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Thread Statistics | Show CCP posts - 16 post(s) |

Takeshi Yamato
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Posted - 2008.01.30 23:13:00 -
[1]
Edited by: Takeshi Yamato on 30/01/2008 23:13:31 To be honest the changes to base armor and shield resistances will benefit Minmatar more than Amarr.
EMP ammo will hit harder on both shields and armor. T2 projectile ammo will hit harder on shields.
Lasers will just hit harder on armor.
Sorry, but there simply is no way to correctly adress this issue other than changing the laser damage types, anything else will affect other things than lasers as well.
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Takeshi Yamato
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Posted - 2008.01.30 23:44:00 -
[2]
Did anyone work out how much this will boost laser damage in realistic scenarios and how much of a boost projectile ammo will gain?
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Takeshi Yamato
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Posted - 2008.01.31 00:10:00 -
[3]
The cap problem of lasers exists for these reasons:
- Hp was universally increased on all ships to prolong combat. Prolonged combat means more cap will be used, but there were no changes to laser cap usage.
- Rigs further increased combat duration, not everybody fits tanking rigs but on average ships are more durable since rigs have been introduced.
- Amarr ships tend to have a bigger capacitor than others, but the cap per second is exactly the same as everyone else. Since combat tends to last longer nowdays, the lasers drain so much that the any advantage is quickly gone and the total cap that was available to each pilot for the duration of the fight will be lowest for the amarr ship.
- T2 crystals are a bit too cap hungry.
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Takeshi Yamato
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Posted - 2008.01.31 16:02:00 -
[4]
Originally by: CCP Zulupark One change at a time. We're already looking at EM resistances, ships and ewar this patch. We've stated there's a lot of other options we're willing to look into once these have been tested thoroughly.
After looking into it some more I have to say that the change to armor EM resistance isn't as bad as I thought. EMP did not need a boost but will benefit slightly less from this change than expected. Lasers will benefit decently.
Some people will probably want to lynch me for proposing this but EMP ammo can be brought back to where it was easily by decreasing the base damage it does by a few percent.
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Takeshi Yamato
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Posted - 2008.02.01 14:35:00 -
[5]
Edited by: Takeshi Yamato on 01/02/2008 14:45:27 CCP Zulupark: What was wrong with the idea of adding some crystals that deal a moderate amount of explosive damage?
Is it because you do not like the idea of an amarr player using EM/THERM crystals to melt shields and then quickly switching to EM/EXP crystals for the armor?
That would make sense since everyone else has a 10 second reload time. I could think of solutions that would add a 10 second delay when switching from EM/THERM to EM/EXP crystals and back though.
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