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Verx Interis
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Posted - 2007.10.08 00:22:00 -
[1]
From what I can tell, those with the ship skill trained to level 5 already don't have cap issues on Amarr ships, but it's the lower skilled people with level 2-4 who have it hard. And I can agree, if I had BC V and Controlled bursts IV my Harbinger would be great but right now it runs at low cap already leaving me no room to run a repper for very long.
How about just turning the 10% laser cap per level bonus into a static 50% laser cap reduction bonus regardless of level? The whole reason for high laser cap usage and the Amarr laser bonus is to keep other races from using lasers because they have higher base damage and use no ammo. Amarr ships would still have only one other bonus, and that one would still be level based.
-----sig-starts-here------ I not what know I is doing. |

Zosana
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Posted - 2007.10.08 00:25:00 -
[2]
I think that's a good idea but would like to see it taken one step further. Give the Amarr ships built in 50% cap reduction and another bonus (tracking, optimal etc.) and I think that would solve many of Amarr's problems while preventing other races from using lasers, which is apparently CCPs intention.
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Rialtor
Amarr Yarrrateers Mass Destruction.
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Posted - 2007.10.08 04:35:00 -
[3]
Edited by: Rialtor on 08/10/2007 04:35:16
Originally by: Verx Interis From what I can tell, those with the ship skill trained to level 5 already don't have cap issues on Amarr ships, but it's the lower skilled people with level 2-4 who have it hard. And I can agree, if I had BC V and Controlled bursts IV my Harbinger would be great but right now it runs at low cap already leaving me no room to run a repper for very long.
How about just turning the 10% laser cap per level bonus into a static 50% laser cap reduction bonus regardless of level? The whole reason for high laser cap usage and the Amarr laser bonus is to keep other races from using lasers because they have higher base damage and use no ammo. Amarr ships would still have only one other bonus, and that one would still be level based.
Problem really isn't cap usage. The point of lasers is suppose to be that they're different than other guns. They're suppose to be very effective turrets, as it stands now that's not the case. Amarrians are suppose to have an advantage towards other turret based ships because they have these good guns. But as it stands now, even if they made them capless they still wouldn't be as good as the other guns. We still have 2 of the most resisted damages in the game. It's not uncommon to see upwards of 80+% on every ship you face to your primary dmg type. The issue is that lasers have lost their role. They're no longer the uber turret they once were. Cap usage is suppose to be a penalty for using these great turrets. I would gladly have the penalty if the guns were worth it, but as it stands now they are not. I wouldn't just want to see the cap reduced either as lasers would then have the feel of every other gun. I really want high damage for high cap use. Even if that pans out to be bad for amarr overall, AT LEAST we'd have a role. Outstanding Alpha dmg.
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assassinator mkII
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Posted - 2007.10.08 05:24:00 -
[4]
Originally by: Rialtor Edited by: Rialtor on 08/10/2007 04:35:16
Originally by: Verx Interis From what I can tell, those with the ship skill trained to level 5 already don't have cap issues on Amarr ships, but it's the lower skilled people with level 2-4 who have it hard. And I can agree, if I had BC V and Controlled bursts IV my Harbinger would be great but right now it runs at low cap already leaving me no room to run a repper for very long.
How about just turning the 10% laser cap per level bonus into a static 50% laser cap reduction bonus regardless of level? The whole reason for high laser cap usage and the Amarr laser bonus is to keep other races from using lasers because they have higher base damage and use no ammo. Amarr ships would still have only one other bonus, and that one would still be level based.
Problem really isn't cap usage. The point of lasers is suppose to be that they're different than other guns. They're suppose to be very effective turrets, as it stands now that's not the case. Amarrians are suppose to have an advantage towards other turret based ships because they have these good guns. But as it stands now, even if they made them capless they still wouldn't be as good as the other guns. We still have 2 of the most resisted damages in the game. It's not uncommon to see upwards of 80+% on every ship you face to your primary dmg type. The issue is that lasers have lost their role. They're no longer the uber turret they once were. Cap usage is suppose to be a penalty for using these great turrets. I would gladly have the penalty if the guns were worth it, but as it stands now they are not. I wouldn't just want to see the cap reduced either as lasers would then have the feel of every other gun. I really want high damage for high cap use. Even if that pans out to be bad for amarr overall, AT LEAST we'd have a role. Outstanding Alpha dmg.
oh cmon you tear apart sheild tanks. and there dammy is pretty good.
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Rialtor
Amarr Yarrrateers Mass Destruction.
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Posted - 2007.10.08 06:07:00 -
[5]
Originally by: assassinator mkII
oh cmon you tear apart sheild tanks. and there dammy is pretty good.
That would be all well and good if shield tanking was more prevalent in the game, but it's not. The vast majority of ships are armor tanked.
That's another thing I don't like, Amarr can't be given high dmg cause that would mess up Caldari. This imbalanced distribution of Resistances really just mess everything up. 0% em resists on shield, and 60%+ on armor there's really no need for that kind of disparity. Shield's natural em resists should be boosted, and armor needs to be lowers. Being weak to something is one thing, but 0%? And being resistant to something is one thing but 60%+.
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Ash'el
Amarr
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Posted - 2007.10.08 07:04:00 -
[6]
Adding more damage to lasers isn't a solution because as said above, it would just chew threw shields like a hot knife through butter and make them broken against shield tankers.
Amarr damage type and their damage is fine in my opinion. The problem is the EM resist on armour tanks. If EM armour resists were dropped by 5-10% across all ships then I think damage would be fine against armour tanks and still be balanced against shield tanks.
Also a 25% to 50% less cap usage built into the laser rather then the ships would be nice. 50% might be to much if they did drop the EM resists on armour, because the more DPS you can do the more efficiently you are using your CAP over time. I don't think lasers need anymore tracking etc although beams could do with maybe a little easier fitting then they currently do.
Apoc: would like to see it become a better fleet battleship as I think it tends to be better suited for this role as it currently stands, so an optimal bonus would be nice while keeping its 10% cap bonus to large energy turrets to keep those tachyons firing away.
Zealot needs a small drone bay.
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Aerin Cloudfayr
Extreme Addiction Praesidium Libertatis
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Posted - 2007.10.08 07:54:00 -
[7]
Originally by: Ash'el "...25% to 50% less cap usage built into the laser rather then the ships..."
doing this would make lasers a viable option for every other ship race out there - are you sure you want to ruin Amarrs niche?
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Keruli
Amarr Frontier Combine Inc Sempiternus
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Posted - 2007.10.08 08:31:00 -
[8]
Quote: oh cmon you tear apart sheild tanks. and there dammy is pretty good
ever tryed to shoot at minmatar shield tanker?? for example a vaga or claymore/sleip...
Quote: doing this would make lasers a viable option for every other ship race out there - are you sure you want to ruin Amarrs niche?
what niche?? as the only race whos using lasers?? and only on those couple of ships which have actuall weapon bonuses??
damn get reall ive seen crusaders with autocannons...
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Aerin Cloudfayr
Extreme Addiction Praesidium Libertatis
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Posted - 2007.10.08 08:48:00 -
[9]
Edited by: Aerin Cloudfayr on 08/10/2007 08:49:00
Originally by: Keruli what niche?? as the only race whos using lasers?? and only on those couple of ships which have actuall weapon bonuses??
damn get reall ive seen crusaders with autocannons...
as in the only race whose weapons benefit from a 2-second ammo reload time, the only race whose weapons don't have to reload at all (POS bashing logevity), the only race that has a medium range optimal on high tracking CQC weapons (Pulses) and the only race that actually makes cap skills worth your time in gold? Don't shun lasers for their energy costs, have a good hard look at the benefits you're enjoying that hybrids and Projectile users are gnashing their teeth about.
Players have the option to fit ACs on their ships when they don't want to manage laser energy costs cus their fittings and skills aren't balanced. 
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J'Mkarr Soban
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.10.08 09:00:00 -
[10]
Originally by: Aerin Cloudfayr Edited by: Aerin Cloudfayr on 08/10/2007 08:49:00
Originally by: Keruli what niche?? as the only race whos using lasers?? and only on those couple of ships which have actuall weapon bonuses??
damn get reall ive seen crusaders with autocannons...
as in the only race whose weapons benefit from a 2-second ammo reload time, the only race whose weapons don't have to reload at all (POS bashing logevity), the only race that has a medium range optimal on high tracking CQC weapons (Pulses) and the only race that actually makes cap skills worth your time in gold? Don't shun lasers for their energy costs, have a good hard look at the benefits you're enjoying that hybrids and Projectile users are gnashing their teeth about.
Players have the option to fit ACs on their ships when they don't want to manage laser energy costs cus their fittings and skills aren't balanced. 
Yup. I've been saying 'please for all that's good don't make any changes to the lasers themselves!' for a long time. Either give the ships far more cap/cap regen, or give them an inherent bonus. I think it's silly that even with perfect skills a) you can't fit some ships properly with t2 stuff and b) you can't use the weapons to their best potential - both of these when the ships and weapons are designed by the same people! Not to mention they wouldn't want the power of lasers with any changes to fall into the filthy rebel and rebel-supporting scum's hands *grin*
----------------------------- "Oh, we're sorry, you had the 'NakedAmarrChicks' bit flagged in your account somehow." "Wait, why was there even a flag for that to begin with?" "..." |

Zana Kito
Antares Fleet Yards SMASH Alliance
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Posted - 2007.10.08 11:57:00 -
[11]
That's a great idea. One static bonus of -50% cap use on lasers along with the normal level based bonus would help armarr a lot.
However, lasers themselves do not do as much damage for the high cap use. A slight dps increase is in order, just up the thermal damage on crystals by ~10% should do it. Overall around a 3-4% dps boost, but slightly more thermal is good. |

Rawr Cristina
Caldari
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Posted - 2007.10.08 12:15:00 -
[12]
Thing is, lasers are fine with the right support skills (Controlled Bursts V, Ship skill to at least IV) and the cap use is quite low on anything but the Abaddon. Adding an overall 50% reduction in laser cap use will make the people WITH skills trained use practically nothing, and possibly even make it viable to fit lasers on non-amarr ships  -----
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J'Mkarr Soban
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.10.08 12:22:00 -
[13]
Originally by: Rawr Cristina Thing is, lasers are fine with the right support skills (Controlled Bursts V, Ship skill to at least IV) and the cap use is quite low on anything but the Abaddon. Adding an overall 50% reduction in laser cap use will make the people WITH skills trained use practically nothing, and possibly even make it viable to fit lasers on non-amarr ships 
Well no, because like you just said, the reason it would cost nothing would be because of the ship. Other ships wouldn't have the 50% bonus. And you wouldn't get that 50% bonus on top of the already existing level based cap reduction bonuses. All it does is gives the same cap reduction to everyone as if they had ship skill at 5 in the previous system.
----------------------------- "Oh, we're sorry, you had the 'NakedAmarrChicks' bit flagged in your account somehow." "Wait, why was there even a flag for that to begin with?" "..." |

Ziena Amani
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Posted - 2007.10.08 12:27:00 -
[14]
Originally by: Rawr Cristina Thing is, lasers are fine with the right support skills (Controlled Bursts V, Ship skill to at least IV) and the cap use is quite low on anything but the Abaddon. Adding an overall 50% reduction in laser cap use will make the people WITH skills trained use practically nothing, and possibly even make it viable to fit lasers on non-amarr ships 
Not really. Lasers cap-use at BS levels is kinda in-line with their damage output and range advantage. Medium and small lasers are lacking, especially on t1 ships, most of which have no supplemental bonus for lasers(maller/prophecy come to mind), or have horrible issues with fittings(omen anyone?). Granted, they're still useful with scorch, but the usefulness comes from the range(which is one of inherent advantages already), but the damage is lacking due to its EM nature =\
If lasers were fine, some ships won't have the only effective setups using ACs really 
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Kesc
Ministry of War
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Posted - 2007.10.08 14:58:00 -
[15]
Originally by: Verx Interis
How about just turning the 10% laser cap per level bonus into a static 50% laser cap reduction bonus regardless of level? The whole reason for high laser cap usage and the Amarr laser bonus is to keep other races from using lasers because they have higher base damage and use no ammo. Amarr ships would still have only one other bonus, and that one would still be level based.
Pretty good idea.
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Borasao
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Posted - 2007.10.08 15:39:00 -
[16]
Originally by: assassinator mkII
Originally by: Rialtor Edited by: Rialtor on 08/10/2007 04:35:16 oh cmon you tear apart sheild tanks. and there dammy is pretty good.
It still takes more raw EM damage to blow up a naked/unpiloted Raven than it does either kinetic or thermal... even though there is 0% resist against EM on the shields.
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Borasao
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Posted - 2007.10.08 15:45:00 -
[17]
Originally by: Ziena Amani Not really. Lasers cap-use at BS levels is kinda in-line with their damage output and range advantage.
The long ranged lasers are shorter range than other long range turrets. Pulses have better "medium range" which doesn't exist if you cannot dictate range... This "range advantage" lasts only a few seconds while the MWD fitted target closes to ranges where the pulses are no longer at an advantage (due to poorer close-range tracking). And all the while you're using more cap to fire weapons with damage types that are the most/easiest resisted by targets.
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Cyan Nuevo
Dudes In Crazy Killing Ships
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Posted - 2007.10.08 16:07:00 -
[18]
Can you say "discussed to death"?
Keep diversity in the game. The only thing wrong with lasers is fitting requirements. --- Proud Amarr pilot.
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Ziena Amani
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Posted - 2007.10.08 16:18:00 -
[19]
Edited by: Ziena Amani on 08/10/2007 16:19:45
Originally by: Cyan Nuevo Can you say "discussed to death"?
Keep diversity in the game. The only thing wrong with lasers is fitting requirements.
Heh, the second wrongness is the amount of loss you get when you switch to medium or low tier of lasers compared to all other gun systems. Actually that may be the reason why most of t1 laser-ship suck at sub-BS lvls, they just can't fit highest tier guns with any reasonable setup.
Personally, i'd like a kind of band-aid for some ships which are lacking atm, if the fix cannot be done without much of the trouble. Like built-in that cap use bonus into proph and give it an optimal bonus.. something along these lines(no, don't touch abso, i don't want to see it nerfed :))
Also, to the poster above, I won't argue about range advantage of pulses, experience may vary after all And i kinda agree with the comment about beams.
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Almarez
Setenta Corp
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Posted - 2007.10.08 18:10:00 -
[20]
Yes the idea is good but why should Amarr be special. What built in bonuses do other races get?
Also, you are not correct about the lvl 5 thing. I still have issues on let's say an geddon, with lvl 5 BS. The prob is the rof bonus trumps the cap usage bonus.
What really needs to happen is one of two things: First - bring the cap usage down to the level of hybrids Second (and I really like this idea) - since the Amarr are supposed to be the cap race, Amarr ships should have insane capacitors with rediculously low cap recharge times. So something like double the capacitor they have now with half the cap recharge time they have now. Lasers should be cap intensive, they are an energy weapon, but as someone once called them, Amarr ships should be nuclear power plants with guns sticking out of the side, therefore their cap should be just uber.
Those are my two cents.
What playing Amarr feels like.
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Soultaker Angel
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Posted - 2007.10.08 18:17:00 -
[21]
Originally by: Almarez
Second (and I really like this idea) - since the Amarr are supposed to be the cap race, Amarr ships should have insane capacitors with rediculously low cap recharge times. So something like double the capacitor they have now with half the cap recharge time they have now. Lasers should be cap intensive, they are an energy weapon, but as someone once called them, Amarr ships should be nuclear power plants with guns sticking out of the side, therefore their cap should be just uber.
Those are my two cents.
/signed... But guys.. CCP never read this
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Udyr Vulpayne
Amarr PIE Inc.
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Posted - 2007.10.08 18:30:00 -
[22]
laser capuse is only a problem because a lot of ships get gimped with the capuse reduction bonus. just changing the way you get this bonus wont fix the problems behind it.
example: a maller wont suddenly suck less if it gets 50% flat laser capuse reduction instead of 10% per level. there would still not be much of a reason to fit crusier sized lasers on this ship for pvp.
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Verx Interis
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Posted - 2007.10.08 19:21:00 -
[23]
Edited by: Verx Interis on 08/10/2007 19:23:14 Edited by: Verx Interis on 08/10/2007 19:22:37 Hmm.. well to respond to a few things.
1. I'm not touching laser cap usage, if thats what some people thought. I'm turning the 10% per level into 50% regardless of level, so lasers use half cap when fitted on any Amarr ship
2. I should have mentioned this before, but all Amarr laser RoF bonuses should be changed to damage bonuses like the Harbinger and Abaddon.
3. And for the bad damage types, the problem with fixing that is how do you explain a laser doing explosive or kinetic damage? The only way I can see that is if Conflagration was so high energy that the actual impact of the photons caused some of the damage, but that doesn't seem realistic.
Originally by: Almarez
Second (and I really like this idea) - since the Amarr are supposed to be the cap race, Amarr ships should have insane capacitors with rediculously low cap recharge times. So something like double the capacitor they have now with half the cap recharge time they have now. Lasers should be cap intensive, they are an energy weapon, but as someone once called them, Amarr ships should be nuclear power plants with guns sticking out of the side, therefore their cap should be just uber.
Those are my two cents.
I would agree with that too.
-----sig-starts-here------ I not what know I is doing. |

Rialtor
Amarr Yarrrateers Mass Destruction.
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Posted - 2007.10.08 19:24:00 -
[24]
Originally by: Almarez Yes the idea is good but why should Amarr be special. What built in bonuses do other races get?
Minmatar usually possess more speed and agility, bonuses to capless weapons. Gallente possess best close range damage and bigger drone bays.
Caldari and Amarr are kind of left out in the woods. they're bonuses aren't really practical in the game.
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bldyannoyed
Un4seen Development
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Posted - 2007.10.08 20:17:00 -
[25]
Originally by: Rialtor Edited by: Rialtor on 08/10/2007 19:27:46
Originally by: Almarez Yes the idea is good but why should Amarr be special. What built in bonuses do other races get?
Minmatar usually possess more speed and agility, bonuses to capless weapons. Gallente possess best close range damage and bigger drone bays.
Caldari and Amarr are kind of left out in the woods. they're bonuses aren't really practical in the game.
This game needs to get away from the idea of having 2 bonuses on t1 ships and 4 on t2 ships. All bonuses are not created equal.
And Amarr have more armor HP and generally more uniform armor resists, and ofc the awesome tech2 armor resists that allow a rock solid tank with a single hardener. And more range with pulses than any other close range weapon system could hope for, far better tracking with their long range turrets than any other race ( even a tachyon is more accurate then a 350 rail or a 1200 artillery ).
And lets not forget that carrying crystals leaves plenty of space for cap booster charges. You ever tried getting cap 800's in a sleipnirs cargo hold after you have to put thousands of rounds of ammo in?
Lasers have one single problem and that is base armor em resists and that is it.
Before the invention of the omni tank lasers ruled Eve.
They havent magically lost any DPS, but now everyone runs high em and thermal resists because of EANM omni tanks.
Change that and lasers and their ships will be right back at the top of every killmail in the univese.
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Khaladan
Amarr Privateers Privateer Alliance
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Posted - 2007.10.08 21:03:00 -
[26]
Quote: 1. I'm not touching laser cap usage, if thats what some people thought. I'm turning the 10% per level into 50% regardless of level, so lasers use half cap when fitted on any Amarr ship, but the same cap on any non-Amarr ship.
Well, unless you add a new second bonus instead of the 10% per level that you turned into a 50%, all that your idea would do is give players who haven't put the training time in for level 5 a free bonus... which would annoy me, as someone who has trained Amarr Frig/Cruiser/BS to 5, quite a lot.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.10.08 21:15:00 -
[27]
Edited by: Goumindong on 08/10/2007 21:17:15
Originally by: bldyannoyed
Originally by: Rialtor Edited by: Rialtor on 08/10/2007 19:27:46
Originally by: Almarez Yes the idea is good but why should Amarr be special. What built in bonuses do other races get?
Minmatar usually possess more speed and agility, bonuses to capless weapons. Gallente possess best close range damage and bigger drone bays.
Caldari and Amarr are kind of left out in the woods. they're bonuses aren't really practical in the game.
This game needs to get away from the idea of having 2 bonuses on t1 ships and 4 on t2 ships. All bonuses are not created equal.
And Amarr have more armor HP and generally more uniform armor resists, and ofc the awesome tech2 armor resists that allow a rock solid tank with a single hardener. And more range with pulses than any other close range weapon system could hope for, far better tracking with their long range turrets than any other race ( even a tachyon is more accurate then a 350 rail or a 1200 artillery ).
And lets not forget that carrying crystals leaves plenty of space for cap booster charges. You ever tried getting cap 800's in a sleipnirs cargo hold after you have to put thousands of rounds of ammo in?
Lasers have one single problem and that is base armor em resists and that is it.
Before the invention of the omni tank lasers ruled Eve.
They havent magically lost any DPS, but now everyone runs high em and thermal resists because of EANM omni tanks.
Change that and lasers and their ships will be right back at the top of every killmail in the univese.
Amarr get the worst racial armor resistance bonus. The same tech 2 resistance bonus as every other race, and smaller cargo bays such that a sliepnir filled with ammo will still have more space for charges than an Absolution would.
Before the omni tank, lasers had 8 base damage radio, unstacking penalized heat sinks, and ships in general had about 33% less hit points.
So yes, that constitutes a huge shift from long range to short range and away from lasers. Most, if not all of those changes were justified, but now the cruisers/battlecruisers are simply not balanced.
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Rialtor
Amarr Yarrrateers Mass Destruction.
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Posted - 2007.10.08 21:34:00 -
[28]
Edited by: Rialtor on 08/10/2007 21:35:37
Originally by: bldyannoyed And Amarr have more armor HP and generally more uniform armor resists, and ofc the awesome tech2 armor resists that allow a rock solid tank with a single hardener. And more range with pulses than any other close range weapon system could hope for, far better tracking with their long range turrets than any other race ( even a tachyon is more accurate then a 350 rail or a 1200 artillery ).
And lets not forget that carrying crystals leaves plenty of space for cap booster charges. You ever tried getting cap 800's in a sleipnirs cargo hold after you have to put thousands of rounds of ammo in?
Lasers have one single problem and that is base armor em resists and that is it.
Before the invention of the omni tank lasers ruled Eve.
They havent magically lost any DPS, but now everyone runs high em and thermal resists because of EANM omni tanks.
Change that and lasers and their ships will be right back at the top of every killmail in the univese.
If you're talking about large pulses, yes they have a long range. Once you get into medium and smaller pulses the range isn't that noticable in combat situations, if you want to deal any real damage.
Amarr have several penalities associated with it. Low amounts of mids, slow, lasers are cap intensive. While the bonuses are not great enough to justify this penality. Armor %? you'd laugh at a ship that had that as a bonus, and amarrian armor isn't really as high as it should be imo, given that the ships are usually slower and lacks mids. Also fitting an MWD on an amarr ship is painful to do, probably necessary for pvp, but painful never the less.
Amarr are not ammoless, and I'm not talking about crystals. Cap is the ammo, as well as the driving force for all modules. Even with more space for boosters they burn them faster. If you gave Amarr their -50% cap reduction, lasers would still burn the most cap, that's how much cap it uses.
Yes Amarr's major issue is a laser issue, but that's a huge issue.
But the point still remains Caldari and Amarr don't have clear racial roles like Minmatar and Gallente. Ok Caldari are shield tankers, there's no real inheritant bonus to that, it looks like more of a penalty all around since the game is more mid-slot centric. Amarr have marginally better armor, ok, but does that make up for all it's penalities?
Again bonuses are not created equal, some more armor is not equal to faster/agility/capless weapon and large drone bays/highest dps close range weapon.
Amarr and Caldari both have range, but that doesn't put them on even footing with other racial bonuses.
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Verx Interis
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Posted - 2007.10.08 21:34:00 -
[29]
Originally by: Khaladan
Quote: 1. I'm not touching laser cap usage, if thats what some people thought. I'm turning the 10% per level into 50% regardless of level, so lasers use half cap when fitted on any Amarr ship, but the same cap on any non-Amarr ship.
Well, unless you add a new second bonus instead of the 10% per level that you turned into a 50%, all that your idea would do is give players who haven't put the training time in for level 5 a free bonus... which would annoy me, as someone who has trained Amarr Frig/Cruiser/BS to 5, quite a lot.
But you still need to spend the time to train to level 5 to get the nice damage/RoF/tank bonus. The cap bonus is necessary, you can't run lasers on their base cap values for very long without cap rigs and an enormous cap like the Abaddon. It only makes it harder for people without the skill at level 5 right now. The RoF bonus on most Amarr ships isn't helping either.
We could always go with the "nuclear power plants with guns" idea.
-----sig-starts-here------ I not what know I is doing. |

Terianna Eri
Amarr STK Scientific M. PIRE
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Posted - 2007.10.10 13:24:00 -
[30]
Originally by: Goumindong Amarr get the worst racial armor resistance bonus.
Explain. T2 amarran armor tanks are pathetically easy to get resists in the high 70s, low 80s (or mid-80s, low-90s if the ship has a resist bonus) off of just three modules, including the DC II. T2 caldari shield tanks have a significant EM resist hole, just like t2 gallente armor tanks have a nasty explosive hole, both of which are harder to plug than a thermal hole (because armor thermal resists are much higher than em shield resists or armor explosive resists).
The +10 armor explosive bonus on t1 ships makes it easy to get a robust omni-tank, too. EX/Kin/Therm hardeners gives you a nicely balanced tank (and puts EM as the lowest resist).
It's the t2 minmatar armor tanks that you have to complain about... gaping EX and KIN holes. __________________________________
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