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daemorhedron
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Posted - 2007.11.25 20:32:00 -
[511]
Edited by: daemorhedron on 25/11/2007 20:33:35
Originally by: Random Idiocy
Because unlike minmatar and gallente we cant randomly just fit mwd on everything and slap a cap booster in a mid to negate all the drawbacks.
...officially give up on you.
Originally by: Moghydin Amarr problem is - 2 damage types (and the most tanked ones)
Dunno about that.
Originally by: Moghydin Honestly, laser's can't do any type of damage except EM and Therm.
Yeah, it just seems weird to give them explo or kin.
Originally by: Moghydin
...ship bonuses that only make it possible to fit and use the weapon and very cap hungry guns... To overcome this Amarr ships need to get a "racial role" in lasers cap use and get normal bonus (dmg or RoF) instead.
They should get a different bonus than cap usage, yes. This point has been made MANY times, especially in this thread, and is one of the few points of contention where just about everyone can agree.
Originally by: Moghydin
Some resistances should be reworked. There are ships that have insane EM resistance even before fitting any tank.
Possibly, but I consider this to have a lower priority. Call it something to be examined for 'phase two'. My gut feeling is they don't need reworking at all, but I'd be willing to look at this closer so I could make a properly informed opinion.
Said it many times now, but I'd swear that some people are starting to just outrightly whine or even troll. I don't see realistic solutions being posted. I don't see realistic issues beyond the ones I've repeatedly identified. There's a difference between what is good for an entire race of ships (or even all the ships in eve) and things that just bug the crap out of you personally. Have the wisdom to identify between the two and accept that EVERYTHING must have a weakness.
Things that need *immediate* addressing are: 1. laser fittings - most ships can't fit a full rack of max damage weapons. Admittedly not all amarr ships SHOULD be able to, but let's face it, laser fittings are just stupidly tight. IMO, the magical '8th slot' issue should be addressed at this point too, but I'll take what I can get. 2. laser cap usage - even with most amarr ship bonuses, it take a hell of a lot of juice to fire lasers. Sure lasers have other benefits, but the cap rate usage seems to come prenerfed. Drop it substantially. 3. laser cap usage bonus needs to be changed - as stated, lasers pretty much come prenerfed on cap charge, and having a 'bonus' like this on majority of your ships is pretty insulting. I trust the dev's wisdom to change this into something better (cap recharge, cap size, ROF, damage, whatever).
Just about everyone can agree on these points and label them all 'critical'. With these key changes, amarr ships would at least 'stabilize' and we can argue about further changes after we've gotten that far.
(ftr, #4 up there really should be 'Where is the Amarr emperor', but won't venture into RP territory)
Even if these changes never go through, does this make Amarr a bad race? HELL NO. If you don't like Amarrian ships, DON'T FLY THEM. Plain and simple. =P
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Lyria Skydancer
Amarr Uninvited Guests Cult of War
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Posted - 2007.11.25 21:05:00 -
[512]
Originally by: daemorhedron
...
No its not weird for lasers to do explo or/and kin. You can explain it with physics. Its not a stupid and unrealistic idea either. Ever seen a blaze m? DO NOT MIX REALITY WITH EVE. Reality = reality, eve = a game, mkay?
Me and many amarr pilots are still going to fly amarr even if we never see the change. One would expect that ccp atleast try to have that amarr-fix meeting soon.
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Xeron Silverblade
Esthar Industries Tres Viri
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Posted - 2007.11.25 21:06:00 -
[513]
(didn't read all - so don't know if it had been mentioned)
amarr had THE recon with curse/pilgrim and their nos-abilities.. but now that's gone.. you might rethink the nos-nerf maybe... i see no use in using nos now after the nerf... nossing a %age of the target's cap may be more reasonable than the implementation as it is now.
concerning the op: signed.
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5pinDizzy
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Posted - 2007.11.25 21:41:00 -
[514]
Something I saw a while ago, It doesn't say anywhere but on the ingame info, but all Amarr Laser weapons do about 65% EM damage and 35% Thermal, I think if these two figures were reversed to 65% Thermal and 35% EM it would help a lot.
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djenghis jan
Amarr Debiloff's Vanguard
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Posted - 2007.11.25 22:27:00 -
[515]
all this is well know, i grew tired of it and decided to cross train to all other races. This way you can't be nerfed anymore :-)
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Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.11.25 23:27:00 -
[516]
Originally by: djenghis jan all this is well know, i grew tired of it and decided to cross train to all other races. This way you can't be nerfed anymore :-)
Yeah. Seems no point using Amarr in the next expantion. CCP fix for Amarr is in EVE Trinity - The Trinity of Caldari, Gallente and Minmatar! |

Gabriel Karade
Nulli-Secundus
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Posted - 2007.11.25 23:28:00 -
[517]
Originally by: Imperator Jora'h Edited by: Imperator Jora''h on 10/11/2007 06:18:48
Originally by: Corwain The Domi is not a very damaging ship like you try to skew it to be.
You fail at flying Gallente, perhaps you fail at Amarr too and that is your problem?
From the Ships section on the forums I pulled the following builds:
Armageddon: Effective Hitpoints ū 41,418 Total DPS ū 1,060
Range (Optimal+Falloff): 15+10
Dominix:
Volley Damage ū 2,297 Range (Optimal + Falloff): 3.8+10
The Armageddon versus the Dominix we see the Arma has the best DPS but only barely edges out the Dominix in that category....
Range? The Domi can put its drones on the Arma immediately and will spend at max 1 minute closing range where the Arma can get free shots. If the Domi throws webber drones can be faster still. Once the Domi is in range it is all over for the Arma.
And this is where you guys always fall down... one vs. one Battleship combat is a rarity. You use this rare situation to justify ignoring the massive range advantage (Hello?? virtually same damage at 4.5x the rage isn't a huge advantage??...) but now put it into the context of a realistic situation; jumping through a gate into a small fleet fightą
Blaster boats waste an enormous amount of time (and cap) MWD'ing from target to target; your Megathrons and Dominixs are scattered over a sphere 30km across and contrary to apparent popular belief, a MWD on a Battleship does not instantly land you on top of the enemy, does not make you 'difficult' to hit.
The pulse boats on the other-hand don't have to move at all to engage... the combat envelope is perfectly suited to such a fight. Lock target - fire, lock next target - fire, lock next target - fire...
There are some interesting points raised, but it's a fallacy to suggest the entire line is somehow 'broken' - they aren't, there some tweaking needed yes, but as time and time again has shown, anything more that small tweaks here and there, leads to the major problems down the line.
Oh and lastly, a whole truckload of concepts and doctrines are going to be irreversibly changed after trinity (scripts), and I doubt anyone knows exactly how that will affect things and pecking order of beams, railguns and artillery and the associated ships mounting them...
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Video - 'War-Machine' |

Gabriel Karade
Nulli-Secundus
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Posted - 2007.11.25 23:44:00 -
[518]
Originally by: Felysta Sandorn For all those still complaining about the Dominix setup, just to prove my case here, I'm going to change the guns on the Domi setup to Ions (needing a lot less powergrid, and therefore no reactor control units), and check the damage output:
Originally by: Felysta Sandorn The Armageddon: Fitting: 7x Mega Pulse, 3x Heat Sink Ammo: Conflagration Volley Damage: 2820 Damage Per Second: 1184
The Dominix: Fitting: 6x Ion, 3x Magstab Ammo: Void Volley Damage: 2833 Damage Per Second: 1221
The Dominix still out-damages the Armageddon and all other tier 1 Battleships. It should also be noted that the Domi setup has tonnes of free CPU to fit a tank and tackling gear, whereas the Geddon lacks in that area (even after the CPU buff)... Plus, the Domi can carry spare drones (unlike the Armageddon), has 5 free midslots for EW (compared to the Geddon's 3), and only has one less lowslot! Finally, the new Dominix setup can sustain cap for over 17 minutes, while the Geddon runs short at just 4 minutes and 13 seconds...
I hope that'll put to rest the complaints about the Dominix!
And no grid to fit it...
You need with AWU V, an RCU II to fit Electrons and a Single LAR II. You can of course fit a pair of powergrid rigs, and use a pair of medium cap injectors, but you double the base price of the ship in the process, so I really don't see where you are getting this '6x Ion setup with tank and tackling'... ----------
Video - 'War-Machine' |

Jobby
Minmatar UNITED STAR SYNDICATE Ka-Tet
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Posted - 2007.11.26 03:08:00 -
[519]
omg too many words. My bastarding eyes hurt. Isk laundering 4t ignore
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Xaldor
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Posted - 2007.11.26 03:46:00 -
[520]
Originally by: Jonny JoJo
Originally by: Goumindong
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.
I think what he means is that
PvP = highist average resist = what people do PvE = highest NPC damage type resist = what people do.
Either way, that guy never used a amarr ship vs 92.5% resist minmatar ships, so I am trying to work out what his meaning is
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.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.26 03:58:00 -
[521]
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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watermelon420
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Posted - 2007.11.26 04:22:00 -
[522]
*signs*
I think we Amarr's should return to our former glory. Seriously, why did CCP make us that weak, your analasys crushed my pride of being an Amarr pilot.
I thought CCP where paid to BALANCE the game not nerf a race so bad that no one in their right mind would pick.
I hope trinity fixes this underpowered race...
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Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.11.26 08:24:00 -
[523]
Originally by: watermelon420 I hope trinity fixes this underpowered race...
Dude - its called Trinity for a Reason - Trinity meaning Three powerful, which is Caldari, Gallente and Minmatar! CCP fix for Amarr is in EVE Trinity - The Trinity of Caldari, Gallente and Minmatar! |

PeacefullNub
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Posted - 2007.11.26 11:10:00 -
[524]
Originally by: Jonny JoJo
Dude - its called Trinity for a Reason - Trinity meaning Three powerful, which is Caldari, Gallente and Minmatar!
Lets hope for the best - a Trinity it union of caldary missiles (half done) gallente drones (1\4 done) and speed of minmanar (hope for it) in one godlike race (quess who? ).
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Ulric Denrai
Amarr The Secret Fleet Brutally Clever Empire
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Posted - 2007.11.26 12:22:00 -
[525]
Signed / Good post ,for those 16% of eve members that is a Amarr.
Now you know why 
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Xaldor
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Posted - 2007.11.26 12:37:00 -
[526]
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.
My Rokh:
EM: 79.3% Thermal: 83.5% Kinetic: 87.6% Explosive: 84.5%
About 8% difference.
Would there be a massive difference with being able to choose the damage type?
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Hermosa Diosas
The-Secret-Service Retribution.
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Posted - 2007.11.26 14:25:00 -
[527]
Edited by: Hermosa Diosas on 26/11/2007 14:25:41 Yes amaar and lasers really suck big time I had a T2 HAC Zealot sniper fiiter, T2 Heavy Beams, lots of T2 Heat sinks, Tracking Enhancers and Trackign Computers, purely for damage no tank..Aurora lasers Agressed a BC from 100km and you know what 80% of the time with all those tracking mods etc it did nearly no damage y missing!! , nadda!! And ive got damn good gunnery skills and everything else so its not the nublet factor!! CCP Sort this out what an absolute waste of money and time setting these up, its supposed to be an HAC wit T2 fittings for god sake and does hardly no damage..
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Lord WarATron
Amarr Black Nova Corp Band of Brothers
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Posted - 2007.11.26 14:30:00 -
[528]
Originally by: Xaldor
Would there be a massive difference with being able to choose the damage type?
Yes.
E.G I fire 100 damage at a target. If they have 99% resist, they take 1 point of damage. Now if they had 98% resist, they take 2 points of damage. That is a 100% increase in damage taken done by a single 1% of resist.
Armour tankers use EAMN/DC so EM is highist resist. Shield tankers use Invul + EM harnders so EM is usually 2nd highist resist on a 2 Invul, 1 Em setup, which is what Pvpers who shield tank tend to use. Most pvpers armour tank so you are doing almost half EM damage straight off the bat, and it is this that hurts Amarr. --
Billion Isk Mission |

Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.26 14:40:00 -
[529]
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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Xaldor
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Posted - 2007.11.27 04:58:00 -
[530]
Originally by: Goumindong
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.
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.
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P0etank
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Posted - 2007.11.27 05:13:00 -
[531]
/Signed

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Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.11.27 15:17:00 -
[532]
Edited by: Jonny JoJo on 27/11/2007 15:18:11
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.
Eh? You saying Amarr are ok on PvE because you shield tank when doing missions on a drake? You are aware that angels with 73% EM resist on shield, but around 40% on explosive creates a problem to those who cannot choose damagetypes.
PvE relies on being able to hit the enemy with their weakist resist and being able to tank the damagetype they throw at you. Sure, Amarr can tank their damagetype, but can they stuggle to kill non-blood/sansha rats.
PvP relises upon the highist average resist with the given number of free slots. This means that EANM's insted of active hardners are more competitive as it gives a higher average resist. Amarr lasers were balanced before EANM's were changed with Armour Compensation skills, so bam, Amarr do pretty much half damage to anyone who uses Compensation skilled effected EANM setups.
Thats the problem, not your drake! /CCP fix for Amarr is in EVE Trinity - The Trinity of training either Caldari, Gallente or Minmatar! |

Xaldor
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Posted - 2007.11.27 15:44:00 -
[533]
Originally by: Jonny JoJo Edited by: Jonny JoJo on 27/11/2007 15:18:11
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.
Eh? You saying Amarr are ok on PvE because you shield tank when doing missions on a drake? You are aware that angels with 73% EM resist on shield, but around 40% on explosive creates a problem to those who cannot choose damagetypes.
PvE relies on being able to hit the enemy with their weakist resist and being able to tank the damagetype they throw at you. Sure, Amarr can tank their damagetype, but can they stuggle to kill non-blood/sansha rats.
PvP relises upon the highist average resist with the given number of free slots. This means that EANM's insted of active hardners are more competitive as it gives a higher average resist. Amarr lasers were balanced before EANM's were changed with Armour Compensation skills, so bam, Amarr do pretty much half damage to anyone who uses Compensation skilled effected EANM setups.
Thats the problem, not your drake!
lol how did you get to that conclusion from what I wrote? I said lasers were okay for PvE? I said that is the area where lasers are most problematic.
You are repeating exactly what I said in relation to PvP, anyone who has any kind of tank worth noting will balance out their resists so there is no major hole and will more than likely be able to tank at least 3x what you can possibly dish out with a maximum dps ship so the damage types are largely irrelevant.
If a ship is not built to tank then it doesn't really matter where the hole is because basic resists with a subpar tank is not going to slow your death down by much, you can either tank or you can't.
In large scale fights nobody can realistically tank outside of a capital ship. Lasers are difficult to fit and take a ton of cap to do good damage, I agree they need tweaking but I don't think the damage types is a major problem. If you are struggling to damage a ship with em/thermal then probably everyone else is having the same issues.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2007.11.27 20:06:00 -
[534]
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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lestus
Amarr 5th Front enterprises DAMAGE INC...
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Posted - 2007.11.28 00:15:00 -
[535]
as a Pure Amarrian build /signed
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Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.11.28 08:04:00 -
[536]
Edited by: Jonny JoJo on 28/11/2007 08:04:30
Originally by: Xeron Silverblade (didn't read all - so don't know if it had been mentioned)
amarr had THE recon with curse/pilgrim and their nos-abilities.. but now that's gone.. you might rethink the nos-nerf maybe... i see no use in using nos now after the nerf... nossing a %age of the target's cap may be more reasonable than the implementation as it is now.
concerning the op: signed.
This nos thing is my biggist concearn especially with the new nos frigite coming out. I mean, who on earth is going to want a nos frig? What possible use in the real wold pvp can a nos frig have that would not be better complemented by someone having another ship? /CCP fix for Amarr is in EVE Trinity - The Trinity of training either Caldari, Gallente or Minmatar! |

Agil TradeAlt
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Posted - 2007.11.28 23:45:00 -
[537]
Originally by: daemorhedron Whups, left out a glaring reality, and that is that the amarr recons need close examination and reworking.
Defently. Not only that but also the new Amarr EW ships seem kinda pointless.
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Meridius Dex
Amarr Species 5618 R0ADKILL
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Posted - 2007.11.29 03:07:00 -
[538]
Among the Trinity patch notes released so far, is there ANY indication that any of these issues are being addressed with the new update? -- Meridius Dex --
Amarr = EVE on Hard setting |

Jonny JoJo
Amarr Imperial Academy
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Posted - 2007.11.29 12:10:00 -
[539]
Edited by: Jonny JoJo on 29/11/2007 12:11:25
Originally by: Meridius Dex Among the Trinity patch notes released so far, is there ANY indication that any of these issues are being addressed with the new update?
No indication at all. In fact, it looks like the existing half decent amarr ships are going to get further nerfed, and a lot of new Amarr ships that are getting added in are compleatly useless compared to what other races are getting. /CCP fix for Amarr is in EVE Trinity - The Trinity of training either Caldari, Gallente or Minmatar! |

PeacefullNub
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Posted - 2007.11.30 12:12:00 -
[540]
Trinity patchnotes results - no light in the end of a tunnel Gallentians: nefred 2 ships (myrm and eos) but new fraction drones, new drone commands, improved ares, etc. - I consider that they have light boost after all. Caldary: many improvements in all (agility of the ships, the new torpedos, new bonuses for ecm recons, cap reduction for ECM, etc.) Minmatars and amarrs have allmost no direct changes. But it is 2 races that need them. It is not even Trinity - it is Power of Two 
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