
Relnala
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Posted - 2007.09.25 15:53:00 -
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I personally tend to fly my character that runs highly specialized gallente battleship pilots, and I tend to engage mostly other battleships. In my opinion, the apoc could really use a revamp. Turning it into a missile boat would be the best choice (Drone boat + cap bonus might be a bit crazy, especially if you leave it with enough grid / highslots to fit guns). The nos change recently WAS an amarr boost. CCP is probably doing things in small steps to make sure that they don't make an overwhelming change somewhere that completely ruins the balance of the game in favor of Amarr.
Cap: In my opinion, reducing some of the cap usage on lasers would be a decent boost for them (I know how much cap they use even with ship-type level 5s and it can be a bit crazy, especially with damage mods on). Perhaps on like of 10-15%
Short Range: Possibly increase the base damage mod on all amarr lasers and give them a slower ROF (gives them the same damage, and keeps the cap skills / ship bonus to cap usage relevent. Amarr guns already have decent tracking and range so (I'm looking at mega pulses compared to the much-whined about neutron blaster here. The Mega Pulse has 1.8x the range of a blaster, and the blaster only has 30% more tracking. Factor in the tracking bonus from the megathron and the ability to hit comes out to roughly proportional, better range on the Megapulse, better tracking on the Blaster. In all reality, that extra range is a HUGE bonus in combat, because a megathron can't really hit anything outside of say 22km with Null ammo (I'm in class right now so I can't login to see my exact range.) The neutron blaster has a higher damage multiplier and the same ROF, giving it a higher base damage, at reduced range and cap usage to say, the Armageddon. Both ships get a damage or ROF bonus, both have big drone bays. The Geddon gets an extra lowslot and the thron an extra mid. Midslots I'll admit are very useful, however I say the biggest comparison issue is that the Megapulse uses comparatively more PG to the base grid of a Geddon than a neutron blaster does in comparison to the Megathron. (I'll not compare the apoc because I think its broken, and I won't do the abaddon because I know the abaddons are amazing ships.) To be honest, I'm tired of being told that my ships are overpowered when I know quite well the weaknesses of my own ship. If I'm farther than 10km from my target the "ridiculous dps" that people complain about is considerably lowered and the advantage I had is considerably weakened in favor of my opponents. Simple fact: don't snuggle a megathron. All it can do is stand toe to toe and duke it out with you, so don't let it sit on you. (Throns have cap issues too by the way ;)) If you start the battle a good distance from him, even if he has a MWD to get to you, he's gonna take a battering on the way (both to his armor and his cap) so that extra range is really your friend. I don't think the Amarr battleships really need a bonus to damage, if used right they're very lethal on all terms. A PG reduction on the guns in range of 5-10% would be worth a shot though.
EM Resists: I say go ahead and lower EM resists by 10% base on all armor tanking ships. This is a boost to both Amarr and Minmatar who use EMP ammo, while not really making much difference otherwise.
Thermal Damage: I really hope they don't give anyone more of a reason to tank thermal because it will make thermal the predominant damage type in eve (where before you needed resists to all types unless you had great intel).
Zealot: Give the zealot an extra turret and a bit of grid/cpu to fill it out. Don't really think it will change much for anyone else.
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