
Orion Supernova
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Posted - 2008.03.06 14:42:00 -
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Edited by: Orion Supernova on 06/03/2008 14:45:01 gday guys, firstly i apologize if this has already been discussed, i just cbf reading 33 pages of ppl posting how much they think this is a stupid boost, and frankly im still undecided on this matter.
the point i'd like to make is this, i believe that the EW for Minmatar and Amarr are backwards, look at it this way; * Amarr are the cap race, their long range weapons have the best tracking, and their short range weapons the longest optimal. * Minmatar are the speed race and more of their ships than any other race have signature radius reduction bonuses. yet Amarr have the cap and turret tracking and range warfare moduals, and the Minmatar have the speed and sig radius warfare mosuals for their ewar.
Wouldnt it make more sense, since Amarr and Minmatar are now or were at one stage, at war with the each other, that they would have developed warfare to combat each other's strengths and attack their weaknesses.
I suggest a straight switch, The Huggin getting the tracking disruptor and nos/neut bonues, the rapier as well, and the curse/pilgrim getting the web/target painter bonuses.
They keep the cyno bonuses they have already, but the target painters on the pilgram/curse are to combat the smaller sig radiuses of things like the hyena and the skirmish warfare modual Evasive Maneuvers, and webs to combat the extreme speeds things like the vaga and claw can get up to. The nos/neuts are to combate the insane caps of things like the appoc, sac, malediction, abaddon and the suck, while the tracking disruptors cut the awesome tracking of the beams and the effective range of the pulse down to nearly nothing.
Also while im on the subject of pointing out mistakes that were and more than likely still are being over looked lets move onto what most ppl believe is a race that enjoys the spotlight of premier pvp race in the game, the gal, now before ppl rise up and call this a nerf gal post, i'd like to ask you to read what im saying and realise that i am merely looking at the intended roles of each ship and asking myself, why do ppl not fly them to those roles?
Problem: Now gal ships, what can i say, gallante are the best solo pvp race in eve simply for the following reason, they are able to very effectively fit an armor tank, with ewar in the mids (and a slot for a cap booster), most can feild an impressive array of drones for dps and/or extrended ewar capabilities, and ontop of that, they can fit a nice array of turrets, even the drone boats like the ishtar, myrm and domi have more than enough highs for dps to augment their drones, this means they have one of three options, drone and turret dps, drone ewar and turret dps, or drone dps and extended highslot ewar. Solution: Reduce the ammount of turrets on the drone boats, let them have their highs, but have them fit exclusively drone augmentations and/or more ew, this i believe will bring them further in line with other races as far as roles go. Amarr have the mid range weaponary with the super tanks of the game able to soak up huge amounts of damge in short amounts of time. Caldari are the EW race, able to neutralize a ship or four from a fight. Minmatar zoom around the feild dropping intense amounts of volly dmg with some EW. Gal sit in amoungst the fray sending out minions to do their bidding while adding to the ew and protected by intense tanks that can take lots of dmg over time.
These are just some suggestions, reverse the amarr/minmatar ew so theat they target each other's weaknesses and strengths, and give the gal a specific role in eve, rather than the be all and end all of solo PvP, like the caldari, give them a specific purpose.
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