Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 15 16 17 18 19 20 30 .. 34 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 16 post(s) |

Dlardrageth
Eve University Ivy League
|
Posted - 2008.01.31 04:21:00 -
[271]
Originally by: Rat Scout [...] I can understand why they need some explosive charges, after all those pesky Gallente all have a weakness for it. But if Ammar get explosive, is it possible that maybe Gallente could have some as well? Wouldn't be fair if the gunboats get some explosive charges?
I guess if lasers are so totally overpowered with explosive damage you could easily crosstrain from hybrids to lasers and use them on your Gallente ships?
No, wait... there is this totally unresolved cap issue still, might be you cap out yourself after 30 seconds of firing. Darn!
Yeah, I remember that being the reason why we strongly suggest to many newer Amarr players to crosstrain for projectile weapons ASAP. Thus a buff for projectile DPS kinda makes sense as a boost for Amarr... if we frequently use the Minmatar racial weapons platform anyway and all missiles get a buff from decreased resists anyway... That just makes buffing missiles and projectiles mainly more of a reasonable solution. If we could now please get a bonus for projectile weapons on Amarr ships we might be quite happy. I mean, we prolly could live quite well without anyone in EVE-O using lasers any more, can we?
|

Wheya
Amarr Bruderschaft des Wahrhaftigen
|
Posted - 2008.01.31 04:26:00 -
[272]
I think the new resistances are a first step into the right direction.
Short summery of the things I wrote below - look at overpowered armor plates and shield extenders - add high slot scrambler and webifier
Many people have different opinions. This is because different playstyles lead to different experiences. Not every ship is the best option for every situation. Most of all I am interested in 1:1 combat.
With this in mind I think the overall huge boost to HP was a bad idea. In ganking situations a ship today lasts 10 seconds while in the past it lasted 5 seconds. Hardly an improvement when it comes to game experience of the victim no matter if that was a 100% boost. Solo combat - which usually happens at gates or stations - became much harder. It is almost a must to outnumber your enemy either in quality or in quantity to achieve something. I would not mind if devs would re-check some combat timers, too.
The HP boost to ships wasn't all. Damage controls, invulnerability fields, ean (+armor compensation skills) and greatly boosted HP on shield extenders and armor plates came, too. All this together make the cap recharge rate per second much more imporant than it was in the past. All ships suffered in their solo combat abilities because of the HP changes but Amarr suffered the most when it comes to capacitor and to resistance.
Overpowered armor plates: a 1600mm plate gives 5250 additional HP.
A Maller goes from 2343 to 7593 armor HP, 3 times more A Harbinger goes from 6836 to 12086 armor HP, 2 times more An Abaddon goes from 10625 to 15875 armor HP, 50% more
With a base armor resistance of 60 / 35 / 25 / 10 you need to do 13.125 em dmg (10.500 with a 50% resistance) or 8.077 th dmg or 7.000 ki dmg or 5.833 ex damage
In other words currently ki damage is almost twice as effective against armor than em damage. Explosive damage is even more effective. In future explosive damage is 'only' twice effective compared to em damage. Damage controls and ean are just multipliers for this issue. (I know this statement is somewhat flawed). The 10% decrease on armor em resistance is only a small step into the right direction but by far not sufficient. Of course I completely ignore the usage of active hardeners in this example and the effect of stacking. So my example is a bit exaggerated.
Nevertheless on passive tanks plates are by far superior - especially with an oversized plate - compared to hardeners, no matter if specialized hardeners or omni hardeners. And em damage suffers the most from this problem.
Solution: I think some changes to plates and shield extenders must be done. I would like to see a 'greatly reduced HP boost' (a great new expression to ask for a nerf) when I think about 1:1 combat.
Another additional option are inbuild resistances on armor plates and shield extenders which alter the base resistance of the ship after being fitted. Let me explain: base armor resistance is 60/35/25/10 with an average of 32,5% resistance.
Let's assume a ship has 2000 armor HP with base resistance and a plate has 1000HP with inbuild 32.5% resistance towards all damage types.
After fitting one plate to this ship the em resistance of the ship would change to (2000*60 + 1000*32,5) / (2000 +1000) = 50,83%. Explosive resistance would change to (2000*10 + 1000*32,5) / 3000 = 17,5%.
After fitting one 1600mm plate to an Abaddon (ignoring the ship and race bonus) em resistance: (10625*60 + 5250*32,5) / (10625 + 5250) = 50,9% ex resistance: (10625*10 + 5250*32,5) / 15875 = 17,44%.
The original idea of high armor em resistance and low ex resistance would not change that much with a single plate with the correct size. It would have a similar effect as the base idea of the dev blog.
|

Wheya
Amarr Bruderschaft des Wahrhaftigen
|
Posted - 2008.01.31 04:26:00 -
[273]
With oversized plates or with more than one plate on battleships things look different, though. A Maller (again ignoring ship bonus and race bonus) with a 1600mm plate would have a em resistance: (1875*60 + 5250*32,5) / (1875+5250) = 24.1% ex resistance: (1875*10 + 5250*32,5) / 7125 = 26.57%
Basicly armor plates and extenders would work as some kind of equalizers on resistance. As more HP comes from those modules instead from the ship itself as more the effect of equalizing towards the base resistance of the armor plate/extender. I would not mind if the inbuild resistance of this modules would be much lower to reduce their superiority compared to hardeners instead of just decreasing their current HP. Then add a new skill that increases the inbuild resistance of plates and extenders in a future patch and I will be happy to have another usefull skill to train. A reduced resistance effect would discourage people from fitting oversized extenders/plates while the usage of the correct size wouldn't have such drastic effect. Now I am waiting for flames from passive shield tank lovers...
Omni tanks: With such changes implemented the issue of invulnerability fields and ean is a complete different situation. I have complained about their implementation in the past. Today I have trained all compensation skills to 5 and I would cry to see them useless today. Plates and extenders are the bigger issue.
Shield tanking and med slots: Now to the topic of shield tanking: shield tanking is already superior to armor tanking. It doesn't need a boost. The reason why people don't use shield tanks that often are clear. Too many modules which are essential for PvP, especially for 1:1 combat, need med slots. Most important modules are scramblers and webbers followed by all kinds of EW and modules fitted for sniping. That's the reason why Minmatar prefer armor tanks and why so many Caldari complain about not having good pvp ships. I am very much for additional high slot scramblers and webbers leaving the player to choose if he wants to sacrifice a med slot or a high slot for this kind of modules.
Weapon upgrades: Looking at weapon upgrades would be a good idea, too. Remove the RoF bonus and compensate with more damage bonus. This would help a bit with cap problems and your server might like it, too.
|

Mort Salazar
|
Posted - 2008.01.31 04:37:00 -
[274]
Originally by: Wheya I think the new resistances are a first step into the right direction.
Short summery of the things I wrote below - look at overpowered armor plates and shield extenders- add high slot scrambler and webifier
MOAR SHEILD NERFS!!11oneeleven
But seriously, if all your changes are implemented (which might balance combat some) It would be a pretty drastic change in how the game is played I think...and do we really want more changes that are going to make everyone re-learn how to fit a pvp ship for all teh different races? There has got to be a less drastic way to fix it...
|

Kon sama
|
Posted - 2008.01.31 04:47:00 -
[275]
Edited by: Kon sama on 31/01/2008 04:48:30 how about taking the Caldari's crappy kinetic missile bonus away and make it an overal damage bonus??
Maybe more EM missiles will be used
|

Kon sama
|
Posted - 2008.01.31 04:48:00 -
[276]
Edited by: Kon sama on 31/01/2008 04:48:07 .
|

Inevitability
Caldari Clown Punchers Syndicate
|
Posted - 2008.01.31 04:51:00 -
[277]
Yeah...let's just nerf the Caldari some more. Caldari is the master race! Quit jacking with the shield tankers and and do something for the caldari for a change!
Boost the shield tanks or make it so we can choose to either tank shields or armor and do so successfully!
Now Taking Freighter Service Contracts |

Cosmo Raata
Black Nova Corp Band of Brothers
|
Posted - 2008.01.31 04:58:00 -
[278]
I like the idea, but the execution is poor. You are boosting Minmitar more than you are boosting amarr with this change.
Minmitar becomes the least effected by this change and they get more damage dealt now as well.
This hurts amarr defense just as much as it helps offense, so in turn this change becomes exactly like the EAN nerf, which did absolutely nothing.
You need to do the other changes period, this isn't going to cut it at all. You seem to know the problems so just go and fix them.
This EM would be more effective if the EM was dropped by 20% on minmitar or more. 10% on already stupid amounts of resistance isn't going to help.
Don't Ban me for my Love of Amarr! |

Durao
Amarr
|
Posted - 2008.01.31 05:00:00 -
[279]
Edited by: Durao on 31/01/2008 05:01:29
Originally by: Sean Drake
Originally by: Durao
EM damage in general has been under-utilized. I'm glad you are fixing it. I don't want to see anyone else say they are going to fit ACs on their Amarr ships.
Not sure if your being ironic or not but now I think about it this boost to emp ammo will benefit all the unbonused ships that use ac's so it kinda is a boost to amarr just not how they thought 
Hey, I wouldn't mind if Minmatar get a small boost to one of their ammo types as long as Amarr get a boost to...well...their only damage types 
Originally by: Mort Salazar
But seriously, if all your changes are implemented (which might balance combat some) It would be a pretty drastic change in how the game is played I think...and do we really want more changes that are going to make everyone re-learn how to fit a pvp ship for all teh different races? There has got to be a less drastic way to fix it...
A lot of people are afraid of change. Besides, it's not asking too much for people to think about fitting an EM mod in their armor tanks. |

Pithecanthropus
|
Posted - 2008.01.31 05:02:00 -
[280]
You want us to test a boost to Amarr, by flying ships that you nerfed on the test server? BOOST FRIGGIN AMARR! That's a plain and simple statement... jeez.
All I see is you reducing resists... wtf is that? now you just screwed all ships in contact with all ships. You didn't fix Amarr, because now Caldari, Minmat, and Gallente are all going to have to deal with new problems even if there's not an Amarr ship in all of the Eve universe!
This is dumber than the whole Cargo Exp II upgrade.
why not just add a low slot conversion mod that transforms thermal damage to explo on laser crystals? And don't give me crap about lasers not being able to produce explo damage, cuz they are beams of light. this is Eve... and you don't need C4 to split an atom or cause a nuclear explosion.
|
|

Frankschtaldt
Icarus' Wings
|
Posted - 2008.01.31 05:09:00 -
[281]
OK, so from what I understand the two things Amarr complain about most is lack of diversity of damage types they can deal and lack of e-war...... hmmmm last I checked the race that does both of these things better than anyone else was Caldari who are (generally) considered the worst pvper's in the game....... Following that logic I would suggest that those two limitations aren't the problem.
A quote from a friend in an e-mail when I told him about this thread... "lol tis funny. . . . . . . . . . The people that learn to use the Amarr ships don't really seem to cry too much. . . . . as yeah i have my little winge every now and again. But for the most part i love the Amarr and have been surviving well with them since i started. . . They do crazy damage. . . ya just need to learn how to juggle the cap :P "
So there you have it, spend more time learning how to use your ships and less time complaining on the forums and you'll do just fine.....
|

James Grand
Arcana Imperii Ltd. Chaos Incarnate.
|
Posted - 2008.01.31 05:29:00 -
[282]
Hey guys, Amarrians whined so we're going to make massive changes that will have far reaching implications for the game in general, not just the viability of Amarrian ships in PvP. Oh, and our change won't actually help that much.
Honestly, do you guys even think before releasing changes or do you just throw them into the game without even considering the possible ramifications? That's a real question. I am legitimately curious.
-------------------------------------------------- The opinions expressed in my posts are entirely my own. |

Ariel Dawn
Beets and Gravy Syndicate
|
Posted - 2008.01.31 05:52:00 -
[283]
I'd just like to point out to those talking about EMP that as the high-end DPS ammo it helps bring it more in line with the other racial versions.
EMP L = 44 total damage Antimatter L = 48 total damage Multifrequency L = 48 total damage
Also, using small/medium EMP over Barrage means getting into web range to do any sort of significant DPS. Obviously a fair bit more powerful against those who don't fit webs, but it still is a very situational ammo.
To those up in arms about these changes; boosts and nerfs come and go. Anything that reduces tanking is a good thing and encourages small gang play (being able to burn down a target before help arrives). CCP isn't throwing these ideas out willy-nilly and any negative changes to the game will quickly get looked at.
Plus, this is the first in a series it seems of devblogs oriented towards solving the 'amarrian (whining) problem'. Let them show us the whole picture before starting an angry revolt on this serious business internet spaceship game.
|

Dlardrageth
Eve University Ivy League
|
Posted - 2008.01.31 05:54:00 -
[284]
Originally by: Frankschtaldt OK, so from what I understand the two things Amarr complain about most is lack of diversity of damage types they can deal and lack of e-war...
Nope. Sorry. Failure at understanding. Did you care to check what most Amarr pilots (the other race's "Buff me!" whiners I discount) asked for? Cap issues, to give you a clue...
Most Amarr would be willing to have lasers reduced to doing only EM damage in fact, if that damage dealt was competitive. I'd wager most would be willing to accept to be thus even more specialized, if that damage would not be uber-tanked by standard omni-tanks plus being sustained over more than just a few minutes with maxed-out skills (which ofc everyone in EVE-O has, yeah, duh...).
Ever tried a bunch of Gurista missions in a laserboat (NOT a battleship to make it more interesting)? The versatility of damage types could be taken as a given with the "Khanid Mk. II" changes. On a side note, this gave Amarr rockets and HAMs as secondary weapons systems, for which noone asked in advance. No Amarr at least I know of. But it got dumped on us so we have "more diverse damage" types, hah! Too bad it affected not even half of our ships.
E-War... well... I'm willing to bet that even before the recent script nerf Tracking Disruptors were the least used EW type. Nowadays... laughing stock prolly. I don't know it for sure, mind me, because after a second look at them I decided it is pretty useless to waste any skillpoints apart from a mere single alibi level on Amarr EW. Waste of training time IMO. And the main complaint is not the whole EW thing, but the general midslot issue. Try PvP with the number of midslots many Amarr ships have. The ones with three midslots are already the nice ones. I mean, hey, MWD, web and scram are all you need, right? Who on earth needs a cap booster or a recharger or even a Tracking Comp or an ECCM module these days in PvP?
On a minor note about all these fictional people in E-Mails stating how great Amarr ships and flying them is. Nice that they seem to have max. skills to make this work on their hundreds of Abbadons. But guess what, it becomes pretty boring to hear again and again the Abbadon is a fine ship, prolly best tier-3 battleship of them all. And face the silence about the smaller size ones. And if those lasers were sooooo great, one has to wonder why Amarr players are the fewest in EVE and why not every other Caldari, Minmatar or Gallente pilot crosstrains and uses them regularily. Strange, huh? Instead lots of Amarr pilots crosstrain for other weapon systems like projectiles... go figure...
Moreover, it is commendable that Zulupark stated there will be another dev blog about Amarr ship changes. I miss a perspective there time-wise, sadly. Until then, I won't hold my breath until I see that one and especially what the "rebalancing" there will be.
|

Roemy Schneider
BINFORD Solidus Alliance
|
Posted - 2008.01.31 05:55:00 -
[285]
excuse me...? 25% more armor damage for EM? 33% vs minnies? lol, sure, whatever. with those "omni tanks" presented there, i guess you'd need such a change. it's not like EM missles are the most popular already... 
just because people don't take the half hour to read and comprehend the tracking guide doesn't mean lasers suck. especially not with the usually higher amount of turret slots.
what's next? gallente complaining about everybody fitting thermal resistances and two races having t2 resistances against it?
don't get me wrong; i'd love my emp projectile ammo to kick more ass but this 'solution' is just... weak. it may muffle the number crunchers (although they're not the ones complaining) but at the end of the day, we'll still hear the moans about invariable damage blahblahblah.
basically all it does is minnies getting more fragile and more powerful at the same time. - putting the gist back into logistics |

Sniggerdly Hater
|
Posted - 2008.01.31 06:17:00 -
[286]
Originally by: Contralia
Another factor to consider is balance relative to the other recons. While at the initial release, the recons were well balanced, changes in the meantime have left the Amarr fallen far behind. [ [snip] Rapier: No changes since release.
Ah, so you say that the amarr ships have fallen behind due to the NOS changes, and yet apparently the rapier has been left unchanged. Yes. I hear dampening rapiers are quite effective at the moment. And that the web-kill drone thing is as easy as always. After all if they can field more waves of drones it surely gives more to shoot.
|

Nigal Tufnel
|
Posted - 2008.01.31 06:19:00 -
[287]
Good to see this whine being addressed.
The 10% resistance change seems to help out some other races. Thought this was supposed to be a Amarr boost?
This change does not make me want to fly an Amarr ship. That is the problem.
|

SickSeven
|
Posted - 2008.01.31 06:30:00 -
[288]
Ok, I'm still new to eve, but here goes:
How was there a problem with EM damage? and why are we only talking about Armor tankers? Isn't the high EM resist of armor balanced by the 0 (i repeat: ZERO) EM resists of shields?
There are a lot of mission runners (including myself) that are using shield tanks and now are shields are weaker for what reason?
and, mr zulupark. You title your blog "Amarr oomph" then directly say that the resist nerf is not about Amarr at all but about fixing EM damage? Well wich is it?
All I'm seeing is Amarr pilots complain about cap use and PG. The few months I've been playing (yea yea, it aint much) but no one ever informed me of the great imbalance of EM damage. Sure, it's great against shields but crappy against armor, well damn, that sounds pretty damn balanced to me. And if you feel amarr are restricted by doing EM damage primarily (exclusively?) then freaking give them some options!! Caldari and Minnie can shoot whatever they feel like, so are we now going to take away ammo options from caldari and minni pilots?
|

Deva Blackfire
D00M. Triumvirate.
|
Posted - 2008.01.31 06:34:00 -
[289]
All cool and dandy (i like the idea) but you dont think thats all of the problems? Ill help you:
- apocalypse - t1 ships w/o laser damage bonus (mounting ACs will still be better than using lasers) - AFs
|

Sniggerdly Hater
|
Posted - 2008.01.31 06:34:00 -
[290]
Originally by: Jonny JoJo
Amarr do 0dps after a few minutes due to no cap, and low damage due to hardly any heatsinks as they spend upto 5-10 slots(inc rigs) on cap mods
Minmatar do 0dps after a few minutes due to no ship, and low damage due to "versatility" as they cannot excel in anything so the only way of not getting blown up is not being there which is getting more and more nerfed. And a tempest is hard to hide. Range? Not anymore. Speed? Everybody and their mom has a nanoable ship and there are more and more long range webs around. Interceptors are slower or heavier in the name of versatility. Artillery is outalphaed and outranged in the name of versatility.
It's not good when you are only slightly more popular than a bunch of religious zealots which everyone laughs at. Buff or no buff. 
We are next in the laughing line tho 
|
|

Julius Romanus
Amarr
|
Posted - 2008.01.31 06:44:00 -
[291]
Lowering EM resist on armor: Good Lowering EXP resist on shield: Not as good
And to the above mission runner, you dont understand. Try shooting a plated rax with Em dammage, now try it with anything else. Now realise scorch, and any of the T1 ranged ammo's fire mostly em. Giving amarr some new dammage type is less of a good idea than fixing em resists on armor.
And guess what, sansha's will be hitting me harder too. Gotta make money somehow.
|

Mad Ilya
principle of motion Interstellar Alcohol Conglomerate
|
Posted - 2008.01.31 06:58:00 -
[292]
Wow 10 pages..
Personally, I would think even 5% drop on resists would be good boost to amarr - 25% more damage seems quite... drastic. I haven't had the chance to test it tho so..
Minnie T2 ships are not that good example of armor tanking EM damage as most of them do way better with (passive) shield tank. Relying on speedtank you have armor hp of a frigate.
So it's also rocking the boat so that Minmatar can break shield tanks more easier but also that Minmatar is weaker to their own damage type. I think lower all-around resists also encourage ppl to use more omni-tanks. 
Interesting to see.
Yes, I am Minmatar. 
|

Wu Jiun
|
Posted - 2008.01.31 06:58:00 -
[293]
Edited by: Wu Jiun on 31/01/2008 07:05:07 Edited by: Wu Jiun on 31/01/2008 07:00:36
Originally by: Roemy Schneider especially not with the usually higher amount of turret slots.
Higher amount of slots compared to what exactly?
Some ships and that come to mind (if there are more hardpoints that hislots i give only one of the possible configurations that uses all hislots):
Punisher 3t - Rifter 3t + 1l - incursus 3t
Maller 5t - Thorax 5t - Rupture 4t + 2l - Caracal 5l
Zealot 4t - Deimos 5t - Muninn 5t + 2l for example - Eagle 4t + 2l
Prophecy 6t + 1l - Brutix 7t - Ferox 5t + 2l for example - Cyclone 5t + 3l
Geddon 7t - Domi 6t - Scorp 4l+4t - Phoon 4l + 4t
Apoc 8 - Megathron 7t + 1l - Tempest 6t + 2l - Raven 6l
Abaddon 8t - Hyperion 8t - Maelstrom 8t - Rokh 8t
So what we see here is that amarr can usually mount the same number of weapons as everyone else. They are more focused towards turrets than say Minmatar or Caldari obviously though. Gallente usually have the same or more turrets.
So judging from this (of course one would have to look at more ships but i am lazy) amarr are more in the middle. And given that they mostly have no launchers at all it appears only reasonable that they have more turret slots than minmatar.
Furthermore if we accounted for the different damage bonuses (or lack of) on the ships we'd see the numbers being more in favourite of the other races generally speaking.
Of course some of these ships aren't comparable at all and thus its pretty inappropriate to compare their weapon hardpoints. However after this quick (thus superficial) comparison i'd really like to know which ships you talk about specifically.
|

Zana Nayik
|
Posted - 2008.01.31 07:14:00 -
[294]
Hi,
Did you consider the adverse effect this has on those of us who use railguns in - kick me i'm a carebear - missions ? More pain (from reduced resistances on our tanks, be it armor or shields), no gain (even if as I understand NPC resistances go down the same as player ones, kin/th damage does not change). I'm not gonna whine endlessly if this side-nerf goes through, just thought i'd drop the thought.
Apologies if this was already mentioned, reading all that thread would make me late for work 
|

Dezzereth
Two Swords Guild
|
Posted - 2008.01.31 07:29:00 -
[295]
Unbelieveable.
I have feard exactly this. I thought the day CCP will cave in to the (imo ungrounded) whines about Amarr will be the day they screw up not only Amarr even more. So sad to be right. CCP, people (again, not me among them) asked for a change of AMARR ships, and you go off and you actually boost Minmatar. I mean, WTF?
I see nothing wrong with Amarr, they dont need ammo, they do good damage agaisnt shileld tankers. Didn't it occur to anyone that this is a MMO and that ships actually should have their specialities, so that there is a reason for people to team up?
CCP, you will again, like in the MK2 changes homogenize ships again, which is happening with each patch more and more. Soon, we will really have only one ship of each type and one weapon system. On second thought, let's remove armor tanking and only use shield tanking, give all ships a higher med slot count and I bet evne then people will whine about some **** that isn't "balanced"
My suggestion to you CCP: Ignore the whiners please, because if that leads to halfarsed changes like this, we are better off without them.
P.S.: When will we see finally a more readable font?
|

Jonny JoJo
Amarr The Imperial Guards
|
Posted - 2008.01.31 08:14:00 -
[296]
Originally by: Sprobe DON'T NERF MINMATAR TO DEATH, PLZZZ
WE ARE THE ONLY RACE HAVING TO LEARN ARMOR _AND_ SHIELD TANK SKILLS... AS WELL AS PROJECTILE _AND_ MISSILES.
Amarr are the only race to have to train another race to pvp.
Also, this Em fix is not Amarr fix. Repeat - this is not Amarr fix and all it is going to do is just break the game further.
Problem is Amarr and that needs to be fixed. Sig locked, lack of Eve content |

Inflexible
Shokei
|
Posted - 2008.01.31 08:18:00 -
[297]
Didn't read all 11 pages so it is probably mentioned somewhere: lowering highest resist is in fact evening of resists - and it encourages use of omnitanking modules. Most broken are minmatar T2 ships IMO, because they simply use only invuls.
Good example is comparison of Onyx and Broadsword - ships with same slot layout. Ability of broadsword to fit invul instead of EM resist gives it significant advantage in both DPS tanked and in EHP.
|

Zeminy
Minmatar The Knights Templar Pure.
|
Posted - 2008.01.31 08:18:00 -
[298]
I understand the change and its logic and where the thinking comes from. However, I have also heard talks of making PvP last longer. I believe I remember a patch or so ago where a lot of ships got more hit points for this very reason. If we want to make amarr more effective, how would doing a revers type of boost rather than a nerf affect things. I mean, instead of decreasing the EM resists, how about boosting the resists of the other 3 for the ships, thus reducing the effectiveness of all the other damage types to bring them in line with the amarr. I think you would make people happier because everyone loves boosts. PvP can then last longer as is desired and the amarr guns are just as effective (they all become ineffective) as the other races then?
~ * ~
~ * ~ |

Yakez
Xenobytes Stain Empire
|
Posted - 2008.01.31 08:26:00 -
[299]
Armor tank nerf? Minmatar boost? Gallente becoming more useless? Problems with tanking Sanshas? Thats really sux... And only last of all that is small amarr boost.
|

Cpt Cosmic
|
Posted - 2008.01.31 08:27:00 -
[300]
Edited by: Cpt Cosmic on 31/01/2008 08:34:31 this change is an epic fail if it goes on tranqu, I mean reduced EM resis on armor and EXP resis on shields on all ships results in: 1. Minmatar do more dmg with.... everything on anyone 2. Amarr do more dmg to armor. tackling abilities and dmg still (omni tankts ftw, therm heavier lasers lol) still will be the same like before. 3. Gallente stays the same 4. Caldari shield tanks got a nerf which are already useless in pvp. tackling abilities and dmg still will be the same like before.
that results in: 1. since tanks on all ships are weaker and minmatar got the biggest boost with this, they will got much better then any other race, its not like no one uses them right? 2. amarr will be inline with gallente except in ewar capabilities which still puts gallente over amarr. 3. amarr will still have some problems with cap and fittings 4. caldari are the biggest loosers now because they cant tackle and tank at the same time and they dont have the speed of minmatar ships to avoid the others running away. their tanks will be even reduced now and their use kinetic/therm like gallente most of the time which means the reduced resis wont change a thing. only thing they can do now is ecm.
that means: 1. every one will use minmatar for dmg and mobility 2. caldari will be only an ecm biatch 3. gallente stays like it is now, high dps, versatile 4. amarr will be still behind everything 5. this does not fix the problem that many amarr ships are still better off equipping projectiles or the fact the the rax do more dmg with lasers then every other amarr cruiser. 6. nothing got changed except caldari are now even worse in pvp.
my suggestions: 1. instead of reducing the explo resis on shield tanks move the 10% from explo to em 2. maybe increase shield overall resis because armor has more to balance it out in pvp and nerf crystal set a bit. 3. do something against cap/fitting problems of amarr ships and npcing problems.
|
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 [10] 11 12 13 14 15 16 17 18 19 20 30 .. 34 :: one page |
First page | Previous page | Next page | Last page |