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Jhyme
Amarr Igneus Auctorita GoonSwarm
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Posted - 2007.09.05 01:00:00 -
[1]
If there was already a discussion on this idea-- sorry for the redundancy.
While other races can swap in different ammo types to adjust for different resists, Amarr is limited to swapping crystals for range, and maybe some extra thermal damage. Is there anyway that Amarr can receive some kind of damage penetration modules for low and mid slots? Activating these modules would reduce enemy EM resist. The trade-off would be losing whatever module that would have occupied that slot (heatsinks, cap power relays, tracking, etc) This would for example, allow medium named lasers to do more than 5.6 points of damage per shot on certain mobs on level 2 missions-- which would be pretty nice. This is also more consistent with Amarrian philosophy, refining something that they focus on, rather than mess with something like-- missles. The missleboats are nice, but tech II is a long ways off for a newb like me.
Regards, Jhyme
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Corwain
Gallente Kamite
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Posted - 2007.09.05 01:14:00 -
[2]
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead* -- A Solo Arbitrator vid, Distortion by Corwain |

Milena Rage
The Aftermath
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Posted - 2007.09.05 01:24:00 -
[3]
Originally by: Corwain
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead*
Jerk
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Baran Doban
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Posted - 2007.09.05 01:47:00 -
[4]
Originally by: Corwain
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead*
I was farming some creeps in one of those belt zones when a unique mob spawned. He kicked my ass so I had to rez back at a station and then asked my healer buddy to party up with his Guardian class ship. We looted the corpse but the named mob didn't drop the named I wanted :(
What I'm saying is that if semantics is the only thing you can criticize, you need to take a chill pill and think before posting.
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Tamayo
Amarr The JORG Corporation FATAL Alliance
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Posted - 2007.09.05 01:51:00 -
[5]
Originally by: Corwain
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead*
Mobs...Plural, stands for Mobile Objects. Typically used in MMORPG games and stands for attackable non-player objects.
npc rats in EVE = "mobs" in MMORPG terminology...
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Andre Ricard
Gallente Templars of Space Fallen Souls
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Posted - 2007.09.05 01:53:00 -
[6]
Edited by: Andre Ricard on 05/09/2007 01:54:13 An idea i'd love. But it should be limited so a ship can only be affected by one of these mods at a time. Otherwise a single geddon with tech II EM drones and a buddy/alt in a tech 1 frig with these mods would be able to do insane damage.
edit: I forgot to add that it would make mobbing gruistas a lot easier for amarr :P
1010011010 |

Chainsaw Plankton
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Posted - 2007.09.05 02:10:00 -
[7]
railguns/blasters only shoot kinetic/thermal
lets make a kinetic lowering weapon too :D
on my one armor tanked ship em is my lowest resist and thermal is my highest, we have to nerf thermal too because gallente drones and blasters both do a lot of thermal!!!
oh yes and if everyone does use an omni tank then who cares what damage you are hitting them with if all their resists are about the same?
what does suck for amarr is the 3 eanmII + dcuII tank. that is a problem.
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Nasair
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Posted - 2007.09.05 02:12:00 -
[8]
You want to increase the damage of amarr by 50% ? and keep their tank 
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NoNah
Unseen University
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Posted - 2007.09.05 02:15:00 -
[9]
Originally by: Tamayo
Mobs...Plural, stands for Mobile Objects. Typically used in MMORPG games and stands for attackable non-player objects.
npc rats in EVE = "mobs" in MMORPG terminology...
Guess I'm heading of topic here, but that's actually interesting. I've always thought it was just the plural of a mob, as in a crowd of people. Or "the mob".
Had to google it and indeed, your story is confirmed by wikipedia, thus it has to be correct. It's on the internet. Besides it also mentions PvM which is a widely known term here in EVE. Then again, going through pages like this one, gives you the impression that you need to creep mobs for massive exp and gold.
Now I'm not gonna say anything, I learned the abbreviation first as Movable Object Block, which obviously doesnt really apply here or in most other games - from the gamers point of view(even if it actually is mentioned on the wikipage mentioned), and thus I assumed it was used in the above mentioned meaning - a group of whatevers.
Anyway, mob just isn't the most suitable word for eve. Having that said, it is a widely used term, then again, so are "epix" and "eve online gold". All thanks to former wow-players, isk-sellers and other forms of scum.
By the way, your definition means that Billboards, asteroids and such are mobs? And a mob is thus a single object - one ship?
Postcount: 833207
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Jhyme
Amarr Igneus Auctorita GoonSwarm
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Posted - 2007.09.05 02:29:00 -
[10]
Originally by: Andre Ricard Edited by: Andre Ricard on 05/09/2007 01:54:13 An idea i'd love. But it should be limited so a ship can only be affected by one of these mods at a time. Otherwise a single geddon with tech II EM drones and a buddy/alt in a tech 1 frig with these mods would be able to do insane damage. edit: I forgot to add that it would make mobbing gruistas a lot easier for amarr :P
I think the module will work sort of like a tracking computer or enhancer, only enhancing the bonuses for the ship equipped and using it, not lowering the damage on the target for the entire gang.
Originally by: Chainsaw Plankton railguns/blasters only shoot kinetic/thermal
lets make a kinetic lowering weapon too :D
on my one armor tanked ship em is my lowest resist and thermal is my highest, we have to nerf thermal too because gallente drones and blasters both do a lot of thermal!!!
oh yes and if everyone does use an omni tank then who cares what damage you are hitting them with if all their resists are about the same?
what does suck for amarr is the 3 eanmII + dcuII tank. that is a problem.
This is more of a PvE problem than it is a PvP problem. Although Amarr is lacking in the small gang superiority (obviously to gallente and mimmatar ships), Amarr is actually nice to have in prolonged fleet ops, such as pos shooting. You don't have to spend money on ammo, and with the right configurations, it looks like you can fire infinitely, without wasting reload time. I also hear alot of good things about the curse and pilgrim, but that's about it for Amarr.
Also, I don't mind it balancing out with gallente. It could be a general gunnery-dependent module that can lower EM for lasers or Thermal resists for blasters, as long as it takes up module spots.
Originally by: Nasair You want to increase the damage of amarr by 50% ? and keep their tank 
Nasair, Amarr tanks are dependent on the many low slots the ships have. If you have to fit these resistance reduction modules in those slots, it's a trade off between their tank. 
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Xequecal
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Posted - 2007.09.05 02:30:00 -
[11]
Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
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Andre Ricard
Gallente Templars of Space Fallen Souls
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Posted - 2007.09.05 04:12:00 -
[12]
Originally by: Xequecal Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
I don't see any problem 
1010011010 |

Leo Balthur
Koshaku Interstellar Starbase Syndicate
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Posted - 2007.09.05 04:35:00 -
[13]
Originally by: Andre Ricard
Originally by: Xequecal Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
I don't see any problem 
wtb pre-nerfed gankageddon
Originally by: VJ Maverick
Originally by: Red Harvest
Originally by: VJ Maverick Best Fleet Commander? Hmm. it's a 3-way tie between Admiral Thrawn, Mon Mothma, and Admiral Akbar.
Not even close! Admiral Thrawn i
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.09.05 07:50:00 -
[14]
Originally by: Xequecal Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
Yes so lets just keep it as it is now. Fleets filled with blastertrons and arty boats. GG
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Sinder Ohm
Infinite Improbability Inc Mostly Harmless
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Posted - 2007.09.05 08:18:00 -
[15]
Originally by: Corwain
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead*
You are a jerk, show some respect FFS this isnt caod and welcome to my block list
Originally by: Karanth Wimps play empire. Real men play in 0.0. Hardcore masochists live out in drone space.
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Xequecal
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Posted - 2007.09.05 09:29:00 -
[16]
Originally by: Lyria Skydancer
Originally by: Xequecal Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
Yes so lets just keep it as it is now. Fleets filled with blastertrons and arty boats. GG
It doesn't solve crap in fleet. Amarr have shortest range and highest damage in fleet. If you want damage you already go for Amarr. Ships in fleet tend to be untanked so the EM damage isn't as problematic, your targets will have almost as much shield to burn through as armor. If you want range, you can't use Amarr. It doesn't solve the fitting, cap use, or range issues which are the real problems.
It's overpowered to hell at short range. Let's say it's -15% EM resist and stacking nerfed. Put three of these on a Pulse Geddon with Scorch and you increase damage dealt by 27%. We really don't need battleships doing 1200 DPS from 50km away.
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Hiroko Takahashi
Amarr
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Posted - 2007.09.05 15:31:00 -
[17]
Originally by: Xequecal
Originally by: Lyria Skydancer
Originally by: Xequecal Damage penetration mods are inherently overpowered because they allow a ship to bypass the stacking penalty on heat sinks and increase damage done. If they put this in, you will see Armageddons with two plates, 3 heat sinks, and 3 penetration mods melting everything that moves at 50km away.
Yes so lets just keep it as it is now. Fleets filled with blastertrons and arty boats. GG
It doesn't solve crap in fleet. Amarr have shortest range and highest damage in fleet. If you want damage you already go for Amarr. Ships in fleet tend to be untanked so the EM damage isn't as problematic, your targets will have almost as much shield to burn through as armor. If you want range, you can't use Amarr. It doesn't solve the fitting, cap use, or range issues which are the real problems.
It's overpowered to hell at short range. Let's say it's -15% EM resist and stacking nerfed. Put three of these on a Pulse Geddon with Scorch and you increase damage dealt by 27%. We really don't need battleships doing 1200 DPS from 50km away.
you contradict yourself. if fleet ships are untanked, then how does a mod that lowers tank resistance increase damage drastically? if you go up against a 0 resist glass cannon, you get no benefit from wasting three low slots that can be used for cap relays or tracking, besides the .25*.6 through the armor.
right now there are way more mimmatar and gallente than amarr in fleets. in fact, there are more caldari than amarr in fleets, and caladri is supposed to have strengths in pve. wtf is amarr good for then?
It doesn't matter if they already have the highest damage in fleet (debatable point, but let's just grant you this for now).
If you have fleets full or artys and sniperthorns it probably means the cost/benefit of engaging at that range isn't worth the damage increase.
buff amarr.
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Reem Fairchild
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Posted - 2007.09.05 15:52:00 -
[18]
Originally by: Jhyme If there was already a discussion on this idea-- sorry for the redundancy.
While other races can swap in different ammo types to adjust for different resists,
Umm, the only ones that can do that are Caldari, and even they pay with reduced damage if they do since their missile bonuses for their ships are for kinetic missiles only.
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William Alex
Viscosity
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Posted - 2007.09.05 16:38:00 -
[19]
Originally by: Corwain
Originally by: Jhyme on certain mobs on level 2 missions
I'm really sorry, but I just can't help trolling a bit here...
This is EVE online, we have rats, not mobs. Having never played another MMO I dunno which one that term is from, but it's the 2nd time today I've seen it used on the forums. Please stop!
Of course asking a goon nicely is never a good solution *whacks forehead*
Get over yourself.
Please give us a 1 depth skill queue CCP.
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Siolorin
Shiva Morsus Mihi
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Posted - 2007.09.05 16:41:00 -
[20]
afaik, the term "mob" comes from MUDs standing for "mobile" as in objects (aka NPCs) that moved around.
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James Lyrus
Lyrus Associates Betrayal Under Mayhem
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Posted - 2007.09.05 16:45:00 -
[21]
The problem isn't with Amarr, and doesn't need fixing.
The problem is with 'mid range combat' in EVE.
Namely, there just isn't much.
This is for a combining set of reasons, but includes: 10km web range 24km warp scram range. 12km gate jump in range.
Most fighting in EVE is within these ranges. There's also niche fighting, in fleets where we're talking 150km+.
But basically, the place where Amarrian ships (and caldari missile spammers) excel, is in this 'mid range', and the reason they suffer is because no one ever fights 'mid range' outside something artificial like a PvP tournament - simply because the oppostion can just warp off. And of course, if you choose the engagement range, you should maximize your capabilites, and minimize theirs - so either long range, or short range high damage.
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Mad Axe
Caldari The Knights Of Camelot Praesidium Libertatis
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Posted - 2007.09.05 18:36:00 -
[22]
I think Laser weapons are pretty much balanced when it comes to pvp in damage output. Your base shuld be a bit higher then other weapon systems, and the funny thing is the only disadvantage they have is with badly tanked and low tanked armur tanks. When it comes to realy strong tanks resistance EM is equal or slightly lower then the rest, be it armor or shield.
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iiOs
The Cry of Mankind
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Posted - 2007.09.05 18:38:00 -
[23]
Originally by: Jhyme Penetration Modules
oiiii, lol
----------------------------------------
---------------------------------------- BB
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Mad Axe
Caldari The Knights Of Camelot Praesidium Libertatis
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Posted - 2007.09.05 18:41:00 -
[24]
Originally by: iiOs
Originally by: Jhyme Penetration Modules
oiiii, lol
Battery powerd ones ? .
Anyway back to the topic, if you are more interested in doing missions you culd train up some caldari skills, missles are a bit better there ;)
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Chainsaw Plankton
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Posted - 2007.09.05 20:20:00 -
[25]
Originally by: Reem Fairchild
Originally by: Jhyme If there was already a discussion on this idea-- sorry for the redundancy.
While other races can swap in different ammo types to adjust for different resists,
Umm, the only ones that can do that are Caldari, and even they pay with reduced damage if they do since their missile bonuses for their ships are for kinetic missiles only.
rohk 8 turret slots, and range bonus 
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Chainsaw Plankton
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Posted - 2007.09.05 20:28:00 -
[26]
Originally by: Jhyme
This is more of a PvE problem than it is a PvP problem. Although Amarr is lacking in the small gang superiority (obviously to gallente and mimmatar ships), Amarr is actually nice to have in prolonged fleet ops, such as pos shooting. You don't have to spend money on ammo, and with the right configurations, it looks like you can fire infinitely, without wasting reload time. I also hear alot of good things about the curse and pilgrim, but that's about it for Amarr.
Also, I don't mind it balancing out with gallente. It could be a general gunnery-dependent module that can lower EM for lasers or Thermal resists for blasters, as long as it takes up module spots.
yes but 1 kin hardener and my kinetic resist is higher than my em
the problem is using energized adaptive nano membranes, em is 28% higher than kinetic (using my skills), although shields kin is 40% higher than em. there it is down to hp/tank
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Xequecal
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Posted - 2007.09.06 12:23:00 -
[27]
Originally by: Hiroko Takahashi you contradict yourself. if fleet ships are untanked, then how does a mod that lowers tank resistance increase damage drastically? if you go up against a 0 resist glass cannon, you get no benefit from wasting three low slots that can be used for cap relays or tracking, besides the .25*.6 through the armor.
right now there are way more mimmatar and gallente than amarr in fleets. in fact, there are more caldari than amarr in fleets, and caladri is supposed to have strengths in pve. wtf is amarr good for then?
It doesn't matter if they already have the highest damage in fleet (debatable point, but let's just grant you this for now).
If you have fleets full or artys and sniperthorns it probably means the cost/benefit of engaging at that range isn't worth the damage increase.
buff amarr.
Uh, try reading it again. I said nothing about it being overpowered in fleet. I specifically said overpowered at short range. An Armageddon with these mods will outdamage a neutron blasterthron, and it will do so out to 50km instead of out to 3km. Fleet fights are at 150km, not 50km.
The only reason you see more Caldari in fleet is because people already have the skills. Everyone gets a Raven for PvE, nobody trains Amarr unless they intend to PvP with Amarr.
Amarr's fleet issues are fitting issues on tachyons and cap use. Damage is not one of them. Amarr have highest DPS/shortest range, Caldari have extreme range/crap damge, Gallente have second-longest range/good damage, Minmatar have bad range/bad damage but highest alpha strike. It's fairly well balanced in that regard.
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Mrski Okupator
Amarr Cry Me A River Inc.
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Posted - 2007.09.06 22:27:00 -
[28]
No. For many reasons, some of which posted above.
True, Amarr do have many problems atm. But ideas like this only avoid/postpone/circumvent the real issues thus clodding the forums with ideas that drown some actually decent ones. No wonder it took the Khanid mkII thread 724 pages to be considered by the devs.
Please abandon this thread.
Cry Me A River Inc. We Care. For a small donation. |
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