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Gitanmaxx
Viziam Amarr Empire
0
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Posted - 2012.04.06 14:30:00 -
[1] - Quote
I think with the overhaul to amarr ships that's talked about in the dev blog they should look at giving amarr 2 ship bonuses like every other race has. You only get 1 ship bonus because the other one is always essentially "you can use your racial gun, lasers." That's like if projectile turrets all took 700 pg to equip so min ships had to have one of their two bonuses as a reduction to pg cost of turrets.
It's just silly that amarr gets half the bonus on their ships. It also cuts down drastically on variety and eliminates so many ships as being pointless to even try flying when compounded by the inability to ever fit properly sized weapons. In the dev blog they talk about some ships completely outshining others and ships not being able to fill roles. Well for amarr a big part of that is this need for one bonus to always be "you can use the weapons you use." The other issue is that anything under a battleship size absolutely must under-size their weapons.
So fix lasers to not have such ungodly requirements so ships can have a mix and match of two ship bonuses instead of one. This will allow for ships to have more variety and distinguish themselves in roles from one another.
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Gitanmaxx
Viziam Amarr Empire
0
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Posted - 2012.04.06 14:36:00 -
[2] - Quote
masternerdguy wrote:Amarr are fine. Caldari could use more mid slots.
thank you for contributing to the topic so well..... |

Gitanmaxx
Viziam Amarr Empire
1
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Posted - 2012.04.06 15:05:00 -
[3] - Quote
Tah'ris Khlador wrote:All I read was "I want to mix weapons on my ships."
then you apparently need to learn to read because that is so completely off it's funny. |

Gitanmaxx
Viziam Amarr Empire
1
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Posted - 2012.04.06 15:07:00 -
[4] - Quote
Ranger 1 wrote:Bubanni wrote:Change it to a cap recharge bonus... :) This. Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts. Other ships not being able to use lasers in most cases is intentional, and should remain so.
I agree with this completely! And this is a much better way than using up one of the 2 ship bonuses on what essentially amounts to "you can use the weapon you're supposed to use."
I'm a noob so I don't pretend to know everything. But it was plainly obvious that this was one of those things that meandered away from it's original intent and is now a vestigial limb. It makes it very hard for amarr ships to have niches it seems since the developers only really have one bonus to work with when developing ships.
Amarr identity of active rep and neut use sounds awesome and much more clearly defined than it is now. |

Gitanmaxx
Viziam Amarr Empire
1
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Posted - 2012.04.06 15:09:00 -
[5] - Quote
Lyron-Baktos wrote:is there a new dev blog or are you talking about the one from a few weeks ago?
The one from a few weeks ago that made a very passing reference to amarr being one of the races looked at next, and how ship roles are all messed up with so many ships not even being able to fit for the role they were intended. |

Gitanmaxx
Viziam Amarr Empire
4
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Posted - 2012.04.06 15:14:00 -
[6] - Quote
Kattshiro wrote:Ahh you made me believe there was a new dev blog I hadn't read yet.... Shame on you.
So to re word because it wasn't exactly clear... You want more bonuses besides cap efficiency?
yeah, sorry in the office doing work while on the forums so i probably did word things badly.
You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship. |

Gitanmaxx
Viziam Amarr Empire
4
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Posted - 2012.04.06 15:22:00 -
[7] - Quote
Stan Smith wrote:so giving the caldari missile ships a bonus to missile damage and or rate of fire isnt a case of "you can use the weapons you already use?" i for one love the amarr cap reduction bonus for amarr ships. it's not "use the weapons you can already use" it's more along the lines of "use the guns designed for your ship more efficiently"
no it's not. you are wrong. |

Gitanmaxx
Viziam Amarr Empire
4
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Posted - 2012.04.06 15:24:00 -
[8] - Quote
Krell Kroenen wrote:All right since you asked so nicely I will agree that you should have split weapon systems for Amar ships and granting a 5% rof to both your lasers and missiles. Thus giving you the two weapon bonuses you desire.
are you illiterate? did you even read before you started puking up your nonsense? That has absolutely nothing to do at all with the topic, my post, or anything else anyone has said. Put your helmet back on and go play outside kid. |

Gitanmaxx
Viziam Amarr Empire
5
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Posted - 2012.04.06 15:58:00 -
[9] - Quote
John Nucleus wrote:Petrus Blackshell wrote:Bubanni wrote:Change it to a cap recharge bonus... :) The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that? Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS. Amarr ships already get two bonuses. Deal with it. (Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.) The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated.
This.
And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch. |

Gitanmaxx
Viziam Amarr Empire
5
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Posted - 2012.04.06 16:01:00 -
[10] - Quote
Zverofaust wrote:Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.
no I'm not. Not every change anyone talks about is a buff.
I'm asking for the way lasers are balanced by requiring any ship that fits them to use up one of it's two ship bonuses to be looked at and reevaluated. |
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Gitanmaxx
Viziam Amarr Empire
5
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Posted - 2012.04.06 16:03:00 -
[11] - Quote
John Nucleus wrote:Zverofaust wrote:Are you really arguing that Amarr need a buff? If so, please kindly skill yourself. While some amarr ships are great the way they are, others need to be looked into. OP isn't asking for a massive buff to all amarr ship, just that the cap reduction bonus be looked into.
Thank you for explaining that. This is exactly what I'm saying and I wish people would stop trying to exaggerate it and flip out arguing a completely different extremist point. I'm just saying that logically the system seems awkward and outdated and probably needs to be re-worked in some way that allows amarr ships to not HAVE to have one of the two ship bonuses be a cap reduction to lasers just to be able to use their racial weapon. This would allow the devs more flexibility with ship design on amarr with two ship bonuses to mix and match like the other races have rather than just one to distinguish each ship from one another. |

Gitanmaxx
Viziam Amarr Empire
5
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Posted - 2012.04.06 16:10:00 -
[12] - Quote
Nylith Empyreal wrote:ElQuirko wrote:GALLENTE NEEDS TO GO FASTER. Confirming hybrids need to be finished and the missile system requires some loving way before lasers.
confirming I need to win the lottery, and world hunger needs to be fixed, oh and I'd like some pancakes too which all means no talking about amarr ship bonuses until then!
Seriously guys, do you just post in every single thread completely unrelated BS for the hell of it. So we can't talk about ship bonuses on amarr ships because only one topic can be on the entire forum at any given time? |

Gitanmaxx
Viziam Amarr Empire
5
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Posted - 2012.04.06 16:12:00 -
[13] - Quote
Roime wrote:I think you are missing the point that all races have some bonus to their ships designed to make fitting the intended weapons a feasible choice.
Damage, cap and whatever bonus is just another way to write "use these weapons on this ship".
You are correct, it is. But every other races bonus is an actual bonus to using their weapons to encourage it, while the amarr one is "hey this weapons huge detriment isn't so much of a detriment anymore." but it doesn't actually encourage use of the weapon. Which is why you see so many fitting projectiles. That's a major design flaw. The bonus should actively encourage use of the weapon system. |

Gitanmaxx
Viziam Amarr Empire
9
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Posted - 2012.04.06 16:54:00 -
[14] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch. The more I read your responses, the more I feel that you are talking about something you have no idea about. Scorch is an awesome part of lasers just as Barrage is an awesome part of autocannons. It is perfectly in line. Just because a Hurricane appears to do more turret damage in EFT than a Harbinger doesn't mean it actually does more damage. With plain close range ammo (multifreq/emp), the Harbinger outdoes the Hurricane on the range of 4 km - 12 km, while having a tougher tank, and better drones. The Harbinger's optimal range is 7.5 km. With Scorch/Barrage, the Harbinger outdoes the Hurricane at all ranges over 5 km. Its optimal is 22.5 km. Such is the case with all laser boats compared to other turrets: when laser boats stick to their optimal range, regardless of the ammo in use, they will outdamage other weapon systems most of the time. The difficulty comes in not letting the enemy get at point blank and under your guns. If the cap bonus were replaced with a tracking bonus (or other direct combat bonus), that would:
- Make cap mods required on all laser ships that get into extended fights. Having to sacrifice a slot to make lasers work would cause even more whining than having to sacrifice a bonus to make them work does.
- Turn lasers into a general purpose win-weapon. We don't need that.
Additionally, if point (a) were eliminated by making lasers more cap-friendly, every ship of other races that doesn't get a damage/tracking bonus to its own weapon system would default to lasers -- the way some of them default to autocannons now. Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.
Never used EFT....so there's that cleared up.
And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.
I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another. The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that. now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive. |

Gitanmaxx
Viziam Amarr Empire
9
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Posted - 2012.04.06 19:14:00 -
[15] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:Never used EFT....so there's that cleared up. You've never pre-planned or analyzed a fit for its advantages or disadvantages... so there's that cleared up. You are probably not qualified to talk about the relative balance of ships and their bonuses. Gitanmaxx wrote: And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.
I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another. The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that. now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.
Okay, so just to your point, allow me to repeat myself: Quote:Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:
- Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
- Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
- Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
- Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
- Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.
Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that. Deal with it.
I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math.
Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.
I'm not arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.
A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision.
right now if you're working on development at CCP for amarr ships here are your options because one ALWAYS has to be cap on lasers otherwise you just can't use lasers. And even then it doesn't encourage lasers. -the ship with the damage bonus -the ship with the repair bonus -the ship with the range bonus.
That's boring and doesn't allow for much creative design, or expansion into the ship line, which is one of the contributing factors to so many ships that never get flown.
Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles. - the ship with speed bonus and tracking bonus for hit and run - the ship with repair bonus and range bonus for a slow ship of the line feel - the ship with drone damage and targeting range bonus
all of these define very unique roles and allow more creative leeway.
That's my point, not this crap some of you are getting bogged down because you like everything on the forums to be "buff this, nerf that" arguments. |

Gitanmaxx
Viziam Amarr Empire
10
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Posted - 2012.04.06 20:08:00 -
[16] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote: Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles. - the ship with speed bonus and tracking bonus for hit and run - the ship with repair bonus and range bonus for a slow ship of the line feel - the ship with drone damage and targeting range bonus
Those ships do not exist. Please stop pulling things out of your ass.
You're right dip ****. If you stopped being a cross eyed inbred fool and could read you'd know I was showing an example of how much more design leeway they'll have with ships if they aren't tied down to this need to fix the bad capacitor design on lasers.
But that wouldn't suit your "EVERYTHING MUST BE ABOUT NERFS OR BUFFS AND YOU MUST WANT ONE OR THE OTHER ALL THE TIME!" mentality you devolved ape. |

Gitanmaxx
Viziam Amarr Empire
10
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Posted - 2012.04.06 20:10:00 -
[17] - Quote
Petrus Blackshell wrote:Gitanmaxx wrote:I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math. Actually, you need a deeper understanding of combat mechanics, situations, and all attributes of a weapon to say that it is "better", not just first grade math. Something you don't appear to have. Gitanmaxx wrote:by your own explanation you've proved my point. Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.
So don't meander down your little rabbit hole of trying to say I'm arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.
A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision. Okay, let's compare to a popular race that gets ~two bonuses~: Minmatar. Which commonly autocannon-fit ships have a damage bonus? Rifter, Thrasher, Stabber, Rupture, Bellicose, Cyclone, Hurricane, Tornado, Typhoon, Tempest, Maelstrom. Oh, what's that? Looks like all Minmatar ships have a blanket bonus to low AC damage to make ACs workable! Funny, just like the cap bonus on Amarr ships! The other bonuses vary between tracking, falloff, or optimal range to give variety in roles. Maybe that's a fluke. Let's check out the Caldari hybrid platforms! Which ones have an optimal range bonus? Merlin, Moa, Ferox, Rokh, so... all of them? Huh! It's almost as if Railguns are only good on Caldari ships and not the other races' ships because it is only on Caldari ships that they can take full advantage of their range. What about these pesky laser ships? Which ones have a cap bonus? Punisher, Coercer, Omen, Maller, Prophecy, Harbinger, Oracle, Armageddon, Apocalypse. Seems reminiscent of the Minmatar line-up! What about that second bonus, does it provide variety too? Well, it varies between armor tank, damage, and optimal range, so it looks like it! The only exception is the Abaddon, which, while it is a wonderful mainline ship with its armor tank and damage bonus, has well-known cap problems, and even at perfect skills firing 8 mega pulse lasers makes it dry out in less than 5 minutes. The lesson of the day? A ship's role is not usually defined by both of its bonuses! One of the bonuses of T1 ships just makes the weapon system it's supposed to use viable, while the second defines the role of the ship. This is as true of Amarr as it is of other races. Working. As. Intended.
so if it was working as intended then why in the dev blog and the eve fanfest did CCP speak about how ship roles aren't defined well enough and very early design decisions have restricted their ability to be more creative with ship design leading to so many ships that aren't flown? Sounds like you're the only one who thinks it's working as intended. |

Gitanmaxx
Viziam Amarr Empire
14
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Posted - 2012.04.06 20:38:00 -
[18] - Quote
Tyberius Franklin wrote:Gitanmaxx wrote: so if it was working as intended then why in the dev blog and the eve fanfest did CCP speak about how ship roles aren't defined well enough and very early design decisions have restricted their ability to be more creative with ship design leading to so many ships that aren't flown? Sounds like you're the only one who thinks it's working as intended.
Most of those comments centered around the tiering of ships by design IIRC and the lack of any specific benefit with choices within a race and not the viability of one race in particular due to a specific bonus. You are applying some broad statements in ways they may not even have been intended. Gitanmaxx wrote: This is hypothetical conjecture in the spirit of the dev blog about lack of variety and issues with half the ships having no clear role or reason to even fly. And one of the big factors to this in my opinion, for amarr particularly, is that every ship must have a bonus to cap on lasers to even make them usable. That's a bad design choice. Simple as that.
And there are people who disagree. Caldari range and Gallente damage bonuses are designed around much the same principle of making their weapons useable in the face of other weapons systems with superior range to blasters(everything else) and superior DPS to rails(again, everything else). It's fundamentally no different. Gitanmaxx wrote: "but but scorch. but but damage. but but..." then change those things as well to fit the philosophy and fun, not limit everything because one type of ammo would be OP if you changed ships to be more varied.
Those things as they are represent the philosophy of lasers as I understand them: Good damage Great range for short range weapons No ammo for T1, reduced consumption for T2/Faction Greatest optimal which means better damage projection than weapons which rely on falloff for range Best tracking at optimal, which means better damage application Very cap hungry to balance this - Some hulls give a bonus to reduce this strain on the ships ability to leverage the other advantages
That was actually a well spoken argument against what I was saying. thank you.
I do disagree though that this isn't the kind of thing the devs are referring to. Yes the tier system is one aspect but they talk about how several ships can't even fit what they are supposed to fit to fill their role and several ships are redundent and pointless because others are better in every way so why use some ships. And to that point, part of that problem is caused I think by these old design choices like making every amarr ship have to have a cap bonus to lasers or it's simply impossible to use them, therefore limiting the variety of design choices they can make when creating and balancing amarr ships. |

Gitanmaxx
Viziam Amarr Empire
15
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Posted - 2012.04.06 21:10:00 -
[19] - Quote
Voith wrote:Something to keep in mind when talking about "Amarr" is that Amarr ships are completely ******* useless and ******.
But scorch is completely overpowered. It evens out to mediocrity.
Also, gotta laugh at people talking about Tachs. 2 Ships can use them effectively, one of them isn't even an amarr ship. The other has been in the game less than three months.
Right now Scorch is the crutch upon which almost all "mainline" Amarr ships use in PvP and PvE.
that's kinda what I keep hearing too. And even the people who defend the design always say "but scorch." Any gamer or developer knows that something like that is a very bad design to limit so much all because one thing is OP. How about fixing that one thing instead. |
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