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Ellaine TashMurkon
CBC Interstellar The Unseen Company
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Posted - 2008.01.11 10:47:00 -
[1]
Edited by: Ellaine TashMurkon on 11/01/2008 10:47:10 Give Amarr plain more cap. Like, +20% for every ship. They were supposed to have better reactors but they do not really have advantage over gallente here. Abaddon has even less cap then Hyperion and same base cap regen.
Simple cap boost is good for pve (rechargers) as it means 20% better base recharge rate. But unlike bonus to recharge time, its also good for pvp (with boosters - its still better safety margin in short fights or dealing alpha in fleet).
They'd also use a plaing bonus to armor HP.
Ok, I know its not as "exciting" as dealing explosive damage with lasers, or as "balancing" as making lasers identical to hybrids damage and cap-use wise. But it goes along with the simple Amarr design philosophy (if it doesnt work, add more power)
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Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.01.11 10:58:00 -
[2]
They could use a better capacitor, especially the abaddon which does not have the -10%/lvl cap use per level. Hybrid weapons are not cheap in terms of capacitor, but at least your cap use doesn't depend on your level in the ship skill, making the ships totally crap at low skill level. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |
Jurgen Cartis
Caldari Interstellar Corporation of Exploration
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Posted - 2008.01.11 11:43:00 -
[3]
Edited by: Jurgen Cartis on 11/01/2008 11:43:22 To be honest, I've thought that changing the 10% cap use per level into a 50% Role Bonus on all Amarr ships, then giving them something else would definitely go a long way towards making Amarr considerably better.
Problem is it would make the laser ships that currently DO work (Abaddon in particular) into pwnmobiles.
Plain more cap helps too, only danger I see there is someone rigging up a Navypoc for sustained triple rep with 1400mm IIs or somesuch. -------------------- ICE Blueprint Sales FIRST!! -Yipsilanti Pfft. Never such a thing as a "last chance". ;) -Rauth |
Eleana Tomelac
Gallente Through the Looking Glass
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Posted - 2008.01.11 17:04:00 -
[4]
This comes back to 'the lasers are wrong, not amarr ships'.
Because yes, they can tank properly, but... They have a hard time fitting lasers and The lasers eat their cap so they no more tank!
Which in the end is not good at all.
Still, there are working ships in amarr, and less working ships, maybe the ships aren't balanced inside the amarr and with a rebalance inside amarr and a laser change it would be fine? -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |
xaioguai
Minmatar
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Posted - 2008.01.11 17:39:00 -
[5]
disagree....at least on BS level
in PVE, amarr BS doesn't have much cap problem, or maybe they do, but others have tanking issues.
in PVP, amarr should be the one out caping anyone else. but the advantage was taken away from cap booster 800. megathrone, hyperion, can boost mwd 3 cycles and still tear amarr ships apart before cap ran dry. now....to keep up the race, amarr ship fits cap booster, at the end whats the point of having more base cap.
imho....to fix amarr, nerf cap booster and make it selective modules like target painter or tracking disruptor in pvp, unlike its mandatory on all bs fitting now days. and look at capital ships, amarr don't suck, well...amarr may be suck if there are capital cap injector in game.
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Balor Haliquin
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Posted - 2008.01.11 17:50:00 -
[6]
I have flown exclusively Amarr for a almost a year now. One thing I have noticed is that for the Amarr there are only a few ships that are realy worth the time and effort to skill for. All the other ships are gross wastes of time, resorces, and effort.
Good Amarr ships: Punisher Retribution Vengence Curse Sacralige Prophecy Harbinger Absolution Damnation Armageddon Abaddon NOTE: of those listed only 5 of them are Tech 1 ships, also these are ships that have the ability to tank and gank for PvP, and are ships that I would dare to take missioning. These ships are, in my humble opinion, ships that are worth skilling and using.
One of the biggest problems is the capacitor of the ships. Im still trying to wrap my brain around the concept of the reace that uses cap the most having, more often than not, the second or third biggest capacitor capacity of all the races. I agree that one of the fixes that would go a long way to helping the race is a capacitor capacity boost.
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The Djego
Minmatar FORTES FORTUNA ADIUVAT CORP. The Dawn of Darkness
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Posted - 2008.01.11 21:36:00 -
[7]
Edited by: The Djego on 11/01/2008 21:49:12 I think it is not that simple. Ok a max Cap boost would help but wonŠt change the problem about the Skill requirements for PVP use and would not fix the T1 Ships without Damage Bonus that not performe so well in the Moment. Also it would give a flat advantage to the very well performing Ships.
I made a more complex Idea here that also increase Cap on some ships but reducing the general Laser abilitys and force them more into ship Based roles dedicated by the Ship Boni on Lasers:
complex solution
So Amarr will end up having the upper Hand in Tanking and Cap or the upper hand in Range and DPS but not both on one Ship(ok Abaddon is the preaty good at both in expense of heavy Cap needs). ---- Nerf Tank - Boost Gank! |
Aneroi
Amarr VIRTUAL LIFE VANGUARD Te-Ka
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Posted - 2008.01.11 23:44:00 -
[8]
Another good idea is cutting laser cap use with 30-40% and give the ships some extra cap maybe 20%. then give us a bonus. This would free the bonus while not overpowering Lasers. And give some of the amarr ships a bit more PG
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