have a choice of mid and low slots to assist them in this area. We have no "tracking computer" or "tracking enhancer". Personally, I think these mods should be allowed to work for missiles. Give them some kind of effect like the Target Navigation Precision skill - an effective reduction in the target speed.
Okay, reduce the damage on torps and cruise's, give them a falloff type modifier to damage and then you can have your items to modify the ability to hit faster targets. Plus just for the record, its not like large turrets of ANY flavor can hit small fast moving targets, even with tracking computers and tracking enhancers. Making missles MORE pimp is not a solution. I'm sorry that you think your torps are slow, but they are still faster than any amarr BS, and in a shocking development amarr BS's dont do squat for damage at range, so in order to even stand a chance you have to move your large armored ass into range, by which time your opponent will have blown you to bits, or forced you to warp away. So you'll get no sympathy from me.
You think caldari ships are slow ? Fly amarr or gallente. Thats slow. Caldari are hands down the best race at PVE and probably the second best at EW. They dont need a boost.
Amarr are the worst at EW, the worst at PVE, the worst at PVP, the worst at cap warfare ... damn, what dont they suck at ? *THAT* is why they need a real boost. A month worth of "redesign" and testing and then drip feed the changes in. Something has to be done. Bad press can kill game's like its going out of style and there are two entire races worth of ships that are completely gimped because dev's dont play them. (yes I am of the opinion that amarr and minmatar get no love because nobody in CCP flies amarr or minny ships.)
|

Tohmu Blackwing
|
Posted - 2007.06.20 06:46:00 -
[227]
Edited by: Tohmu Blackwing on 20/06/2007 06:50:20 Edited by: Tohmu Blackwing on 20/06/2007 06:47:49
Originally by: Risar Surtr
Originally by: Tohmu Blackwing ...
Okay, reduce the damage on torps and cruise's, give them a falloff type modifier to damage and then you can have your items to modify the ability to hit faster targets. Plus just for the record, its not like large turrets of ANY flavor can hit small fast moving targets, even with tracking computers and tracking enhancers. Making missles MORE pimp is not a solution. I'm sorry that you think your torps are slow, but they are still faster than any amarr BS, and in a shocking development amarr BS's dont do squat for damage at range, so in order to even stand a chance you have to move your large armored ass into range, by which time your opponent will have blown you to bits, or forced you to warp away. So you'll get no sympathy from me.
/agreed. This is a reasonable adjustment IMHO. (EDIT: If you boost the speed of my torps and cruises. Missiles will never have much of a role in PVP if they cannot get to the target before he warps off). I am certainly not asking for pure uberness in missiles - and this actually adds some uncertainty back into PVE with missiles - which might actually balance turrets a bit for PVE at the high ends - something that I believes needs to be done. It is not just that missiles are gimped for PVP - turrets are gimped for PVE also - at least as far as comparing them to missiles.
Originally by: Risar Surtr
You think caldari ships are slow ? Fly amarr or gallente. Thats slow. Caldari are hands down the best race at PVE and probably the second best at EW. They dont need a boost.
?? Ah... I can not agree with you on that one. Check the numbers. Caldari are (with the exception of the Crow and Flycatcher) the slowest ships in every class. Even slow-ass Amarr ships are faster. Caldari ships also have the greatest mass (hard to understand considering their SMALL size - ever compare the size of a Geddon to a Raven? How about a Maelstrom?)
Gallente? They are almost always the second fastest in every class. Again, check the numbers. Faster, smaller mass = ... well... faster.
Originally by: Risar Surtr
Amarr are the worst at EW, the worst at PVE, the worst at PVP, the worst at cap warfare ... damn, what dont they suck at ? *THAT* is why they need a real boost. A month worth of "redesign" and testing and then drip feed the changes in. Something has to be done. Bad press can kill game's like its going out of style and there are two entire races worth of ships that are completely gimped because dev's dont play them. (yes I am of the opinion that amarr and minmatar get no love because nobody in CCP flies amarr or minny ships.)
I think you might be right about the first 2. Not sure about PvP though. To be honest, I dont fly Amarr. They are the only race I have never flown. I also don't use lasers. But from some of the intelligent arguments I have heard over the past months from some players, they really seem to need some rebalancing. I was hoping Rev2 would do that, but it sounds like it was only done in half measures.
Minmatar? I still think they are the most versatile ships in the game. They require a lot of SP to fly well, but... at least they are useful at almost everything. I know what I see in 0.0 and there are a LOT of minnie ships of every class out there. There has to be a reason.
P.S. Caldari seem to be the 3rd choice from what I see in 0.0. Minmatar and Gallente are most common. Most of the Caldari ships I see in 0.0 are Crows, Flycatchers, Drakes and Rokhs. I wonder if we will still see many Drakes now that they were nerfed??
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Risar Surtr
|
Posted - 2007.06.20 10:59:00 -
[228]
Originally by: Tohmu Blackwing I think you might be right about the first 2. Not sure about PvP though. To be honest, I dont fly Amarr. They are the only race I have never flown. I also don't use lasers. But from some of the intelligent arguments I have heard over the past months from some players, they really seem to need some rebalancing. I was hoping Rev2 would do that, but it sounds like it was only done in half measures.
Minmatar? I still think they are the most versatile ships in the game. They require a lot of SP to fly well, but... at least they are useful at almost everything. I know what I see in 0.0 and there are a LOT of minnie ships of every class out there. There has to be a reason.
P.S. Caldari seem to be the 3rd choice from what I see in 0.0. Minmatar and Gallente are most common. Most of the Caldari ships I see in 0.0 are Crows, Flycatchers, Drakes and Rokhs. I wonder if we will still see many Drakes now that they were nerfed??
Not to be a *****, but try flying Amarr. They suck horribly. Most minny and amarr players fall into one of two categories: 1 the veterans, 2 the n00bs who picked the races because of the ship names and/or character styles. Amarr and Gallente are also effected by using plates, especially in PVP. Don't forget that.
The only major issue with lasers is cap usage. The DPS is poor on pulse's, but if they fixed the cap on all lasers then beams would actually be usable (beams to decent DPS when they hit). Amarr is the only race that can't use its battleship class weapons. Nobody uses tachyons, they are damned near impossible to fit, and impossible to get a stable cap with. The abaddon is the only ship with the PG to fit them, and it doesnt have the cap to support the 75-90 cap per shot that they suck down.
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Worlds
Last Serenity The Sundering
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Posted - 2007.06.20 18:55:00 -
[229]
Okay, so everyone has expressed pretty much the same concerns across the board in respect to the Amarr issues...
CCP.... Any Response?
Worlds Fly Safe |

ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.06.24 15:20:00 -
[230]
so far ive never had a problem with tracking on any of my ships yet this boost gives us more of what im not really fussed about... and this is comeing from an amarr only user in an amarr only corp.
me personly would have been happy with thermal being our primary damage type insted of EM so we would have at least be doing more dmg in the first place,
yet insted its tracking and nerfing our best tank option and makeing one of our primary tanking methoods so much harder to do,
even just nerfing the naturaly high EM and Therm resists of some ships mainly the Minnie ships with insanely high natural resists would have been great.
or better still if ya dont want to play around with dmg types how about doubling our dmg output or buffing our armour tanking im sure all amarr users would be more interested int hat
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

Gawain Edmond
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Posted - 2007.07.05 11:55:00 -
[231]
wow 8 pages and 1 reply from the devs...
many other threads and this one got the best reply :D
*wishes it was about amarr instead of smart bombs*
shall we all asume that the devs don't talk about amarr because they are making them go away to save time making new ships?
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Solo2110
Amarr Black-Label Legionnaire Services Ltd.
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Posted - 2007.07.06 14:59:00 -
[232]
The EANM nerf killed the ability to put a tank on the vengeance. All that it has accomplished is that certain ships can fit active hardeners more easily, while an equal number of amarr ships have an even *harder* time fitting a tank.
Amarr ships need fitting help now that you've killed our omni tank. Forcing us to use active hardeners puts even more strain on capacitor we don't have. Having to choose between firing weapons or activating your tank is a terrible way to have to pvp. CPU and power upgrades should not be a requirement to fill out the slots on a ship, and I've been buying them up like crazy since Rev 2.
Lasers need serious work overall...oh well, back to the gallente respec I've been doing for almost a year.
"Only the dead have seen the end of war" |

LvxOccvlta
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Posted - 2007.07.07 11:19:00 -
[233]
CCP Devs, if you would double Amarr DPS and leave all else alone, then it would make up for the weak capacitor and all the other shortcomings everyone has listed.
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Kristana Loken
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Posted - 2007.07.10 11:21:00 -
[234]
BOOST AMARR!!!
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Lazal Nahn
Amarr Nebula Rasa Holdings Nebula Rasa
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Posted - 2007.07.13 11:59:00 -
[235]
Edited by: Lazal Nahn on 13/07/2007 12:00:57 After the eanm changes in Rev II I plate out my Amarr Bs whenever possible. To run a decent tank is just not possible anymore with the cpu and cap issues.
Tracking improvement was nice but long overdue so we can use conflagration ammo more or less effectively. Yes the larger range of pulses compared to hybrids is nice but this is rather useless because you cannot afford to fit a mwd ---> again cap issues...
But who am I kidding? The devs dont care apparently.
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Smartislarti
HEART OF GOLD
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Posted - 2007.07.14 16:18:00 -
[236]
Looking at the latest boost to Amarr ships I have only one question left:
"Is it true that CCP nerfed balancing too?"
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shinsushi
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Posted - 2007.10.20 21:59:00 -
[237]
WTF? This was supposed to be a boost? Are you absolutely insane?
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Komb at
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Posted - 2007.10.20 22:18:00 -
[238]
Wrong boost, it didn't adress any of the problems Amarr ships have.
btw how can it be, that even when amarr are supposed to have the most cap, that every setup involves up to serveral cap boosters/relays/rechargers???? It shouldn't be necessary to have to rely on them to actually stay alive ...
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ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.10.21 15:07:00 -
[239]
its been a while since the "Amarr boost" so what was it agian oh yea
" THE FEW YEAR AMARR BOOST IS HERE AND IT IS.......(Drum Roll)
25% boost to pulse lasser tracking
also we nerf amarr agian due to balanceing issues by making it harder for amarr to tank...."
well it was a miniscule boost but an overall slap in the face by putting an amarr nerf by slaping in an armour tank nerf at the exact same time int he same topic....
Sig space reclaimed in the name of me -courtesy of Tiggy ([email protected]) |

citizen amarr33sd3g4
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Posted - 2007.10.21 19:23:00 -
[240]
Please no more missiles. We want the lasers we shoot boosted as well as their cap use.
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Ancy Denaries
Caldari Isseras Manufacture
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Posted - 2007.10.21 19:49:00 -
[241]
Nice necro...
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Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2007.10.24 04:21:00 -
[242]
Yeah, trying to figure out where the "Oomph" was in all of this garbage.
Don't Ban me for my Love of Amarr! |

BlackKnight1717
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Posted - 2007.10.24 04:30:00 -
[243]
Either CCP are clueless, or they just dont care about amarr
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Lyria Skydancer
Amarr Dark-Rising
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Posted - 2008.01.04 03:32:00 -
[244]
Originally by: CCP kieron Edited by: CCP kieron on 10/06/2007 10:59:18 Revelations II is looming on the horizon and a number of improvements are being made in addition to the new content. There have been a number of community discussions concerning the Amarrians, Titans, Logistics, passive shield tank of certain ships and others, we have listened and the following Dev Blog details the results.
Graphs for the boost to Pulse Lasers (there *is* a difference in d/s), no more remote DDD via Cyno Fields, some updates to Logistics cruisers, that's just a portion of the information in Balancing Changes for Revelations Two.
Edit - Typo in subject fixed.
Uhm yeah, dude we are still waiting for that amarr boost. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

SiLkYsOfT
Vendetta Underground Rule of Three
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Posted - 2008.01.04 10:05:00 -
[245]
no need to boost amarr. just un-nerf us ___________________________
I don't even need to train Caldari to become another drone. Just use my T2 Amarr HAC, Sacrilege. Un-nerf tachyons!! |
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