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Sarin Kahsra
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Posted - 2007.09.06 08:23:00 -
[1]
"Amarr Frigate Skill Bonus: 5% bonus to rocket damage, 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 5% bonus to cap recharge rate per level"
The 5% bonus to armor resistance belongs on the frigate bonus like the Punisher. Sacrilege has it this way too so I don't understand why this was moved to the assault bonus. It is probably supposed to replace the 15% and 10% bonuses to shield/armor which aren't actually bonuses anyhow. These increases are the natural resistance bonuses given to the tech II ships. In other words the Vengeance is missing a bonus. It's probably supposed to be like this: ---------------------------------------------------------- Amarr Frigate Skill Bonus: 5% bonus to rocket damage, 5% bonus to armor resistances per level
Assault Ships Skill Bonus: 5% bonus to cap recharge rate per level, +0.05 m3 bonus to rocket launcher capacity per level
Only 30 rockets fit in a launcher. And having a similar rate of fire to blasters all rockets are gone and in need of reloading too frequently. The +0.05 m3 bonus at assault frigate level 5 = 80 rockets in each launcher. The same as a small neutron blaster. As for rate of fire, damage etc., rigs and modules can help with that stuff.
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Burned Acid
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Posted - 2007.09.06 09:09:00 -
[2]
Only if my hawk gets thar missile space bonus :p
Also it would need to be to standard lauchers aswell --- Time does not exist here We will never die! |

Deva Blackfire
D00M. Triumvirate.
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Posted - 2007.09.06 13:07:00 -
[3]
Check all other races before you say sth abt "missing bonus". All AFs have 3 bonuses only, vengeance is no exception here.
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Antithysis
Gallente STK Scientific M. PIRE
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Posted - 2007.09.06 14:01:00 -
[4]
It does look a bit confusing at first glance, but look at it this way:
You are already getting a bonus to explosive and kinetic right off the bat for having Amarr frigate V. You are then getting an additional 5% to armor resists for every level of assault ship you train.
The way I see it, they changed the bonuses on purpose so that the Vengeance becomes an ungodly tanker (for a frigate), since it has absurdly high resists with Assault Ships lvl 4 (which I am going to assume that you have) without even having to fit a resistance plate), and it takes no cap to fire it's main weaponry, which means all of it's capacitor can go towards the scrambler/web, MWD and the repairer.
I think it was intended this way tbh, but that's just my opinion. I'm a purebred Gallente pilot and those stats make me wanna train a vengeance. 
-Anti- __________________
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ghosttr
Amarr ARK-CORP FREGE Alliance
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Posted - 2007.09.06 17:43:00 -
[5]
Well since the vengeance no longer uses lasers i would swap out the cap bonus for a reload time bonus. The changes I hate most about using missiles on amarr is that with lasers i just turn them on and they dont go off until the target has warped away or is dead. Being a long time amarr pilot every 10 second reload time makes me grind my teeth. Either that or make the launcher reload and fire itself
A bigger eve Annndd..Player Factions |

Sarin Kahsra
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Posted - 2007.09.07 02:44:00 -
[6]
Originally by: Deva Blackfire Check all other races before you say sth abt "missing bonus". All AFs have 3 bonuses only, vengeance is no exception here.
Hmmm, seems you are correct here sir. My mistake. Still it makes me wonder if like other tech II ships this was supposed to be a 4th bonus for the AF's. The other tech II's don't reiterate the resistance upgrade as a bonus.
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Sarin Kahsra
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Posted - 2007.09.07 02:52:00 -
[7]
Originally by: ghosttr Well since the vengeance no longer uses lasers i would swap out the cap bonus for a reload time bonus.
I like the recharge bonus, but in truth it would probably make more sense for the other Amarr ships to have it for those cap-hungry lasers rather than the missle boats. Great for the armor repper so I'm not complaining.
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Devian 666
Sectoid Technologies
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Posted - 2007.09.07 04:36:00 -
[8]
The new ship is made for bs tackling. High recharge even with hvy nos/neut running there's a good chance of running a SAR II and with high resists should have no issue tanking between reps. The rocket launcher bonus is perfect as the main weapons won't stop even if the cap is zero.
It's perfectly designed for it's role.
I agree I don't have the features to be a holoreel star. Most people have missed the point that this is Mobsters Online and that carebears are at the bottom of the foodchain. |

Julius Romanus
Bloodmoney Incorporated
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Posted - 2007.09.07 04:52:00 -
[9]
Even with full cap skills and whatnot you cant perma run a SAR2 unless you dont fit a MWD. Not use, fit.
The cap recharge bonus is kinda pointless on such a small ship imo.
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Cpt Cosmic
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Posted - 2007.09.07 06:28:00 -
[10]
Originally by: Julius Romanus Even with full cap skills and whatnot you cant perma run a SAR2 unless you dont fit a MWD. Not use, fit.
The cap recharge bonus is kinda pointless on such a small ship imo.
lie
Small Armor Repairer II Energized Thermic Membrane II 200mm Reinforced Rolled Tungsten Plates I Capacitor Power Relay II
1MN MicroWarpdrive II Fleeting Propulsion Inhibitor I Warp Scrambler II
Rocket Launcher II Rocket Launcher II Rocket Launcher II Rocket Launcher II
everything cap stable without mwd running :)
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General Apocalypse
Amarr The Merchant Marines
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Posted - 2007.09.07 14:01:00 -
[11]
Leave the Vengeance alone pls
Originally by: CCP Morpheus nerf ccp plz
Originally by: CCP Oveur To the gankmobile!
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Julius Romanus
Bloodmoney Incorporated
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Posted - 2007.09.07 18:48:00 -
[12]
Originally by: Cpt Cosmic
Originally by: Julius Romanus Even with full cap skills and whatnot you cant perma run a SAR2 unless you dont fit a MWD. Not use, fit.
The cap recharge bonus is kinda pointless on such a small ship imo.
lie
Small Armor Repairer II Energized Thermic Membrane II 200mm Reinforced Rolled Tungsten Plates I Capacitor Power Relay II
1MN MicroWarpdrive II Fleeting Propulsion Inhibitor I Warp Scrambler II
Rocket Launcher II Rocket Launcher II Rocket Launcher II Rocket Launcher II
everything cap stable without mwd running :)
Watch who you call a liar. With cap a mod is not the same as what i said.
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Lance Fighter
Amarr
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Posted - 2007.09.08 13:19:00 -
[13]
Originally by: Julius Romanus
Originally by: Cpt Cosmic
Originally by: Julius Romanus Even with full cap skills and whatnot you cant perma run a SAR2 unless you dont fit a MWD. Not use, fit.
The cap recharge bonus is kinda pointless on such a small ship imo.
lie
Small Armor Repairer II Energized Thermic Membrane II 200mm Reinforced Rolled Tungsten Plates I Capacitor Power Relay II
1MN MicroWarpdrive II Fleeting Propulsion Inhibitor I Warp Scrambler II
Rocket Launcher II Rocket Launcher II Rocket Launcher II Rocket Launcher II
everything cap stable without mwd running :)
Watch who you call a liar. With cap a mod is not the same as what i said.
You never said he could not use a mod to make it all run -you just said at max skills, you cant make it run.
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HeadWar
Minmatar North Star Networks
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Posted - 2007.09.09 00:26:00 -
[14]
Originally by: Cpt Cosmic Small Armor Repairer II Energized Thermic Membrane II 200mm Reinforced Rolled Tungsten Plates I Capacitor Power Relay II
1MN MicroWarpdrive II Fleeting Propulsion Inhibitor I Warp Scrambler II
Rocket Launcher II Rocket Launcher II Rocket Launcher II Rocket Launcher II
Woah. Nerf this puppy NOW! 
--- Не поговорите русского. F1, F2, F3... |
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