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Thread Statistics | Show CCP posts - 16 post(s) |
Dread Emperor
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Posted - 2008.02.01 15:28:00 -
[661]
Originally by: Becka Call Zulupark; ... Go back and read all of the the Amarr are broken threads from the past 6 months. Then read them again. Then come and explain in a dev blog how the game mechanics changes have been detrimental to Amarr. ...
And without mentioning dmg nerf and stacking nerf after which dmg wasn't unnerfed. Or the nos/TD nerf.
In order of appearance:
MWD. MWD is for many reasons a must. A standard if you will. So no, the Amarr cant just sit there. Theres bubbles to go through, DDs to be evaded and range maintained. And the cometition and their mothers use it. 95% of all pvp is short or sniper range. So, MWD=end of amarr "midrange". And screws with CAP.
Cap injectors. Yes, cap injetors are a standard as well. Voiding the amarr cap supremacy. Especially in the active tankin department where Gallente rule atm. Apoc can compare ofcourse, but not much else it can do. And the abaddon could if its guns wouldnt drain the Sun to keep shooting. sidenote: did anyone notice the hyperion has more CAP then the abaddon?
HP buff. Now the fights last longer. 50% longer. And CAP on amarrian ship still dies after 2 mins. 1 minute on abaddon.
Also, FITTING! No, the sniper abaddon doesnt do more dps (for the whole 55 seconds it can fire with max skills) then a hyperion simply because noone int their right mind wastes 2 slots on fitting mods.
So, lets say this rezist nerf fixes amarr dmg problems (/snicker), the above stand.
As for this nerf helping minmatar; nobody fears minnie dps!
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xOmGx
Warriors tribe
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Posted - 2008.02.01 15:31:00 -
[662]
Edited by: xOmGx on 01/02/2008 15:34:57 well CCP.. i think YOU don't know what YOU want with amarr. First you nerfed 1/2 of all t2 ships turnung tham into missile boats without ANY (beside frigate class vessel) missile speciasation ship in amarr fleet. And now you trying to boost somehow amarr boosting Matar more than amarr..
lets just have wat we have and change ship bonuses. Giving to lasesr -50% capusage and replacing same bonus on ships by simesing realy usefull.
Stop making from a wheel a square.. the car will not drive better.
Fixing one problem without creating another is it soo difficult?
PS. Didi some one mentioned fitting problems on amarr ships? anything T1 smaller than BC.. No Pain - No Gain |
DrAtomic
Atomic Heroes Phalanx Alliance
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Posted - 2008.02.01 16:05:00 -
[663]
Originally by: Ogul
Originally by: DrAtomic
Then change the EM damage output of EM weapon sources by 25%, or just start off with Amarr, maybe by introducing a crystal that does pure EM damage but has 25% higer raw dps then a mixed damage type crystal.
As a Caldari pilot I resist this notion vehemently.
The reason being that Amarr allready pose a great threat to you as shield tanker; the EM damage increase could be solved for shield tankers to maintain their current position versus Amarr by giving Shield tanked ships an EM shield bonus equal to the damage output bonus given to Amarr. However that brings another issue to light and that is that shield tanks are more powerfull defenses then armor tanks; so it could trigger a whole package of shield tank nerfs. Better solution would be to not touch the shield resists and add warp scrambler modules and sensor boost modules that are equal to their midslot counter parts but in either low or highslots. Because that is why armor tanking is favored over shield tanking in solo -> smaller gangplay for starters. - - -
Originally by: CCP Wrangler If you can understand our goal, disagree with our solution and offer a solution that is equal or better your opinion has a better chance of being heard...
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Kagura Nikon
Minmatar Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2008.02.01 16:12:00 -
[664]
Originally by: Takeshi Yamato Edited by: Takeshi Yamato on 01/02/2008 15:07:38 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'm sure though that a way to add a 10 second delay when switching from EM/THERM crystals to EM/EXP ones could be found.
I think the problem would be on decidign how much Explosive damage to deal.
I really thin something like 40% EM 40%Thermal 20% Explosive coudl be workeable. But the problem is I think a lot of people will whine if they don get a 90% explosive one.
------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Zarch AlDain
The Establishment Establishment
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Posted - 2008.02.01 16:23:00 -
[665]
Originally by: Lyria Skydancer
Originally by: Zarch AlDain
I have a (slightly connected) idea too, 4 new skills:
The idea is to remove something from each races ships and then add a skill to remove it. For Amarr this would replace the energy turret ship bonus, for other races it would have a different effect. The skill would be available (but not cheap) through each races LP store and all members of a race would get their race specialisation on level 1 for free.
This would give amarr weapons a fix while everyone else gets a huge boost. Minmatar speeds going even more out of line, caldari passive tanks going skyhigh and gallente getting extra tanking so they can tank+gank even harder. No thanks.
Perhaps you didn't look at the figures I listed for the other ships? Or the fact that they get a pre-nerf? This is hardly a huge boost.
A 10% drop which you can then train a skill to get at most 8% more than you have now... that is not a huge boost.
They would have to train the skill to 3 just to be back to the current situation, and an 8% speed/shield/armour increase from training a skill to level 5 is nothing like as huge as the 10% per level reduction in laser cap usage.
One implant can give that much advantage!
Zarch AlDain
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Tarron Sarek
Gallente Aliastra
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Posted - 2008.02.01 16:32:00 -
[666]
Originally by: Reatu Krentor I just had a random thought on a fix for amarr and their coveted 2nd bonus they claim to need changed.
What about changing a skill, after all why do all turret skills have to be 5% damage boost per level. What if you would make lasers have that 25% extra damage out of the box and then change the skill bonus to reduce cap by a certain amount BUT only for amarr ships. The extra damage could make the lasers usefull on other ships however so I would say, also increase cap use by 50% while changing the cap bonus to 13.5% to keep maxed skill cap use approximately the same as now. End result of this would be that only amarr ships can really benefit from lasers, as well as free up the bonus slot used by cap use bonus on quite a few amarr ships. In addition low-skilled amarr pilots would do nice damage out of the box but would run into cap issues much sooner.
Well you hit the nail on the head. This quite likely IS the original Amarr concept.
It's just that nobody who didn't calculate and didn't take a close look at the numbers realizes it. Lasers, without a damage bonus, do about the same amount of raw dps than other weapon systems with their damage bonus. Hence the cap usage bonus is a real bonus. But most people don't recognize it. And actually they can't be blamed for it. Why? Because most NPC EM resistances are so high that lasers do low damage there. Because in PvP armor tanking is more popular than shield tanking and armor has naturally high EM resistance. You'll always hit a minimum of 60%.
Instances where EM damage is a good choice, like missioning against Sanshe or Bloodraiders, show that laser damage is perfectly fine, even without a damage bonus. It's even almost overpowered with ships like the Armageddon or Abaddon, due to the damage bonus on top of the high base damage. Because of this a flat increase in laser damge of more than perhaps 5% is problematic, to say the least.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |
Abrazzar
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Posted - 2008.02.01 16:58:00 -
[667]
As almost everybody is crying about their tank of choice being reduced by 10% in resistances, I'd propose you balance it by increasing shield EM by 10% and armor kinetic and explosive by 5% each. This will keep the total sum of resistances the same as we have now, make the the extreme resistances more of a bother and still makes EM damage more significant. Of course people will still make a threadnought of whines over it as Zulupark+Nerf=WHAAAAAŠ
So to sum it up: Shield: EM +10%, Thermal 0%, Kinetic 0%, Expl -10% Armor: EM -10%, Thermal 0%, Kinetic +5%, Expl +5%
Sum = 0 EM still lowest resist on shields EM still highest resist on armor, just not as high as it had been Kin and Explo resists on armor balance the effect of EMP ammo on armor EM resist on shields balance the effect of EMP ammo on shields
Actual Amarr issues need other changes as stated in the devblog. -------- Ideas for: Mining Clouds
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Dread Emperor
The Arrow Project Morsus Mihi
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Posted - 2008.02.01 17:18:00 -
[668]
...The constructive post>
Lasers shoot EM/Thermal. Period. All Amarr T1 ships use lasers so cap use, fitting and ships themselves revolve around these. And let's say the armor rez nerf actually helps Amarr dmg output.
1. Cap and cap use>
10-20% cap increase on all (bar the Khanid) Amarr ships. Amarr should be cap race, no? Decrease Laser cap use by 30-40%. This would make the -% cap use absolete on Amarrian ships while ensuring lasers still use considerably more cap then any other weapon.
2. Fitting>
Adjusting fitting to be on par with the other races' fitting options. This should be done by both decreasing laser fitting req and boosting ship grid/cpu output. We don't want other races fitting lasers now do we (as if anyone would). Take a look at what other gunboats fit and make it simmilar on Amarr.
3. Ships>
Having covered the above; all that is left is finesse: changing the ship bonuses without making the ships themselves overpowered.
So no more dmg/rof bonuses for ships above cruiser size (well maybe the prophecy) as those are the ones lacking in dmg output. Tracking bonus would be fine. MWD (thorax like) or some agility boni are not Amarrish really. Any tanking bonus is fine. Nos/neut is too. Optimal range (YES dammit even the half-arsed 10% one) is fine as beams have low optimal and almost no falloff.
Also, ontroducing missiles into the Amarr T1 line (have one or two cruisers and frigs opt for missiles, dont even have to specialize, just opt). This would introduce missiles to new Amarr players avoiding the "train missiles now!" shock Khanid t2 ships provide. And it seems nowadays it goes with the story.
Conclusion>
That's it. Not that hard (definitley simpler the messing with EVERY ship in the game). Speed/midslot gimpage issues would remain but that's Amarr. Not to mention low sensor strength...
If you want exact numbers just say so
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X3k5
Amarr Brotherhood of the Phoenix Free Trade Zone.
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Posted - 2008.02.01 17:34:00 -
[669]
Some people just have nothing to do except criticize. First people complain about everything that's wrong with the game and when something gets changed, you get stupid comments like this -- "Sigh, another example of 'whine enough and we'll change it'"
So you'd rather they remain ignorant and dont care what the players have to say.
Im Amarr myself and I dont like this change atall, but atleast they are trying to fix the problem no matter how unsuccessfully. You have to give them credit that they atleast listen to players.
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Black Scorpio
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Posted - 2008.02.01 17:40:00 -
[670]
Originally by: CCP Zulupark
You're talking about a very limited way of fitting a ship. Also, I said in the blog we were looking at some Amarr ships. There will be a blog shortly about how/what ships we've balanced.
So you're looking at SOME Amarr ships and you modify the entire baseline for all shield and armor?
Very good work Zulupark.. please spend more time thinking on this. I know you have the numbers, now make it so that your CUSTOMERS who pay your salary do not feel like they've been robed or that game style is not yet changed to some whim of a Dev.
Yes some amarrian ships need buffs. Limit it at that. You are going totally the wrong way with this by starting to move base resistances and pretend this helps. The fact that it might in some cases make it easier on amarr ships does not mean it's the correct fix.
Everything in this game is interconnected. But it is YOUR job to find the RIGHT thing to modify and not make the players seem like you're shooting blind in the dark.
Find a good way of BALANCING/BOOSTING this game by not making everyone MISERABLE for a change, but making everyone happy for once. Isn't that what a boosing patch should do?
You have very nice bosses at CCP, you should have been reprimanded a few times by now, including after this post!
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Black Scorpio
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Posted - 2008.02.01 17:46:00 -
[671]
Originally by: DigitalCommunist I like this change, just because you pointed out that its got more to do with people using armor tanks than shield tanks in EVE. And I also like that you reduced shield explosive too, because it would have been easy to do nothing given the problem I just mentioned. I fly Zealot a lot and its amazing how long those shields last against an enemy firing explosive ammo. Active explosive shield tanking modules and active EM armor tanking modules might be more useful too. Right now they're kinda nice if you're NPCing.
I'd also like to suggest the following ideas for making shield tanks more common in EVE:
- introduce new HIGH SLOT warp disruptor that requires more powergrid and cap, but gives -2 at 25% more range - make one for frigate, one for cruiser and one for battleship - switch the medium and low slots of the Muninn around; atm both minnie HACs armor tank, and terribly - but at least the vaga has speed - consider giving shield modules the highest overloading bonuses - make low slot signal amps comparable to mid slot sensor booster - consider adding natural shield recharge to the boost amount and giving PDUs a lower HP bonus but higher recharge bonus
Sensor booster and warp disruptor are pretty necessary for pvp ships, so if you can solve that its going a long way. Minmatar ships should be able to do both, but the majority are still armor tankers which I feel is wrong.
Anyways, good changes.
The Amarr specific stuff would have to do with reducing Medium Beam grid usage a lot. They should be an easy fit on Retribution and possible on Crusader with one MAPC fitted. Medium Pulse fittings are annoying too, but not as much.
The other problem is swapping crystals. I know you can't do this with an overhaul but lasers have the shortest falloff. It requires you to swap crystals a lot if you want the most out of your guns. You need to be able to switch all crystals at once with a single click.
Other than stuff like that, I really don't see a problem with Amarr ships.
HELLOO, waving at you.. now if you only can think past your gallente/amarr/minmatar flying setups and TRY to make Caldari ships be Able to PvP.. using shield tanks, then i can really see you post. Until them i am blinded by the same shortsightedness that makes you skip Caldari off your charts in the PvP or Boosting category.
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Black Scorpio
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Posted - 2008.02.01 17:49:00 -
[672]
Originally by: Goumindong Edited by: Goumindong on 30/01/2008 18:09:11
Originally by: Alexander Knott
Originally by: CCP Zulupark We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do.
If armor tanking is overwhelmingly more popular than shield tanking, why is this true? It would seem that the player base has spoken on which form of tanking it feels is superior.
Shield tanking is superior. That is not the question. The question is "what is the best use of the slots I have?" and shield tanking, while superior to armor tanking, is not superior to other uses of the med slots for the most part.
All that means is that when performing different tasks, different slots are more or less valuable. Over a certian number of med slots or low slots are unnecessary to a long ranged passive tanked ship. This is why the Armageddon is pretty good, because 3 meds, no big deal, they are sensor boosters anyway, but the extra low is another damage mod or plate, which is hugely important. But if you take the tempest, with 5/6, it cant armor tank effectivly because it needs damage mods in a passive gank setup, it cant shield tank effectivly because it doesnt have enough med slots to fill with ewar, and split tanking is less effective because EANMs do not benefit shield resistances and plates dont benefit shield hit points which reduces the synergy between stacking tanking mods.[in the same way that adding an MAR to a drake with an invuln results in the same EHP on both, but a drake with a shield booster would tank a lot better due to the synergy between the shield resists and the shield booster]
ed: But then again, med slots, with the current slot distribution, probably ought to be more valuable than low slots. This is because the number of ships with high numbers of med slots is very low, and in fact, there is no tech 1 ship that is not specialty kitted for ewar that has 7 med slots. 7 med slots and 4 low slots[or 8/3] being the optimal shield tanking configuration[1 damage control and 3 damage mods in the low slot]. Since there is no such ship, med slots really do need to be more valuable than low slots, or the ships that dont have optimal configurations will have problems. And since that is pretty much every ship that isnt 4/7 or 7/4 or 8/3 that is basicially every ship except the Abaddon, Megathron, and Hyperion[special circumstances], and Apoc[which sucks anyway]
You are a moron and a noob. Did not read past your first sentence. Shield tanking - superior, ah ok.. i'll tell them that. Maybe in your passive version, but really who are you kidding?
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Pinky Denmark
The Cursed Navy
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Posted - 2008.02.01 17:52:00 -
[673]
Edited by: Pinky Denmark on 01/02/2008 17:53:27
Originally by: Shevar
1) It isn't the only real issue for Amarr, yes effective DPS is one of the issues but not the only one. 2) Yes because invul fields are so much more worse then an eam 3) This is because if shield tanking would suddenly become popular minmatar would be in somewhat the same boat as amarr. So they change the explosive resistance as well. This has nothing to do with the shield recharge, the shield recharge explains why shield resistances are lower in the first place. [/quote=Shevar]
1: This debate is actually for the EM issue... save the beans for another blog m8 2: racial shield hardeners are valid choices in many situations - INV's arent bad, I know... But the many armor tanks in PvP and abundance of omnitanks must be a clear sign of something 3: Minmatar have no trouble against shield tanks with their EMP ammo and decent dps (vs caldari ships) - I'm a nice guy!!
But hook me up with some pew pew, because I'm really bored... |
Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.02.01 18:00:00 -
[674]
Originally by: Black Scorpio
You are a moron and a noob. Did not read past your first sentence. Shield tanking - superior, ah ok.. i'll tell them that. Maybe in your passive version, but really who are you kidding?
Your inability to properly utilize shield tanks and med slots is not my problem. Try examining the strengths of your ships and then utilizing them instead of trying to fly them like gallente blaster boats.
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CamelKnight
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Posted - 2008.02.01 18:04:00 -
[675]
670 replies to a single "boost-that-is-a-nerf" and still CCP don't get the message.
So let me use this post to clarify stuff: CCP, you're handling things the wrong way. There are tens, if not hundreds of topics about how you should boost Amarr. Take a good look around. Read them. And note that not one of them speaks of nerfing resists on shields and armor. And note *several* VERY good suggestions instead. Then build those. Then release those on Sisi. Then have a happy community once more.
I still can't understand where the hell you got that idiotic idea to nerf shields and armor. You sure as hell didn't go to Holland to puff your brains out. Or did you?
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Tarron Sarek
Gallente Aliastra
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Posted - 2008.02.01 18:13:00 -
[676]
Most suggestions to 'fix' Amarr are crap, and attest to a lack of insight into game mechanics and/or game design. Or they simply destroy any racial trait and make Amarr more like the other races. Why should CCP implement them?
Just because you repeat the same rubbish over and over again doesn't make it any less rubbish.
On a different note.. Please CCP, next time no blog. Just change things and let people deal with it.
The amount of whinage in this thread is disturbing the force.
I feel so robbed! Heavens are falling! It's the END!
If a change like this lets you turn into a whining, flaming mess of testosterone, better leave and play something like Tetris.
Stop the complaining already! This is getting silly. Grow up and take it like a man.
Otherwise Hello Kitty Online is that way -->
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |
Jonny JoJo
Amarr The Imperial Guards
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Posted - 2008.02.01 18:16:00 -
[677]
Edited by: Jonny JoJo on 01/02/2008 18:18:01
Originally by: Tarron Sarek
Stop the complaining already! This is getting silly. Grow up and take it like a man.
Otherwise Hello Kitty Online is that way -->
I went into a Resteraunt.
They made a excellent meal, great service. However my cola was flat.
Should customers drink flat cola? Or make their view known so that the flat cola does not spoil their excellent meal?
How can you expect CCP to improve if people dont tell them what is going wrong?
After all, if a business does not make mistakes - its not a business. Sig locked, lack of Eve content |
Tarron Sarek
Gallente Aliastra
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Posted - 2008.02.01 18:25:00 -
[678]
This is about how they make their view known.
Constructive criticism, perhaps even with some arguments and based on facts? Great!
Senseless flaming, spouting and blabbering? Based on nothing except hearsay and bias? No thanks!
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |
Flaming Lemming
Caldari Puppeteer Press
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Posted - 2008.02.01 18:51:00 -
[679]
How many pages since a Dev reply?
Yeah, they give a damn what we have to say. Re: Carrier nerf
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Maximillian Dragonard
mUfFiN fAcToRy Sex Panthers
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Posted - 2008.02.01 19:13:00 -
[680]
Beyond a doubt, EM becomes the single most damaging weapon type across the boards (factoring both shield and armor resists).. Guess that means we all need to train amarr drones and ditch any caldari ship with only kinetic bonuses (most). Any missile pilot that fires anything other than EM after this is downright silly.
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Hugh Ruka
Caldari Exploratio et Industria Morispatia
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Posted - 2008.02.01 19:19:00 -
[681]
Originally by: Tarron Sarek This is about how they make their view known.
Constructive criticism, perhaps even with some arguments and based on facts? Great!
Senseless flaming, spouting and blabbering? Based on nothing except hearsay and bias? No thanks!
Constructive criticism is not much possible here, because all we have is a change taken from thin air and thrown out with half-assed arguments.
If I want constructive criticism, I state my case clearly in full detail, my reasoning and solutions so far and then let people consider all things said.
Not just stating "we think that this is a solution, deal with it, something else may come later".
Originally by: Aravel Thon
Originally by: Nith Batoxxx Hi my alt just leanred to fly the ferox...............
I am so so terribly sorry...
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Aidonis Heideran
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Posted - 2008.02.01 19:19:00 -
[682]
Edited by: Aidonis Heideran on 01/02/2008 19:23:41
Originally by: Flaming Lemming How many pages since a Dev reply?
Yeah, they give a damn what we have to say. Re: Carrier nerf
Well no Sh** they don't reply. When you have dozens upon dozens of b****y whiners giving them heaps upon heaps of total crap and abo****ely BURYING all of the yes-sayers and even the people who try to look at thinks logically do you think they'd reply? What about the people arguing with other people *note that the "other" people aren't CCP staff* about minor errors in the CCP posts, do you think the staffers care? NO. It's non constructive and mostly insulting.
Ergo, they REALLY don't care about whining, b****ing and people saying "OMG CCP YOU SUCK I HATE YOU YOU GUYS ARE IDIOTS IM QUITTING THE GAME BECAUSE WE'RE BEING EGOTISTIC BABIES".
They care about us when we say USEFUL THINGS.
So if people like you would stop making posts like the one you jus did, CCP would be back over here, because it wouldn't take them sifting through pages upon pages of absolute CRAP to find useful feedback.
Oh and in case you didn't know, it's called a JOB. That's 9-5 not 24/7.
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Elrinarie
Gallente Freelancers Inc.
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Posted - 2008.02.01 19:24:00 -
[683]
I still don't understand the whole idea of nerfing shields in this change.
I mean. Armor base resistances are 140 points, and shield base resistances are 120 points.
all shield resistances are
0 em, 60 explosive 40 kinetic 20 heat. for 120 points of resistance.
armor varies by race, but for gallente it is 60 EM 10 explosive 35 kinetic 35 thermal. for 140 points of resistance.
Sure shields slowly regenerate by themselves, but as already pointed out by you guys, shields also aren't very popular in this game for PVP (and this is because they require vital midslots)
and as others have said, this change makes a small boost for amarr PVP, and the biggest boost is to minmatar pvp. But weakens everyone in mission running/ratting.
suggestions
1) move 10% EM resist to another resist in armor 2) fix power usage on lasers 3) fix powergrid need on lasers 4) fix certain ships that need more cpu/PG 5) perhaps give amarr some bigger drone bays on some of the ships, or some other way to boost non EMP damage, outside of adjusting lasers 6) step away and test the changes.
Creator of another Mining Calculator |
Aidonis Heideran
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Posted - 2008.02.01 19:37:00 -
[684]
Constructive comments yay! Thanks mate.
And the dronebay thing is something I haven't quite heard before. (If I missed it on this thread, it's cause I couldn't be bothered to sift through 24 pages of whinage for the good comments :P. And I'm usually a VERY patient guy.)
I think more dronebay would be awesome. It would crank up DPS a bit. Though, of course, CCP may decide to cite fluff reasons for not including bigger drone bays.
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Black Scorpio
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Posted - 2008.02.01 19:40:00 -
[685]
Originally by: Goumindong
Originally by: Black Scorpio
You are a moron and a noob. Did not read past your first sentence. Shield tanking - superior, ah ok.. i'll tell them that. Maybe in your passive version, but really who are you kidding?
Your inability to properly utilize shield tanks and med slots is not my problem. Try examining the strengths of your ships and then utilizing them instead of trying to fly them like gallente blaster boats.
Would you like to schedule a 1v1 with your Raven and my BS of choice? I'm sure between my inability to use mid slots appropriately and your superior shield tanking Raven in PvP you should have nothing to worry about. I would also like you to have your Raven scramble me at all times, just so I can see at least one of your mid slot of yours used as mines will be..
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Black Scorpio
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Posted - 2008.02.01 19:45:00 -
[686]
Originally by: Hugh Ruka
Originally by: Tarron Sarek This is about how they make their view known.
Constructive criticism, perhaps even with some arguments and based on facts? Great!
Senseless flaming, spouting and blabbering? Based on nothing except hearsay and bias? No thanks!
Constructive criticism is not much possible here, because all we have is a change taken from thin air and thrown out with half-assed arguments.
If I want constructive criticism, I state my case clearly in full detail, my reasoning and solutions so far and then let people consider all things said.
Not just stating "we think that this is a solution, deal with it, something else may come later".
Exactly my m8!!!
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Black Scorpio
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Posted - 2008.02.01 19:47:00 -
[687]
Originally by: Tarron Sarek Most suggestions to 'fix' Amarr are crap, and attest to a lack of insight into game mechanics and/or game design. Or they simply destroy any racial trait and make Amarr more like the other races. Why should CCP implement them?
Just because you repeat the same rubbish over and over again doesn't make it any less rubbish.
On a different note.. Please CCP, next time no blog. Just change things and let people deal with it.
The amount of whinage in this thread is disturbing the force.
I feel so robbed! Heavens are falling! It's the END!
If a change like this lets you turn into a whining, flaming mess of testosterone, better leave and play something like Tetris.
Stop the complaining already! This is getting silly. Grow up and take it like a man.
Otherwise Hello Kitty Online is that way -->
Do you like to "Take it like a ... man" Tarron?
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farfrael
Freelancer Union
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Posted - 2008.02.01 19:49:00 -
[688]
Uh?
I don't understand why because the minmatar/gallente EM armor resists are (supposedly) too high you have decided to screw the caldari shield resists?
In addition, the reduction discussed in your example from 92.5% to 90% is just a joke, it's not going to make any difference whatsoever.
As for amarr pilots not doing enough DPS, not being good at PvP blah, blah, blah (cry me a river) please watch THAT VID ! and reconsider.
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Aidonis Heideran
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Posted - 2008.02.01 19:50:00 -
[689]
Originally by: Black Scorpio
Originally by: Hugh Ruka
Originally by: Tarron Sarek This is about how they make their view known.
Constructive criticism, perhaps even with some arguments and based on facts? Great!
Senseless flaming, spouting and blabbering? Based on nothing except hearsay and bias? No thanks!
Constructive criticism is not much possible here, because all we have is a change taken from thin air and thrown out with half-assed arguments.
If I want constructive criticism, I state my case clearly in full detail, my reasoning and solutions so far and then let people consider all things said.
Not just stating "we think that this is a solution, deal with it, something else may come later".
Exactly my m8!!!
Maybe you guys ticked him off? haha. "Hmm maybe I'll revise the changes if they have better ideas." "OMG YOU SUCK ZULU GO TO HELL OR IM QUITTING GAME" "err okay screw you guys too then."
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snotvomit
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Posted - 2008.02.01 19:56:00 -
[690]
I have posted in another topic, but wanted to add my opinion here in the hope that the Devs take notice.
They have acknowleged that there is a problem with many Amarr ships and that this needs to be addressed.
What I still can't understand is why nerfing EVERYONE's armour and shields (especially the EXP nerf to shields) is preferable to specific boosting of the Amarr weaknesses.
If Amarr are buffed so that they can use lasers more effectively, then that's a very specific, targeted change.
As others have pointed out previously, nerfing everyone's resistances seems to have much more potential for unintended consequences.
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