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Zhulik
Abyss Restless Intrepid Crossing
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Posted - 2008.01.09 06:07:00 -
[541]
I like them the way they are, thank you very much :)
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.09 07:04:00 -
[542]
Originally by: Zhulik I like them the way they are, thank you very much :)
Good for you but it seems many others arent. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

Kingwood
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Posted - 2008.01.10 00:30:00 -
[543]
Just recently came back to the game after more than a year of abstinence. Had hoped that Amarr had been given a buff in the meantime, but no, the only ships I was interested in flying have been nerfed to oblivion. (I enjoy flying solo, or with a buddy. I don't want to be forced to fly with a large gang all the time). I guess I will train up for the Sacrilege first (being one of the few decent Amarr ships... and it uses missiles...), and see whether the Pilgrim will be given a boost. In all honesty though, I think the Sacrilege will be nerfed first. After all, a decent Amarr ship would stand out too much from the rest of the lineup. Can't have that.
Somebody slap the dev responsible for this, please.
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Lil Mule
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Posted - 2008.01.10 02:06:00 -
[544]
Having flown Amarr, Cladari and Minmatar, I can say that imo Amarr ships do require far more skills in order to make them function at a sub-par level. With all relevant ship skills to 5 you can get away with actually doing some combat with Amarr ships, but just dont expect to do a lot of damage, or be a real asset to your gang. Other races Ive flown dont have such strict guidlines to fly and operate the ships. Clearly CCP isnt quite sure what to do with the Amarr, and it is a race that is a bit 'unfair' in the sense that if you pick it, you can expect to spend far more time training than flying your desired ship.
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.10 04:14:00 -
[545]
Originally by: Kingwood
In all honesty though, I think the Sacrilege will be nerfed first.
Id like to dare them do that, theyll lose half of the amarr population over the night. We dont have many working ships. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

Mo Steel
Caldari Sanguis vix Dignatio
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Posted - 2008.01.10 04:18:00 -
[546]
Originally by: Lyria Skydancer
Originally by: Kingwood
In all honesty though, I think the Sacrilege will be nerfed first.
Id like to dare them do that, theyll lose half of the amarr population over the night. We dont have many working ships.
The Amarr destroyer makes a solid after-mission salvage eater.   -----
Want a sig made? Eve-Mail me, signatures made for 5 million isk each. |

Feng Schui
Minmatar The Ninja Coalition
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Posted - 2008.01.10 11:28:00 -
[547]
Originally by: Mo Steel
Originally by: Lyria Skydancer
Originally by: Kingwood
In all honesty though, I think the Sacrilege will be nerfed first.
Id like to dare them do that, theyll lose half of the amarr population over the night. We dont have many working ships.
The Amarr destroyer makes a solid after-mission salvage eater.  
i had to chuckle at that.
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Kingwood
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Posted - 2008.01.10 15:18:00 -
[548]
Edited by: Kingwood on 10/01/2008 15:19:35 Edited by: Kingwood on 10/01/2008 15:19:05 I am honestly thinking about just giving up on Amarr and skill either Gallente or Minmatar Cruiser to 5 also. No sense to keep betting on a dead horse. CCP Zulupark is Caldari, so not gonna choose that race. 
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.10 16:10:00 -
[549]
Originally by: Kingwood Edited by: Kingwood on 10/01/2008 15:19:35 Edited by: Kingwood on 10/01/2008 15:19:05 I am honestly thinking about just giving up on Amarr and skill either Gallente or Minmatar Cruiser to 5 also. No sense to keep betting on a dead horse. CCP Zulupark is Caldari, so not gonna choose that race. 
I cant be arsed to train another race because ccp cant balance the races. They either do it in boost patch or im out to find a new game  ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

Kingwood
Amarr The Greater Goon GoonSwarm
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Posted - 2008.01.10 16:25:00 -
[550]
Edited by: Kingwood on 10/01/2008 16:25:36 It's not so bad for me, as I am still rather low on SPs (wasting another 20 days on Cruiser 5 sucks though, tbh). The direction CCP is taking with wanting to force everyone to fly in a gang, and make this a "true" MMO is as worrying as the continued neglect of the Amarr race as a whole. I just resubscribed, so I am gonna wait this out for a month or 2, then decide whether I am going down the Minmatar/Gallente route, or just quit for good.
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Depp Knight
Evolution Band of Brothers
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Posted - 2008.01.11 13:28:00 -
[551]
I would like to add this. Its important because its how the game has played out over the last year. Last year I would fit a -2 7.5km scram on all my frigs. Reasons behind that was obviously stabs played a big part of that game. Now no frig pilot fits a 7.5km scram on their ship. Its just pointless. Before if you were tackled by a frigate in your pilgrim it was just a web and nos and that frig is doomed.
However now frigs use 20km scrams and will orbit you outside both web and nos range. To make this worse the way ceptors are these days you know longer need cpr to keep your scram running. Instead they get a scram cap bonus and rely on nano's and od's for speed, leaving your drone less likely to scare them.
Im sure someone else can explain it better but the way the game has gone now 12.5km weapons are just pointless if you are slow which the pilgrim is. Just another thing that people here havnt mentioned.
A caldari recon can jam a tackler Gal recon can dampen a tackler. Minmie would own a tackler Curse could also own a tackler Pilgrim cannot.
more proof that the pilgrim is unbalanced and needs a buff.
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Kruel
Beyond Divinity Inc
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Posted - 2008.01.11 15:56:00 -
[552]
I've been using a nano Pilgrim. It's good for catching frigs! Not sure it's good for anything else though. 
Just end this CCP and give it a friggin range bonus already.
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.14 14:05:00 -
[553]
Originally by: Kruel I've been using a nano Pilgrim. It's good for catching frigs! Not sure it's good for anything else though. 
Just end this CCP and give it a friggin range bonus already.
We dont need a frig catcher, we got inties, destroyers and sentinels for that. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

EvilFree
Amarr Rionnag Alba Triumvirate.
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Posted - 2008.01.14 14:26:00 -
[554]
The only thing I ask to keep me happy in a Pilgrim is a boost to nos/neut range.
At present this ship is useless in gangs due to the crap range on it.
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.15 09:10:00 -
[555]
Originally by: EvilFree The only thing I ask to keep me happy in a Pilgrim is a boost to nos/neut range.
At present this ship is useless in gangs due to the crap range on it.
Yeah but it cant lose the nos strength bonus, that would make it utterly crappy. -------------------------------------------
[Video]The Inquisition II - Vanguardian |

Grytok
moon7empler Ev0ke
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Posted - 2008.01.15 10:28:00 -
[556]
There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range. .
Work in progress: EvE FlashMAP |

Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.15 10:56:00 -
[557]
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead. -------------------------------------------
[Video]The Inquisition II - Vanguardian |

Cailais
Amarr VITOC
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Posted - 2008.01.15 11:34:00 -
[558]
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
No, because the other recons bonuses to web range, ecm and damps already allow them to operate outside of web, and indeed warp scramble/dis range: in fact thats the point. Hence its a very valid suggestion.
(Oh and Amarr EW is Tracking Disruptors, not neut/nos which is a speciality module bonus)
C.
Originally by: Jenny Spitfire
Dehumanisation - griefers are cool and if you are not a griefer, you do not belong here.
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Feng Schui
Minmatar The Ninja Coalition
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Posted - 2008.01.15 11:53:00 -
[559]
Edited by: Feng Schui on 15/01/2008 11:54:17
It wasn't an end all be all fix for the pilgrim, as its a skill, not a boost to the pilgrim.
tracking disruptors need fixed, as they don't work anymore
cap use for the neuts needs fixed, you can't use your bonuses and stay alive as everyone else can
and wtf is my cloaking speed skill 
edit:
oh yea, my 800 mill uber faction pilgrim, popped by a turret ship.. he only missed me once the entire fight 
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.15 12:50:00 -
[560]
Originally by: Cailais
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
No, because the other recons bonuses to web range, ecm and damps already allow them to operate outside of web, and indeed warp scramble/dis range: in fact thats the point. Hence its a very valid suggestion.
(Oh and Amarr EW is Tracking Disruptors, not neut/nos which is a speciality module bonus)
C.
No amarr ew is a mix of td and nos. -------------------------------------------
[Video]The Inquisition II - Vanguardian |
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Sofring Eternus
Amarr
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Posted - 2008.01.15 13:41:00 -
[561]
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
There already are skills for extra ECM and Damp range, just like TD's.
Long Distance Jamming(4): 10% optimal per level to ECM, TP, TD, RSD Frequency Modulation(3): 10% falloff per level to ECM, TP, TD, RSD --- ΞνΞ ΘΠLІΠΞ Amarr dont need Grr... and RAWR is definately too much, but some Oomph would be nice. |

tehnomage
Amarr Rubra Libertas Militia Phalanx Alliance
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Posted - 2008.01.15 14:35:00 -
[562]
Originally by: Zhulik I like them the way they are, thank you very much :)
http://killboard.intrepidcrossing.org/?a=pilot_detail&plt_id=2977&view=ships_weapons
Strange, I don't see you using a pilgrim in there ... maybe I'm blind or something :)
--
Someone once said about the "best pvp alliance in game", and I quote "DBP, if you can't beat them on the battlefield, beat them on the forums". |

Grytok
moon7empler Ev0ke
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Posted - 2008.01.15 15:19:00 -
[563]
1. NOS/Neut is Amarr-specialty, but not their EW. EW is Tracking Disruptors 2. TDs don't work when in webrange, as you usually get webbed yourself there 3. yes there are Skills for ECM/Dampener/TargetPainter/Tracking Disruptor range and falloff 4. giving the Pilgrim both boni range and amonut would result in one bonus more then all other Recons
So we want to stay comfortable outside webrange, which would be given with the new Skill. At 15/16 km the Tracking Disruptors would work like a charm on Turrets.
Either that, or switching the amount for range is the only thing I can imagine that CCP may consider fixing the Pilgrim. CCP would never give the Pilgrim amount + range bonus to NOS/Neut, as NOS/Neut is seen as a weapon and not as EW. Therefore you can read the description of the Skill Energy Emission Systems: Operation of energy transfer array and other energy emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
So as I see it, as it's supposed to be weapon, the second damage-bonus should be given to the Curse (Combat Recon Ship) and the Pilgrim should've the range as main-bonus to NOS/Neut.
I hear you cry, that you won't be able to roam around solo anymore, without the amount-bonus, but I think otherwise.
The range-bonus would add to the Tracking Disruptor Bonus, which would let you engage pretty much any Turret-Ship, while fueling your tank/speed with your NOS to some degree. NOS does work without the amount bonus, if you keep your own Cap below his levels and that actually works fine, when running some mods. Also for gangs you become aviable option again, as you can fire your Neuts and Tracking Disruptors at comfortable range.
So I'd be actually happy with range instead of amount .
Work in progress: EvE FlashMAP |

Depp Knight
Evolution Band of Brothers
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Posted - 2008.01.16 01:10:00 -
[564]
At the start I wouldnt be happy if the pilgrim got the range bonus because then it would be just like the curse. It would lose its identity which is get in close.
But the range bonus would help the pilgrim out in gang instantly. Even though the curse is still one of the worst combat ships in gangs it still can be usefull. The pilgrim with that range bonus would be close to that level.
But another thing that ccp needs to look at is Tracking Disruptors. They really need to be better. As a damp and ecm can counter all other ew. The scripts really didnt need to be included in TD's. The scripts for damps was a great idea as he brought damps down the same level as TD's but all cpp did was bring TD's down even further. DUH!!
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.16 07:19:00 -
[565]
Originally by: Sofring Eternus
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
There already are skills for extra ECM and Damp range, just like TD's.
Long Distance Jamming(4): 10% optimal per level to ECM, TP, TD, RSD Frequency Modulation(3): 10% falloff per level to ECM, TP, TD, RSD
Yeah my bad, I meant more like range bonus to web and scramble for example. It would be silly wouldnt it? -------------------------------------------
[Video]The Inquisition II - Vanguardian |

Grytok
moon7empler Ev0ke
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Posted - 2008.01.16 10:03:00 -
[566]
Originally by: Lyria Skydancer
Originally by: Sofring Eternus
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
There already are skills for extra ECM and Damp range, just like TD's.
Long Distance Jamming(4): 10% optimal per level to ECM, TP, TD, RSD Frequency Modulation(3): 10% falloff per level to ECM, TP, TD, RSD
Yeah my bad, I meant more like range bonus to web and scramble for example. It would be silly wouldnt it?
I don't know for sure, would it be really bad to have Advanced Skills to improve range on Webs and Scrams?
/me likes .
Work in progress: EvE FlashMAP |

Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.16 14:39:00 -
[567]
Originally by: Grytok
Originally by: Lyria Skydancer
Originally by: Sofring Eternus
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
There already are skills for extra ECM and Damp range, just like TD's.
Long Distance Jamming(4): 10% optimal per level to ECM, TP, TD, RSD Frequency Modulation(3): 10% falloff per level to ECM, TP, TD, RSD
Yeah my bad, I meant more like range bonus to web and scramble for example. It would be silly wouldnt it?
I don't know for sure, would it be really bad to have Advanced Skills to improve range on Webs and Scrams?
/me likes
Increased webrange for everyone would kill inties as a shipclass. Too much that needs rebalancing if you do this. -------------------------------------------
[Video]The Inquisition II - Vanguardian |

Depp Knight
Evolution Band of Brothers
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Posted - 2008.01.17 01:45:00 -
[568]
Well I lost my pilgrim yesterday. My first pilgrim lost. I fell 3 short of 100 killmails.
Sad sad day. Now I can let go.
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Grytok
moon7empler Ev0ke
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Posted - 2008.01.17 12:32:00 -
[569]
DISCLAIMER: Take this one not too serious.
High: COCD II, 3x HPL II (Scorch) Meds: 10MN MWD II, Large Battery II, 2x Balmer Series TD, Warp Disruptor II Lows: 2x Overdrive II, 2x Nanofiber II, CPR II Rigs: 2x CCC Drones: 10x Hammerhead II, 5x Valkyre II
As there is 75% Ravens/Drakes used for ratting, and all other ships equipped with either speed-setups, Heavy NOS/Neut or Drones this is just for the lulz, but...
...if you find actually a lonely slowboating ship with turrets and without Heavy NOS/Neut, this may actually work  Too bad this is only 0.00001% of the time you travel around searching for targets  .
Work in progress: EvE FlashMAP |

Cailais
Amarr VITOC
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Posted - 2008.01.18 16:50:00 -
[570]
Originally by: Lyria Skydancer
Originally by: Cailais
Originally by: Lyria Skydancer
Originally by: Grytok There was a good suggestion over in the Game Development section of these forums.
Advanced Energy Emission Systems (Rank 8) Advanced operation of energy transfer array and other energy emission systems. 10% range bonus to energy emission weapons per skill level. Skill Requirements: Energy Emission Systems LvL 5
This would give 18.9 km on a T2-NOS/Neut with max skills, and would let you stay comfortable out of web-range.
But then everyone would get range bonus on amarr ew.
Should we add advanced extra web range, ecm and damp skills aswell?
I think ccp should fix the damn ship instead.
No, because the other recons bonuses to web range, ecm and damps already allow them to operate outside of web, and indeed warp scramble/dis range: in fact thats the point. Hence its a very valid suggestion.
(Oh and Amarr EW is Tracking Disruptors, not neut/nos which is a speciality module bonus)
C.
No amarr ew is a mix of td and nos.
Im nitpicking, but Nos isnt EW, it doesnt full under that skill bracket (iirc its engineering).
C.
Improved Low Sec Idea!! |
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