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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Fendahl

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Posted - 2007.07.29 19:45:00 -
[1]
It seems that the static data has been ported from our internal server to sisi already. The static update was supposed to have been accompanied by a dev blog, but I guess our overworked QA department forgot to inform me in advance. I'll try and see if we can get it out tomorrow to give a bit of perspective (and juicy details?) on the Khanid mk II changes, but keep in mind that the stats are subject to change as with everything else on sisi, though I hope not (modulo the flavor text of course).
I'm happy that you seem to like the changes for the most part and it makes me feel a bit less bummed about being rescued from a mountain side less than 24hrs ago 
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Dei
Amarr Guiders' Of Light
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Posted - 2007.07.29 19:53:00 -
[2]
New dev blog \o/
Why were you on a mountain side, and how did you get stuck? Should've fitted more nanofibers and less plates. ---
The true master paralyses his opponent, leaving him vulnerable to attack |

Camilo Cienfuegos
EP0CH
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Posted - 2007.07.29 19:59:00 -
[3]
Clearly, you weren't stabbed.
Looking forward to the Khanid changes. For once, I made a good prediction on where the dev's would go!
Signed, A missile ***** spec'd in Amarr ships. -- Don't take the carebears out of empire - take the empire out of carebears! |

Death Kill
Caldari direkte
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Posted - 2007.07.29 20:02:00 -
[4]
Nice to read stuff from the CCP crew 
Originally by: myself The Amarr templar joke is a joke stupid people can laugh at. Its the joke any dumb person can laugh at.
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Tamoko
Damage Unlimited Inc
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Posted - 2007.07.29 20:07:00 -
[5]
Originally by: CCP Fendahl It seems that the static data has been ported from our internal server to sisi already. The static update was supposed to have been accompanied by a dev blog, but I guess our overworked QA department forgot to inform me in advance. I'll try and see if we can get it out tomorrow to give a bit of perspective (and juicy details?) on the Khanid mk II changes, but keep in mind that the stats are subject to change as with everything else on sisi, though I hope not (modulo the flavor text of course).
I'm happy that you seem to like the changes for the most part and it makes me feel a bit less bummed about being rescued from a mountain side less than 24hrs ago 
Very, very happy with the changes. Major props, CCP.
Hope all is well with you and your... err, mountain, Fendahl.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

Tsanse Kinske
WeMeanYouKnowHarm
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Posted - 2007.07.29 20:09:00 -
[6]
Definitely looking forward to that Blawg. 
Originally by: CCP Fendahl
I'm happy that you seem to like the changes for the most part and it makes me feel a bit less bummed about being rescued from a mountain side less than 24hrs ago 
Better than -not- being rescued probably. * * * 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, writing about EVE |

Otheym Suhuy
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Posted - 2007.07.29 20:12:00 -
[7]
You. Are. My. HERO.
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Ridjeck Thome
The Older Gamers R0ADKILL
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Posted - 2007.07.29 20:13:00 -
[8]
you should never feel bad about being rescued from a mountainside - Its not being rescued that should cause you the problem.
can I add my thanks to the Dev team (and sarmaul) for helping add some flavour to Amarr - does it extend to battleships?
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Leandro Salazar
The Blackguard Wolves
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Posted - 2007.07.29 20:17:00 -
[9]
Apreciate the changes. But where is the blackening of the Apoc and faction ships for the Khanid LP store? 
(Yeah yeah I know, getting offered a finger and ripping off the arm... so what? We have been waiting sooooo long! )
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Vandervecken Smith
Coreli Corporation Corelum Syndicate
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Posted - 2007.07.29 20:20:00 -
[10]
At this point the only other additional thing necessary is to Free Sarmaul!!!111oneone
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2007.07.29 20:23:00 -
[11]
Other than making these ships HAM or rocket only, instead of light/rocket or heavy/HAM like all other ships, this gets a preliminary thumbs up.
Raptor and Ares Fix |

Tamoko
Damage Unlimited Inc
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Posted - 2007.07.29 20:29:00 -
[12]
I can appreciate the reason for making them short range... I don't want to wrestle the one thing the poor Caldari missile sluggers have going for them: long range.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

inSpirAcy
The Solopwnmobiles Derek Knows Us
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Posted - 2007.07.29 20:31:00 -
[13]
I'm quite vocal in my criticism of changes to modules and ships on, *ahem*, other forums. But you guys rightly deserve praise here for implementing these changes and breathing a new and interesting lease of life into the Khanid line-up. I'm even happy with the restriction to rockets and HAMs and I think it complements the Khanid ship strengths (tanking) well.
Well done. Even if it was a year late. 
(I couldn't resist...)
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Myndpyre Ryche
Body Count Inc. Mercenary Coalition
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Posted - 2007.07.29 20:42:00 -
[14]
Very impressed with the changes so far, but please consider making the damage bonuses to "EMP Only"
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n0thing
omen.
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Posted - 2007.07.29 21:07:00 -
[15]
Originally by: Myndpyre Ryche Very impressed with the changes so far, but please consider making the damage bonuses to "EMP Only"
Yep, otherwise, Sacri can be more worth to fly then Cerberus? ---
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Kai Lae
Gallente Shiva Morsus Mihi
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Posted - 2007.07.29 21:18:00 -
[16]
That'll never happen. Caldari are overpriced due to their PvE ability. These ships are not that hot for PvE, though I predict they'll be nice for PvP.
Raptor and Ares Fix |

Deva Blackfire
Citadel of dark arts
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Posted - 2007.07.29 21:29:00 -
[17]
Originally by: n0thing
Originally by: Myndpyre Ryche Very impressed with the changes so far, but please consider making the damage bonuses to "EMP Only"
Yep, otherwise, Sacri can be more worth to fly then Cerberus?
Nah. Cerb still has way better tank for missions while still having better damage (gistii+3x BCU). Sacri that wants to tank needs to forfeit damage and other way round. Ofc you can always shieldtank sacri... but with 10-15km range on missiles you arent going anywhere.
And multiple damage types are good bonus (+ lets amarr NPC in guristas/angel space ;p)
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EvilPhog
Amarr Art of War Cult of War
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Posted - 2007.07.29 21:46:00 -
[18]
I await with much anticipation...
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Ash Vincetti
Agony Unleashed Agony Empire
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Posted - 2007.07.29 21:58:00 -
[19]
Edited by: Ash Vincetti on 29/07/2007 21:59:18 About damn time, tbh. No need to make the changes EM only, the fact that the bonuses are to rockets & HAMS make them different from Caldari already.
Hybrids (Split between races): Caldari - Rails Gallente - Blasters --- Projecties: Minmatar Lasers: Amarr --- Missiles (split between races): Guided: Caldari (Standards, Heavies, Cruises) Unguided: Amarr (Rockets, HAMs, Does this mean we get Sieges on the Apoc?) --- Minmatar: Gets Missiles as split bonuses, drones auxiliary Amarr: Get drones as auxiliary damage (for either missile-based, or laser based ships) Caldari: Get drones as auxiliary Minmatar: Get drones as primary damage dealer on several ships.
===
Interestind direction in weapon systems. I wonder if CCP will follow through, and rebalance some things. -----
free bree! |

Sylek
Amarr Sybrite Inc.
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Posted - 2007.07.29 22:13:00 -
[20]
Yeah, thanks for this. Due to no dev blog being released I had time to rid myself of all my Khanid ships before everyone noticed it.
To be quite honest I'd like to see how you see these ships being used. Close range missiles spammers? Rockets and HAMs are very bad missiles and are usually only used by ships that have range bonuses to missiles, something none of the Khanid ships have. These changes look cool and innovative but I don't see them working ingame. Amarrian ships are slow and pulse lasers have to biggest optimal of all the short range guns. This is why I don't really see the reason for giving us the shortest range missiles.
I've pretty much lost all faith that Amarr ever be made nice, it does seem that whoever is thinking up these changes is trying more to be innovative and cool rather than actually making the ships good.
Also, don't consider making the damage bonuses "EM only". Caldari mostly get a bonus to kinetic, but their bonus applies to all missiles, while our bonus applies to all damage types but only the worst of missiles, the short ranged ones.
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Queen Hopy
Your Friendly Booster Company
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Posted - 2007.07.29 22:17:00 -
[21]
Originally by: Sylek Yeah, thanks for this. Due to no dev blog being released I had time to rid myself of all my Khanid ships before everyone noticed it.
To be quite honest I'd like to see how you see these ships being used. Close range missiles spammers? Rockets and HAMs are very bad missiles and are usually only used by ships that have range bonuses to missiles, something none of the Khanid ships have. These changes look cool and innovative but I don't see them working ingame. Amarrian ships are slow and pulse lasers have to biggest optimal of all the short range guns. This is why I don't really see the reason for giving us the shortest range missiles.
I've pretty much lost all faith that Amarr ever be made nice, it does seem that whoever is thinking up these changes is trying more to be innovative and cool rather than actually making the ships good.
Also, don't consider making the damage bonuses "EM only". Caldari mostly get a bonus to kinetic, but their bonus applies to all missiles, while our bonus applies to all damage types but only the worst of missiles, the short ranged ones.
Cant u just see how insanely good that sacrilege can be? Fit a dual web and camp a gate. U use zero cap to fire missiles, you have a great tanking bonus and on top of that u got a cap recharge bonus. Cant u see that can be uber.
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Julius Romanus
Free Space Development Cartel
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Posted - 2007.07.29 22:19:00 -
[22]
Originally by: Queen Hopy
Originally by: Sylek Yeah, thanks for this. Due to no dev blog being released I had time to rid myself of all my Khanid ships before everyone noticed it.
To be quite honest I'd like to see how you see these ships being used. Close range missiles spammers? Rockets and HAMs are very bad missiles and are usually only used by ships that have range bonuses to missiles, something none of the Khanid ships have. These changes look cool and innovative but I don't see them working ingame. Amarrian ships are slow and pulse lasers have to biggest optimal of all the short range guns. This is why I don't really see the reason for giving us the shortest range missiles.
I've pretty much lost all faith that Amarr ever be made nice, it does seem that whoever is thinking up these changes is trying more to be innovative and cool rather than actually making the ships good.
Also, don't consider making the damage bonuses "EM only". Caldari mostly get a bonus to kinetic, but their bonus applies to all missiles, while our bonus applies to all damage types but only the worst of missiles, the short ranged ones.
Cant u just see how insanely good that sacrilege can be? Fit a dual web and camp a gate. U use zero cap to fire missiles, you have a great tanking bonus and on top of that u got a cap recharge bonus. Cant u see that can be uber.
Some people not liking good things = cheaper good things for people who do.
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.07.29 22:24:00 -
[23]
Very nice changes, Amarr get a new flavour and unguided missiles a place to be useful  ________________________________________
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ForumPosterAlt
HERRO KITTY
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Posted - 2007.07.29 22:30:00 -
[24]
Thats pretty lame. Giving up on lasers... I don't see what the big deal is with simply giving amarr ships a stronger bonus to laser capacitor usage and more mid slots. Meh screw it just have amarr fire missiles... lamo
Because posting on the forums is serious business. |

Julius Romanus
Free Space Development Cartel
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Posted - 2007.07.29 22:49:00 -
[25]
Originally by: ForumPosterAlt Thats pretty lame. Giving up on lasers... I don't see what the big deal is with simply giving amarr ships a stronger bonus to laser capacitor usage and more mid slots. Meh screw it just have amarr fire missiles... lamo
If it makes you feel better I may slap a dlpII onto that one turret slot in the diction. Probably going to be a nos, but I'd match or exceed my old dps with even an unbonused pulse in the last slot =P
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Kerdrak
3B Legio IX Atlas Alliance
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Posted - 2007.07.29 23:10:00 -
[26]
Edited by: Kerdrak on 29/07/2007 23:09:58
Originally by: ForumPosterAlt Thats pretty lame. Giving up on lasers... I don't see what the big deal is with simply giving amarr ships a stronger bonus to laser capacitor usage and more mid slots. Meh screw it just have amarr fire missiles... lamo
Amarr still have the best laser ships: Zealot, Absolution, Crusader, Armageddon, Retribution... Now simply the Khanid ships are useful. ________________________________________
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lofty29
Infinitus Odium The Church.
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Posted - 2007.07.29 23:11:00 -
[27]
Originally by: Camilo Cienfuegos Clearly, you weren't stabbed.
Well he would be in the hospital if he was...
Oh, wait  ---
Project Mayhem |

Josh Causto
Gallente Fatalix Inc.
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Posted - 2007.07.29 23:21:00 -
[28]
Edited by: Josh Causto on 29/07/2007 23:21:40 I think the real person you need to be thanking is Sarm :p
Originally by: Speed Devil
Originally by: ReePeR McAllem Everytime you fit anything other than a laser on our ships, babies die.
and when ya fit lasers on your ships nothing dies
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LUH 3471
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Posted - 2007.07.29 23:40:00 -
[29]
Originally by: CCP Fendahl It seems that the static data has been ported from our internal server to sisi already. The static update was supposed to have been accompanied by a dev blog, but I guess our overworked QA department forgot to inform me in advance. I'll try and see if we can get it out tomorrow to give a bit of perspective (and juicy details?) on the Khanid mk II changes, but keep in mind that the stats are subject to change as with everything else on sisi, though I hope not (modulo the flavor text of course).
I'm happy that you seem to like the changes for the most part and it makes me feel a bit less bummed about being rescued from a mountain side less than 24hrs ago 
<3
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Linnth
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Posted - 2007.07.29 23:55:00 -
[30]
Originally by: Kerdrak Amarr still have the best laser ships: Zealot, Absolution, Crusader, Armageddon, Retribution... Now simply the Khanid ships are useful.
Well what the heck do you expect? You think Minmatar si going to have the best laser ships??? The point is that lasers needed serious help, and now all they get is another (rather weak) weapon system to mess with.
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Audri Fisher
Caldari VentureCorp Imperial Republic Of the North
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Posted - 2007.07.30 00:09:00 -
[31]
ok, last 2 ammar changes changed absolutely NOTHING on any of my ammar setups...
Fitting reqs on beams are still to tight.
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Trind2222
Amarr Celestial Pillagers
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Posted - 2007.07.30 00:11:00 -
[32]
I hope this will be tested on sissi if this cnge is good keep it if this change is bad scrap it. Hope this change is good but i think they will be bad but if any can convince other wise i will think is bad but ofcorse i hope they will be good.
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Telude Arriate
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Posted - 2007.07.30 00:11:00 -
[33]
Changes make me very very happy, other than Damnation and possibly the Sacri needing their bonus to apply to heavies, not just HAMs. While a nano-Sacri would be quite workable, Damnations are less than ideal for fast close-range work and will have difficulty getting to effective HAM range.
Still, I'm not exactly complaining. This was much needed.
PS. 6-8 launcher Torp-bonus Apoc. Do it! You know you want to 
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Daelin Blackleaf
No Joy Corp Pride - Honor - Duty
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Posted - 2007.07.30 00:56:00 -
[34]
Khanid ships look great but ummm... what about the AMARR ones!
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Linnth
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Posted - 2007.07.30 00:57:00 -
[35]
Exactly, I thought Amarr was getting a boost, not Khanid!
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Crusix Bargoth
Amarr Meridian Dynamics FREGE Alliance
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Posted - 2007.07.30 01:04:00 -
[36]
I love the changes, it gives Amarr the ability to do all damage types and do something different without cross training.
Also for those who say "OMG now amarr have to train two weapon systems! OMG !!!"
Lets look at this intelligently.
Gallente: Hybrids + Drones (no one is FORCED to train drones like the Gallente are to use several ships) Matari: Projectile + Missiles + Armor Tanking + Shield Tanking (unless you fly one ship forever, you have to train EVERYTHING) Caldari: Missiles + Hybrids + Shield Tanking (again, only have to train the hybrids to use CERTAIN ships
Amarr: Lasers + Armor tanking + Missiles (now we are in LINE with the other races, if we want to use the khanid line, we have to train 2 weapon systems, much like every other race, except for the interdictor class, there are pure laser options that perform the SAME role as the Khanid, it is now just an option to use missiles, one we didn't have previous, and one I am happy to see)
Think before you start screaming OMG LAME! this is a WELCOME change, you want lasers? use the retribution instead of the vengance, use the Crusader instead of the Malediction, use the Zealot instead of the Sac, use the Absolution instead of the Damnation. NO ONE is forcing you to train missiles.
Originally by: Kaathar Rielspar nerf ponies!!1one
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ForumPosterAlt
HERRO KITTY
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Posted - 2007.07.30 01:28:00 -
[37]
Well please fix amarr ships while you're at it. Give amarr ships stronger capacitors, or just must stronger bonuses to laser cap usage. Amarr ships that are designed for lasers should be able to sustain lasers AND a tank.
They're already a horrible damage type to armor tanks, which make up the majority of pvp, let teh laser ships sustain lasers on the same level that gallente sustain hybrids. FFS!
Because posting on the forums is serious business. |

DeadDuck
Amarr Infinite Improbability Inc Mostly Harmless
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Posted - 2007.07.30 01:51:00 -
[38]
Originally by: Daelin Blackleaf Khanid ships look great but ummm... what about the AMARR ones!
What about the amarr ones... what ???? I ONLY fly amarr ships, and to be honest some are crap others are nice, others great and others simply amazing, like ALL the other races must have ships capbale of qualify in any of the above classes ... from crap to amazing. Khanid ships were the ones in need of a revision and they had it.
You want Amarr to fit the biggest weapons with the best tank available, and if we are talking about changes what about a 3rd damage available... isnt it ??? Well sorry but that would not be fair for the other races...
To reach a satisfatory status in all the races CCP only has to deal with 1 subject: The NOS nerf. With that taken care I think we will be done in balance for a long time.
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Valerian Xavier
Cutting Edge Incorporated RAZOR Alliance
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Posted - 2007.07.30 02:18:00 -
[39]
Originally by: Vandervecken Smith At this point the only other additional thing necessary is to Free Sarmaul!!!111oneone
QFT
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Mr Breakfast
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Posted - 2007.07.30 02:19:00 -
[40]
I can't wait to fly a HAMnation.
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Liang Nuren
The Refugees
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Posted - 2007.07.30 02:22:00 -
[41]
Dude... anyone else think the next wtfpwn machine is going to be the speedy missile sack?
Liang
Originally by: "QproQ"
When people say "Put 'stabs on your 'cane", they mean GYROSTABS"
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Xequecal
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Posted - 2007.07.30 02:25:00 -
[42]
Originally by: ForumPosterAlt Well please fix amarr ships while you're at it. Give amarr ships stronger capacitors, or just must stronger bonuses to laser cap usage. Amarr ships that are designed for lasers should be able to sustain lasers AND a tank.
They're already a horrible damage type to armor tanks, which make up the majority of pvp, let teh laser ships sustain lasers on the same level that gallente sustain hybrids. FFS!
They also have far, far longer range than their Gallente and Minmatar equivalents.
Well, pulse lasers that is. Beam lasers still suck something awful. But there's nothing wrong with pulses.
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KD.Fluffy
The Refugees
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Posted - 2007.07.30 02:46:00 -
[43]
Quote: Dude... anyone else think the next wtfpwn machine is going to be the speedy missile sack?
Liang
Yeah, I think so... It kinda saddens me that the ammarr will now have better missle ships then caldari I mean does anyone think a cerberus will compete with a sacrilidge at all? If amaar get missle boats with all missle slots, can I get a ferox with all turret slots? Is that too much to ask? 
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Lance Fighter
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Posted - 2007.07.30 02:57:00 -
[44]
Originally by: KD.Fluffy
Quote: Dude... anyone else think the next wtfpwn machine is going to be the speedy missile sack?
Liang
Yeah, I think so... It kinda saddens me that the ammarr will now have better missle ships then caldari I mean does anyone think a cerberus will compete with a sacrilidge at all? If amaar get missle boats with all missle slots, can I get a ferox with all turret slots? Is that too much to ask? 
ferox is t1... all our missile ships are t2, save the SINGLE frig we get.
Being a Fleet Commander and a Arbitrator pilot are the same thing - The only difference being that the Fleet Commander commands other people, and the people actually listen to him. |

Julius Romanus
Free Space Development Cartel
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Posted - 2007.07.30 03:02:00 -
[45]
Originally by: KD.Fluffy
Quote: Dude... anyone else think the next wtfpwn machine is going to be the speedy missile sack?
Liang
Yeah, I think so... It kinda saddens me that the ammarr will now have better missle ships then caldari I mean does anyone think a cerberus will compete with a sacrilidge at all?
There's a DPS graph made by a poster on the forum. If you look carefully you'll see the large block in which the cerbs dps remains the same, while the sac's comes in at 0.
You'll. Be. Fine.
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murder one
Gallente Death of Virtue FreeFall Securities
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Posted - 2007.07.30 03:17:00 -
[46]
The new frigs are just awesome. Already have Amarr frig 5. Can't wait.
Originally by: Goumindong it is at the point where it is impossible to determine whether or not you are trolling or if you area really out of your freaking mind.
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Princess Xenia
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Posted - 2007.07.30 03:30:00 -
[47]
Where can I READ about the changes??? Can u ppl be more descriptive... Thanks
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murder one
Gallente Death of Virtue FreeFall Securities
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Posted - 2007.07.30 03:33:00 -
[48]
Originally by: Princess Xenia
Where can I READ about the changes??? Can u ppl be more descriptive... Thanks
It's like everyone else can find the info except you. Keep trying, maybe one day you'll be smart like the rest of us.
Originally by: Goumindong it is at the point where it is impossible to determine whether or not you are trolling or if you area really out of your freaking mind.
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.07.30 03:50:00 -
[49]
Originally by: Princess Xenia
Where can I READ about the changes??? Can u ppl be more descriptive... Thanks
Test server!
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Axel Drayus
Minmatar
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Posted - 2007.07.30 04:06:00 -
[50]
I think the Khanid changes are absolutely great.
For the people that are whining about the Amarr ships and lasers not getting a boost, I'm "speculating" that they will get some changes in the near future, but their focus is on the Khanid ships for now and to be honest, the Khanid ships needed to be looked at and fixed first.
CCP keep a lot of their ship balancing changes secret until they are satisfied that the proposed changes are ready to be known to the public, and there are good reasons for this secrecy, just because they haven't released info on all the Amarr changes to the public, doesn't mean nothing is going to be done about it.
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Darpz
Sniggerdly Pandemic Legion
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Posted - 2007.07.30 04:10:00 -
[51]
changes are in the right direction, but why take away the flexability of the ships? on all other ships you have the option to use the short or long range varients of a weapon and still get the bonus. some bonus help one class of gun over another (falloff bonus bennifits close range optimal benifits long) but atleast you had the option and got some bonus to fitting that weapon. forcing the khanid ships to use close range weapons to fully take advantage of the bonus is a mistake since while the ships won't be bad everyone will know if they see a khanid ship they know it will be in all likelyness be range limited
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Danari
Amarr Viper Squad Triumvirate.
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Posted - 2007.07.30 04:35:00 -
[52]
sigh executive summary please for those of us with lives.
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Julius Romanus
Free Space Development Cartel
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Posted - 2007.07.30 04:50:00 -
[53]
People who play eve dont have lives, Expecially not ones in alliances.
Regardless, Khanid MkII thread, page 17.
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Xnight
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Posted - 2007.07.30 05:20:00 -
[54]
Originally by: Linnth
Originally by: Kerdrak Amarr still have the best laser ships: Zealot, Absolution, Crusader, Armageddon, Retribution... Now simply the Khanid ships are useful.
Well what the heck do you expect? You think Minmatar si going to have the best laser ships??? The point is that lasers needed serious help, and now all they get is another (rather weak) weapon system to mess with.
You sir are a *insert random insult* any seasoned Amarr pilot will tell you that lasers arent the problem (they are inherently in the top damaging weapons systems in the game even though they came with the cap issues which can be played with crystals)
The problem with amarr ships is that they aren't flexible, AT ALL, which this comes and changes everything. Along with making three ships very interesting. While not affecting any of the previous fits people would put on these ships.
Ill leave everyone to imagine the potential of these ships, for me... it will rekindle the old love I had for the gold and now black ships :)
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Kuolematon
Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.07.30 06:02:00 -
[55]
Why on earth your going to nerf Damnation even more? I just recently started using it, and having 4 FOCUSED PULSE LASER's means already bad DPS but now your going to remove TWO of them? Great. 2 FPL's and 4 NOSses and gang module. Yay. *sigh*
DON'T NERF AMARR ANY MORE!!    
(I'm amarr, not some farmer caldari ffs. Missiles is for caldari and minmatar!!)
"to be honest it makes me wonder about the mental state of a person who would join a corp called Space Perverts and Forum warriors"
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Julius Romanus
Free Space Development Cartel
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Posted - 2007.07.30 06:05:00 -
[56]
Originally by: Kuolematon (I'm amarr, not some farmer caldari ffs. Missiles is for caldari and minmatar!!)
And loss is for you!
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William Hamilton
Caldari THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.07.30 06:13:00 -
[57]
Originally by: Kuolematon Why on earth your going to nerf Damnation even more? I just recently started using it, and having 4 FOCUSED PULSE LASER's means already bad DPS but now your going to remove TWO of them? Great. 2 FPL's and 4 NOSses and gang module. Yay. *sigh*
DON'T NERF AMARR ANY MORE!!    
(I'm amarr, not some farmer caldari ffs. Missiles is for caldari and minmatar!!)
Or you could just tain up missiles, leaving you with oodles of caps to run your tank and gang mods....
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Amberly Coteaz
Amarr Tarnak inc. Coalition of Carebear Killers
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Posted - 2007.07.30 06:16:00 -
[58]
Well with the tracking increase on pulse lasers no too recently and now the fixing of the Khanid ship line (whether you think its a good thing or not), perhaps they are just going a step at a time with the whole Amarr ship lineup issue.
Wouldn't it be better to add in a few changes every few weeks or so to make sure a) its a sufficent boost and b) it doesnt break everything else.
Hopefully some of the issues surrounding lasers with be tackled in due course aswell.
Diablo 2 is five years old, and apparently that makes it more mature than the people who play it. |

Princess Xenia
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Posted - 2007.07.30 06:18:00 -
[59]
Originally by: murder one
Originally by: Princess Xenia
Where can I READ about the changes??? Can u ppl be more descriptive... Thanks
It's like everyone else can find the info except you. Keep trying, maybe one day you'll be smart like the rest of us.
Lol I deserve that... was in a hurry and did not have too much time to search forum... Was lookig for pictures in this thread but should have looked elsewhere...
yay.. Am I smart like us/you now???
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Butter Dog
The Littlest Hobos Betrayal Under Mayhem
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Posted - 2007.07.30 07:30:00 -
[60]
I might actually cross-train amarr now... which is really saying something about these changes. Long overdue but I think we all approve. ---------- signature removed - please do not discuss moderation in your signature graphic - Jacques([email protected])
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Marcus Starr
Chosen Path FATAL Alliance
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Posted - 2007.07.30 07:59:00 -
[61]
Khanid Mk. II may not help the laser loving fellers, but this 'ol Caldari is looking forward to cross training for these loverly Khanid ships.
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Tamoko
Damage Unlimited Inc
|
Posted - 2007.07.30 08:05:00 -
[62]
Edited by: Tamoko on 30/07/2007 08:05:21 Don't make any assumptions about the natural laser boats, yet :) Given the drastic changes to half the Amarr ships already, it's not outlandish to believe the beamboats will get some lovin' as well.
That besides, huzzah for missile spamming, armor tanking, oohshiney black goodness.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

The Economist
|
Posted - 2007.07.30 08:09:00 -
[63]
Edited by: The Economist on 30/07/2007 08:12:55 Could be interesting but...
1)Please, no matter what else you do to the damnation, at least let it keep its 4 turret hardpoints...please.
2)Change the proposed bonuses so they aren't as limiting....by which I mean, for example, change the malediction dmg bonus to standard missiles and rockets rather than just rockets; likewise with the sac, damage bonus should be to heavy as well as heavy assault missiles. The bonuses force the ships to be used at specific ranges to make proper use of them; it's not like the geddon only gets a rof bonuses to pulses, or the abaddon a dmg bonus to beams...
Also a mildly related afterthought on the heretic (not really referring to the proposed changes):
Why when each race only gets one dictor and has one main weapon system that marks them out, is the heretic the only one that does not favour its racial prejudice? Even in cases of split weapon systems all the other dictors favour their primary, isn't it a tad unfair on amarr pilots to restrict them largely to what is, and has always been a marginalised weapon type for them on their only choice of dictor? I understand it's a khanid ship and so should broadly fit in with the khanid philosophy, but nonetheless it seems a fair point to make.
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Tamoko
Damage Unlimited Inc
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Posted - 2007.07.30 08:14:00 -
[64]
Originally by: The Economist Could be interesting but...
1)Please, no matter what else you do to the damnation, at least let it keep its 4 turret hardpoints...please.
2)Change the proposed bonuses so they aren't as limiting....by which I mean, for example, change the malediction dmg bonus to standard missiles and rockets rather than just rockets; likewise with the sac, damage bonus should be to heavy as well as heavy assault missiles.
Also a mildly related afterthought on the heretic (not really referring to the proposed changes):
Why when each race only gets one dictor and has one main weapon system that marks them out, is the heretic the only one that does not favour its racial prejudice? Even in cases of split weapon systems all the other dictors favour their primary, isn't it a tad unfair on amarr pilots to restrict them largely to what is, and has always been a marginalised weapon type for them on their only choice of dictor? I understand it's a khanid ship and so should broadly fit in with the khanid philosophy, but nonetheless it seems a fair point to make.
1) I hate to ask, but why would you fit turrets on a damnation after the change? You'll just eat up cap for no good reason. The absolution is a fantastic beamboat.
2) I suspect that the reason for the Amarr ships being perplexingly short-ranged is so they don't completely obsolete caldari ships in pvp. That's fair. Caldari were missile ships first.
3) The dictor issue has been the only serious complaint I've picked up on in and out of game. I personally think the dictor role works best /w missiles, so this could only be a good thing. But for all the heretic pilots that like their lasers (including the one that ganked my crusader earlier ), I can appreciate why this might make them uncomfortable.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

Ather Ialeas
Amarr Viziam
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Posted - 2007.07.30 08:25:00 -
[65]
Seems like the market force has spoken already, some Jita stats:
51 units of Sacrilege was sold yesterday at median price of ~55,6M. Now there's 26 units available at nearly 100M. That's almost +80%. 29 units of Damnation was sold yesterday at median price of ~82,3M. Now there's 4 units available at exactly 140M. That's a bit over 70%. 107 units of Heretic was sold yesterday at median price of ~12,2M. Now there's numerous available at around 15,5M. That's about 27%. 180 units of Malediction was sold yesterday at median price of 4M. Now there's numerous available at 12M and up. That's 300%+.
What made me really laugh is that Zealot is now cheaper than Sacrilege. [ insert fancy sig here ]
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Tamoko
Damage Unlimited Inc
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Posted - 2007.07.30 08:28:00 -
[66]
Originally by: Ather Ialeas
What made me really laugh is that Zealot is now cheaper than Sacrilege.
that's epic.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

The Economist
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Posted - 2007.07.30 08:32:00 -
[67]
Edited by: The Economist on 30/07/2007 08:33:42
Originally by: Tamoko
1) I hate to ask, but why would you fit turrets on a damnation after the change? You'll just eat up cap for no good reason. The absolution is a fantastic beamboat.
2) I suspect that the reason for the Amarr ships being perplexingly short-ranged is so they don't completely obsolete caldari ships in pvp. That's fair. Caldari were missile ships first.
- I have 49mil sp's in amarr, only 700k of which is in missiles (which i will train up now I guess), I use the damnation for gang mods and like to be able to shoot as well. The bonus change won't hurt it too much since the cap use reduction will be at least partially compensated for by the cap recharge bonus, so all it will lose is a little optimal from my point of view. Which I'm happy to live with for the option of being able to use missiles on it with a dmg bonus, I'd just like to keep the option of 4 turrets, there other split-weapon ships were one can use one or both types effectively, I just don't see why the damnation should be knee-capped down to 2 turret hardpoints.
- Not really justification in my opinion. The bonuses gimp the ships into specific setups (if you want the bonus) in a way that no other ships are limited...namely that of weapon type within a class. No reason us amarr pilots should get the shaft while we're meant to be getting "boosted".
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Tamoko
Damage Unlimited Inc
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Posted - 2007.07.30 09:09:00 -
[68]
Fairly spoken, though I suspect that even with gimped missile skills, you'll still get comparable damage over time to the bonus-less lasers.
Khanid Mk-II: http://i13.tinypic.com/688zvjk.jpg http://i11.tinypic.com/5ycekb8.jpg |

Aluka 7th
Amarr
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Posted - 2007.07.30 09:11:00 -
[69]
This is old -> new stat comparison using current data from sisi:
Malediction Layout change 2 missile + 3 turret -> 3 missile + 1 turret CPU 125tf -> 135tf Max. targeting range 22km -> 18km Targ. resolution 900mm -> 925mm Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% bonus to armor resistances per level
Sacrilege Layout change 3 missile + 4 turret -> 5 missile CPU 350tf -> 400tf Power 1100MW -> 1030MW Max. targeting range 60km -> 50km Targ. resolution 235mm -> 260mm Amarr Cruiser Skill Bonus: 5% bonus to Heavy Assault Missile damage and (OLD BONUS 5% bonus to all armor resistances) per level Heavy Assault Ship Skill Bonus: 5% reduction of capacitor recharge time and 5% bonus to Missile Launcher rate of fire per level
Anathema Layout change 1 missile + 2 turret -> 2 missile + 1 turret Amarr Frigate Skill Bonus: 5% bonus to rocket damage and 5% reduction of capacitor recharge time per level
Vengeance LAyout change 1 missile + 3 turret -> 4 missile + 1 turret CPU 150tf -> 160tf Power 48MW -> 43MW Max. targeting range 45km -> 38km Targ. resolution 600mm -> 655mm Amarr Frigate Skill Bonus: 5% bonus to rocket damage, (OLD BONUSES 15% bonus to Shield and Armor Explosive resistance and 10% bonus to Shield and Armor Kinetic resistance) per level Assault Ships Skill Bonus: 5% bonus to armor resistances and ( OLD BONUS 5% bonus to cap recharge rate) per level
Damnation Layout change 4 missile + 4 turret -> 5 missile + 2 turret Power 1510MW -> 1300MW Battlecruiser Skill Bonus: 5% bonus to Heavy Assault Missile damage and (OLD BONUS 5% bonus to all armor resistances) per level Command Ships Skill Bonus: 5% reduction of capacitor recharge time and (OLD BONUS 3% bonus to effectiveness of Armored Warfare Links) per level
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Annatar
The Galactic Empire
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Posted - 2007.07.30 09:30:00 -
[70]
WTF?
First hand Amarr a nice 25% bonus to Laserz and now removing all turrets from thier shiops turning them into Caldari Clones? What a nice idea to switch the underpowered Amarr into Caldari Missle Ships, nice balancing.
Why races have diffrent weapons and setup anyways. /sarcasm off
I honestly think CCP should stick to the basics and not mess around with stuff that worked (more or less) for more then 4 Years.
Better spend the time on a rewok to Defender missels and thier effency on short range. Then you simply snipe off the cruise missels of Caldari ships with you Amarr vessel.
-------------------------------------------- Never argue with an Idoit, they will drag you down to their Level and beat you with experience. |
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Deva Blackfire
Citadel of dark arts
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Posted - 2007.07.30 09:35:00 -
[71]
Originally by: Annatar WTF?
First hand Amarr a nice 25% bonus to Laserz and now removing all turrets from thier shiops turning them into Caldari Clones? What a nice idea to switch the underpowered Amarr into Caldari Missle Ships, nice balancing.
Why races have diffrent weapons and setup anyways. /sarcasm off
I honestly think CCP should stick to the basics and not mess around with stuff that worked (more or less) for more then 4 Years.
Better spend the time on a rewok to Defender missels and thier effency on short range. Then you simply snipe off the cruise missels of Caldari ships with you Amarr vessel.
Guess you didnt use sacrilege 2 years ago. Hint: it had missile bonus and was turned later on into useless zealot ripoff (thus going down from 100-120mil a piece to 55mil a piece).
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volly
Amarr SteelVipers YouWhat
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Posted - 2007.07.30 10:08:00 -
[72]
Tested the changes on Sissi and i am impressed.
GOOD WORK CCP
Finaly the Khanid Ships got a Role!
And keep the limitation to the closerange missile systems. That differs them from the Caldary ones.
Now both HACs fil a role. Take a Zealot for Sniping / Med Range Damagedealer or a Sacrilege for Solo / Closerange Fights.
Due to the Cap bonus and no cap draining weapon systems these Sacri and Damnation can run a dual rep setup with all the tools you need for pvp (mwd, web, scram, injector) and crazy resists on top of it.
/me love the new changes
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Rodj Blake
Amarr PIE Inc.
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Posted - 2007.07.30 10:20:00 -
[73]
I approve of these changes.
Mmmmmm sacrilicious...
Dulce et decorum est pro imperium mori. |

Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.30 10:21:00 -
[74]
Edited by: Chronus26 on 30/07/2007 10:22:37 I don't like these changes. Turning a whole bunch of useful ships i've already trained for into missles ships that are no use to me at all. Especially the Damnation, going from a ship that can choose either Turrets or Missles with its 3 gang links to no choice at all. I can't exactly use an Absolution for fleet support in the same way as the Damnation...  -----
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.07.30 10:59:00 -
[75]
love the changes:)
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EvilPhog
Amarr Art of War Cult of War
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Posted - 2007.07.30 11:25:00 -
[76]
Originally by: Chronus26 Edited by: Chronus26 on 30/07/2007 10:22:37 I don't like these changes. Turning a whole bunch of useful ships i've already trained for into missles ships that are no use to me at all. Especially the Damnation, going from a ship that can choose either Turrets or Missles with its 3 gang links to no choice at all. I can't exactly use an Absolution for fleet support in the same way as the Damnation... 
I'm sure that if you were able to find a decent use for the khanid ships as they are now, you will be perfectly capable of discovering new uses for them after the changes. :)
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General Apocalypse
Amarr The Merchant Marines
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Posted - 2007.07.30 11:25:00 -
[77]
Edited by: General Apocalypse on 30/07/2007 11:25:31 This is a Sacrilege if this changes go to TQ i'll trow my Anathema on you all and be shure that I will have my Vengeance . 
In other words thank you GOD , CCP and Sarmaul this is something we have been fighting for a long time . Amarr finaly looks good althou nanoing a Sacrilege is   . Maybe have him whit heavys as well same going 4 the Damnation
Anyway this change is GOOD      
goon = A fool, or someone considered silly |

Chronus26
Gallente Team Laser Explosion Molotov Coalition
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Posted - 2007.07.30 11:31:00 -
[78]
Originally by: EvilPhog
Originally by: Chronus26 Edited by: Chronus26 on 30/07/2007 10:22:37 I don't like these changes. Turning a whole bunch of useful ships i've already trained for into missles ships that are no use to me at all. Especially the Damnation, going from a ship that can choose either Turrets or Missles with its 3 gang links to no choice at all. I can't exactly use an Absolution for fleet support in the same way as the Damnation... 
I'm sure that if you were able to find a decent use for the khanid ships as they are now, you will be perfectly capable of discovering new uses for them after the changes. :)
I'm not saying the changes are bad and all, just that now if I want to fly a Sacrelige for whatever, or a Damnation for Gang support I'll have to invest between 3 and 4 Mil SP in T2 missles and missle support skills to the same level as my gunnery skills.
Boo Hoo to me I guess, I'll quit whining for now. -----
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R3ign
Amarr
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Posted - 2007.07.30 11:43:00 -
[79]
Please stop whining on the sacrilege's bonus only applying to hams. Its way faster on sisi than on tq, if you continue ccp will apply the bonus to heavy missiles too and will leave it as slow as it is now on tq, turning it into a ghey mission runner ship :(
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Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.07.30 11:57:00 -
[80]
On reflection, a bonus just to HAM's wouldn't be such a bad thing if the range of the T1 missiles were increased. I'm of the firm opinion that sub 15km is too short.
Just a little eye opener for you all, here are the ratio's of max theoretical range for rocket to missile types. The percentage value is the percentage of max range the short range ammo has compared to the long range.
Rocket - Light missile = 24%
Heavy Assault - Heavy Missile = 18%
Torpedo - Cruise Missile = 68%
Just for a bit of comparison, the ratio of optimal + falloff for Heavy pulse 1's to Heavy Beam 1's is as follows.
Heavy Pulse - Heavy Beam = 50%
Now obviously this is going to vary if you look into hybrids and projectiles, but I thought that lasers would be reasonably appropriate for discussion on Khanid ships.
Now, I'm not suggesting a flat ratio of 50% for every single missile size range but it does seem clear to me that for tech 1 ammunition HAM's and Rockets are a too short ranged and torpedo's are possibly too long ranged.
I'd suggest that HAM's get a flight time increase from 3 seconds to 5 or 6 seconds and that rockets get a slight flight time increase. Not too bothered about Torpedo's as I don't think there are many issues surrounding them.
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Tao Han
Caldari Synthetic Frontiers
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Posted - 2007.07.30 12:20:00 -
[81]
Originally by: Aluka 7th *lots of stats*
Dont forget the added speed on these ships, now I'm at work so I cant check 100% but I think the Sacrilege went from 175m/s to 200m/s.
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LeviUK
hirr Morsus Mihi
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Posted - 2007.07.30 13:07:00 -
[82]
Loving the changes, I probably shouldn't mention dual-rep sacri with 5 ham launchers and mwd..
oh, I did 
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Aluka 7th
Amarr
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Posted - 2007.07.30 13:14:00 -
[83]
True, speed is changed for: Sacrilege 175m/s->205m/s Vengeance 230m/s->235m/s Don't know how I didn't notice that :)
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Eardianm
Darkness Inc.
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Posted - 2007.07.30 13:20:00 -
[84]
Wait, you mean I won't have to shoe horn a HAM drake platform anymore?
\o/
(or, at least, I'll have a couple ship options now) --------------
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Rakane
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Posted - 2007.07.30 13:30:00 -
[85]
Edited by: Rakane on 30/07/2007 13:32:57 Edited by: Rakane on 30/07/2007 13:32:33 If these Changes are really such a clear improvement, then why should it be necessary to forcefeed this "shortrange Missleboat"-Concept to the Players ? Why not make it optional instead by adding the new boni and the Possibility of more Launcher Hardpoints without removing the Turrets. Even the Laserboni could stay, for the one or two remaining Lasers after fitting all possible Launchers it wont add to much overall damage for the Ship. I guess those who like the new Concept whould skip the remaining Lasers anyway and fit Nos or something else in the remaining Highslots. While those who against all reason prefer Lasers and split weapon systems as well as those who just dont care about some best possible very specialised PvP- Setup could still fly around with their Khanid Ships using their uneffective old fittings.
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Gozmoth
Amarr Altera Odyssea Tau Ceti Federation
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Posted - 2007.07.30 13:49:00 -
[86]
I love them, the new malediction is great.
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Sniser
4S Corporation Morsus Mihi
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Posted - 2007.07.30 13:55:00 -
[87]
i love those changes. short range missile bonus its fine, if you want long range missiles train caldari
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BillyBong2
Amarr Eternity INC. Mercenary Coalition
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Posted - 2007.07.30 14:09:00 -
[88]
I like the short range limitation as well, leave that as it is. I think the changes are in line with the Khanid and look great. They offer so many different possibilities now, I am getting giddy 
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Mastin Dragonfly
Absolutely No Return The Red Skull
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Posted - 2007.07.30 14:14:00 -
[89]
Blog is out, also on Nos changes.
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dalmety
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Posted - 2007.07.30 14:20:00 -
[90]
did not read all posts so this has prob already been mentioned but will the new nos changes completely bugger up the pilgrim - its main advantage was the ability to completely drain another ships cap while running a tank its crap damage output was improved by the fact that the target ship[ had no cap to run rep mods will these new changer not ruin that as if u have to sacrifice ur own cap to drain theirs ur done for as they are paper thin
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Kaylana Syi
The Nest
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Posted - 2007.07.30 14:42:00 -
[91]
Honestly, each of the changes, nos and mk 2, could have stood on their own. However, together they make the most interesting addition to EVE in quite some time.
I had my amarr t2 alt for sale for a week. He can fly nearly all t2 amarr ships and weapons. I am so glad noone bid on him 
I hope everyone can see that between the NOS changes and mk2 there is a serious push towards tackling to not be a '8km speed + 28km Warp Scram crow/vaga' or 'arazu/lechesis' only job.
This has seriously boosted every tech 1 frigate in the game and lower SP characters to get 'into' the combat to make EVE really fun again.
Team Minmatar
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CCP Fendahl

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Posted - 2007.07.30 14:49:00 -
[92]
The dev blog is finally out. The blog also includes the planned changes to the way Nosferatus work, which has implications for close range Khanid ships in particular 
Originally by: Dei Why were you on a mountain side, and how did you get stuck? Should've fitted more nanofibers and less plates.
I did (sneakers), so I could out-run the others in case we met any steel-wool sheep on our way (they have been known to terrorize that part of Iceland). To make a long story short, we went on a hiking trip and got to the top after about 2 hours with no problems. Unfortunately we took the wrong way down. The already steep path kept getting worse and worse. It began to rain and we reached a point beyond which it looked as if we might not be able to safely turn back. We could also see a nice silhouette of the cliff we were walking on: a minimal "path" (completely washed out in some places) on a steep slope that continued a few meters down to the edge of the cliff. We decided to turn back and realized that we had gotten stuck in the canyon. While we could probably have continued with no spectacular "incidents", we decided to play it safe and call for help. I, for one, was glad that we had rope for the tricky parts. Mad props to Hinrik (aka. Hinki, senior GM) for getting us all safely down. All in all it was an awesome trip, though a bit too death defying. We were also a bit disappointed that the French bikini team didn't make it to the top, but I guess you can't have everything. 
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Marithin
Caldari Independent Navy Reserve
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Posted - 2007.07.30 14:49:00 -
[93]
As as semi-regular damnation pilot the changes look interesting. The only potential problem I can see is the limitation only to HAM's on the damnation - it's not exactly the most sprightly of ships and the range limitation of hams could make it very dificult to really put any effective fire on a target. Now admittedly most commannd ships are not exactly DPS monsters but it's nice to have some firepower available to chuck in the general direction of targets while your sat there providing tasty gang bonuses. Possibly might be an idea to change the HAM damage bonus to either a HAM/heavy damage bonus or a rof bonus on the damnation. Ah well, I guess I'll have to set up a SISI client and have a bit of a play with the dammy changes.
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LeviUK
hirr Morsus Mihi
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Posted - 2007.07.30 14:57:00 -
[94]
Edited by: LeviUK on 30/07/2007 14:57:46 nm, posted elsewhere
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Gypsio III
Darkness Inc.
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Posted - 2007.07.30 15:15:00 -
[95]
Quote: range limitation of hams
The range of Javelin HAMs is absolutely fine.
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Kuolematon
Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.07.30 15:24:00 -
[96]
Originally by: The Economist 1)Please, no matter what else you do to the damnation, at least let it keep its 4 turret hardpoints...please.
Signed! It's only Khanid ship I will use after this nerf. So please, don't nerf Damnation any more? Please? I promise I won't cancel my 100+ accounts. 
And while your at nerffing Amarr, make sure you DON'T increase cargo bays because as we all know, Amarr don't need ammo 
"to be honest it makes me wonder about the mental state of a person who would join a corp called Space Perverts and Forum warriors"
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Bomazi
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Posted - 2007.07.30 15:46:00 -
[97]
The NOS changes while needed, seem rather pointless. The changes do nothing to stop some of the most egregious battleship NOS boats. Setups and effectiveness for the Dominix and other NOS battleships will not change, as using dual LAR will almost always ensure they are getting full bonus from the NOS.
So again, what was the point? You should have made it sig based, or chance based. As it is, you made a big change, that really seems off-target.
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Santa Anna
Caldari Blackguard Brigade
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Posted - 2007.07.30 16:00:00 -
[98]
Originally by: Bomazi The NOS changes while needed, seem rather pointless. The changes do nothing to stop some of the most egregious battleship NOS boats. Setups and effectiveness for the Dominix and other NOS battleships will not change, as using dual LAR will almost always ensure they are getting full bonus from the NOS.
So again, what was the point? You should have made it sig based, or chance based. As it is, you made a big change, that really seems off-target.
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap. _____ CPU Love |

Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.07.30 16:07:00 -
[99]
Originally by: Santa Anna
Originally by: Bomazi The NOS changes while needed, seem rather pointless. The changes do nothing to stop some of the most egregious battleship NOS boats. Setups and effectiveness for the Dominix and other NOS battleships will not change, as using dual LAR will almost always ensure they are getting full bonus from the NOS.
So again, what was the point? You should have made it sig based, or chance based. As it is, you made a big change, that really seems off-target.
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap.
meaning: cap hungry weapons (hybrid/lasers) still suffer from the same problems, while missiles and proj guns do not.
active tanks will get nerfed like this tho... ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Bomazi
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Posted - 2007.07.30 16:07:00 -
[100]
Edited by: Bomazi on 30/07/2007 16:09:43
Originally by: Santa Anna
Originally by: Bomazi The NOS changes while needed, seem rather pointless. The changes do nothing to stop some of the most egregious battleship NOS boats. Setups and effectiveness for the Dominix and other NOS battleships will not change, as using dual LAR will almost always ensure they are getting full bonus from the NOS.
So again, what was the point? You should have made it sig based, or chance based. As it is, you made a big change, that really seems off-target.
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap.
If its another battleship, then who cares. Their tank is already broken, and by the very nature of this change, it assures that the NOS boats will be able to get the last pulse. I could care less about smaller ships and the effect. Battleships using NOS were the ships that caused the most problems with NOS.
By your argument, the way to fight NOS is running yourself out of cap (or letting them leech it) and having a passive tank. How is that different from before the NOS change. Its still forces you to use a screwed up strategy to fight a no-skill Battleship with guaranteed hit weapons in the top.
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Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.07.30 16:11:00 -
[101]
Originally by: Bomazi Edited by: Bomazi on 30/07/2007 16:09:43
Originally by: Santa Anna
Originally by: Bomazi The NOS changes while needed, seem rather pointless. The changes do nothing to stop some of the most egregious battleship NOS boats. Setups and effectiveness for the Dominix and other NOS battleships will not change, as using dual LAR will almost always ensure they are getting full bonus from the NOS.
So again, what was the point? You should have made it sig based, or chance based. As it is, you made a big change, that really seems off-target.
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap.
If its another battleship, then who cares. Their tank is already broken, and by the very nature of this change, it assures that the NOS boats will be able to get the last pulse. I could care less about smaller ships and the effect. Battleships using NOS were the ships that caused the most problems with NOS.
By your argument, the way to fight NOS is running yourself out of cap (or letting them leech it) and having a passive tank. How is that different from before the NOS change. Its still forces you to use a screwed up strategy to fight a no-skill Battleship with guaranteed hit weapons in the top.
the only diference is that they won't have any juice left aswell. ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Santa Anna
Caldari Blackguard Brigade
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Posted - 2007.07.30 16:23:00 -
[102]
Originally by: Grimpak
Originally by: Santa Anna
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap.
meaning: cap hungry weapons (hybrid/lasers) still suffer from the same problems, while missiles and proj guns do not.
active tanks will get nerfed like this tho...
No, active tanks, speed tanks, and cap-hungry weapons will have better protection against Nos than capless weapons or passive tanks.
You will no longer be able to use Nos to shut down someone else's guns/tank/mwd until after your own gun/tank is shut down.
So now when facing a nos opponent you'll both be in the same spot when you start living off of cap charges, but you'll have the advantage of having non-useless high slots for the remainder of the fight.
If you meant that nos-fueled active tanks will be nerfed then yes, that's the case. I think that was the point of the nerf, though. _____ CPU Love |

Grimpak
Gallente Trinity Nova KIA Alliance
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Posted - 2007.07.30 16:37:00 -
[103]
Originally by: Santa Anna
Originally by: Grimpak
Originally by: Santa Anna
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap.
meaning: cap hungry weapons (hybrid/lasers) still suffer from the same problems, while missiles and proj guns do not.
active tanks will get nerfed like this tho...
No, active tanks, speed tanks, and cap-hungry weapons will have better protection against Nos than capless weapons or passive tanks.
You will no longer be able to use Nos to shut down someone else's guns/tank/mwd until after your own gun/tank is shut down.
So now when facing a nos opponent you'll both be in the same spot when you start living off of cap charges, but you'll have the advantage of having non-useless high slots for the remainder of the fight.
If you meant that nos-fueled active tanks will be nerfed then yes, that's the case. I think that was the point of the nerf, though.
exactly. ---
truth about EVE: Quote: "Guns are fine, boost players"
Quote: "Players are fine, boost guns"
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Santa Anna
Caldari Blackguard Brigade
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Posted - 2007.07.30 16:39:00 -
[104]
Edited by: Santa Anna on 30/07/2007 16:40:53 Edited by: Santa Anna on 30/07/2007 16:39:47
Originally by: Bomazi Edited by: Bomazi on 30/07/2007 16:09:43
Originally by: Santa Anna
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap. Their tank is already broken,
If its another battleship, then who cares. Their tank is already broken,
When I cap out, I have only begun to fight. (Cap charges FTW)
Quote: and by the very nature of this change, it assures that the NOS boats will be able to get the last pulse.
I think you need to reread the devblog. When the nosboat has more cap than you do, the nosboat gets nothing for its nos.
Quote: Battleships using NOS were the ships that caused the most problems with NOS.
Cruiser nos users had effectively exterminated AF's from the game.
Quote: By your argument, the way to fight NOS is running yourself out of cap (or letting them leech it) and having a passive tank.
Not letting them leach it -- you use it to harm them. Then you use an injected tank, not a passive tank.
Quote: How is that different from before the NOS change.
Currently, a nos boat can time his nos to deny you much of your cap injector benefit. He can also siphon energy from you when he has more.
Quote: Its still forces you to use a screwed up strategy to fight a no-skill Battleship with guaranteed hit weapons in the top.
Well, it forces you to use a cap injector to effectively fight a nos boat and it changes the starting point between you and a nos boat. To kill you after the change, the nos boat has to run its cap into the ground to drain yours. That means when you start fighting, you have cap and he doesn't, and he can never have more cap than you.
This change will kill nosboats. It may give rise to neutboats, but it will kill nosboats.
edit: fixed quotes _____ CPU Love |

Gaius Caphen
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Posted - 2007.07.30 16:45:00 -
[105]
Wow
basically more reason not to use caldari for anything other than missions and the old ccp playing amarr ftw
Changes look great, but only by how much it dimishes the other ships other races are stuck with. 
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Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.07.30 17:08:00 -
[106]
Fendahl:
I can understand the reasoning for certain bonuses to be for short range rocket etc only. What are your thoughts though on the range of them? Especially the tech 1 HAM's? And before anyone else starts waffling on about Javelin HAM's, they are Tech 2 HAM's and their range is not representative in any manner of T1/faction HAM's. Javelin HAM's have a silly range imho and need nerfing.
Can you look into the possibility of upping the flight time on Tech1 and faction HAM's from 3 seconds to something like 5 or 6? Their current practical range of approx 13-14km isn't sufficient.
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Deva Blackfire
Citadel of dark arts
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Posted - 2007.07.30 17:20:00 -
[107]
Originally by: Parallax Error
Can you look into the possibility of upping the flight time on Tech1 and faction HAM's from 3 seconds to something like 5 or 6? Their current practical range of approx 13-14km isn't sufficient.
There is one reason against: nanoidiots. If you up their range you will see sacris permarunning mwd+scram around you and spamming missiles. Atm you need to get under 15km where you risk overheated web or enemy moving away (thus reducing damage coz missiles dont hit at all).
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Bomazi
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Posted - 2007.07.30 17:21:00 -
[108]
Originally by: Santa Anna Edited by: Santa Anna on 30/07/2007 16:40:53 Edited by: Santa Anna on 30/07/2007 16:39:47
Originally by: Bomazi Edited by: Bomazi on 30/07/2007 16:09:43
Originally by: Santa Anna
Good luck sucking enough cap to harm your opponent and keep your tank running when your opponent never has more than 800 cap himself.
This gives cap-hungry damage dealers (and to a lesser extent speed tankers) a counter to nos. Namely: use all your cap. Their tank is already broken,
If its another battleship, then who cares. Their tank is already broken,
When I cap out, I have only begun to fight. (Cap charges FTW)
Quote: and by the very nature of this change, it assures that the NOS boats will be able to get the last pulse.
I think you need to reread the devblog. When the nosboat has more cap than you do, the nosboat gets nothing for its nos.
Quote: Battleships using NOS were the ships that caused the most problems with NOS.
Cruiser nos users had effectively exterminated AF's from the game.
Quote: By your argument, the way to fight NOS is running yourself out of cap (or letting them leech it) and having a passive tank.
Not letting them leach it -- you use it to harm them. Then you use an injected tank, not a passive tank.
Quote: How is that different from before the NOS change.
Currently, a nos boat can time his nos to deny you much of your cap injector benefit. He can also siphon energy from you when he has more.
Quote: Its still forces you to use a screwed up strategy to fight a no-skill Battleship with guaranteed hit weapons in the top.
Well, it forces you to use a cap injector to effectively fight a nos boat and it changes the starting point between you and a nos boat. To kill you after the change, the nos boat has to run its cap into the ground to drain yours. That means when you start fighting, you have cap and he doesn't, and he can never have more cap than you.
This change will kill nosboats. It may give rise to neutboats, but it will kill nosboats.
edit: fixed quotes
When I refer to a NOS boat battleship, I am assuming they have neuts, mwd, etc. Moreover, injected tanks aren't a new element, and frankly, any active tanked battlehsip without an injector previous to this, would have been severly gimping themselves.
But I'm not going to try to dissect your post. We can just agree to disagree and see how it plays out. As a minnie pilot, this change does F'all to help me. :)
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Tevgor Remal
Amarr PIE Inc.
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Posted - 2007.07.30 17:58:00 -
[109]
Concerning the Malediction's target range reduction ...
I really dont see the point of this change. With its new bonuses only applying to rockets, it already wont be usable as a crow-like long range ceptor. So, all this change does is to reduce its effectiveness as a tackler. But the malediction is THE amarr tackling interceptor. All other race's tackling interceptors (those with the 13AU/s warp speed) have a target range of 25(!)km. No need to reduce the malediction's range any further imo.
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Elve Sorrow
Amarr Shinra
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Posted - 2007.07.30 18:04:00 -
[110]
Regarding the Damnation:
It's still (rather easily, actually) outtanked by a passive Vulture, even when only using Tech2 mods. And that Vulture doesnt need any cap to tank, whereas the Damnation either has to use atleast 3 Cap IIs, or a Cap Injector to keep its tank going.
Wether or not thats offset by its damage potential i wont debate, wasnt really the point of my post. Just clearing this up.
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. |
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Malena Panic
Veto. Veto Corp
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Posted - 2007.07.30 19:16:00 -
[111]
Originally by: Kai Lae Other than making these ships HAM or rocket only, instead of light/rocket or heavy/HAM like all other ships, this gets a preliminary thumbs up.
*cough* LaCHEsis *cough*
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DeadProphet
Black Eclipse Corp Band of Brothers
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Posted - 2007.07.30 19:27:00 -
[112]
Edited by: DeadProphet on 30/07/2007 19:31:42 Edited by: DeadProphet on 30/07/2007 19:30:09 i'll make it real simple
don't nerf the sac (yes this is a nerf) and don't make amarr use missiles.
the end.
nobody who flies amarr want to use frigging missiles, they are about guns and armour, but it seems the only way to get that now is train gallente. Just look at all the caldari players singing the praises of the changes to know you've done wrong.
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Liang Nuren
The Refugees
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Posted - 2007.07.30 19:58:00 -
[113]
TBH, these changes look *AWESOME*. Amarr is finally going to come out of the closet and be the next FOTM.
However, I'd like to see Caldari lose the Kinetic bonus in favor of a standard 5% ROF bonus. Also, can we unnerf the Caldari mass... seeing as how Multi-MWD Ravens are no longer a threat, and we obviously aren't worried about trackless speed-tanked missile spewers. 
And no, I'm not a Caldari whiner. I was just as much in favor of the Drake nerf as any Myrm pilot. 
Liang
Originally by: "QproQ"
When people say "Put 'stabs on your 'cane", they mean GYROSTABS"
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Parallax Error
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.07.30 20:00:00 -
[114]
Originally by: Deva Blackfire
There is one reason against: nanoidiots. If you up their range you will see sacris permarunning mwd+scram around you and spamming missiles. Atm you need to get under 15km where you risk overheated web or enemy moving away (thus reducing damage coz missiles dont hit at all).
As opposed to nanovaga's which have enough falloff, nanoishtar's which can just dump drones on you and orbit, the nanocerberus which is very similar to the new Sac or a nanozealot which can get 30km opt+falloff easily with scorch and enough tracking with the new pulses to hit?
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BCBArclight
Odessa Operations
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Posted - 2007.07.30 20:00:00 -
[115]
Im sorry to say this but reading through the changes on the Khanid II release I get the impression that the conversation in the CCP meeting went something like: Dev 1: So how can we fix Amarr? Dev 2: No Idea. Dev 3: Me either. Dev 2: Either way it will take long hard work to tweak them........... Dev 1: mmmmmmmm Dev 3: Why not just make them Caldari? Dev 1-2: SOLD!! Dev 3: Lets go get some beer. *Other Devs give out a cheer
Amarr ships have lasers so Khanid ships should have lasers, giving them missiles instead of fixing them in the way the race was designed to have seems a bit of a cop out. As people have said all the gunnery skills are now useless for these ships and if you want to use them you need to train missiles. Tbh if I wanted a missile boat I would have trained Caldari from the start not train amarr then find out I need to spend another 2 months+ getting good missile skills just to use the ships I like to fly, when I could be training skills I rather would like.
As for the NOS changed that they effect Amarr, Im currently training for a curse im 4 days away atm, im training it for the sole purpose of being able to do something against the mass of vagas pirates seem to fly today. Now reading this, my advantage against this ship has gone as I have to have the same cap as my target???! This means I will be face to face with a target ship and I have to get zero cap so he has zero cap and leave myself totally defenceless against autocannons that need no cap mmmmm I think I wont bother anymore.
I hope my inital thoughts on this are totally wrong and that the changes are going to be actually good, but atm I'm totally not sold on this patch, I would rather have seen lasers get changed in some respect to damage than what seems to be a gimp of the Amarr yet again. I hope these will be looked at seriously before put into effect on Tranq.
Odessa Operations are Recruiting |

Kunming
The Coalition Of Buccaneers Mercenary Services
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Posted - 2007.07.30 20:13:00 -
[116]
Originally by: DeadProphet Edited by: DeadProphet on 30/07/2007 19:31:42 Edited by: DeadProphet on 30/07/2007 19:30:09 i'll make it real simple
don't nerf the sac (yes this is a nerf) and don't make amarr use missiles.
the end.
nobody who flies amarr want to use frigging missiles, they are about guns and armour, but it seems the only way to get that now is train gallente. Just look at all the caldari players singing the praises of the changes to know you've done wrong.
I know where your coming from, and yep, that is the truth, totally with you m8. Unfortunately we are but a pair of broken pixels on a HD TV...
BTW with this change minmatar will ironically have more gun boats than amarr. I'm just glad I didnt stick with Amarr for that long and switched to gallente around 3 years ago, working on the last drone skills and I'll head for minmatar and shield skills next.
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
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Sachika
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Posted - 2007.07.30 20:21:00 -
[117]
In the dev blog, it stated that a Battleship with a cap of 30% puts a nos on a frig, and its cap can only be drained to 30%. By that logic, nos will be totaly ineffective for the frist few cycles untill the cap of the Battleship, in this case, drops. 100% cap on the ship with nos = no cap drained on the targeted ship untill the agressing ship losses cap?
100% cap with nos, puts nos on target = no cap leeched from target?
Am I missing something or is this really what CCP intend to do with NOS?
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DeadDuck
Amarr Infinite Improbability Inc Mostly Harmless
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Posted - 2007.07.30 20:23:00 -
[118]
My eve client in on 3.21.35183, the latest full client is also the 3.21.35183 and the singularity client on the same version and cant upload patch on sissi to test the new changes. I would be gratefull for some help in here.
Where can I download the patch to upload my singularity client to the new changes ?
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Gypsio III
Darkness Inc.
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Posted - 2007.07.30 20:39:00 -
[119]
Very interesting. Nos is now a defensive weapon, one that helps prevent you capping out. The offensive weapon is now neutralisers. 
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DeadDuck
Amarr Infinite Improbability Inc Mostly Harmless
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Posted - 2007.07.30 20:44:00 -
[120]
Originally by: Sachika In the dev blog, it stated that a Battleship with a cap of 30% puts a nos on a frig, and its cap can only be drained to 30%. By that logic, nos will be totaly ineffective for the frist few cycles untill the cap of the Battleship, in this case, drops. 100% cap on the ship with nos = no cap drained on the targeted ship untill the agressing ship losses cap?
100% cap with nos, puts nos on target = no cap leeched from target?
Am I missing something or is this really what CCP intend to do with NOS?
In the very beggining of the fight yes but while fighting the cap will drop due to shield boosting, armour reppping, guns firing, etc... so after a while they make all the sense to use. But the turn the NOS battery on and keep on distance will be a thing from the past. NOS will ensure is user that is opponent will not have more cap then you.
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Sachika
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Posted - 2007.07.30 21:03:00 -
[121]
Originally by: DeadDuck
Originally by: Sachika In the dev blog, it stated that a Battleship with a cap of 30% puts a nos on a frig, and its cap can only be drained to 30%. By that logic, nos will be totaly ineffective for the frist few cycles untill the cap of the Battleship, in this case, drops. 100% cap on the ship with nos = no cap drained on the targeted ship untill the agressing ship losses cap?
100% cap with nos, puts nos on target = no cap leeched from target?
Am I missing something or is this really what CCP intend to do with NOS?
In the very beggining of the fight yes but while fighting the cap will drop due to shield boosting, armour reppping, guns firing, etc... so after a while they make all the sense to use. But the turn the NOS battery on and keep on distance will be a thing from the past. NOS will ensure is user that is opponent will not have more cap then you.
That being said, why have nos any more? Why not scrap it and make a new mod that makes sence, and doesn't use backwards math? What purpose does it serve now? With these changes it becomes a last ditch effort to stay alive. Use my nos when I get low on cap, in hopes that I stay alive. I thought damage control mods fit that niche. Some one a few posts up said that now nos are a deffensive weapon as I recall. Unless your in a 1v1 fight, having nos won't matter. You won't be able to use it untill half way through the fight, to any effect. So now instead of nos boats running around, it will be neut boats with heavily modified kits to neut the cap out of anything short of a cap ship. I know its what I will be looking into, with rigs and cap injectors I doubt it will too difficult. Seeing as the NOS boats will die, the nessisity of having that role still being filled will bring about new monsters, nessisity is the mother of invention after all.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:22:00 -
[122]
Nos is going to be paired with neuts.
Step 1) Benefit from nos
Step 2) Keep neuting
Think of it as racing your opponent to the bottom, then delivering a knockout blow to the remainder of their tank. It will require a bit of thinking rather than hitting F1-F4 on autorepeat.
Logoffs
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Sachika
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Posted - 2007.07.30 21:25:00 -
[123]
Originally by: Cmdr Sy Nos is going to be paired with neuts.
Step 1) Benefit from nos
Step 2) Keep neuting
Think of it as racing your opponent to the bottom, then delivering a knockout blow to the remainder of their tank. It will require a bit of thinking rather than hitting F1-F4 on autorepeat.
In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:28:00 -
[124]
Edited by: Cmdr Sy on 30/07/2007 21:30:46
Originally by: Sachika In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
Well, it happens to the driving principle of RL economics these days.
Anyway. A ship's engineering system and its stats is not an army. Analogies will stretch to ships, but not to what is basically a magic system.
You drop your opponent's cap in constant proportion to your own, then you finish it off with a neutralizer if they don't finish it off with their reps. Or they do it to you. It's all setup and timing. It's better than autorepeat life-draining, which is pretty lame.
Logoffs
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Sachika
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Posted - 2007.07.30 21:38:00 -
[125]
Originally by: Cmdr Sy Edited by: Cmdr Sy on 30/07/2007 21:30:46
Originally by: Sachika In boxing, if you tried to use this tactic I doubt your going to win many fights. How many armies, empires, etc won wars by beating thier enemies to the bottom? I can't think of many, if any.
Well, it happens to the driving principle of RL economics these days.
Anyway. A ship's engineering system and its stats is not an army. Analogies will stretch to ships, but not to what is basically a magic system.
You drop your opponent's cap in constant proportion to your own, then you finish it off with a neutralizer if they don't finish it off with their reps. Or they do it to you. It's all setup and timing. It's better than autorepeat life-draining, which is pretty lame.
Its no differnt than a gun, which is kinda like like an autorepeat life-drain. Seeing that your HP is your life, although there are some that will aruge cap is life, you don't instantly blow up after you lose all your cap as you do when all of your sheild, armor and hull are at 0. It takes a few seconds. 
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 21:42:00 -
[126]
Yes, well people will have to give their active tanks, passive tanks and weapon cap use careful consideration. Things will rebalance around this without much difficulty.
Logoffs
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Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2007.07.30 21:44:00 -
[127]
Can I just say I really like the Rocket Anathema? I think I just did. No, I just asked if I did. Who cares if I have permission?
I like the Rocket Anathema. But can we make it black? Shiny black like the present green is shiny, but black.
Pretty please? It's a covert ops ship, and I don't see any foliage to blend in with in space.... -- Guile can always trump hardware -- |

Sachika
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Posted - 2007.07.30 21:53:00 -
[128]
Originally by: Cmdr Sy Yes, well people will have to give their active tanks, passive tanks and weapon cap use careful consideration. Things will rebalance around this without much difficulty.
If so much consideration has to been taken into acount to use 1 mod, then it won't be used. And as I stated before, nos will be replaced by neuts and the pod pilots of eve will create special neut boats, upset more of the eve base, and create a larger problem. I'm not saying that I alone know how to balance nos, I don't. I am saying that I feel that this is not the solution to fixing it.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.30 22:02:00 -
[129]
Edited by: Cmdr Sy on 30/07/2007 22:02:26
Originally by: Sachika If so much consideration has to been taken into acount to use 1 mod, then it won't be used. And as I stated before, nos will be replaced by neuts and the pod pilots of eve will create special neut boats, upset more of the eve base, and create a larger problem. I'm not saying that I alone know how to balance nos, I don't. I am saying that I feel that this is not the solution to fixing it.
If neuts were a win button, they would have been widely used. Instead, they were a specialty of people who knew what they were doing with them. Everyone else went for nos, nos, nos because it was the easy option. Spare high slot? Nos.
Not anymore.
Now nos is no longer the Swiss Army Knife of PVP, nos and neuts have more of a symbiotic relationship, and if people are going to make a wholesale switchover to neuts, they are going to have to pay more attention and manage a drawback.
Neuts were endlessly criticised in this very forum because (quoting a hundred people over the years) "they hurt you as much as they hurt the enemy". Well, no, the named variants have a cap damage differential, which can be turned to your advantage with skill, rigs and an injector. No change there. No boost to neuts. People are just going to have to tear their eyes away from their favourite nos and consider the merits and tradeoffs of an alternative.
It's not going to damage the game anywhere near as much as nos did.
Logoffs
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Stakhanov
Katana's Edge
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Posted - 2007.07.30 22:24:00 -
[130]
The truth about Khanid mk II
Yes , it's dev indulgence passed off as a balance fix. 
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Trade JCache
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Posted - 2007.07.31 00:51:00 -
[131]
Good thing I switched from Caldari to Amarr to get rid of this lousy missile boats. It really paid off. 
With the Damnation turned into another Caldari clone there's no way to build any shield-tanked beamboat. Now that's what I call variety. I don't care what the story behind Khanid is, the ships were all Amarr to me. Now they are Caldari...
Is there any point in playing and skilling lasers, or should we just turn around, bend over and enjoy the ride?!
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Toaster Oven
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Posted - 2007.07.31 01:36:00 -
[132]
Great job all around. However on topic of Sacriledge. Currently all HACs get 1 range bonus, with Caldari HACs receiving 2 range bonuses. In keeping inline with that, I request you consider changing the Sacriledge's 5% cap recharge time level per bonus to 10% bonus to Missile velocity per level. That is all 
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BABARR
PARABELUM-Project
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Posted - 2007.07.31 01:42:00 -
[133]
Amar ship in missile boat.. WTF.
Sacrilege whogot a cap bonus, and have no cap to use to fire missile , whith the nosferatu nerf, it's going to be a brick. The malediction going to be the "new crow". The interdictor who is now a missile boat, where the destroyer is a very funny gunboat.. oO
...
"Si vis pacem, parabellum" |

Marcus Starr
Chosen Path FATAL Alliance
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Posted - 2007.07.31 01:53:00 -
[134]
Hrm, how about a compromise and turn Lai Dai ships (Raptor, Hawk, and Cerberus) into shield tanking laser boats? 
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Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2007.07.31 02:50:00 -
[135]
Originally by: Dev Blog
Anathema (Covert Ops)
* Hardpoints: 2 launchers (+1), 1 turret (-1)
Bonuses
* 5% bonus to rocket damage per Amarr FF level * 5% reduction of capacitor recharge time per Amarr FF level * -98% to -100% reduced CPU need for cloaking device per Amarr FF level (no change) * 10% reduction of duration time of Astrometric modules per Amarr FF level (no change)
Weapons are largely useless on Covert Ops frigates, but the Anathema has none the less been given a Khanid flavor for the sake of consistency.
Couple of minor corrections to note:
The bolded parts should read Covert Ops level. The part in italics should be Weapons were largely useless on Amarrian Covert Ops frigates, but now the Anathema has been given a Khanid flavor makeover, too. Enjoy!
-- Guile can always trump hardware -- |

Serric
Caldari The Clearwater Society Firmus Ixion
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Posted - 2007.07.31 04:48:00 -
[136]
Originally by: Tevgor Remal Concerning the Malediction's target range reduction ...
I really dont see the point of this change. With its new bonuses only applying to rockets, it already wont be usable as a crow-like long range ceptor. So, all this change does is to reduce its effectiveness as a tackler. But the malediction is THE amarr tackling interceptor. All other race's tackling interceptors (those with the 13AU/s warp speed) have a target range of 25(!)km. No need to reduce the malediction's range any further imo.
/signed
CCP please keep the range on this ship for tackling purposes.
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Cmdr Sy
Appetite 4 Destruction
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Posted - 2007.07.31 06:58:00 -
[137]
Edited by: Cmdr Sy on 31/07/2007 06:59:21
Yes, I wasn't too thrilled about that myself. With max skill you still need a gang bonus to make it worthwhile fitting a Warp Disuptor II rather than a T1. With the rocket bonus, you wouldn't be staying at that range anyway, but you do need to get a point on at 24km.
Logoffs
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Ivan Kirilenkov
Forum Moderator Interstellar Services Department

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Posted - 2007.07.31 07:15:00 -
[138]
Locking this since the Dev-blog is now live, use this threadto provide feedback.
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