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Qui Shon
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Posted - 2007.10.28 09:28:00 -
[31]
Edited by: Qui Shon on 28/10/2007 09:31:27
So what if half the crystals had their dmg types switched around?
T1 L Gamma, for instance, would be 16 EM and 28 TH.
Not a huge change, but would help regarding EANM/DCU tanks. As well as less limited PvE. Certainly not overpowering anything, since I understand TH is the most tanked dmg type, aside from EANM tanks.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.28 09:42:00 -
[32]
Originally by: Reem Fairchild
Originally by: Captain Schmungles Also, given the nos nerf, nos is no longer a viable go-to option for Amarr pilots to supplement their cap.
Yeah, it is. That's pretty much the only place where nos is still useful: as a defensive module on cap hungry ships to help them keep their cap going. If anything the nos nerf has helped Amarr a lot. They can't be drained of cap by other ships anymore, and they can use nos themselves to sa***uard their cap.
But youre forgetting how we lost our only superior ship, pilgrim. I think that evens it more then enough...
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Captain Schmungles
Caldari Freelancing Corp Confederation of Independent Corporations
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Posted - 2007.10.29 19:53:00 -
[33]
Originally by: Reem Fairchild Yeah, it is.
No it's not. 
Originally by: Reem Fairchild That's pretty much the only place where nos is still useful: a defensive module on cap hungry ships to help them keep their cap going. If anything the nos nerf has helped Amarr a lot. They can't be drained of cap by other ships anymore, and they can use nos themselves to sa***uard their cap.
Wrong answer. Because nos now works based on proportion, your solution only works in situations where the Amarr ship has less cap than whatever it's taking on. Unfortunantly, because lasers are so cap-hungry amarr pilots really got hosed when they lost the ability to run nos right from the beginning of the fight.
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shinsushi
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Posted - 2007.10.29 23:40:00 -
[34]
Originally by: Qui Shon Edited by: Qui Shon on 28/10/2007 09:31:27
So what if half the crystals had their dmg types switched around?
T1 L Gamma, for instance, would be 16 EM and 28 TH.
Not a huge change, but would help regarding EANM/DCU tanks. As well as less limited PvE. Certainly not overpowering anything, since I understand TH is the most tanked dmg type, aside from EANM tanks.
More thermal dmg just means tanks would migrate from EANs to higher thermal tanks most likely, since most of the turrets of new-eden would do thermal damage, along with her drones.
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Demje
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Posted - 2007.10.30 11:45:00 -
[35]
I'll probably touch on all the subjects.
Crystals. The most important thing to have, the ultimate in versatility for a weapon system. crystals reload time is 1 second, so you can immediately change types, wheres others have to wait 8 seconds to load a different ammo. this is a HUGE advantage.
Just like blasters, lasers do two types of damage, crystals modify these settings, damage, range, cap use. notice the last setting that is modified. use crystals that are low cap use if you have masses of guns, otherwise use the high damage crystals that dont reduce cap with just 2 or 3 guns.
whatever range your enemy wants to fight at is what you DONT let them do. if they want to keep a certain distance, change crystals to fall outside their falloff, and keep them there so they cant do anything but try to load different ammo. you load 7 seconds faster. always keep spare crystals of every kind for the situation that is called for. despite the so called damage nerf, the best way to tank is by simply stopping them from hitting you at all, use that advantage. you can do this with pulse OR beam lasers.
if you cant acheive active tank while firing all the damage you want, consider passive tanking? HPs are the best way to ensure you take lots of hits, even against a racial weakness, like gallente explosive, it works. amarr should have even less trouble being more well rounded.
basically, if you take damage mods to do as much as possible, you wont want to tank, so use a speed module to get yourself at the point where the enemy is much less effective with their shots, while you swap crystals and start the face melting. you can change ammo faster than them. if you put all tank on, they may try to use your lack of velocity gain from modules against you and modify their range to get under your falloff, then you punish them by loading the right crystal.
I am beginning to enjoy the pure adaptability of amarr. amarr 4 life.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.30 11:49:00 -
[36]
Originally by: Demje I'll probably touch on all the subjects.
Crystals. The most important thing to have, the ultimate in versatility for a weapon system. crystals reload time is 1 second, so you can immediately change types, wheres others have to wait 8 seconds to load a different ammo. this is a HUGE advantage.
Just like blasters, lasers do two types of damage, crystals modify these settings, damage, range, cap use. notice the last setting that is modified. use crystals that are low cap use if you have masses of guns, otherwise use the high damage crystals that dont reduce cap with just 2 or 3 guns.
whatever range your enemy wants to fight at is what you DONT let them do. if they want to keep a certain distance, change crystals to fall outside their falloff, and keep them there so they cant do anything but try to load different ammo. you load 7 seconds faster. always keep spare crystals of every kind for the situation that is called for. despite the so called damage nerf, the best way to tank is by simply stopping them from hitting you at all, use that advantage. you can do this with pulse OR beam lasers.
if you cant acheive active tank while firing all the damage you want, consider passive tanking? HPs are the best way to ensure you take lots of hits, even against a racial weakness, like gallente explosive, it works. amarr should have even less trouble being more well rounded.
basically, if you take damage mods to do as much as possible, you wont want to tank, so use a speed module to get yourself at the point where the enemy is much less effective with their shots, while you swap crystals and start the face melting. you can change ammo faster than them. if you put all tank on, they may try to use your lack of velocity gain from modules against you and modify their range to get under your falloff, then you punish them by loading the right crystal.
I am beginning to enjoy the pure adaptability of amarr. amarr 4 life.
This would be all great ideas in a fantasy universe outside eve where we have 20km webs and are the speed race and are also able to fit mwd without capping or pg'ing out. We cant dictate range in eve, you fail.
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Demje
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Posted - 2007.10.30 12:03:00 -
[37]
no u fail, troll. if you cant adapt with amarr go back to wow.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.30 12:05:00 -
[38]
Originally by: Demje no u fail, troll. if you cant adapt with amarr go back to wow.
No I think you fail. *fetches some cookies to feed her, from now on, favorite alt troll*
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.30 12:44:00 -
[39]
web drones... ___ P.S. Post with your main. Mind control and tin hats |

Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.30 12:46:00 -
[40]
Originally by: Laboratus web drones...
Good idea, because amarr lasers will do enough damage by their own as it is so we dont need the extra drone damage.
. . . . . . [sarcasm mode off]
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Demje
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Posted - 2007.10.30 13:17:00 -
[41]
looks like someones still a noob no matter how old their amarr race character is. u either adapt or get owned and cry and leave.
WoW will always have a place for you :)
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.30 13:36:00 -
[42]
web drones + 1 td on opponent, control range, and the other guy gets a huge dps reduction... End result, you don't need to run tank, since he can't touch you, and you could grind him with a wet paper towel until his tank runs out of cap and dies... ___ P.S. Post with your main. Mind control and tin hats |

shinsushi
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Posted - 2007.10.30 17:04:00 -
[43]
Originally by: Laboratus web drones + 1 td on opponent, control range, and the other guy gets a huge dps reduction... End result, you don't need to run tank, since he can't touch you, and you could grind him with a wet paper towel until his tank runs out of cap and dies...
Web drones go how fast again? Oh and they take 25m3 drone space... that means BSes and BCs, no other laser ship can use them.
Your buddy demje is quite the troll isn't he?
Tracking disruptors? In what mids?
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Dzajic
Gallente
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Posted - 2007.10.30 18:34:00 -
[44]
Excuse me a bit, but isn't Ammar damage in most cases still rather fine; and the real problem is fitting and powering MWD/web/scram??????
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sghscg
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Posted - 2007.10.30 19:35:00 -
[45]
i finally reached 3 mil sp in gunnery just to realize myself how screwed amarr really is. Call me a noob, whatever, if CCP only would give amarr an up-to-par damage out put I will be happy. It's embarrassing, my finance out ranged my Harbie in an Enyo! and I have way better sp in gunnery, that should never happen.
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madaluap
Gallente Mercenary Forces Exquisite Malevolence
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Posted - 2007.10.30 19:53:00 -
[46]
Originally by: sghscg i finally reached 3 mil sp in gunnery just to realize myself how screwed amarr really is. Call me a noob, whatever, if CCP only would give amarr an up-to-par damage out put I will be happy. It's embarrassing, my finance out ranged my Harbie in an Enyo! and I have way better sp in gunnery, that should never happen.
Weird...
Beam laser II with longrange crystals should shoot further than 150mm II spike enyo. But what does that matter, you have more guns and more damage than the enyo.
Wait untill you finance flies a harpy LOL _________________________________________________ Breetime
A killmail!11!1 omgrawr: BOOOOOOOOOOOOOOYAAAAAAAAAAAAAAAAAAA |

kickyourpuppy mcgee
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Posted - 2007.10.31 03:13:00 -
[47]
if you cant hit em you can kill him. and fyi I do use t2 beam lasers than you very much
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Madla Mafia
The Dead Man's Hand
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Posted - 2007.10.31 13:20:00 -
[48]
He does have a point though, Amarr and their lasers = Suck! -----------------------------------------------------------------------------------------------------------------
Amarr - getting screwed since 2005. |

Kagura Nikon
Minmatar MASS HOMICIDE Interstellar Alcohol Conglomerate
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Posted - 2007.10.31 14:18:00 -
[49]
No rewwork. Ammar is fine and fun as it is. Only a few ships need to be rebalanced and or armor omnitanks addressed better (by boosting hardeners)
If brute force doesn't solve your problem... you are not using enough |

shinsushi
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Posted - 2007.10.31 17:26:00 -
[50]
Originally by: Kagura Nikon No rewwork. Ammar is fine and fun as it is. Only a few ships need to be rebalanced and or armor omnitanks addressed better (by boosting hardeners)
If by a few ships you mean nearly every ship that uses lasers, I'll agree (yes the abaddon, geddon and harb are fine) ☺☻☺☻☺ SO how do you get me to stop posting? Bump this thread Until devs answer |
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