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Thread Statistics | Show CCP posts - 16 post(s) |
Pajamas Jack
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Posted - 2008.01.30 23:27:00 -
[181]
Edited by: Pajamas Jack on 30/01/2008 23:27:09 Will someone please fire this Zulupark guy already. Hasn't he done enough damage already. When is it doing to stop...when he kills off the eve?
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Bellum Eternus
Gallente Death of Virtue Sex Panthers
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Posted - 2008.01.30 23:29:00 -
[182]
Originally by: Vrabac -good points-
Holy crap. I'm agreeing with Vrabac!
I agree 100%. The Amarr pilots that I know do *great* damage, regardless of what type of tank it is. Quite often the EM resists on my armor tanks are as low or lower than my explosive resists. Lasers have the best combo of raw damage/range in the game. Abaddons/Geddons easily compete with Megas/Hypes for DPS, and particularly so when you're in a gang situation and the targets are spread out.
All reducing Exp/EM damage does is make Eve into mush. Pretty soon everything will taste like oatmeal instead of having it's own unique flavor.
Every ship shouldn't be able to do every single job in Eve equally well. People just don't want to sacrifice anything. Shield tanks are great for PVP, just bring a tackler. There is nothing wrong with that. Each design has it's different capabilities/weaknesses. Pretty soon if low slot ECM and tackling and high slot whatever is introduced, all of Eve will be just one big homogeneous lump of crap with very little flavor.
Explosive crystals? Absurd. I'd like some explosive ammo for my blasters as well please. Reducing Exp/EM just buffs Minmatar. That isn't to say reduce EM only and not reduce shield explosive resists.
Changing the resists affects all ships and all combat, not just Amarr. Amarr needed to be tweaked a bit, but this is ridiculous. This is probably my first/last post on the matter, due simply to the fact that no amount of discussing it will affect a change anyway. I'm sure the Devs will manage to implement the worst possible options yet again.
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Elmicker
The Phoenix Rising FreeFall Securities
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Posted - 2008.01.30 23:30:00 -
[183]
Sudden dev silence in this thread after so much direct interaction makes me apprehensive.
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Bellum Eternus
Gallente Death of Virtue Sex Panthers
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Posted - 2008.01.30 23:32:00 -
[184]
Originally by: Elmicker Sudden dev silence in this thread after so much direct interaction makes me apprehensive.
They went home from work?
Bellum Eternus [Vid] L E G E N D A R Y [Vid] L E G E N D A R Y I I |
Terraisa Nichols
Di-Tron Heavy Industries Atlas Alliance
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Posted - 2008.01.30 23:33:00 -
[185]
Does CCP only know how to nerf now? As so many of us have said, its human nature to like getting stuff and hate having it taken away. Therefore boost = good, nerf = bad.
How about you forget the whole nerf thing, which looks to cause a lot of trouble and doesn't seem to help Amarr much anyways, and boost Amarr by well... boosting Amarr?
What a concept!
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Tzrailasa
Destructive Influence Band of Brothers
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Posted - 2008.01.30 23:37:00 -
[186]
Edited by: Tzrailasa on 30/01/2008 23:37:23 I fly Amarr exclusively on this character, and I've never thought that the damage was the major part of the problems with them.
The main problems, at least for the BS for me have been: 1. One of the bonus (cap reduction) being a necessity to actually fly the ship. For other races, it's a bonus. 2. The difficulty of fitting, and the reliance on one of the most expensive rigs to do so well.
Apart from that, I don't see much wrong. My favorite ships are the Harbinger and the Apoc. The Harbinger because it is a frig-shredder extra-ordinaire, and the Apoc because it deals decent damage and still never gets primaried
My views are my own. They do not represent the views of my corporation or alliance. |
DanMck
Amarr Rionnag Alba Triumvirate.
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Posted - 2008.01.30 23:38:00 -
[187]
thanks for looking into the issue
but please understand from my view we need...
em to thermal % adjusted (like when t2 crystals came out) less cap used per shot fired total cap increased slighty (cap kings ?) fitting reduced on beams cap bonus changed to tracking/neut cap use/drone range.. something else
please don't change everyship in the game to resolve the issue , there are very little whine therads on the other races compared to us.
you almost have the balance adjust us slighty ..leave everyone else alone.
use the force....
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.30 23:40:00 -
[188]
Edited by: Goumindong on 30/01/2008 23:41:20 I want to clarify what I am saying. I am not saying that a 10% resistance cut on armor and shield for em/ex respectivly is a bad idea or wont fix some problems. I havent really looked at that closely. What I am saying is that it isnt the change you should start with, and it isnt a "fix amarr" change. Its a general damage balancing change.
But its not a change that fixes amarr, its a change that fixes EM and EX damage. If there is a problem with EM or EX damage that this will fix, then by all means, make the changes necessary. But the change is much larger than just fixing Amarr and has many more repurcussions than a 10% damage increase against armor for ships that do ~50% em damage.
That is, change tanking if there is a problem with tanking and damage types. If there isnt, then there isnt. And if there is, i would love to see some numbers as to why such a change is a good idea.[it makes sense for sniping at least]
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Waukesha
Amarr Extreme Addiction Atrum Tempestas Foedus
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Posted - 2008.01.30 23:42:00 -
[189]
Quote:
Amarr need more midslots # Need more midslots to fit Ewar/tackling gear
The more midslots argument doesn't have any one answer. The Amarr are the tanking and ganking floating rods of gold. While the Minmatar are versatile and the Caldari do electronic warfare the Amarr simply sit there and charge their lasers, secure in their knowledge that God is on their side.
This justification for Amarrs lack of midslots is poor imh. I beg to differ on Amarr being the gods of tank and gank lol.
You forgot to mention Gallente have drones.. Why do they have extra mids? Minmatar have speed.. Why do they have extra mids?
If anything Amarr need more mids/all slots for cap mods...
Quote:
More damage # Remove the energy turret capacitor need bonus and replace it with more damage bonuses # Increase the base damage mod of energy weapons # Cap usage on Energy Weapons may be too high in some cases
I would say that not more damage is needed but more effective long lasting damage - cap is the problem here, you run out well before any equal opponent.
The cap bonus to ships as it stands now is leaving these ships with one less bonus, and I cant see how it can be viewed any other way...
Quote:
Fix crystals
The resist adjustings look good at first glance.
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Takeshi Yamato
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Posted - 2008.01.30 23:44:00 -
[190]
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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Schani Kratnorr
Internal Revenue Service
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Posted - 2008.01.30 23:48:00 -
[191]
Edited by: Schani Kratnorr on 30/01/2008 23:49:48 In response to the OP (blog really).
The "problem" is that Amarr ships have steadily declined in popularity since the increase to hitpoints was introduced. The resists are only a small part of why lasers suck.
Everyone would like their resists on both shields and armor to be as high as possible for all four types of damage. This gives them the best chance of beating an opponent regardles of what damage type(s) he does.
In the old days, Laserboats like the gankageddon were popular because they could roast a ship fast, before running out of cap. With increased hitpoints, lower cost on better modules, plus changes to damage controls, it now takes longer to finish off a ship.
I guess my point is this: I like the fact that you're trying to fix obviously broken ships, but at this stage any change to existing content serves only to create a new "most crappy race/ship".
Nerf/boost one thing, and another takes its place. As you pointed out, you (the devs) dont want resists to be too even, but that is exactly what players generally aim for when fitting a ship. We want high resists, lots of damage, massive hitpoint counts, super speed, at a low low cost.
Careful, or you might give us what we ask for and remove the challenge of the game
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Kappas.
Galaxy Punks Black Core Alliance
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Posted - 2008.01.30 23:50:00 -
[192]
Edited by: Kappas. on 30/01/2008 23:50:47 Tbh swapping the damage (mostly thermal, a little em) would be better than messing with ship resists, imo.
Edit: Also reducing cap need of lasers a little probably wouldn't go amiss from checking out the stats on EFT. __________________
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Cailais
Amarr VITOC
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Posted - 2008.01.30 23:53:00 -
[193]
Originally by: Lyria Skydancer
Originally by: Vrabac
Please redirect the issue from EM damge to individual ships. Curse, pilgrim, sentinel, zealot, prophecy, omen, apocalypse, maller, arbitrator, work on them, they all suck not because of EM damage but becauses they simply suck as such.
Did you read the whole blog? There is another blog coming with changes to the broken amarr ships that you mention.
This change is good because there might be a reason to fit a maller with lasers eventhough it doesnt have a damage bonus.
Unbonused lasers should be inline with unbonused hybrid and projectiles. You get different drawbacks/advantages but one of them (like the laser) shouldnt suck so badly so that amarr ships start fitting other racial guns and need to train for them to use a crap ship.
If the Curse and Pilgrim get buffed Ill eat my own hat.
C.
Improved Low Sec Idea!! |
PC5
Bermuda Syndrome C0VEN
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Posted - 2008.01.30 23:58:00 -
[194]
Is it a joke? There are much serious problems with amarr than dmg types. Wake up there in CCP! Lets hope next patches will fix something at last.
PS. Fix the damn forums! How many times do i need login to post something!?
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Paulson
The Fated Interstellar Alcohol Conglomerate
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Posted - 2008.01.31 00:00:00 -
[195]
I fly the Pilgrim and Curse and feel these ships gain almost nothing from this suggested resist fix. considering these are amongst the most nerfed combat ships in the game lets give them some serious loving please.
Now from a shieldtanker point of view (as I happen to have been aroung long enough to fly most ships) the Explosive resist alteration is a little over the top. Fair enough you need to balance the resist drop on armour but why hammer shields even more when in PvP you have a choice of either a tank, tackle, ewar, speed mod. I like the idea suggested earlier of reducing the Exp resist on shield to 50% but have a corresponding boost to EM to 10%. Amarr will still do great damage and this will help balance the Minmatar No 1 close range ammo of choice EMP.
===============================================
Are we there yet? |
Jonny JoJo
Amarr The Imperial Guards
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Posted - 2008.01.31 00:00:00 -
[196]
Edited by: Jonny JoJo on 31/01/2008 00:02:45 CCP, Please read this.
EM reistence was NEVER the issue on armour.
"Eh? JoJo Gone Nuts again?"
The problem with EM resist was always the Armour Compensation skills. Please CCP time travel back 1 day before RMR patch which introduced these broken skills.
Notice that there was NO EANM issue at all. (apart from Minmater 92.5)
The Reason why EM on armour is a issue is that Armour Compensation skills were prenerfed to effect only passive hardners and not active. If Armour compensation skills were not prenerfed - then everything owuld have been PERFECT - Yes, PERFECT as nobody would use EANMS at all and everyone would go back to active tanking.
Secondly - Amarr need 100% cap reduction on Lasers just like Minmatar got 100% cap reduction on their weapons a while ago. Lets not joke around this. Lasers are broken weapon concept in eve, as minmater dodnt need cap for projectiles, Gallente dont need cap for drones, Caldari dont need cap for missiles. Amarr are screwed in this respect, as all races have a 0 cap option for pvp.
Thirdly, Please fit a Amarr ship. BROKEN Fitting requirements means FAKE SLOTS.
A Amarr ship, such as a Sniper ship, looses 2-3 slotsfor RCU's, looses 2-3 slots for tracking mods to be able to compete with other races for sniping at 160km for the first minute of battle.
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
And I had a great new sig to show you as well, were it not locked :( Sig locked, lack of Eve content |
Phyridean
Lionsgate Ionic Dispersion
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Posted - 2008.01.31 00:03:00 -
[197]
CCP Zulupark,
I fly Amarr a considerable amount of the time (all the way up to Command Ships), and have never found damage particularly lacking. Tanks are also quite good.
I would suggest, instead of reducing the resistances of ships throughout the universe, look at the individual ships first. As an Amarr pilot, I am all for boosting. However, before you boost the individual ships, you cannot know how a change of this magnitude will affect overall game balance. Will you swing the balance too far towards Amarr? We don't know until we see Amarr-specific changes, as these will ultimately define the race's advantages and disadvantages which may or may not need balance thereafter.
In the end, you may only find it necessary to modify some specific ships with regard to number of turret slots, capacitor usage, and bonuses (and not just on Amarr ships!), while the resistance change is unnecessary.
After all, if you're already fixing the ships in question specifically, there's no need to make general fixes, since ideally the specific changes to those ships will effect the proper balancing alone without needing to change all ships in the game. This is especially true since the proposed change creates faster combat because of decreased effective hit points (isn't PvP fast enough already?) which is something I believe few of us want.
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ragewind
Caldari VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2008.01.31 00:04:00 -
[198]
Originally by: CCP Zulupark
Originally by: Caligulus Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
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.
do you have a basic maths qualification???
here are the diferances in resistances as they stand no and after you changes shiulds have 3 resitances that are lower piriod and the final only matches the one of the arrmor. basically blob of goons in missiles ships kill shiuld tankers as they have less bases resistance over 3 damage types.
Shields Exp - 60%, Kin - 40%, Therm - 20%, EM - 0% Armor EM - 60%, Therm - 45%, Kin - 25%, Exp - 10%
same -5% -5% -10%
to me looks like you can quite easerly leave the 10% explosive and it isnt gimped or can we now gain em resisitance?
and as its mean to be fair and balanced can i get a 20% em on all T1 shields??? would be so nice if it was fair and equal
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.01.31 00:07:00 -
[199]
Originally by: ragewind
do you have a basic maths qualification???
here are the diferances in resistances as they stand no and after you changes shiulds have 3 resitances that are lower piriod and the final only matches the one of the arrmor. basically blob of goons in missiles ships kill shiuld tankers as they have less bases resistance over 3 damage types.
Shields Exp - 60%, Kin - 40%, Therm - 20%, EM - 0% Armor EM - 60%, Therm - 45%, Kin - 25%, Exp - 10%
same -5% -5% -10%
to me looks like you can quite easerly leave the 10% explosive and it isnt gimped or can we now gain em resisitance?
and as its mean to be fair and balanced can i get a 20% em on all T1 shields??? would be so nice if it was fair and equal
Your post is hard to understand. What are you saying exactly? Amarr pvp Vids: Inq - I Inq - II |
El Mauru
Amarr Nexus Analytics Interstellar Alcohol Conglomerate
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Posted - 2008.01.31 00:08:00 -
[200]
Edited by: El Mauru on 31/01/2008 00:11:09 I really like the changes too- esp. making em drones and missiles more useful- and is perfectly fine to go live.
However, I think in the aftermath, some ships might need a look at:
Abaddon (eventually too much damage? Could be fixed by smaller cargo bay so pilot can not take along as many cap boosters anymore- this single stat will automatically influence the amount of damage/tanking any amarr ship does)
Harbinger (same)
Armageddon(?) (same)
That`s from an Amarr standpoint- at the same time the Omen, Zealot(?), Maller, Apocalypse, every other laser-based Amarr ship- will probably be fixed- which imho is an awesome turnout.
I can not talk from a Caldari standpoint unfortunately, but I can imagine that some ships might suffer from the explo resist kick-in. For whatever reason explosion damage seems to have done just fine until now.
Minmatar should be balanced out since when they want to use their EXPL ammo they usually end up in webbing range anyway, and all their ships where range would NOT matter as much (Tempest, the high tier BS) needed a slight boost anyway. MAYBE a range decrease on optimals is in order on explosive ammo...
However, I think that many people forget that EVERY ship uses shield and will be suffering the consequences so it might just work out perfectly.
IMHO, only testing in a "real-life" (tranquility) environment will show the true consequences. 10% might be too much... 8%, 9&, 5%? only time will tell. In that case-however, all the other laser-based Amarr ships will still need a look at.
All in all- let`s go with it and see if it makes people use EM damage again. It might all just balance out in the end...
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Takeshi Yamato
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Posted - 2008.01.31 00:10:00 -
[201]
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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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.01.31 00:12:00 -
[202]
Edited by: Goumindong on 31/01/2008 00:14:47
Originally by: Waukesha
This justification for Amarrs lack of midslots is poor imh. I beg to differ on Amarr being the gods of tank and gank lol.
No, its not. Laser ships tend towards a type of combat that favors three things.
1. DPS 2. Range 3. Effective Hit points
Tackling is less important, you only need a few. Buts important you get as many hit points and as much DPS out of your ships.
The high number of low slots Amarr have push Amarr easily towards this option. Because low slots are the slots that increase EHP the best[for battleships, its meds for cruisers, frigates, and possibly battlecruisers]. And low slots are the slots that increase DPS the best.
Combine that with the naturally high range of Pulse lasers and you have effective ships which do not need many med slots.
There are med slot problems with Amarr, but that is because those ships do not or cannot perform the standard laser role of having a bunch of hit points and doing a bunch of DPS.
ed: Oh, and another thing, EM drones would be used a whole bunch if they actually did more damage against shields than thermal drones do against shields. The reason they suck has nothing to do with Armor EM resistance, you could make armor EM resistance 0 and they would still suck. If EM drones did as much raw DPS as thermal or ex drones you would see them used instantly on the battlefield. Drone ships would carry EM drones against shields and then swap to EX drones for armor, while wanting to shoot thermal at structure.
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DrAtomic
Atomic Heroes Phalanx Alliance
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Posted - 2008.01.31 00:13:00 -
[203]
All nice and dandy and so forth BUT will you look into missions, plexes and exploration sites using smartbomb and thor missile mechanics then as well... These are allready nearly suicide as is but will be close to undoable after this change is in. Mainly because the damage done by those smartbombs and thor missles are allready taking in account the high level of base EM resists.
For example: The Maze Guristas Military Base Dread Guristas Fleet Staging Point
I.e. do you have a way of lowering the EM base damage NPC's and NPC structures do by 25% as well? - - -
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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ragewind
Caldari VersaTech Interstellar Ltd. SMASH Alliance
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Posted - 2008.01.31 00:18:00 -
[204]
Originally by: Lyria Skydancer Your post is hard to understand. What are you saying exactly?
i have poor english
basically shields have 20% lower resistance from base.
other that that id like to thank zulu for boosting the raven now a gang torp raven housing all damage types will now shoot through the shields and armor of any armarr ship without taking any additional damage same with any shield tanked mini ship way to boost all but the armarr.
that was the goal right give everyone damage a bonus but the amarr???
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Jerusalem Eve
Amarr Caldari Navy Volunteer Task Force
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Posted - 2008.01.31 00:21:00 -
[205]
Well this just maintains the status quo that armor tanking is better than shield tanking for pvp. I would think you would try and get more shield tanked ships out there for lasers to shoot at. More Shield tanks to shoot at = Amarr boost.
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.
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Ishan Mons
Gallente
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Posted - 2008.01.31 00:26:00 -
[206]
Originally by: Jonny JoJo Edited by: Jonny JoJo on 31/01/2008 00:02:45 CCP, Please read this.
EM reistence was NEVER the issue on armour.
"Eh? JoJo Gone Nuts again?"
The problem with EM resist was always the Armour Compensation skills. Please CCP time travel back 1 day before RMR patch which introduced these broken skills.
Notice that there was NO EANM issue at all. (apart from Minmater 92.5)
The Reason why EM on armour is a issue is that Armour Compensation skills were prenerfed to effect only passive hardners and not active. If Armour compensation skills were not prenerfed - then everything owuld have been PERFECT - Yes, PERFECT as nobody would use EANMS at all and everyone would go back to active tanking.
Secondly - Amarr need 100% cap reduction on Lasers just like Minmatar got 100% cap reduction on their weapons a while ago. Lets not joke around this. Lasers are broken weapon concept in eve, as minmater dodnt need cap for projectiles, Gallente dont need cap for drones, Caldari dont need cap for missiles. Amarr are screwed in this respect, as all races have a 0 cap option for pvp.
Thirdly, Please fit a Amarr ship. BROKEN Fitting requirements means FAKE SLOTS.
A Amarr ship, such as a Sniper ship, looses 2-3 slotsfor RCU's, looses 2-3 slots for tracking mods to be able to compete with other races for sniping at 160km for the first minute of battle.
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
And I had a great new sig to show you as well, were it not locked :(
wow... caldari and gallente both need cap for their guns, but not drones or missiles... just like amarr needs cap for guns but not drones or missiles. and there is the whole ammo thing That being said I think cap use on lasers needs to be lowered(not hybrid low) but lowered somewhat
Assuming perfect skills: according to EFT a larger neutron blaster II using antimatter uses 3 cap/s and a mega pulse II fitted with mulifreq uses 6.5 cap/s(4.3 with a ship cap bonus) so maybe lower it so that with a ship cap bonus it uses 3 cap/s
but before you start crying about not being able to fit a full rack of your biggest guns without fitting mod... try fitting a hyperion sometime :p ------------------------ BOOST PATCH! BOOST PATCH! BOOST PATCH! BOOST PATCH! |
El Mauru
Amarr Nexus Analytics Interstellar Alcohol Conglomerate
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Posted - 2008.01.31 00:26:00 -
[207]
Edited by: El Mauru on 31/01/2008 00:27:41 One thing to add- can you imagine what this will be a nerf to as well?
NANOS!
How? all those "pesky" (i.e. generally being whined about) ships usually use shieldtanks in the form of shield-extenders (midslots, leave lowslots for nano "SHTUFF", no resist mods)- in which case they will die more easily now (when getting hit).
Your 2pts damage on that vaga just got a hole lot more painful m8 :D -
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Grytok
moon7empler Ev0ke
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Posted - 2008.01.31 00:27:00 -
[208]
Another tme CCP fails at rebalancing.
-10% EM on armor -10% Explosive on Shield
EMP: EM/Explosive/Kinetic damage mix.
MinMatar get's double the bonus out of this change, stil using no cap to fire their guns. Am I the only one seeing something happening here?
Resistances are not the problem at all tbqfh. All the problems Amarr have are CAP, CAP and CAP.
Amarrian ships should be flying reactors, which they aren't. With all related skills to LvL 5 there are alot of amarrian ships, that cannot fire their guns without running out of cap. This is the real issue. Where other races fire their weapons, they've cap to run their tanks, Amarr can't, simple as that. If Amarr could fire their guns, while running their repairers as long as other races, then we'd achieve balance.
I'm glad that I chose to have a MinMatar-Alt as primary PvP-Toon and yet another change that boosts him even more? Thank you very much .
CCP gave us shiny new graphics. Too bad they removed Anti Aliasing for me :\ |
Jonny JoJo
Amarr The Imperial Guards
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Posted - 2008.01.31 00:34:00 -
[209]
Originally by: Ishan Mons
Originally by: Jonny JoJo Edited by: Jonny JoJo on 31/01/2008 00:02:45 CCP, Please read this.
EM reistence was NEVER the issue on armour.
"Eh? JoJo Gone Nuts again?"
The problem with EM resist was always the Armour Compensation skills. Please CCP time travel back 1 day before RMR patch which introduced these broken skills.
Notice that there was NO EANM issue at all. (apart from Minmater 92.5)
The Reason why EM on armour is a issue is that Armour Compensation skills were prenerfed to effect only passive hardners and not active. If Armour compensation skills were not prenerfed - then everything owuld have been PERFECT - Yes, PERFECT as nobody would use EANMS at all and everyone would go back to active tanking.
Secondly - Amarr need 100% cap reduction on Lasers just like Minmatar got 100% cap reduction on their weapons a while ago. Lets not joke around this. Lasers are broken weapon concept in eve, as minmater dodnt need cap for projectiles, Gallente dont need cap for drones, Caldari dont need cap for missiles. Amarr are screwed in this respect, as all races have a 0 cap option for pvp.
Thirdly, Please fit a Amarr ship. BROKEN Fitting requirements means FAKE SLOTS.
A Amarr ship, such as a Sniper ship, looses 2-3 slotsfor RCU's, looses 2-3 slots for tracking mods to be able to compete with other races for sniping at 160km for the first minute of battle.
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
And I had a great new sig to show you as well, were it not locked :(
wow... caldari and gallente both need cap for their guns, but not drones or missiles... just like amarr needs cap for guns but not drones or missiles. and there is the whole ammo thing That being said I think cap use on lasers needs to be lowered(not hybrid low) but lowered somewhat
Assuming perfect skills: according to EFT a larger neutron blaster II using antimatter uses 3 cap/s and a mega pulse II fitted with mulifreq uses 6.5 cap/s(4.3 with a ship cap bonus) so maybe lower it so that with a ship cap bonus it uses 3 cap/s
but before you start crying about not being able to fit a full rack of your biggest guns without fitting mod... try fitting a hyperion sometime :p
Difference between 3 and 6.5 is 5 lost slots of cap mods. Tach II used 80 cap/sec drain on Abaddon. Thats like 8 heavy nos II drain!.
This is not about cap as I am Talking About EM resist. My case is clear and PROVEN - Armour Compensation Skills are Broken due to prenerf and CCP should un-nerf Armour Compensation Skills or just delete them. EANM issue fixed overnight.
CCP prenerfs one thing and then breaks anothering think thiniking it will fix the prenerf. Sig locked, lack of Eve content |
Karyuudo Tydraad
Caldari Whiskey Pete's Drycleaning Services
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Posted - 2008.01.31 00:41:00 -
[210]
Beautiful. No complaints here. Some people are never happy. <3
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