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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.10 12:36:00 -
[1]
Originally by: N1fty
Originally by: Plutonian Curious: What type of stats would you create for a crystal which would allow access to the other damage types? What ranges would it/they work in?
I remember a long time ago when T2 ammo was being tested on SISI, CCP had an explosive crystal for Amarr. Minmatar pilots whined to high heaven because it would rip them apart. And so we never got given it.
In my opinion a high damage explosive-only crystal with some massive tracking penalties would be rather useful.
It would also be broken.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.12 02:32:00 -
[2]
Edited by: Goumindong on 12/11/2007 02:34:15
Originally by: ArtemisEntreri
Minmatar t1 ammo does naturally less damage than other race's t1 ammo.
Not against tanked resists it doesnt. Against a Tri-hardened gallente tank, EMP does 7.5% more than multifrequency. Against Minmitar or Amarr armor tanks its even more. Going back to Omni tanks, RF EMP would do about the same RAW dps as Conflaglaration, more than AN MF M
Against an omni tank Fusion does loads more dps.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.13 04:46:00 -
[3]
Originally by: Sofring Eternus Seriously guys, its not the ships. Its the Lasers.
No, its both. First off, the cruisers, and frigates suck, and they suck no matter how you boost lasers. The Harbinger is O.K. the Geddon is fine for the most part[due to its large drone bay making almost 25% of its DPS explosive or thermal.
To put it simple:
Damage relative to hit points is a percentage based advantage.
Range relative to speed is a absolute based advantage.
As ships get larger and slower the range advantage increases, and as they get smaller and faster the range advantage decreases.
In a gang: The primaries velocity is largly unimportant, it will get webbed and then you start to add your DPS up.
So for a laser ship to be balanced with a blaster ship, the smaller and faster they become, the laser ship has to do closer to the blaster ships dps, because the difference between a neutron blaster and a heavy pulse laser is 5000m, and a thorax travels 2000m/s. So a thorax closes to a target and starts doing its DPS 2.5 second after the laser ship assuming the laser ship was in range to start. So then, if we have the neutron ship doing 16% more dps than the pulse ship[same drones, same bonuses, same turrets]. The neutron ship catches up in dps in 15 seconds.
Now lets look at a battleship. If the neutron ship does 16% more dps, has to travel 10km instead of 5km, and only goes 1km/s the neutron ship is disadvantaged by four times as much and it takes 60 seconds for him to overcome the advantage of the laser ship.
Now, this assumes they are doing the same damage types and doing the same damage. This is pretty much how it holds up for the Geddon shooting Conflag against the Mega shooting AN Antimatter, after drones, the extra heat sink, and resistances, the Geddon isnt really doing all that much less dps than the Megathron. So the Megtrhon catches up. In a one on one situation at optimals a Geddon will destroy a Mega in 114 seconds and the Mega will destroy that same Mega in 106 seconds[mega would destroy a Geddon in 94 seconds]. This ignores tracking which hurts the Geddon more[it needs conflag to do good dps agianst armor, the Mega actually does better with faction ammo than tech 2 against armor except gallente armor], but all in all, its about balanced.
The Maller and Thorax? Not balanced in the slightest.
As for the people who are saying Amarr shouldnt be a DPS race, you are wrong. Amarr should exactly be a DPS race. They should be, along with Caldari, the ship that you want to bring to provide primary DPS for a small gang. Right now the best small-med gang DPS race is Caldari[after the torp cahanges it will be so on the battelship level as well]. Even at med ranges. Missiles travel much faster than ships and have perfect agility, consistantly do more dps due to tracking, and can load variable damage types[but have a good damage type boosted as well], and have great range. They can also provide ewar, but that is another issue.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.13 12:02:00 -
[4]
Pulse Lasers dont have long enough range for tracking computers to be valuable. You give up too much for that option.
Lasers are more low slots, so the med slot item nerf helps them. They will have better tracking than ships that cant put TEs in the lows.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.15 08:47:00 -
[5]
Originally by: Sofring Eternus Edited by: Sofring Eternus on 15/11/2007 07:37:04 Damage Control II Reactor Control Unit II Adaptive Nano Plating II Adaptive Nano Plating II Heat Sink II 400mm Reinforced Rolled Tungsten Plates I
10MN MicroWarpdrive II Stasis Webifier II Warp Disruptor II Medium Capacitor Booster II
Heavy Pulse Laser II x7 Medium Nosferatu II
Has 42k effective HP compared to the Hurricanes 40k Does 612 DPS compared to the Hurricanes 443 Optimal of 7.5km compared to Hurricanes 1.5km both have 5km falloff Would take the Harbinger 115s to kill Hurricane (repping adds another 20s or so) Would take the Hurricane 190s to kill Harbinger
Edit: That was in response to post 354.
Is this a joke?
800mm Reinforced Rolled Tungsten Plates I Medium Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Damage Control II Gyrostabilizer II
10MN MicroWarpdrive II Warp Disruptor II Fleeting Propulsion Inhibitor I Medium Capacitor Booster II
220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II 220mm Vulcan AutoCannon II Heavy Assault Missile Launcher II Heavy Assault Missile Launcher II
[empty rig slot] [empty rig slot] [empty rig slot]
626 DPS, 45,000 hit points, a repair unit, STILL faster than that harbinger, better damage types, variable damage types, faster drones.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.15 11:27:00 -
[6]
OP needs to rename thread "Amarr Internment Camp"
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.17 21:35:00 -
[7]
You keep saying that, and it keeps being stupid. It would break the game.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.18 08:55:00 -
[8]
Originally by: bloomich Edited by: bloomich on 17/11/2007 21:40:00
Originally by: Goumindong You keep saying that, and it keeps being stupid. It would break the game.
I say it because it is correct. before compensation skills, EANM was never a problem. Only After compensation skills EAMN became a problem.
So insted of unnerfing compensation skills so people use the pre-rmr setups (that laser damage WAS balanced with) we have this half-assed EAMN logic going on. Lets nerf EAMN or boost Lasers etc insted of fixing the problem which was Compensation skills.
A bit like saying the car is broken because there is no petrol in the tank.
You want to see 37.5% invulns as the base? You want specific hardeners to be 68.75%?
It would break the game
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.18 10:36:00 -
[9]
A lot of things happened in red moon that changed the way lasers performed, EANMs arent that big of a deal.
But yes, having easily available 69% hardeners and 37.5% invluns would break the game. Blasters and Autocannons would become worthless overnight.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.18 11:26:00 -
[10]
Edited by: Goumindong on 18/11/2007 11:31:08
Originally by: Kagura Nikon
Originally by: Goumindong
Originally by: bloomich Edited by: bloomich on 17/11/2007 21:40:00
Originally by: Goumindong You keep saying that, and it keeps being stupid. It would break the game.
I say it because it is correct. before compensation skills, EANM was never a problem. Only After compensation skills EAMN became a problem.
So insted of unnerfing compensation skills so people use the pre-rmr setups (that laser damage WAS balanced with) we have this half-assed EAMN logic going on. Lets nerf EAMN or boost Lasers etc insted of fixing the problem which was Compensation skills.
A bit like saying the car is broken because there is no petrol in the tank.
You want to see 37.5% invulns as the base? You want specific hardeners to be 68.75%?
It would break the game
Well, no where he said the percentage bonus must be the same :)
T2 HArdeners reachign 60% would probably "solve the issue"
And what do you do for invluns?
ed: this is even accepting that there "is an issue" with omni tanks as they currently stand, which i really dont think there is. There should be avantages and disadvantages to fitting onmi tanks and not just "the tri-hardened tank is better" or "the omni-tank is better".
The only real problem right now is that omni tanks are easier to fit. And that is about it.
I mean, right now, Amarran battleships are in about the right spot for where they need to be. Such a change would break them in order to fix the battlecruisers and below, many of which still wouldnt be fixed.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.24 01:37:00 -
[11]
Originally by: Mila Prestoc Edited by: Mila Prestoc on 24/11/2007 01:00:09
Originally by: PeacefullNub Edited by: PeacefullNub on 24/11/2007 00:07:08 To criticize is always much easier. OP has worked to make the comparisons, has proved them, has printed all this. Has proved on them that there is a problem with amarrs. Make the comparison of all ships (as well as OP) and prove that you are right and he was mistaken (and we shall criticize yours fit btw). While you not made it - all your critics - empty talk.
No he hasn't, the whole method he's used is flawed, using fictional comparisons that don't reflect real gameplay, if you can't see that its your problem.
First example, he says for his Damage Analysis: First off is a flat out DPS potential for each ship. Resistances are not taken in to account here, neither are fittings (unless it's impossible). Simply close range high damage weapons with three damage mods. Drones are also used.
So all ships limited to using 3 damage mods, ok wise due to stacking penalites, but then NEVER looking at what is fit in the other slots in REAL setups is rediculus. Its where the extra lows vs other armour tankers really comes into play when you can fit extra tank. Since rigs were introduced the biggest advantage goes to specialized ships which when using rigs that avoids stacking penalites (hp rigs) provide the biggest benifit.
If your going to just ignore the other slots lets stick as many damage mods on as possible, see what stupid values you can get on a Typhoon with 3 gyros and 4 bcs... means nothing unless you look at the COMPLETE SETUP, not just "with this setup you get X dps and with this other setup you tank Y dps". The combination of damage, tank, range, cap and tackling mods ect is what makes the ship, not just "my damage setup does so and so and yours does more so my ship sucks" or "my tank setup tanks so and so and yours tanks more so my ship sucks".
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.24 15:35:00 -
[12]
Originally by: daemorhedron
Originally by: Mila Prestoc
not my fault amarr have a unfounded generalised reputation of sucking, argue the points I made cos they're valid
The points (s)he made are indeed valid, and frankly they've pretty much been argued several times but have gone largely ignored.
There are no real true points made in the OP. The battleship is probably the only instance where Amarr is relativly balanced.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.25 17:34:00 -
[13]
Originally by: Xaldor
I don't think it is a huge problem, damage type is mostly a PvE thing, PvP ships typically have no resistance boosts or heavy resistance boosts which tend to even out the resistances because of diminishing returns of the boost values. Either way, doesn't make much of a difference for PvP.
What? No.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.26 03:58:00 -
[14]
Edited by: Goumindong on 26/11/2007 03:59:40
Originally by: Xaldor
When you fight a PvP tank he will have high resists across the board, not 90s every with one open at 0. There is typically only a minor difference in resists, Ie my Drake has about 85% resists across the board, give or take a few percent here or there... what damage type you hit me with is largely irrelevant as you are looking at a trivial difference overall.
You can hit me with Em or thermal or kinetic or explosion it is all the same. For missions and rats there are significant differences in resists, that is the main disadvantage of lasers or hybrids, when you fight something that is em/thermal resistant or kinetic/thermal resistant for hybrids then your dps drops off big time. That is the advantage of missiles and to a lesser extent projectiles for PvE. There should be an insignificant difference for PvP.
Yea, you're wrong. Your Drake has at the very least a thermal hole and if it doesnt, it probably sucks.
ED: The difference between 85% and 82% is a 20% increase in damage taken. You have holes you just dont know how to identify them.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.26 14:40:00 -
[15]
Originally by: Xaldor
Originally by: Goumindong
Yea, you're wrong. Your Drake has at the very least a thermal hole and if it doesnt, it probably sucks.
ED: The difference between 85% and 82% is a 20% increase in damage taken. You have holes you just dont know how to identify them.
Well, I was confusing my Drake with Rokh but here are my two tank ships.
My Drake:
EM: 77.2% Thermal: 81.8% Kinetic: 71.9% Explosive: 81.3%
Less than 10% difference at best.
You take 26.2% more EM damage than EX damage.
You take 23% more kin damage than EM damage.
You take 54% more kin damage than ex damage.
I would say it makes a pretty significant difference.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.27 20:06:00 -
[16]
Edited by: Goumindong on 27/11/2007 20:06:26
Originally by: Xaldor
While the percentiles are nice for min/maxers in practicality it has no real bearing. I am being shot at by Ship A and Ship B, both ships are capable of doing 1000dps, ship A can choose my weakest resist, Ship B can only hit my strongest resist.
My weakest resist is EM, of the 1k dps I am hit for 228 damage, the other ships hits me for explosive damage and only inflicts 187 damage. While the nerdometer says that is 22% less damage the fact is I can tank 800 dps so wtf does it matter if you are doing 187 ot 228 damage? They can both shoot at me and they are still not going to get anywhere in a hurry.
If there was no tanking in Eve and ships just had finite amount of health be it shields, armour or structure then the parity between damage types and those that can choose and those that can't would have a far greater impact.
It might be more of an issue in very small gang PvP combats but in mass combat it is irrelevant. It is more of a PvE issue, I wouldn't like to be doing missions relying on lasers to do the killing.
800 uniform tank means that you will absorb 1000 ex damage and 600 kin damage. EFFECTIVE.
If both of them do 1000 dps, the one doing EX damage wont break your tank, the one doing Kin damage will break your tank like it was a wet noodle.
Quote:
If there was no tanking in Eve and ships just had finite amount of health be it shields, armour or structure then the parity between damage types and those that can choose and those that can't would have a far greater impact.
It might be more of an issue in very small gang PvP combats but in mass combat it is irrelevant. It is more of a PvE issue, I wouldn't like to be doing missions relying on lasers to do the killing.
Is this a joke?
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.30 23:51:00 -
[17]
I dont agree with the OP
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.01 08:04:00 -
[18]
Originally by: Jonny JoJo
Originally by: Goumindong I dont agree with the OP
What is it that you dont agree with?
The part about it being blatantly misleading.
If there is one area that Amarr dont have problems in, its ganking battleships with pulse lasers.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.01 16:46:00 -
[19]
Originally by: Jonny JoJo
I dont understand. Before EANM's, lasers did same damage as they do now. EANM's nerfed laser damage, as everyone who wanted to remain competitive changed their tank setups. So lasers do 25-35% less damage than they used to when they were balanced (calculating the EM potion of extra resist people now have). To deny this now is not logical
Before comp skills lasers were horribly overpowered, ships had 64% of the hit points they did now[or possibly less], and heat sinks were not heavily stacking penalized.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.01 18:28:00 -
[20]
Cap isnt the issue to make a kill, its time relative to time to close.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 18:48:00 -
[21]
Originally by: Aranbaal I switched from my ranged t2 ammo Barrage to my short range t2 ammo hail . which i have to be honest i dont normally carry cause its teh worst ammo in the world ... too many downsides to it faction emp is beter than it but no faction stuff is better than barrage.
Hail is much better than faction EMP, which is worse for most applications than Faction PP or Faction Fusion.
Against the ship that has the most advantage in tanking ex damage on armor, Hail does 24% more DPS than Faction EMP over the entire life of the ship, including shields and structure.
Against an armor tanked ship, hail will be the difference between killing them and having them tank the entirety of your dps.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 18:52:00 -
[22]
Originally by: Aranbaal As for the maelstrom can switch ammo types to find the best one. Hae you ever tried carryin other ammo than crystals, you will find it tanks up massive ammounts of room so just isnt feesable to do when you need to carry cap boosters. Leavin a massive flaw in your point. The only race that truely can carry many different types of ammo at once is amarr, carrying anymore than 2-3 tops in anyother race means you leave no cargo space for your boosters. Also switching to other types of ammo with minmatar guns to break a heavy tank leaves you no longer doin any real dps so still unable to break the tank.
This has been addressed before, but if you need that much room for your ammo that you make up the difference in size between an Amarr Cargo Hold and a Minnie/Gallente/Caldari cargo hold you are either doing something terribly wrong because you have so much bloody ammo, or something terribly right because you never ever die or have an
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 18:52:00 -
[23]
Originally by: Aranbaal As for the maelstrom can switch ammo types to find the best one. Hae you ever tried carryin other ammo than crystals, you will find it tanks up massive ammounts of room so just isnt feesable to do when you need to carry cap boosters. Leavin a massive flaw in your point. The only race that truely can carry many different types of ammo at once is amarr, carrying anymore than 2-3 tops in anyother race means you leave no cargo space for your boosters. Also switching to other types of ammo with minmatar guns to break a heavy tank leaves you no longer doin any real dps so still unable to break the tank.
This has been addressed before, but if you need that much room for your ammo that you make up the difference in size between an Amarr Cargo Hold and a Minnie/Gallente/Caldari cargo hold you are either doing something terribly wrong because you have so much bloody ammo, or something terribly right because you never ever die or have a chance to reload.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 18:59:00 -
[24]
Originally by: Aranbaal
Its fun to post in this threat, all the *****ing that goes on about various problems when the only thing that is even remotly valid is they are cap reliant. 6 minutes runing 8 mega pulse 2 a large armor repper a web and a scram isnt that bad at all. most fights dont last 6 mins, and if its big enough to last that long you are gonna die before you cap out it called primary anyway.
Please tell me how you run 8 megapulses and a LAR for 6 minutes.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 22:11:00 -
[25]
Originally by: JD 24 8x megapulse 2 and 1 LAR 2 uses 83 cap a second
Cap recharge + cap 800s gives you a 78 cap a second.
So leaves a drain of 5 cap a second. damn thats real bad means am gonna run till i run out of cap boosters like all active shield tank ships etc... that must be broken.
Damn you gus are funny. In all seriousness fit your ships better people there are better fits out there just waiting for you to find them.
These numbers are wrong. 8 MPII on an Abaddon is 94.7 cap per second and a single cap booster 800 out of a heavy cap injector increases your peak recharge to 72.4 cap/second
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.02 23:38:00 -
[26]
Edited by: Goumindong on 02/12/2007 23:39:58 Edited by: Goumindong on 02/12/2007 23:38:31
Originally by: Aranbaal
So switching to hail means i get to kill my oponent does it ... Yeah but on the flip side of that it means i have crap raneg so may have to move to get into range to hit him, the my 8x 800mm t2s on my maelstrom all fitted with hail ammo = 8x 7% reduction in cap recharge which means my shield tank is gonna fail faster cause my cap takes a week to reacharge, hence making it not worth the effort.
If you are running an active shield tank on a Maelstrom on your natural recharge, you have more problems than i can help you with buddy.
Dont change before you are in range, change after you are in range. The only time you would want to get up close is if fighting a tech 2 laser ship[where you wont be out-dpsing them with your shield tanks resists].
But you should have plenty of range with Hail, and the instance where you wont be using hail you should be using Barrage and not faction EMP. Better damage types and longer range.
Quote: I have spent most of my gaming time fly allong side mainly all amarr pilots and almost every one of the fit the exact same fit to abaddons when engaging in piracy because it works increadably well.
No, it doesnt. It works incredibly well against NPCers, it is not a quality setup for General pvp, where you want zero repair units and an MWD.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 06:06:00 -
[27]
Originally by: Marn Prestoc
I do not agree with the "boost pg by 20% for beams because X ship has it", that would leave very little pg costraints for pulse setups, but of course they can be limited by CPU.
The thing is, lasers were given high cap and fitting to prevent other races using them, then they've been gradually nerfed so really theres no reason to reduce the pg of beams slightly as they're arn't "uber" like they once were. If they arn't "uber" and "overpowered" then other races just won't use them over there racial weapons, so the high fitting constraint doesn't need to be there.
Originally by: SkyCrane From what I have experienced and gathered of info it seems the Abaddon is the absolute worst tier 3 BS out there. Harshest fittingrequirements, lowest effective damageoutput and also highest capconsumption compared to total capsize and rechargerate. Can somebody please prove me wrong on that one?
I just wonder how people can actually call it a "well working shipdesign" when it can't shoot and rep at the same time... Heck, it can't even shoot very lone either with beams fitted. And now people normally say "Fit more caprechargers or a a capbooster" This is when I say "Gimped setup. It's a prenerfed ship..."
Fit plates not rep's, your Amarr and get an resistance bonus, not gallente with a rep bonus. There design is to last as long as possible in large gangs where HP tanking is best, then you have low-cap or no-cap options of repairing each other (amarr logistics or repair drones) that receive the benifit from the resistance bonus where a repair bonus does not help remote repping.
HP tanking is viable in PvP, its clearly better than repair tanking when your taking 3000 dps or more due to self repairing not having time to repair more HP than a plated tank would of given.
Poast Spreadsheet.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 10:12:00 -
[28]
Actually whomever designed the nightmare didnt design with 2008 in mind because they didnt actually change the powergrid at all and instead just boosted the CPU to high heaven.
And no, not all laser ships have issues.
Pulse Battleships pretty much have no issues[except which might be caused by the huge buff to siege ravens]
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 11:25:00 -
[29]
No need, they've been read.
They could porbably aslo go for another looking over, and im not being payed to put much effort into it
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 18:37:00 -
[30]
Originally by: Lord WarATron
As someone who uses lasers in PvP, does your spreadsheet account for the fact that fitting mods/cap are required? Also, it would be fair to put down averave dps over a 5-10 minute period, if you are going to exclude things like fitting mods etc.
I still remember the day I was in 9-9 a 2 hour fleet battle with my Abaddon, able to target freely while others were lagged, but only able to sustain 1 gun due to cap problems. 
Comparison is short range guns only. Long range weapons havent been done yet.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 18:37:00 -
[31]
Originally by: Dillius Archania There have been tons of arguments, many greats ones by Goumindong, and we now have a 33 page thread just chock FULL of ideas, and yet still no response, still nothing from the Devs.
At this point, you'd think they'd start to think, "Hey, these guys have been complaining non-stop. I wonder if there's a reason for that?"
The recent dev blog (which I have not listened to but skimmed the transcript) was apparently a joke at least in terms of Amarrian balance issues.
No, they are working on it, it just wont get done while they are all with their families for christmas.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 21:59:00 -
[32]
The tempest is also weak against shield tanks where the Amarr ships are not. They also have falloff issues. Tempests arent good as primary DPS ships
The reason that passive tanked ships were used is because passive tanks are the best tank you can fit for the majority of gang PvP. Once two battleships are on grid, plates become better than reppers unless you are spending a lot of isk.[and even then probably still better]
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.20 22:31:00 -
[33]
Yea, but every time you change ammo, it adds roughly 7 seconds on top of that time till death number[assuming you waste zero time clicking] before worrying about anything else. Not a big deal if you dont have the target locked, but if you do, it is.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.24 22:54:00 -
[34]
Just because its better that way than with lasers, doesnt mean that its good.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.25 21:10:00 -
[35]
Originally by: Liang Nuren
Originally by: Jonny JoJo
You already admited that you have never flown a Nightmare or Paladin, have pvp experience of 1v1 punisher v punisher alt freindly battle, claim to use a freinds account for Amarr battleship and also state that you have Max gallente Skills and decent Minmatar skills but have a "low SP" Amarr alt. And this is how you balance in this discussion?
I thought it was clear from a glance that the Nightmare was a better ship than the Paladin. Sure there's occasionally surprises, but it seemed so obvious... who knows, maybe I'm right!
And FYI Johnny (god your trolling annoys me on occasion) Goum's had some pretty decent ideas for rebalancing the Amarrian race. He'd be insufferable if any of them ever got implemented though. 
-Liang
Please, im insufferable now
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.26 07:06:00 -
[36]
Originally by: Blutreiter
Why does everyone forget about the Augoror?
Hm... 3 turret slots, no damage bonus, 5m^3 dronebay...
And PvP? 2 medslots 
One prime example of one really outclassed ship. IMHO it could use a 10 m^3 or even 15 m^3 dronebay without breaking any balance in this game whatsoever.
The augoror is a logistics cruiser, its just fine. Always a welcome sight on big ol POS shooting fleet ops.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.26 07:31:00 -
[37]
Originally by: The Djego
Paladin/Nightmare is out of the window and not on topic. The Idea was on the Table 1 Month ago by Gumindong with real point of changing Amarr Ships not youst they are better make amarr like them.
What in the world does this say/mean?
Quote:
I pointed out the Punisher 1o1 because It was pure fun and a very awsome Amarr PVP experience
The punisher is an awesome Amarr pvp experience? The punisher is terrible. Its only advantage is when it doesnt have a propulsion mod on... Think about that for a moment.
Quote:
You put this on the table not me, I chat with a Mod of the Forum because we lived in the same area for some time and because of a war we chated mutch so we meet eatch other bevore he became a MOD. Send me a PM with a Killmail on the german Forums or STFU. If you are a Carcal alt donŠt mind you are pointless anyway
The "German Forums" werent run by CCP, but by a fan site that was affiliated with an alliance. They indeed used IP logs to ferret out a spy in an alliance. You ought to be able to google that.
Originally by: Naias
Yes, this was written with the help of EFT, call me whatever you want but it's blatantly obvious that there is a huge discrepance between the Maller&Moa and the other cruisers, no matter how you turn and twist it.
The Moa is actually pretty decent, even in the short range. It takes a bunch of different skills, and is a bit counter-intuitive, but since shield rigs do not reduce speed, its still a powerful little ship. Especially now with the agility boost to Caldari ships making them very agile; try:
4x Electron, 2x HAM MWD, web, scram, LSE DCII, mfs, mfs, mfs [rigs=2 em, 1 therm shield resist if you spring for them]
3x Hobgoblin II
Stats are: SPD: 1472[plated cruiser(that isnt a rupture) speed DPS: 412[Faction AM, Faction HAMs] EHP: 19,945[no rigs], 24179[rigs]
Fits easily with all t2 modules and AWU 1
The Moa isnt great, but comparing it to a Maller or Omen is just mean.
Originally by: insidion and would rather demand a clearly unbalanced solution based on a faction marauder.
Why is it "clearly unbalanced"? If anything it allows more strict control of ship ability.
Originally by: Jonny JoJo
Paladin and Nightmare are brought in for a reason - both share same methodology. One has more mids and more grid. And the Paladin that has less grid/mids needs fitting mods, damage mods, tracking mods and tank all in the same row.
What? The Paladin is fantastic, easily the second best Mission runner. It has high damage, good tracking, and plenty of range. If it didnt have the ECM vulnerability it would be an extreemly deadly ship on all fronts. Granted, its rep bonus isnt as beneficial to Amarr ships as a resist bonus, but its got plenty of fitting to fit either a sniping or pulse setup, and tonnes of DPS to boot.
You can fit 4 Tachyon IIs on it with no fitting mods. With an RCU, its enough to put a rep on. With MPII you have some 6000 powergrid left after the guns[almost enough for a booster, mwd, and 2 lars]
Originally by: The Djego
2. Gedon puts out more Damage on Paper, proved here with a comparebal fitting. Also it has a mutch bigger Range(Optimal) that is a huge advantage in a Gang. The Mega needs Cap for the MWD to get in Range and can start to fire later. In a 1o1 the Mega will beat the Gedon, in 2 Gedons vs 2 Megas it is the other Way around. Afterall you compare a Tier 1 BS with a Tier 2 BS.
No, after all, you compare a gang battleship with a solo battleship[in essense]. Tier is a bad balancing mechanism.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.27 01:42:00 -
[38]
Edited by: Goumindong on 27/12/2007 01:43:58
Originally by: The Djego
Because Jojo simply hoped on this Idea when it first came up here. Telling that all Amarr Ships are crap is yust not right. I quoted you for bringing the Idee earlier in a diffrend Thread. Also it would fix the Cap/Fitting/Ak Option at the same time this would be good. On the other hand it gives the Ships cheaper Fittings and less Amno need. Also what happens to the Ships with 3,5 or 7 Turrets?
You just varry the turrets and damage bonus to get the desired cap use and starting effective guns.
An Omen for instance could be 3 guns, 5/3/5, 0 launchers, 75% dmg bonus special, dmg/some other bonus. 3x 1.75 = 5.25 effective guns = 4 turrets + Rof bonus[actually a little bit less], for both cap use and starting effective turrets.
Its easier for the harb, since 4>7 perfectly at 75%.
The fittings on the gank ships arent much cheaper, since t2 guns make everything quite cheap. The ammo use arguement is going to be non-existant on the tank ships[low effective turrets, high supplimentary dps] as they have the same effective weapons and so the same ammo use. And on the gank ships, it also isnt a huge deal since you almost never breaking crystals anyway.
ed: The thread is still floating around ships and modules if you want to take a look or ask more questions as to how it would work. here
Quote:
It has a awsome Tank for a Frig. Shure it canŠt do big DPS Numbers but the Tank compared to a Rifter or a Incursus is preaty impressive from my point of view. It is not the I Win button but it has a advantage in Tank against other T1 Frigs without a doubt.
The problem is that it cant use that tank without a propulsion mod, scrambler, and webifier. And that is 3 slots, which it does not have.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.27 22:49:00 -
[39]
Originally by: The Djego
I also used a Rifter with a Cap Injector(without a Web) and a Incursus with only a Plate and MFS and they worked to. Not any Ship has to be the same to work in the same situation. It is all about tradeoffs and the Punisher got a advantage and a tradeoff to.
A rifter with a cap injector gets:
mwd, scram, injector[to power the mwd and scram] od,od, nano
A Punisher would get
mwd, scram od, od, nano, nano
And still be slower, easier to hit and less cap stable.
A Rifter with a 400mm rt is actually faster than a punisher when both are using the same propulsion mods!
The tank on a punisher is not beneficial unless you can hold people down to use it. I.E. prop mod, web, scram. Otherwise the difference between the ships is to minimal in every day activity.
This is why the only real advantage the punisher has is when other frigates attack it[as it wont have a web or scram]
Quote:
Fitted at T1 Ships on a regular basis with T2 Weapons, saving 2-10 M per Ship Fitting(including Amno and Guns) is preaty mutch a advantage. On the Paladin or the Nightmare it is not by simply considering the base price of the ship and its insurance Payout. Also the extra Slots are a huge advantage(even without Overheating aspects) by fitting Remote Reps or Nos/Neuts even when offlined in a full gank Fitting. By a modified % rate of the Bonus on diffrent Ships you slove the 3,5,7 Guns aspect I can agree after rereading your post. I did like the work on the Omen and Maller and Prophecy but you did actualy add 2 or 3 Boni to the new Design(less cap use, more DPS, more Tank/more Cap) instead of yust one that is what looks overpowert to me.
The cost of lasers and ammunitions makes the savings very very low compared to all the other costs. Its 10% at best. And Amarr already have the most expensive hulls resulting in a worse loss there to make up for some of it[not all of it though].
It looks like 2 bonuses, but its not. Unless you think that lasers are 25% better than all other weapons right now. This is of course, a position it is pretty much impossible to take. Because if lasers were 25% better then the ships with damage bonuses would be clearly overpowered
E.G.
If lasers = blasters or autocannons x 1.25
Then Lasers x 1.25 = Blasters or Autocannons x 1.25 x 1.25
Such, a harbinger with lasers x 1.25 would be equal to a 7 turret Hurricane. Or a brutix with the stats of 8/4/6, 7 guns, 2x damage bonuses.
Since these are clearly false, and since the arguement is valid, the assumption must be false. Such lasers are not 25% better than blasters or autocannons.
Now, if they are not 25% better than blasters or autocannons, then the cap use bonus is clearly something of a non-bonus. Like an optimal bonus on an autocannon ship.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.28 06:40:00 -
[40]
Originally by: shinsushi
See Goumingdong, if you would had just proposed a 20% bonus per level instead of that built in 100% bonus, I think more people would have stood behind your Sansha idea. Its not an entirely outlandish bonus, and would ensure that amarrian ship would have fitted nothing but lasers (no more projectiles and other garbage.)
Like the abaddon w/ 5 turrets, 0 launchers and 20% dmg per lvl, still a cap hog, but not as bad as now w/ the same dmg as now.
Either way, you take the time to redo it, I'll take the time to ***** the thread for you.
A huge variable bonus presents the same problem as the steady bonus except that with a huge bonus you are especially useless before you have ship skll 5.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.28 06:43:00 -
[41]
Originally by: The Djego
First of the Fitting advantage. On a T1 Frig, a Omen/Maller or a Gedon it will be a lot more than 10%. Also you need at minimum 2 types of Amno(Scorch/AN MF for Puls as Example) since you have to buy a full crystall in the start this cost matters.
For example
Omen: - 25% less Cap Need for the guns -> ROF Bonus in the fixed Damage bonus inculded - 25% more Armor - Gun Damage: old 4x1.33(ROF Bonus) = 5.32, new 3x1.75 (role Bonus) = 5.25 + 25% Ship Bonus = 6.5 - 2 extra Highs(cause one is not any more a Misslehardpoint) = 4 new bonuses(Ok the Missle Slot is missing but that do not 23% more Damage)
I agree the Omen needs a boost and a Change but I think this is a bit to mutch compared to the other Tier 2 Cruisers.
What fitting advantage? There is a slight cost advantage, but since you have so many other modules to put on ships it isnt a big deal.
And 4 bonuses, how in the world could you possibly get 4 bonuses? I could imagine seeing 3 bonuses, but 4?
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.28 16:43:00 -
[42]
Originally by: The Djego
I take 2 two exta high Slots into account. Shure Small Nos/Neuts or offlined support Modules are not a big deal but still there and can be handy in some situations(vs a close Range Frig 2 Small Neuts can make a diffrence). Ok it is my point of view but extra slots(mayby not usefull in a Gank or Tank Fitting) are a bonus.
The idea is that they not be allocated fitting space for those slots
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.30 23:09:00 -
[43]
Originally by: Marn Prestoc Geddon/Abaddon are proof the racial design does work, Maller/Omen are failed implementations of the design, does that make the design bad?
Kinda, the Geddon/Abaddon are proof that the ganking racial design does work. But not so much that the tanking racial design works, of which they are no really strong examples.
That is why i like the Sansha design, not because the gankers wont work, but because its so hard to make the tanks up to snuff.
That or something else entirely needs to be done with them.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.12.31 02:03:00 -
[44]
Originally by: Lord WarATron
Amarr does have the worst tracking, and this should be made equal with Gallente or Minmatar.
No, NO, no, NO, NO, NO!
Highest optimal range, worst tracking. Amarr should have the worst tracking, heck, even the recent pulse tracking booust might have been to much. If there is any change to tracking that ought to be implemented, it would be to increase artillery tracking and reduce rail tracking. But it is unlikely that that is needed due to the other advantages of arties.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.13 11:40:00 -
[45]
Edited by: Goumindong on 13/01/2008 11:41:31
Originally by: Jonny JoJo
Approaching a ship to lower transversal is not always possible. You could be double/tripple webbed yourself as other ships have more mids than Amarr.
Go on - Admit it - Amarr trackcing sucks and you know it.
The trick is that you dont approach them,and its fairly easy to reduce transversal to working velocities. Tracking is an advantage, but its not going to make that much of a difference.
Especially because all of the difference it DOES make, it ought to make. If anything, amarr should have a larger disadvantage in the short range because otherwise balancing them well at longer ranges means that the inability to get under their guns decently well gives them too many advantages.
Originally by: Mila Prestoc
Nice try at deflecting your statement to another one, but both are still wrong, I guess your numbers just arn't accurate or you need to train your tracking skill.
Weapon Settings
Graph
Yeah, that hit chance is sooooooooo bad compared to the others , I even used t2 close range ammo with the tracking penalty and doesn't come close to 40% missing. Your dread weapon statement is even more incorrect.
Actually it is pretty bad when you get really low, even at tiny transversals, if an other ship can hold the amarran ship that close they ought to have a huge advantage. Of course this is intended.
But look at say, the differences at 1km, 2km, and 3km. Lets not use the megathrons tracking, but the hyperions, as well, the hyperion with 2 webs has a bit easier time of dictating transversal[as you need to be much faster than your target to do that and keeping him from keeping range].
1km expected dps modifier
Laser: 40% hit rate, avg dmg .3024 Hyperion: 50% hit rate, avg dmg, .395 Advantage Hyperion: 30.62% DPS advantage via tracking ignoring all other advantages
2km expected dps modifier
Laser: 79% hit rate. .7276 expected dps Hyperion: 86% hit rate, .8202 expected dps Advantage Hyperion: 12.72% DPS advantage via tracking ignoring all other advantages.
3km expected dps modifier Laser: 90% hit rate, .8752 expected dps Hyperion: 94% hit rate, .9319 expecte dps Advantage Hyperion: 6.4% dps advantage via tracking ignoring all other advantages.
Its not a huge difference unless you get really close or no webs are applied, but you cant pretend its not significant.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.13 22:09:00 -
[46]
Med range is valuable so long as you arent alone. The issue is the penalties on the smaller ships to attain these medium ranges[which arent all that impressive anyway]
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.14 16:54:00 -
[47]
Edited by: Goumindong on 14/01/2008 16:55:27
Originally by: The Djego Edited by: The Djego on 14/01/2008 14:33:41
Originally by: Lyria Skydancer
Originally by: The Djego 
Dude I know that fit looks like its going to work in theory, but it doesnt. Its subpar to a stabber. Youre forgetting something called agility. That omen setup wont work, a stabber will do the same job million times better.
It does with Barrage, T2 Guns, and Falloffrigs. Even then it has less Range(and shoots in deep Falloff). Also it runs out of Cap quite fast, has less Drones and less DPS. I can use a Stabber even with T1 Guns and get kills(and the Damage is far subpar to the Omen when shooting at 12-13km). Well yes the agility is bader compared to the Stabber but I can use the MWD as long as I need it(something the Stabber canŠt) aswell as I can resist Nos/Neuts and can tank more(compared to a Stabber). The stabber can tackle better and run better but when it comes to something called killing a Ship it is quite subpar to a Omen.
Without t2 guns, the Omen has no range advantage over the stabber. This is because the stabber goes from what is essentially a 0 range penalty on fusion to a 50% bonus on barrage.
Lasers go from a 50% penatly to a 50% bonus. I.E. the stabber gains ~50% range, the Omen gains a 300% increase in range.
Quote: 4x named Focused Medium Beams(or T2 Focused Puls with Scorch) Assault Luncher(usily Kinetic or Termal Missles)
10 MN MWD T2 Medium Cap Booster T2 Warp Disrupter T2(Tracking Computer in Gangs)
Small Armor Repper II EANM II DC II Nanofiber II named PDU(for Powergrid reasons, aswell as for a little Shild Buffer)
1 Axuillary Truster Rig
3x Small T2 Hobos
This is a really terrible nano omen fitting. Extraordinarily terrible.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.18 22:33:00 -
[48]
Originally by: Cpt Branko
Look, a Munnin with a EANM and DC II is a comedy fit - armour tanking a Munnin and using it like a Rupture is LOL.
You get 20% more DPS out of turrets over a Rupture and a tad less out of drones and better tracking and very good resists vs Amarr and Amarr only. Paying 130M to do marginally then a cruiser you can T2-fit really well for <22M LC is just lol, which is why I'm saying you're citing a comedy setup.
You actually do a lot better since you trade EANMS for specific hardeners and you have more base HP.
You run about 25% more dps, with 25% more hit points and better tracking. Its about similar to the other short range HAC improvements.
The reason you dont see short range Muninns is because the Vagabond is just a lot better than it with the falloff bonus and being so fast. No one would fly a Rupture either if the Stabber had 5 guns, a falloff bonus, and more med/low slots than the ruppy either.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.18 22:36:00 -
[49]
Originally by: Cpt Branko
(b) You are discussing PvE balance. A Bellicose is in every way inferior to anything else, and any Amarr ship will, in fact, kill one. Particularly with lasers.
This is false. Bellicose is pretty decent actually. About on par with an Arbitrator[less dps, more range, more speed, less utilty], certianly better than both the Omen and Maller.
It makes a good speed fit tech 1 cruiser, especially since it has plenty of non-tracking based dps and is very fast and light.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.19 07:51:00 -
[50]
Originally by: Cpt Branko
A nano-bellicose cannot really kill any other properly fit cruiser, except maybe a Omen and maybe a Stabber who's being too slow. Be serious.
Nano-bellicose either runs 2 LSEs and so has a pretty huge buffer tank for a nano ship, or it runs an LCB and never runs out of capacitor for its mwd.
It shouldnt have a problem with an arbitrator, thorax, or rupture[that isnt nano'd].
E.G. [Bellicose, New Setup 1] Overdrive Injector System II Overdrive Injector System II Nanofiber Internal Structure II
10MN MicroWarpdrive II Warp Disruptor II Large Shield Extender II Large Shield Extender II
[empty high slot] [empty high slot] Heavy Missile Launcher II, Thunderbolt Heavy Missile Heavy Missile Launcher II, Thunderbolt Heavy Missile Heavy Missile Launcher II, Thunderbolt Heavy Missile
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x3 Hobgoblin II x2
210 DPS: 3200m/s
OR
[Bellicose, New Setup 1] Capacitor Power Relay II Power Diagnostic System II Nanofiber Internal Structure II
10MN MicroWarpdrive II Warp Disruptor II Large Peroxide I Capacitor Power Cell Large Shield Extender II
Assault Missile Launcher II, Sabretooth Light Missile Assault Missile Launcher II, Sabretooth Light Missile Assault Missile Launcher II, Sabretooth Light Missile [empty high slot] [empty high slot]
[empty rig slot] [empty rig slot] [empty rig slot]
Hammerhead II x3 Hobgoblin II x2
Which perma-runs the MWD at 2280m/s. Target drones first and then go after your target that cant get to you or track you all that well.
You might have an issue with mallers and omens, but eh. There are other fits that are probably better, but im not really going to bother looking at them. The Bellicose is a fine ship, its not super-fantastic, but its still a fine ship.
Quote:
If you trade EANMs for specific hardeners, you have a problem. Cap. Since there is no concieveable way to sustain cap for a repping hardened setup on a Munnin, you are relying on plates to keep you alive. Not having resists which are good for armour tanking means you're vastly inferior to any other short-range HAC even ignoring the fact you're outdamaged by them.
Its a good thing then that repping setups are roasted by passive setups.
Guns, Missiles mwd, web, scram Ex, Kin, DC, plate, [dmg mod, or rep depending on how long you expect to be out].
rigs to taste.
Tech 2 resists are the same for everyone. The only difference is against whom your advantage is extracted, but in the end, its still 3 free hardeners. Whether or not you want to armor tank or shield tank depends entirely on fitting and slots.
For instance, a Deimos gets 2 free kin hardeners and 1 free thermal hardener. Fit with a tank such as
ex, eanm, dc you actually end up with a slightly worse tank against lasers than a tech 1 ship, and slightly better on the rest[except kin]. In the same way that the Muninn only breaks even against a tech 1 ship fitting "ex,kin,therm,dc" when fitting "ex,kin, DC] against autocannons and blasters, but still maintains a huge advantage against lasers.
The short range muninn isnt perfect, but that its terrible is largly a myth.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.19 14:27:00 -
[51]
Originally by: Cpt Branko bellicose stuff
You over-estimate the ability of the other ships while under-estimating the bellicose. Look at the real numbers and you will see why its fairly strong.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.21 17:25:00 -
[52]
Edited by: Goumindong on 21/01/2008 17:25:25
Originally by: Cpt Branko
Well, they did not reply to the Khanid Mk 2 thread either. They did almost exactly as proposed, and have made a line of awesome ships (yes, they do not use lasers, but Khanid were not meant to use lasers anyway). So don't rule c2) out as a option - they've done it before, and done it very well.
They did not do almost as exactly as proposed. Sarmaul's suggestions were much weaker and of different style than the implementation that CCP decided upon.
Quote:
1) Give 40% cap reduction to small lasers of both types. 2) Replace the 10% laser cap use bonus with a 5% laser damage bonus for all Frigate/Destroyer sized vessels. 3) Replace the Retribution's extra highslot with a midslot - one midslot ships are a joke. 4) Increase base capacitor amount by 5% on all Frigate/Destroyer sized Amarr laser ships to accomodate the lack of final 10% cap use at ship skill V.
The coercer is the best destroyer in the game, it doesnt need to be better.
Quote: Cruiser/Battlecruiser class ships 1) Give 40% cap reduction to medium lasers of all types. 2) A Bunch of Overpowered Cra
2) 5% dmg does not fix the Prophecy or Maller 3) Optimal Range increase breaks the Absolution, Zealot, and Harbinger[as in, overpowers them] 6) Omen needs much more than 70 PG IIRC 10) No. The Prophecy is a battlecruiser. All battlecruiers ought to have a spare slot for a gang module. A 4th med also wont really fix the ship.
Originally by: PeacefullNub
Did they thinked about that amarrs will be most SP heavy race in game?
Khanid has nothing to do with Amarr being skill intensive. All the Khanid changes were awesome, and it only makes you look like an idiot when you whine and ***** about them.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.21 18:33:00 -
[53]
Originally by: PeacefullNub
Originally by: Goumindong
Khanid has nothing to do with Amarr being skill intensive. All the Khanid changes were awesome, and it only makes you look like an idiot when you whine and ***** about them.
Im a noob. maybe you right - how long it takes to learn all rockets and HAM related skills (including generaly dps + range skills)? And where could i use them beside 1 ceptor 1 af 1 HAC and 1 comand ship? When i trained gunnery skills i know at least that amarr frigs, then cruisers, then bc, then bs, even dreads need them
it doesnt take long to learn HAMs and supports to a reasonable level. Train them after you get into HACs.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.22 14:46:00 -
[54]
Originally by: PeacefullNub
It takes for me 154d to learn ham II and rokets + all suport skills at 5
It takes 13d just to use hams II + 17 days to learn support skills at 3-4 lvl.
it takes 23 days to use any other racial AF, ceptor, hac, recon, command (racial frigate lvl 5 + racial cruiser lvl 5).
23 days for the hull. More for the weapons and tanking[if necessary].
Quote: if you must to chose:
I'd rather specialized and fly the fewer ships better.
Its actually faster for an Amarr specialzed player to fly the ships than it is for a Caldari Specialized player to fly the ships.
Originally by: PeacefullNub
No - you can chose projektile ships or projektile+missile ships in allmost all categories (how many ships have missile bonuses?). You can easily avoid missiles if you dont whant to train them and still find good turret ship to fly.
There are a total of three Minmitar ships which do not benefit greatly by adding missiles of various sizes. The Sleipnir, Claymore, and Maelstrom. Two of these require impecable leadership skills of higher quality than the missile skills in order to not gain these benefits and the other tech 2 large guns, the single longest skilltrain in the game.
Amarr do need a lot of skills to be effective. Mainly because we need so many more level 5s in order to extract the range advantage that we have. But training missile skills is not some terrible onus on the players.
Originally by: Cpt Branko
Well, OK, not exactly. Truth be told, I remember the thread kindof vaguely, but I do remember Sarmaul did suggest armour-tanking missile ships.
It IS annoying when you get a noob saying 'oooh, nobody wanted Amarr missile ships, booo hooo training'. Khanid with mixed missile/laser slots were a abomination and horribly broken..
Well, frankly, i would have gone with true shield tanking laser boats[I.E. similar slotting compared to Caldari ships, but eh, either way is better than what they were.
Originally by: Cpt Branko Maybe...
No, not maybe. The Coercer is just plain better than the thrasher at the things they both do, which is kill frigates.
5% damage and 4 meds would not fix the punisher. The only ships which dont have spare slots for gang mods are Gallente, and they ought to. Losing supplimentary damage for a gang mod is a no brainer.
5% damage would make the maller more competitive like perfume makes a piece of **** smell better. Its still smells like a piece of ****.
Quote:
As for giving the optimal bonus to the 'good ships', well, giving them another damage bonus would overpower them.
Giving them a tracking bonus; no, would really make them too good. Tracking bonuses on long-range guns are incredibly powerful.
Newsflash. Optimal range bonuses are even better on long range guns
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.22 15:34:00 -
[55]
Edited by: Goumindong on 22/01/2008 15:35:02
Originally by: Cpt Branko
Well, yes, it preforms amazingly well. Honestly, the lack of mids (not the lack of firepower or anything, if nothing the Coercer is vastly better then the Gallente and even Caldari dessy) always bothered me for any small gang usage where the Thrashers do a hell of a job, since you can fit a MWD, point and MSE (if you are using ACs) or whatever (if you are using arties). I do feel that that is kindof beyond the scope of the discussion though ;) What could you give the Coercer instead of cap use? Cap amount seems kindof pointless honestly, more tracking is not needed anyway and would make it too sick, armour resists are rather pointless for a destroyer (although, I guess, could give it 2-3 more seconds of firing before explosion). Hm.
Just leave it alone. Armor HP/Resists wouldnt be too bad. Or more fitting. But really you can just leave it alone, its fine.
All destroyers are fairly weak for small gang work, but good in large fights. That the thrasher is better in large fights is like saying a pulse geddon is better in large fights compared with an AC tempest. But since they are both utterly useless its not really a good thing.
A low skill tech 1 stabber or rupture will be better than the thrasher in small gang work.
Quote:
Prophecy, you mean - anyway, they would make it a vastly better combat ship.
Or you could run a harbinger with 50% more damage and 12-15% less tank[of even that]
Quote:
I think 5% damage on the Maller (in addition to lowering HP requirements a bit and giving the Maller just a bit more fittings, I believe I suggested both) would make it a competitive cruiser. Would it still be somewhat inferior to a Thorax at short-range? Yes. Should it be inferior to a Thorax at point-blank? Yes, of course it damn well should.
Inferior to a thorax at point blank, to a moa in the long range, to a rupture in the medium range[and long range], and to an Omen in the long, short, and any range.
Quote:
Well, I meant short-range guns which have the capability to hit at medium range. See, give it tracking and it toasts tacklers coming after it.
Give it optimal, and it's silly awesome with beams, haven't considered that (don't use long-rage guns, since I do mostly small gang combat where it's not too feasible to do so). What *can* you give to these ships to not break em? Cap amount?
Not sure, but really its not a simple bonus.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.23 15:26:00 -
[56]
Originally by: Meridius Dex Well, as promised, it's been over 15 pages since the last time I posted this. So I'm back with my short list of cast-iron solutions to the Amarr issue (all of which ought be ludicrously easy to test/implement - no complex mathematical astrophysics tasks required by CCP).
These solutions dont work at all, let alone being "cast-iron"
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.23 22:08:00 -
[57]
Originally by: Meridius Dex
Originally by: Goumindong These solutions dont work at all, let alone being "cast-iron"
I disagree. They are perfectly viable and ought be investigated by devs, if not immediately implemented.
That's great, you're wrong.
Some ships dont need new bonuses, some ships wont be fixed by new bonuses. Such, new bonuses cannot fix the ships. Only a few ships could be fixed by new bonuses, but those would then provide problems in other areas.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.24 11:30:00 -
[58]
Originally by: Meridius Dex
Goumindong, you seem avowed to keeping Amarr permanently gimped versus other races. That's fine if you have eleventy-billion skill points, as I'm sure you do. But just because you can fly them half-decently with maxed out skills doesn't mean they aren't seriously gimped all the same for the rest of us.
Ill get to the rest of the post later. But i just wanted to quote this because its utterly hilarious.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.24 22:23:00 -
[59]
Originally by: Meridius Dex
Originally by: Goumindong
Originally by: Meridius Dex
Goumindong, you seem avowed to keeping Amarr permanently gimped versus other races. That's fine if you have eleventy-billion skill points, as I'm sure you do. But just because you can fly them half-decently with maxed out skills doesn't mean they aren't seriously gimped all the same for the rest of us.
Ill get to the rest of the post later. But i just wanted to quote this because its utterly hilarious.
Glad you're entertained. I have not been by your replies, of course, as you have still not provided one intelligent, informed reply to any of my stated arguments. So far all you've provided is snide retorts with no substance.
Besides, keep quoting me all you like - at least it keeps this thread bumped.
You have not provided an argument as to why you are correct. I have provided an argument as to why I am correct.[Specificially you stated originally that you were right, and i stated you were wrong, because adding bonuses will not fix most of the ships that need fixing, and many ships do not need bonuses. You then went on to say that EM resistance change was the answer without actually saying why]
You also clearly havent been keeping up with the discussion that has been going on outside of this thread.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.24 23:27:00 -
[60]
Originally by: Meridius Dex
Yep, as I suspected. No legitimate counter-arguments to any of my 3 main points. Just more dismissive arrogance, with nothing to back it up. Thought you were going to take me apart?
And the primary discussion is in this thread - and I've read every post.
The primary disucussion started over a year and a half ago. This thread did not. There are many other threads discussing the issue in various other places. This thread is an abortion[refering specificially to the OP] created because the mods didnt want to deal with multiple threads poping up in general discussion
Also, its impossible to prove a negative. For instance, i say it doesnt work and point out specific points where it doesnt work. But it is impossible to prove it does not because i cannot run down all the instances and then rule out each one. But you can provide instance it does work, disproving me. Which you have not done.
The Amarr problem is not so simple that changing the resistance profile and adding a bonus to the ships will fix the ships where there is a problem. The frigates/cruisers/zealot will still suck, the absolution and harbinger will still occupy no clear role while not being explicitly better than the other options, the battleships will still be good with pulses except now better and possibly overpowered, you still wont be able to fit the snipers[except the Zealot, which will suck, or be overpowered depending on the bonus given], and you will still have no strong tanking option due to the mechanics of range and damage.
Show me why it works and ill believe you. But ive run down that path before, and it doesnt fix it.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.24 23:34:00 -
[61]
Originally by: Tenox Teros
I have first hand knowledge that in a straight up fight, armageddon or abbadon vs megathron or hype, Amarr will come out on top every time (edit: This is with similar sp and fits and not specialized to fight each other). Phoon does great dps, if you have twice the SP as any other ship type requires. Tempest is a joke for dps, but can move. Maelstrom is overpowered 
Is this a joke? The tempest does fine DPS[just check out the time to kill vs plated setups for a 1 gyro passive tempest in this thread]. And the Geddon or Abaddon will never kill a thron or hype alone in non-specialized fits.
Originally by: Cpt Branko
No it isn't. Read part #1 and part #2. It says, basically: "While Amarr ships can beat equally skilled pilots in other races ships, they are inferior to other races ships because I saw that people can beat noob pilots".
This doesn't make sense.
Except that he said "While amarr ships can beat other races ships, this does not say anything about the ships since it leaves the variable of the pilots and fittings"
Specificially he is calling into question the differences in quality between what kil2 is flying and his opponents are flying. Since we dont know what his opponents are flying, its tough to determine real differences. I mean, not that they should, but they dont.
That all being said, we know there isnt much problem with Amarr battleships in the Geddon and the Abaddon except as snipers. They have the longest range of battleships and rightfully do the least DPS up close[against most tanks]
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.25 00:16:00 -
[62]
Edited by: Goumindong on 25/01/2008 00:19:39
Originally by: Kil2
which is just as absolute and wrong. the problem this kind of discussion is that you can pair ships up in eft and do maths or whatever but when it comes down to it every actual fight is going to have too many variables to make an absolute conclusion. sometimes the mega will win. sometimes the geddon will win. so the discussion has to be- does the geddon have an outstanding disadvantage (that it isnt "supposed" to) that prevents it from winning more often than it should.
No, its right. No equally skilled Megathron or Hyperion will lose to an equally kitted Abaddon or Geddon assuming none is specificially fit for the other and they arent fit like idiots. The Abaddon and Geddon simply do not do enough dps to overcome the damage type advantage, and the tanking they excell at is advantagious in gang fights and not solo fights.
In the most advantagious fits[Passive plated Abaddon vs Passive Plated Megathron] to the Amarr, the Megathron will win so long as it closes against the Abaddon in about 30 seconds. In the least advantagious fits, the Hyperion will tank the entirety of the damage the Amarr does until the end of the fight.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.30 23:54:00 -
[63]
Originally by: Meridius Dex (What do you have to say now, Goumindong?)
Its an unjustified sweeping change that modifies more about the game than the intent of the blog lets on. Its dangerous at best.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 04:32:00 -
[64]
Meridus, do you even bother to read what people write?
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 07:49:00 -
[65]
No, it unquestionably makes Amarr stronger. That isnt the question.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 08:28:00 -
[66]
Stop trolling jojo.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 18:24:00 -
[67]
So what you are saying is that you are taking numbers out of context in order to make a point? A point that is disproved by putting the numbers back in context?
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 20:23:00 -
[68]
Originally by: Jonny JoJo
I thought the point was Amarr has worst close range tracking. No matter how you play the numbers, it ends up the same - Amarr have worst tracking. E.G Missing a Webbed typhoon on 40% of shots with 20m/s transversal at a distancec of 1km. This is nuts - thats like a 40% build in resist all! If a cheap webber is used, then the missed shots is far higher
Dont shoot a typhoon at 1km/s unless you are burning the opposite way reducing transversal to increase the damage of your shots them.
Amarr do have the worst close range tracking, they ought to have the worst close range tracking. How in the world would other races compete if Amarr didnt have the worst close range tracking?
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 22:24:00 -
[69]
Originally by: Jonny JoJo
Please prove to me that people use mid range pvp.
Every alliance I see have wither close range ships and long range snipers. mid range is obsolete
Log on and jump into almost any 0.0 system. Fly around a bit and when you explode, note the ranges at which the ships were when you exploded.
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