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Silence Duegood
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Posted - 2007.10.29 03:59:00 -
[61]
Edited by: Silence Duegood on 29/10/2007 04:00:12
Originally by: Elenath Edited by: Elenath on 28/10/2007 18:53:06
Originally by: Cipher7
Cap boosters are most useful for Amarr, in fact some have argued that Amarr ammo is cap booster.
For everybody else, cap boosters are strictly optional.
I don't use them. Most of the time I fit for gank, with little or no tank. My weapons use no cap so... When I do fit a tank its almost always passive. So no, cap boosters are not useful to me.
Apparently you've never flown Megathrons, Vindicators, Blaster Rokhs, Beagles, or nearly any shield tanking ships that drain cap very, very quickly.
Originally by: shinsushi pointless, misinformed crap
Stop being a moron.
Since you can't figure this out, let me illuminate it for you -
- High cap weapons generally armor tank, which uses low cap. - Low/No cap weapons usually shield tank, which uses high cap. - The high cap / armor tankers usually have high cap recharge rates. - The Low / No cap / Shield tankers usually have low recharge rates.
This means the high cap weapon / armor tankers actually come out ahead as the weapon and tanking systems balance out, yet they still have better cap recharge. Get it now?
Once again, stop making these clueless moronic threads after playing with EFT for a couple minutes. UNDOCK AND PLAY THE GAME.
QFT! Nerfing cap injectors would be a huge mistake. The OP needs to rethink balance.
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Markus Aurelian
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Posted - 2007.10.29 04:27:00 -
[62]
Originally by: Gamesguy Edited by: Gamesguy on 29/10/2007 01:55:13 The OP is right, and so is the guy saying the problem with passive recharge and PvE being too easy.
My suggestion would be:
1, Keep cap boosters, but halve their cap injection, ie an 800 booster would only give 400 cap and stay the same size.
2. Increase cap recharge/max cap on all sub-capital ships. I'm talking a major increase like all non-amarr ships get 25% faster recharge and 25% more max cap, and all amarr ships get 50% faster recharge and 25% more max cap.
3. Drastically increase the number of neutralizers npcs use in missions to balance this, either that or just flat out increase damage by 50%. The lack of need for a cap mod is balance by the fact that you cant perma tank an entire mission with 1 xl-boost or dual rep anymore, now you need more boosters/reps or a gangmate.
QFT
this would probably lead to less neutf*ggotry, and finally make cap warfare something thats viable for more ships than the domi, and possibly remove the necessity of fitting an energy vamp/neut in your utility highslot. itd also help fix the poor amarr recons. "capacitor race" with largely the same capacitor recharge, and highest cap consumption is a bit ridiculous. Meatwad FTW |
Joss Sparq
Caldari Agony Unleashed Agony Empire
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Posted - 2007.10.29 04:30:00 -
[63]
After giving the content of this thread careful consideration,
Nerf OP.
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Princess Xenia
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Posted - 2007.10.29 05:00:00 -
[64]
Edited by: Princess Xenia on 29/10/2007 05:04:35
Originally by: Gamesguy Edited by: Gamesguy on 29/10/2007 01:55:13 The OP is right, and so is the guy saying the problem with passive recharge and PvE being too easy.
My suggestion would be:
1, Keep cap boosters, but halve their cap injection, ie an 800 booster would only give 400 cap and stay the same size.
2. Increase cap recharge/max cap on all sub-capital ships. I'm talking a major increase like all non-amarr ships get 25% faster recharge and 25% more max cap, and all amarr ships get 50% faster recharge and 25% more max cap.
3. Drastically increase the number of neutralizers npcs use in missions to balance this, either that or just flat out increase damage by 50%. The lack of need for a cap mod is balance by the fact that you cant perma tank an entire mission with 1 xl-boost or dual rep anymore, now you need more boosters/reps or a gangmate.
I approve but for option 1: just increase booster duration by 50% on ALL cap booster mods... that's 12*1.5 = 18sec for 1 booster shot on a t2 cap booster.. give u a cap ''boost''.. INSTEAD of this overpowered cap SUSTAINING module
Lol .. people complain this is going to hurt amarr most... Amarr is 'supposedly' the cap race, hence will supposedly sustain their cap longer without a cap booster... I said 'supposedly' and if this is untrue this is an entirely differernt issue ...
edit: Oh and make cap battery a low slot mod that boost cap capacity by a PERCENTAGE... and unfitable on capitals
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Tai Paktu
Kiith Paktu Nex Eternus
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Posted - 2007.10.29 05:19:00 -
[65]
Originally by: shinsushi Edited by: shinsushi on 28/10/2007 17:39:39 There has been one ship released that requires a cap booster to function, thats the Abaddon.
Try to follow me guys.
Blaster/laser boats... are they really meant to run 8 cap sucking guns, a MWD, tackling gear, hardners, and a repper or 2? Seems like that 25% penalty on the MWD says no to me...
How bout Sheild tankers.... were X-large boosters meant to be cap stable?
Drone Boats... are they meant to run 142 active modules all at once?
Since when was every single ship out there meant to do everything at once?
Everyone says fits required for PvP and PvE are too different, part of the reason is cap boosters.
Cap boosters are part of the incredible devaluation of low-slots and super importance of mids.
EDIT: Ships will function fine without cap boosters, they won't fill the roles of 7 different ships at once without cap boosters though.
Cap boosters are necessary on pretty much every PvP fit in the game. Fair enough. The reason for "nerfs" is for balance and I'm not seeing the need to balance cap boosters. Nos got a nerf cause you sacrificed nothing while draining and receiving cap. Neuts have not been nerf because they take cape from you and your target. The same can be said of cap boosters. You're downgrading from Neutrons to Ions just to fit the mod. On a ship like the Deimos or a Thorax, fitting an injector means you either lose your point or your web, either or which is going to effectively cripple you against most targets.
PvP fits require gank value as well as tanking ability. PvE fits put a heavier focus on tanking. Case and point, the Drake. It can tank like a sonofagun but in order to do this to its best it fits 4 SPRs and 3 Shield Rigs. It has effectively no DPS, even with great missile skills (compared to a gank Caldari PvP fit with BCUs).
Boosters also take stupid amounts of cargo which means you either fit loads of cap boosters (s you can tank better) or loads of ammo (so you can continue to gank). OMG! I just found something Amarr do better than everyone else
Finally, a few counterpoints. You're not supposed to be able to run all those mods, I agree. And you can't because you'll run out of boosters evenually. Even if you're cap boosting, you need to manage your cap or you'll simply run out midway through a rep cycle while your booster is reloading. Pilots with poor cap skills or who don't know what they're doing with still cap out. If a ship is perma-MWDing, like say a nano-Vaga, it will cripple it's already low DPS. On something like a Deimos (that has bonuses helping it to run the MWD) it still drops the damage as the turrets just can't keep up so the pilot has to cycle his MWD. Lows are not devauled, try taking any Gallente or Amarr ship with only cap boosters. Meds have always been super important, for tackling and ewar (and Caldari).
P.S. I'm not trying to flame or troll, just giving my input.
P.P.S. WTB drone ship with 142 slots...
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Najenna
Minmatar Caldari Deep Space Ventures
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Posted - 2007.10.29 05:22:00 -
[66]
Edited by: Najenna on 29/10/2007 05:22:11 Ammar-icans and their Big Energy Sucking V-8 Ships. Man I swear when will you Ammar-icans Figure out Ecomony size ships and frigs? Once you get this Robotech thing in your blood its there to stay... |
Allestin Villimar
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Posted - 2007.10.29 06:00:00 -
[67]
Man this guy pulls in all of his alts to back him up. In every thread, no less. It'd be a lot less obvious if he at least posted in other threads with them. But anyway.
There's so much wrong with your arguments I don't even know where to begin. The only thing that cap injectors allow people to do is negate nosferatu/neuts for a brief while until their cargo hold is empty at the cost of extreme fitting requirements. Have you ever even looked at one of the things your complaining about? If you don't fit things like RCUs then you won't have the grid to use the best guns on most BSs. They're often so costly on cruisers and below that it's much better to go for natural regen because you'll need so many other slots to fit them and guns it'll seriously hinder your tank.
And if you're in the BS sized ships, you'll be using the 250+ cap boosters, and there's no way you're going to be carrying enough to run your ship for any reasonable length of time. I actually leave anything over 200s when I salvage/loot because they take up too much cargo space.
It's a huge toss up as to which is better - a high enough natural regen lets you permanently run whatever you need, but takes up more slots and anyone with a nosferatu or neut is going to ruin your day. On the other hand, cap injectors work until you run out of them and you wind up using just as many slots if you want to fit the same guns since they eat up so much more power grid. Fleet battles, I'd rather have natural regen since you won't be "tanking" so to speak and you aren't likely to be nos'd or neutered. Small scale pvp, cap injectors are probably the way to go.
And besides, there's nothing stopping you from using them. Every ship, every empire has access to them.
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Graalum
Foundation R0ADKILL
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Posted - 2007.10.29 06:33:00 -
[68]
Edited by: Graalum on 29/10/2007 06:33:45 i used a cap booster once when i smartbombed jita, and once when i tried to make a nanophoon.
clearly overpowered, since in 2 years of play i have found two instances where cap boosters were useful enough to me to fit. And now that i think about it, i just used 5 pdu II and a cap battery when i smartbombed jita. nerf pdu's and cap batteries.
and smartbombs.
and jita.
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Rhaegor Stormborn
Pestilent Industries Amalgamated The Volition Cult
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Posted - 2007.10.29 06:57:00 -
[69]
The only reason I would even consider agreeing with the OP is that I feel it basically a necessity to fit a cap booster on any PvP ship I fly.
Rhaegor Stormborn Fleet Admiral - Pestilent Industries Amalgamated [PIA] Recruitment Thread |
Gamesguy
Amarr D00M. Triumvirate.
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Posted - 2007.10.29 07:56:00 -
[70]
Originally by: Allestin Villimar Man this guy pulls in all of his alts to back him up. In every thread, no less. It'd be a lot less obvious if he at least posted in other threads with them. But anyway.
There's so much wrong with your arguments I don't even know where to begin. The only thing that cap injectors allow people to do is negate nosferatu/neuts for a brief while until their cargo hold is empty at the cost of extreme fitting requirements. Have you ever even looked at one of the things your complaining about? If you don't fit things like RCUs then you won't have the grid to use the best guns on most BSs. They're often so costly on cruisers and below that it's much better to go for natural regen because you'll need so many other slots to fit them and guns it'll seriously hinder your tank.
And if you're in the BS sized ships, you'll be using the 250+ cap boosters, and there's no way you're going to be carrying enough to run your ship for any reasonable length of time. I actually leave anything over 200s when I salvage/loot because they take up too much cargo space.
It's a huge toss up as to which is better - a high enough natural regen lets you permanently run whatever you need, but takes up more slots and anyone with a nosferatu or neut is going to ruin your day. On the other hand, cap injectors work until you run out of them and you wind up using just as many slots if you want to fit the same guns since they eat up so much more power grid. Fleet battles, I'd rather have natural regen since you won't be "tanking" so to speak and you aren't likely to be nos'd or neutered. Small scale pvp, cap injectors are probably the way to go.
And besides, there's nothing stopping you from using them. Every ship, every empire has access to them.
You're an idiot. Have you pvped a day in your life? 250+ cap boosters? Rofl, I usually use up anywhere between 4-10 in an engagement(the only time I run out is in long fleet battles and I'm using an abaddon). Cap booster effectively allows you to run gank tank and tackle all at the same time for one or two engagements(talking small-medium sized here) and effectively negate natural regen. signature removed - please email us to find out why (include a link to the image URL) - Jacques([email protected]) |
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Zana Kito
Antares Fleet Yards SMASH Alliance
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Posted - 2007.10.29 08:12:00 -
[71]
Originally by: Rhaegor Stormborn The only reason I would even consider agreeing with the OP is that I feel it basically a necessity to fit a cap booster on any PvP ship I fly.
Thus the same could be said of MWD & Webs. Or even nano fitting ships to fly at insane "never thought it could fly this fast!" speeds..
Seriously, there are many other imbalances right now. But cap boosters are not one of them. They are a very balanced module for pvp in terms of grid, and cargo space usage.
Imagine pvp where everyone had to sacrifice lots of mids and low for cap rechargers.. or they don't bother at all and go passive tanks and still pwn hard. Guess which they pick? Hence, cap boosters keep it balanced and allow options for viable active tanks.
Why r we even discussing this, it isn't even an issue ffs! Armarr has the crap end of the stick and needs to be buffed but posting useless crap isn't going to help.
ps. If it aint broke, don't fix it! |
sdthujfg
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Posted - 2007.10.29 08:18:00 -
[72]
Originally by: Princess Xenia Edited by: Princess Xenia on 29/10/2007 05:04:35
Originally by: Gamesguy Edited by: Gamesguy on 29/10/2007 01:55:13 The OP is right, and so is the guy saying the problem with passive recharge and PvE being too easy.
My suggestion would be:
1, Keep cap boosters, but halve their cap injection, ie an 800 booster would only give 400 cap and stay the same size.
2. Increase cap recharge/max cap on all sub-capital ships. I'm talking a major increase like all non-amarr ships get 25% faster recharge and 25% more max cap, and all amarr ships get 50% faster recharge and 25% more max cap.
3. Drastically increase the number of neutralizers npcs use in missions to balance this, either that or just flat out increase damage by 50%. The lack of need for a cap mod is balance by the fact that you cant perma tank an entire mission with 1 xl-boost or dual rep anymore, now you need more boosters/reps or a gangmate.
I approve but for option 1: just increase booster duration by 50% on ALL cap booster mods... that's 12*1.5 = 18sec for 1 booster shot on a t2 cap booster.. give u a cap ''boost''.. INSTEAD of this overpowered cap SUSTAINING module
Lol .. people complain this is going to hurt amarr most... Amarr is 'supposedly' the cap race, hence will supposedly sustain their cap longer without a cap booster... I said 'supposedly' and if this is untrue this is an entirely differernt issue ...
edit: Oh and make cap battery a low slot mod that boost cap capacity by a PERCENTAGE... and unfitable on capitals
Yeah we already know the "cap race" bonus of amarr is another fake bonus we are getting. All your fake bonuses are belong to us. gg.
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Ogdru Jahad
Amarr War Dawgs
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Posted - 2007.10.29 08:20:00 -
[73]
Originally by: Yukisa
Originally by: Ogdru Jahad
cap boosters are for players that do not micro manage their setups or have properly trained cap skills and/or run too many cap hungry modules.
Don't be idiotic. Even if you had L5 cap skills, armarr ships will CAP out firing lasers.
OP: We know armarr has issues, but stop posting irrelevant nerf threads it doesn't help.
i can maintain firing all alasers on my amarr ship of choice. not my fault if other idiots have not trained up right. -
At last the Gallente can finally lay claim to saying... "my DICtor" is bigger than yours.
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Angelic Eviaran
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Posted - 2007.10.29 08:34:00 -
[74]
Originally by: Ogdru Jahad
Originally by: Yukisa
Originally by: Ogdru Jahad
cap boosters are for players that do not micro manage their setups or have properly trained cap skills and/or run too many cap hungry modules.
Don't be idiotic. Even if you had L5 cap skills, armarr ships will CAP out firing lasers.
OP: We know armarr has issues, but stop posting irrelevant nerf threads it doesn't help.
i can maintain firing all alasers on my amarr ship of choice. not my fault if other idiots have not trained up right.
Then try to fix an mwd, so you can be competative to the other races in speed and then try to fit ew in mids and then try to fit a tank and then go pvp and i wanna see you fire all your lasers without running out of cap and cap boosters.
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Zana Kito
Antares Fleet Yards SMASH Alliance
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Posted - 2007.10.29 08:38:00 -
[75]
Originally by: Ogdru Jahad
Originally by: Yukisa
Originally by: Ogdru Jahad
cap boosters are for players that do not micro manage their setups or have properly trained cap skills and/or run too many cap hungry modules.
Don't be idiotic. Even if you had L5 cap skills, armarr ships will CAP out firing lasers.
OP: We know armarr has issues, but stop posting irrelevant nerf threads it doesn't help.
i can maintain firing all alasers on my amarr ship of choice. not my fault if other idiots have not trained up right.
Which ship is that? A frigate?
Try firing all lasers with default cap regen on the geddon. It even has the -50% cap reduction bonus. You will cap out in 7 minutes with a megapulse II fit, and 3 minutes with Mega Beam II fit. This is with all relevant skills at L5. Your "lol" attempt at reasoning is pure fail.
Megathron can fire Neutrons II for ~40minutes before capping out.
Does the increase in cap use for lasers mean an increase in performance? Nope. Utter fail. |
Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.29 08:50:00 -
[76]
I 100% disagree with the op.
Cap boosters are mandatory on most pvp fits simply because of the balance issues between active defence systems and passive defence systems. Active modules are much more effective at keeping you alive than passive ones are. As a tradeoff they also eat ****loads of cap. Also cap boosters eat a ****load of fittings, usually meaning that you have to fit an extra PG rig or downgrade guns. Either way, the tradeoff is balanced. On the other hand, no sub-capital ship can boost longer than a minute or two before they run out, so you can use capasitor warfare there.
What should be looked at, is whether passive defences could be boosted a bit to change them from instant reject to something to be considered... ___ P.S. Post with your main. Mind control and tin hats |
Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.29 08:55:00 -
[77]
Originally by: Liang Nuren ... The basic problem is this:
In PVP (especially solo, but always), you must perform 3 functions: 1. Tackle 2. Tank 3. Gank
...
1. no 2. no 3. yes
There is no point in fitting tackle with battleships, dedicated tacklers do it so much better. Fitting a tank on a primary damage dealer is questionable, since fitting tank on a ship in a gank squad, only slows you down, eats your cap and you don't live any longer than you would without it. Usually the lost speed negates your ability to outrun drones and missiles and causes you to die even sooner.
Where as dedicated bait can actually sponge pretty much with logistics support, but is unlikely to fit "gank". ___ P.S. Post with your main. Mind control and tin hats |
CountDrakula
Fracked Inc Hydra Alliance
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Posted - 2007.10.29 09:09:00 -
[78]
dude, all i cna say is if you wern;t hiding in 30 man fleets ganking 30 on 1 you would understand the use of this module. Its the one moduel that allows a bs to go in 5v1. and to be perfectly fair ive capped out plenty of times with cap boosters loaded. Killer Hamster on the loose |
Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.29 09:51:00 -
[79]
Originally by: Laboratus
Originally by: Liang Nuren ... The basic problem is this:
In PVP (especially solo, but always), you must perform 3 functions: 1. Tackle 2. Tank 3. Gank
...
1. no 2. no 3. yes
There is no point in fitting tackle with battleships, dedicated tacklers do it so much better. Fitting a tank on a primary damage dealer is questionable, since fitting tank on a ship in a gank squad, only slows you down, eats your cap and you don't live any longer than you would without it. Usually the lost speed negates your ability to outrun drones and missiles and causes you to die even sooner.
Where as dedicated bait can actually sponge pretty much with logistics support, but is unlikely to fit "gank".
Wrong.
How do you break a 5xheavy ship gate camp when you got 5 ships of your own? You get into tanked gank battleships with scramblers. Yeah, and I know countless occasions where tacklers have been killed or had to warp out where my battleship scrambler actually was needed. And you can always scramble the 2nd target while tackle is on the 1st. Either youre just trolling here or you havent done any pvp..
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Laboratus
Gallente BGG League of Abnormal Gentlemen
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Posted - 2007.10.29 10:09:00 -
[80]
Originally by: Lyria Skydancer
Wrong.
How do you break a 5xheavy ship gate camp when you got 5 ships of your own? You get into tanked gank battleships with scramblers. Yeah, and I know countless occasions where tacklers have been killed or had to warp out where my battleship scrambler actually was needed. And you can always scramble the 2nd target while tackle is on the 1st. Either youre just trolling here or you havent done any pvp..
Wrong.
Dictor +4 ships fitting EW mids+ EW drones will always eat 5 ships fit with solo combat fits. Then again, I might drop a few guns for spider tank to cut down on loses in case of failed cycles, but I'm just a bit too careful. Once you've ganked enough of those camps, those ppl no longer engage when you jump in, and then you have to downgrade to cruiser gangs to get ppl to engage. It's frustrating, but on the other hand, it improves k/l efficiency and moving faster means more opportunities to get fights. Mids are far too precious to be wasted on tackle on larger ships... ___ P.S. Post with your main. Mind control and tin hats |
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Gamesguy
Amarr D00M. Triumvirate.
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Posted - 2007.10.29 10:22:00 -
[81]
Originally by: Laboratus
Originally by: Lyria Skydancer
Wrong.
How do you break a 5xheavy ship gate camp when you got 5 ships of your own? You get into tanked gank battleships with scramblers. Yeah, and I know countless occasions where tacklers have been killed or had to warp out where my battleship scrambler actually was needed. And you can always scramble the 2nd target while tackle is on the 1st. Either youre just trolling here or you havent done any pvp..
Wrong.
Dictor +4 ships fitting EW mids+ EW drones will always eat 5 ships fit with solo combat fits. Then again, I might drop a few guns for spider tank to cut down on loses in case of failed cycles, but I'm just a bit too careful. Once you've ganked enough of those camps, those ppl no longer engage when you jump in, and then you have to downgrade to cruiser gangs to get ppl to engage. It's frustrating, but on the other hand, it improves k/l efficiency and moving faster means more opportunities to get fights. Mids are far too precious to be wasted on tackle on larger ships...
Wrong, a reasonable mix of ships utlizing mix of recons a dictor and damage dealers will wtfpwn your EW fitting battleships. Your dictor will die instantly to a rapier, then having no tackle, their battleships will warp out at will while your battleships are stuck in your own dictor bubble. EW drones will be killed by support, and you will have no way of countering the enemy's EW(including ew drones) other than shifting your primary damage.
signature removed - please email us to find out why (include a link to the image URL) - Jacques([email protected]) |
Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.29 10:37:00 -
[82]
Edited by: Lyria Skydancer on 29/10/2007 10:38:45
Originally by: Laboratus
Originally by: Lyria Skydancer
Wrong.
How do you break a 5xheavy ship gate camp when you got 5 ships of your own? You get into tanked gank battleships with scramblers. Yeah, and I know countless occasions where tacklers have been killed or had to warp out where my battleship scrambler actually was needed. And you can always scramble the 2nd target while tackle is on the 1st. Either youre just trolling here or you havent done any pvp..
Wrong.
Dictor +4 ships fitting EW mids+ EW drones will always eat 5 ships fit with solo combat fits. Then again, I might drop a few guns for spider tank to cut down on loses in case of failed cycles, but I'm just a bit too careful. Once you've ganked enough of those camps, those ppl no longer engage when you jump in, and then you have to downgrade to cruiser gangs to get ppl to engage. It's frustrating, but on the other hand, it improves k/l efficiency and moving faster means more opportunities to get fights. Mids are far too precious to be wasted on tackle on larger ships...
News flash, there isnt always a dictor around whenever you are busting camps, very similar to there is not always a huggin around to kill nanos. 5vs5 heavy ships going into each other = alot of pods before your drones even reach the targets. Also those 5 ECCM fitted battleships will *****your EW drone/other mumbojumo in mids ships.
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Bum Slave
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Posted - 2007.10.29 11:08:00 -
[83]
Nerf your mother.
Man this is gettin ridiculous now.
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MR CAPSLOCK
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Posted - 2007.10.29 11:10:00 -
[84]
We should STOP NERFING AND START BOOSTTING OTHER THINGS TOCOUNTER IT OMFG
Originally by: Cadela Fria The more systems you put in to govern various parts of the game, the smaller the sandbox gets.
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Cornette
Gallente M. Corp M. PIRE
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Posted - 2007.10.29 11:12:00 -
[85]
To this thread and the op I only say:
OMG!!!
Have you any idea how many cap intensive setups and ships will simply cap out and die within a minute or less without cap boosters?
I agree that Amarr is underpowered but your idea of balancing would brake much more then solving anything.
Now we only need to wait for a CCP Dev to read this thread and get more ideas on how to screw up the game.
Oh wait...
You are not CCP Zuluparks alt are you?
//Cornette
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Marlene Steiza
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Posted - 2007.10.29 11:13:00 -
[86]
Originally by: Cornette To this thread and the op I only say:
OMG!!!
Have you any idea how many cap intensive setups and ships will simply cap out and die within a minute or less without cap boosters?
I agree that Amarr is underpowered but your idea of balancing would brake much more then solving anything.
Now we only need to wait for a CCP Dev to read this thread and get more ideas on how to screw up the game.
Oh wait...
You are not CCP Zuluparks alt are you?
//Cornette
CORNETTE lets Murder the op
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Alyxa Mahan
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Posted - 2007.10.29 12:32:00 -
[87]
There's actually a lot of merit to this idea. Cap boosters don't just completely invalidate the supposed cap advantage of the Amarrs, they also reinforce other problems, like the current speed craze. MWDs were never intended to be fitted on 90% of the ships, or be activated more than in short bursts, and without boosters, they would become unfeasable for many ships, thus freeing up two of the "mandatory pvp slots", which in turn would fix the mid slot imbalance between the races. Ship setups would also have to be defined much more between offense and defense, which is good, cause EVE combat is supposed to be tactical, not "go in with guns blazing".
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.29 12:41:00 -
[88]
Originally by: Alyxa Mahan There's actually a lot of merit to this idea. Cap boosters don't just completely invalidate the supposed cap advantage of the Amarrs, they also reinforce other problems, like the current speed craze. MWDs were never intended to be fitted on 90% of the ships, or be activated more than in short bursts, and without boosters, they would become unfeasable for many ships, thus freeing up two of the "mandatory pvp slots", which in turn would fix the mid slot imbalance between the races. Ship setups would also have to be defined much more between offense and defense, which is good, cause EVE combat is supposed to be tactical, not "go in with guns blazing".
QFT
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.29 12:51:00 -
[89]
Originally by: adriaans boost cap recharges and relays?
Or just boost amarr cap by large amount so the fake cap race bonus actually isnt fake anymore?
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ciapek
Amarr Dark Centuri Inc. Firmus Ixion
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Posted - 2007.10.29 13:06:00 -
[90]
Originally by: shinsushi Edited by: shinsushi on 27/10/2007 21:38:27 This module single-handedly renders cap recharge irrelevant in PvP. If you sacrifice one mid-slot on most ships, you can completely forget about any cap problems for at least 3 minutes, and fit as many cap-hungry modules as you would like (the abaddon being the one exception.)
You want to know why cap isn't an advantage amarr have? Look at this amazingly overpowered module.
EDIT: Do cap ships have Capital booster sizes? No, then its not a valid point. The issue here is cruisers thru battleships.
what ? here ? wow ... cant belive
how long r u in game ?
let me c, can forget about cap for 3 minutes wow thats so long, if u would like to fly some amarr ships even t2 cap boosters wont give enough cap to run all modules at same time,
why ppl r ****ting like this in forums ? died and whinnig about overpowered ships modules wtf its a game some1 is winning some1 is loosing loosers always whine about everything !!! u dies form 60mils SP players in noob ship u gonna cry they r overpowered caompared to ur t1 frig with ur 2 mils sp wtf just stfu and play or go to hell and stop wasting server space for ur stupid posts
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