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Freya Selene
Infinitus Odium The Church.
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Posted - 2007.10.24 13:03:00 -
[1]
As it clearly shows that the new ship changes with MKII puting missiles on my beloved laser ships is a slap in the face of those who focused on purely gunnery.
Sadly iam no longer flying my beloved Damnation couse basicly, i have so mutch more things to train then to shift my focus on missiles instead (and Sacralige having more firepower then a Damnation? comon!).
Now with RevIII the new T2 bs's, the calculations speak for themselfs. Again Amarr being the underdog when it comes down to raw DPS. Not to mention the high energy costs the use of lasers have.
Hopefully instead of a whine, thought for an idee;
Best way in my view (maby up the dps a bit) to boost the Amarr is to add different damage types. Ofcourse people allways complain its not in the storyline to create different damage types couse lasers dont create such.
Then what about creating a 2nd (or 3th if you claim pulse and beam are different) weapon type. One thats being "invented" arround implosion or a diffrent type of theory.
Couse basicly we (Eve universe) been able to invent tech 2 ships, tech 2 weapons (basicly upgrades of the comon ones) and more. However no one ever thought about inventing new weapons?....
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Stamm
Amarr RHC RAZOR Alliance
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Posted - 2007.10.24 13:40:00 -
[2]
They'll need to RP it up a bit. But I've always thought the solution might be to give us a lowslot module, same fitting as a heatsink, which alters the EM damage we do to kinetic.
By doing that we'd need to drop some DPS (opportunity cost) and that'd help people who are Amarr speced with PvE, but leave PvP largely untouched.
At the moment if I want to rat against Serpentis or Guristas... well, I trained Gallente BS to IV and Large Hybrid to IV. And I do way better with that than I do with my near perfect Amarr T2 skills in a fully faction fitted, maximum DPS Abaddon.
Galaxian Recruitment Info |
Belija'al
Amarr Most Wanted INC
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Posted - 2007.10.24 13:44:00 -
[3]
major gamechange!:
vote for it and maybe CCP will laugh at it.
lets erase the amarr race out of the game and give everybody who have skills for amarr the same amount of skills and skillpoints of a race of his choise. this would for shure solve the problem.
i vote for "deleta amarr and give us something to play with"
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Drenan
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Posted - 2007.10.24 13:51:00 -
[4]
I do not understand the 'deafening silence' from the devs re the whole 'Amarr Issue'?
Surely all CCP need to do to stop the incessant 'Boost Amarr' threads is to communicate along the lines of either:
1. Amarr is fine in our opinion...now STFU
or
2. Yes...we know Amarr needs a boost and we are working on a global solution...eta?...Soon(tm)...now STFU.
Dev response please?
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Grimwynd
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Posted - 2007.10.25 22:18:00 -
[5]
Some theories of particle behavior in relation to potential 'energy weapons' support to possiblility that 'lasers' can eventually be developed to behave in such ways that the actual impact of the particles themselves will be the primary cause of damage to a target (kinetic) as opposed to the thermal or electromagnetic effects of the beam. There are even other theories out there that electrons 'collecting' on the surface of a target can build to a critical mass to a point in which an explosion is created.
The inconsistancy is such thaty the technology in the Eve galaxy has progressed so much that a ships can open a portal across the galaxy, enabling hundereds of thousands of tons of mass to travel lightyears away in an instant, technologies have allowed the consciences of sentient beings to be transfered from one implant-laden body to another.... Yet new laser technology is just too much for Amarrian scientists.
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Pirate Tom
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Posted - 2007.10.25 22:55:00 -
[6]
Originally by: Freya Selene Sadly iam no longer flying my beloved Damnation couse basicly, i have so mutch more things to train then to shift my focus on missiles instead (and Sacralige having more firepower then a Damnation? comon!).
Keep working hard on those English as a Second Language Courses! We know you can do it! =) And 3rd(3th?) ... You're wanting something like a GraSER type weapon. That would theoretically create an implosion at the point of contact on the target with the beam.
Charged Particles wouldn't work well in a vacuum since the charges would repel and the 'beam' would dissipate very rapidly- think trying to fire a handful of styrofoam peanuts out of a shotgun. Neutral particle weapons are for all intensive purposes Particle Blasters, i.e. Hybrids.
Nobody ever thought of inventing new ones because they're almost all accounted for already. Projectiles are the only turrets capable of doing more than two damage types and require specialised ammunition to do it (which is their lowest range and is also easily explicable since the round is just a delivery system for whatever you put in it, by definition a missile.)
Hybrids do Kinetic and Thermal damage. We should let them do EM and Explosive damage too. Ya know, for when the caldari and the gallente have to fight off those annoying Sansha's and Angel Cartel guys, etc.
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Chronos VIII
Amarr Infinitus Odium The Church.
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Posted - 2007.10.26 08:38:00 -
[7]
Hello Guys, Changing dmg types are not the main problem at the moment in my opinion. Amarr is doing em and thermal damage, which is fine to me, simply because every race has it's specific damage types. The main problem we have atm, especially with the paladin is, that some amarr ships aint got no role. At this point I dont want it to compare to other marauders like the Kronos which is utterly overpowered and will be a solo pwn mobile. 3-4 month ago, cpp said that the apoc will get a new role, but still we have a ship with a massive capacitor but nothing else. Especially for pvp it doesnt really matter how much cap you have, simply because everyone is fitting injectors nowadays. I read a couple of comments, where people were suggesting that the t2 apoc should get a resist bonus instead of the tracking bonus. To me the ship itself makes no sense at all. Unfortunately I havent had the chance to test it yet, but I think you "could" use it with 4 tachyions. On the other hand I question myself, why is there a web bonus when you have an optimal of like 20-30km with gleam L. Despite the fact that you won't reach the dps of a neutron/ion Kronos with tachyons/mega pulses, I wouldnt consider the paladin to have a very good tank. Also, we gonna have the same problem with lasers capacitor use as on the abaddon. You cant fire your guns for more than two minutes wihtout injecting - but thats another topic. The tracking bonus on the paladin seems to be kinda useless tbh. Couple of month ago, the tracking of pulse lasers had been boosted by 25%, which helps alot. I dont see the point in boosting it again.
"What can we do about it?" Well this is kinda tricky, but I think the paladin has got alot of potential. - As someone stated before, paladins have holy auras that help your friends. Maybe you can give it a bonus to a special gang module, that boosts the damage/tank of the gang. Of course this module has to better than the usual gang mods. - I dont think that the paladin should get a resist bonus instead of the tracking bonus, simply because this would be way to overpowered with the rep amount bonus it already has. Maybe a damage bonus instead of the tracking bonus would be pretty cool tbh. I mean the apoc/paladin is the flagship of the amarr navy, give it some damage. And im talking about a direct damage bonus, not about a rof bonus, due to the fact that we dont get a cap use bonus for lasers. - Another thing I was thinking about is to give the paladin a bonus to cap warfare mods, e.g. neutralizers and nos. I mean the paladin should profit from its huge cap, so maybe give it a neutralizer bonus instead of the tracking or web bonus. The web bonus doesnt make any sense at all. Lasers are medium range weapons with optimals of 13km+. So basically theres no real use of a web bonus for the paladin.
Altogether I want to point out, that the paladin has got a huge potential. I hope you like what ive written, and back me up :lol: Constructive feedback is always welcome, but please leave me alone with "no lol lol lol you noob, dont train amarr if you wanna have good ships and stuff." Im a proud amarr pilot and ive trust in ccp that they will change something. Chronos
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Gordon Red
SteelVipers YouWhat
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Posted - 2007.10.26 08:59:00 -
[8]
Edited by: Gordon Red on 26/10/2007 09:06:12 Edited by: Gordon Red on 26/10/2007 08:58:51 I can not agree with you, the "new" ships are great! I even liked the hybrid ships, but their skill bonus were too weak, because they are divided uppon two different weapon types (that applies for ALL hybrid ships and not only amarr):
5% xzy1 to laucher (4 launcher) 5% xzy2 to turrets (4 turrets) vs. 5% xzy1 to turrets (8 turrets) 5% xzy2 to turrets (8 turrets)
Sure a hybrid has some advantages in diversity, but the ships with their two bonus to all weapon their one kind of weapon are still far superior. => the bonus has to be increased to like 2x 7,5% for the above example to be equal effective.
Laser should not do different types of damage, that is just stupid and sgainst the law of phsics (I CAN tell you :P)
In my opinon the old laser cap bonus and the high energy consumption uppon lasers are the main problem for amarr. That comes from the past to prevent the once overpowered laser to be built on other races ships. That's obsolete today and "steals" on minor ship bonus from all the amarr turrets ships.
My post about that: Cap bonus to lasers - a relic? The true problem about amarrian ships!
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Myra2007
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Posted - 2007.10.26 09:27:00 -
[9]
Originally by: Drenan
I do not understand the 'deafening silence' from the devs re the whole 'Amarr Issue'?
Surely all CCP need to do to stop the incessant 'Boost Amarr' threads is to communicate along the lines of either:
1. Amarr is fine in our opinion...now STFU
or
2. Yes...we know Amarr needs a boost and we are working on a global solution...eta?...Soon(tm)...now STFU.
Originally by: Drenan
I do not understand the 'deafening silence' from the devs re the whole 'Amarr Issue'?
Surely all CCP need to do to stop the incessant 'Boost Amarr' threads is to communicate along the lines of either:
1. Amarr is fine in our opinion...now STFU
or
2. Yes...we know Amarr needs a boost and we are working on a global solution...eta?...Soon(tm)...now STFU.
They did.
How much time has passed?
about 8 months
What has happened?
+25% pulse tracking - nice but not adressing a single problem mentioned in the linked dev blog
cpu-nerf of eanms - good idea but badly executed. active hardening still takes too much cpu(more than the eanm+dc tanks) A ship that cannot use eanm+dc tank after nerf due to cpu reasons cannot change to active hardeners either. lulz.
higher tier frig beam has lower pg reqs. ok.
geddon +cpu - nice
khanid mk2 - nice one. More that i ever expected and kudos. but has nothing to do with the laser ships that are obviously targeted in the blog.
So things have happened but they either didn't have a noticeable effect (cpu nerf + tracking) or have nothing to do with the lazor boats(khanid).
Now this all wasnt a problem for me. It was obvious that some time will pass until solutions can be implemented. Even the fact they introduce tons of new stuff with rev3 but still no amarr fix wasnt that much of a problem to me until...
i saw the paladin. Now this is an insult. Nothing less.
Lets examine the main points of the blog:
working Eanm fix? no nos overhaul(=kill) check cap warfare bonus on amarr ships? no cruiser love? no apoc rolechange? no, and if you look at the paladin its not hard to realise they won't do it *ever*
But Tux spelled it out for us: they always have something "bigger" to do. Like fixing Deimos, screwing carrier pilots or torp love. I think its a slippery slope as disgruntled customers might have something "better" to pay money for.
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