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Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.06.08 14:33:00 - [31]
 

Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz
and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD


Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.

No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.

Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.

Thanos Draicon
Wolf Pack Mentality
Blood and Steel
Posted - 2007.06.08 14:50:00 - [32]
 

Originally by: Aramendel
Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz
and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD


Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.

No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.

Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.


These changes may not make it especially easy to trap a Titan, but wouldn't the threat of said trapping be enough to make people think alot harder before using them in combat? It's a good start, I think.

alpheon
Caldari
Ars ex Discordia
GoonSwarm
Posted - 2007.06.08 14:53:00 - [33]
 

Prevent the Titans from warping for 10 minutes also, and you've got your self a deal.

They may not be able to jump... but a Titan dropping a DDD won't have ANYTHING nearby that can get to it and drop a bubble on it. the DDD will have wiped out anything near by, and zooom, it just warps away.

Also, make the DDD cost more. I think I heard the fuel costs for a DDD blast was approx 20Million Isk? I've bought rail guns that cost more then that...


Clone 1
Posted - 2007.06.08 14:54:00 - [34]
 

Originally by: Tuxford
Feb Devblog
What about the Amarr?!?!
Well I guess I did promise. For me there are number of problems that plague Amarr. The biggest one in my opinion is the popularity of so called omni tank. That is tanks that just boost the tank equally over all the resistances. On smaller ships that can be explained by the ease at which people are fitting oversized plates. On bigger ships it has to do with viability of plates but also people are often choosing EANM over active hardeners.

Comparing EANM with active hardener isn't really straight forward process. You might be tempted just compare the average resistance, or that is the average damage that leaks through. That's fine if it's what you want to do but given that only two types of turrets do EM damage and projectile do little of it, then I'd take a high kinetic and thermal resistance instead of high EM resistance any day. The reason I don't always fit an active hardener is simply because they use up too much cpu. Tech 2 activatable armor hardeners uses 14tf more than energized one and that amounts to a lot of cpu need. In a pinch we might consider fiddling with base resistances, that is increase EM resistance a bit on shield and lower it on armor but that's something we really shouldn't do unless we have to.

Amarr needs oomph. TomB and I have been talking about giving them oomph. What is oomph? I don't know but I sure like typing it. The Amarr were supposed to be the capacitor race, today that can be best characterized by the fact that they need most of it. It seems blatantly obvious that they should get bonus to capacitor warfare. Of course that is totally dependant on how we're "overhauling" nosferatus.

People say that beams are too hard to fit and in general, I agree. Then why haven't we done anything? Well it can be really time consuming and frankly there is always something "bigger" we need to think about. We haven't forgotten about this however.

Khanid MK2. I don't think I need to explain what it is, in general we liked the idea and I don't think it's at all unlikely that we will actually go through with it.

General ship loving. There are some ships that need help and we're gonna give it to them. Which ships you might ask? Well, Armageddon might need some fitting help, the cruisers aren't really that great and Apocalypse might get a bit of a role twist.



Where is the rest of the MEAT?

Todays blog is about EANM Nerf and Pulse tracking, hardly a boost to the Amarr race of ships.

Very sad.


Serapis Aote
Minmatar
TBC
VENOM Alliance
Posted - 2007.06.08 14:56:00 - [35]
 

Originally by: Thanos Draicon
Originally by: Aramendel
Edited by: Aramendel on 08/06/2007 14:32:23
Originally by: Darpz
and thats assuming the fact he is stupid enough not to start warp immediatly when he drops on grid to DD


Or in the worst case, assuming a dictor can drop a bubble on the spot where the titan comes out of warp in the last split seconds of him decelerating, he can still start his warp right after the DD when no dictor bubble (or dictor) is alive near him.

No dictor will be able to drop a bubble at the titan after DD before he can start his warp unless for some strange reason the dictor does not lag out but the titan does.

Unless dictor bubbles stop started warps just like targeted jammers they won't do anything vs titans unless you get lucky with lag.


These changes may not make it especially easy to trap a Titan, but wouldn't the threat of said trapping be enough to make people think alot harder before using them in combat? It's a good start, I think.

these changes wont keep them from doing anything on their own, given how they are used. warp in, start warp, blow load continue to warp out, then cloak.
It does stop the warp in, blow load, jump out.

only thing that helps is that with the removal of remote dd, lag becomes a deterrent.

Parallax Error
Amarr
Imperial Dreams
Curatores Veritatis Alliance
Posted - 2007.06.08 15:02:00 - [36]
 

Edited by: Parallax Error on 08/06/2007 15:02:45
Edited by: Parallax Error on 08/06/2007 15:01:06
Ok, I don't like to be disparaging but can you back to the drawing board with these?

1) Pulse laser tracking. Pulse lasers are medium range weapons and track perfectly well, they do not need this boost (even though it is nice and I use pulse lasers a lot).

2) EANM2's DC2's Omni tanks etc. First point, upping the CPU on EANM2's to 36 is going to hurt Amarr ships and Blasterthrons. Secondly, given three low slots the omni tank is still easier to fit and provides more overall benefits than a tri hardener setup. You need to do one or possibly two things to make a tri hardener tank an attractive alternative.

Tri hardener tanks need to be easier to fit than an omni tank. Therefore I suggest you keep the EANM2 stats as they are (30cpu) and drop the cpu usage of the armour hardener 2's to 25 tf.

Also, an omni tank provides extra benefits beyond the resists to the primary layer. I suggest that an armour hardener gives a small bonus to armour hp percentage, say +5% per hardener.

3) Khanid Mk2. This has been talked about for so long. Please make it happen, it's a great idea.

4) The general Amarr malaise. Once upon a time, ammo took up more room, and lasers were the best damaging weapons by far. Lasers, long ago were the best choice for every ship bar none but we've had lots of rebalances and changes to mechanics since then. Many changes to lasers eg fittings and cap usage, were carried out to discourage other races from using the same size class of lasers on their ships, this is where a lot of the current problems lie.

There is no longer a need to discourage other races ships from using lasers as they are no longer the best choice in every situation. Nowadays, lasers are the only turrets you use on one races ships. it says an awful lot when two out of three of the Amarr battleships are arguably just as effective if not better off with other races weapons. This brings me to my point.

* Unbonused lasers are not overpowered in the slightest, otherwise the Apocalypse would be a much more popular choice.

* Lasers capacitor usage is extreme to the point of being crippling. Proof lays with the Abaddon in my opinion, if you want to have a sustainable setup your much better off using projectiles or hybrids.

* The PG reduction on the Medium beam laser is a good step forward. Considering Amarr have the lowest CPU can you please look at fittings overall.

So, whats the fix here? *Every* laser should have its capacitor use looked at and in most cases I would say slashed by 40%, obviously the cap drain per second should be higher than that of any other comparable hybrid or projectile turret. Once this is done, remove the standard Amarr capacitor usage bonus for lasers. It isn't a bonus, it makes lasers usable. This standard Amarr bonus should be replaced by another bonus that does not directly affect dps on lasers. RoF = bad, armour hitpoints = good, more capacitor = okish, more optimal = nice.. you get the idea. Lastly fitting for lasers, especially CPU seems a bit off to me. I can't work out why they need to be so high relative to the lack of CPU Amarr ships haev in general.

So to recap:

1) Don't change pulse laser tracking.

2) Don't change Omni tanks. Make tri hardeners more appealing through lesser fitting requirements and possibly a small +% to armour hitpoints.

3) Khanid mk2, [Monty Python] Get on with it! [/Monty Python]

4) Lasers and the Amarr bonus. Slash cap use, give us a non-dps related bonus in place of the cap use bonus. Lasers are not the be all and end all of weapons anymore, they don't need to be made impossible for anyone except Amarr to use.

branodn lee
Minmatar
kadian blades
Posted - 2007.06.08 15:03:00 - [37]
 

Originally by: Justin Mathers
Quote:
Supercaps

We have also looked into the problems regarding Motherships and Titans. One of the main complaints is they are virtually indestructible if the pilot knows what he is doing. Even though they are costly to produce, their capabilities far exceed their expense and is something we need to address. Warp Disruption Probes (launched by Interdictors) and Mobile Warp Disruptors will prevent capital ships from jumping or warping respectively. While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmís way with careful placement.

Doomsday devices have been revisited. The remote detonation capability through Cynosural Fields has been removed, now Titans must be present in the same area as their targets. Additionally, firing the doomsday devices prevents the Titan from using its jump drive for 10 minutes. This means the Titan must expose itself to enemy retribution after detonation.


Ok, that's great for 0.0, but what about low-sec. A low-sec mothership is still indestructible as you cannot prevent it from jumping out of system. Unless I am mistaken, You can't drop dictor bubbles in low sec right?


i to would like to know what ccp are going to do about super caps in low sec. i do not believe it was meant when those ships were made that they are super pirate mobiles. i think they need to make something that will hold them down in low sec or just make it so that mom's and titans are not allowed in low sec.

Frabala
Caldari
Perkone
Posted - 2007.06.08 15:20:00 - [38]
 

Tbh, I would be embarrased to show those graphs in a blog about Ammarr Boost. You can't even see the difference without putting on top of each other or staring at them for 5 min to spot the slight increase.

And the other changes are simply Laughing

Fabienne Runestar
Ars ex Discordia
GoonSwarm
Posted - 2007.06.08 15:23:00 - [39]
 

Originally by: alpheon
Prevent the Titans from warping for 10 minutes also, and you've got your self a deal.

They may not be able to jump... but a Titan dropping a DDD won't have ANYTHING nearby that can get to it and drop a bubble on it. the DDD will have wiped out anything near by, and zooom, it just warps away.

Also, make the DDD cost more. I think I heard the fuel costs for a DDD blast was approx 20Million Isk? I've bought rail guns that cost more then that...




Doesn't take a rocket scientist to figure out all the Titan pilot would need is one covops pilot to do the following...

Set up an offgrid warp in point in line to their POS, then another point where they will get the most effective shot. The Titan could warp to the offgrid spot, maybe even more than the scanner range. Align to point B warp to it. Drop his DDD, then warp directly to the player owned structure of his choosing. Sure there would be some scanning going on at the DDD point and they may see him coming in. But due to aligning rules as soon as he fires he'll be off again to his safe haven. The Doomsday device is suppose to be a weapon of last resort. Make the Titan immobile for 10 minutes, like a cynogenerator pilot is when they open a cyno.

I agree about making it cost more too. It is a last resort type weapon after all. 20m isk is cheaper than any of the battleships it could blow up with a well placed DD. Risk versus reward, we're all about that here aren't we CCP?

Where's the risk for a Titan pilot?

LUH 3471
Posted - 2007.06.08 15:27:00 - [40]
 

Edited by: LUH 3471 on 08/06/2007 15:26:05
Originally by: Shadowsword
Edited by: Shadowsword on 08/06/2007 13:08:36
Ok, this blog is a recap of what we already knew.

No where's the real dev blog about boosting amarrs? Or are you telling us that 6 more CPU on EANM II is the only thing you'll do about the EM damage on armor issue?


qft
eanm nerf is bs

Magunus
The Forsakened Few
Green Alliance
Posted - 2007.06.08 15:28:00 - [41]
 

Originally by: QwaarJet
<snip>
On sisi, there is a bonus on bombers that allows them to basically hit frigs for maximum damage, is that staying in?


You're talking about the explosion radius bonus? That bonus has always been there, although it wasn't listed on the ships' description, so I doubt it's going anywhere.

TWD
Evolution
KenZoku
Posted - 2007.06.08 15:30:00 - [42]
 

Edited by: TWD on 08/06/2007 15:40:31
Too bad motherships in low sec get away from the nerf!

edit- Removed post since the idea was crap.

Kazuo Ishiguro
House of Marbles
Posted - 2007.06.08 15:30:00 - [43]
 

Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54
This is my attempt at a more useful version of the graph produced by the author of the blog:
http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF

This is my attempt at a more useful descripition for a more useful graph:

Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.

I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range.

Deren Thaldrel
Minmatar
Native Freshfood
Posted - 2007.06.08 15:46:00 - [44]
 

Edited by: Deren Thaldrel on 08/06/2007 15:50:32
Originally by: Kazuo Ishiguro
Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54
This is my attempt at a more useful version of the graph produced by the author of the blog:
http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF

This is my attempt at a more useful descripition for a more useful graph:

Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.

I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range.


That is depressing.

Not to mention that Kieron can't even spell Amarr properly, no wonder CCP can't fix our ships :\

Goumindong
SniggWaffe
Posted - 2007.06.08 15:47:00 - [45]
 

Originally by: Kazuo Ishiguro
Edited by: Kazuo Ishiguro on 08/06/2007 15:30:54
This is my attempt at a more useful version of the graph produced by the author of the blog:
http://dl.eve-files.com/media/corp/KzIg/a_better_graph.GIF

This is my attempt at a more useful descripition for a more useful graph:

Damage per second vs. range for single guns on three typical ships (without drones or modules, for the sake of simplicity), for a pilot with maxed skills, firing at a Gallente battleship of signature radius 450m, on armour, fitted with 2x Energized Adaptive Nano Membrane II and a Damage Control II, orbiting at 150m/s.

I believe that this graph will give people a much better idea of the problems with Amarr damage types than the one in the blog. Also, please note how often Amarr pilots need to change crystals if their target attempts to dictate range.


The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]

1. All Gun dps against unhardened shield

2. All gun dps against unhardened armor

3. all gun dps against 1em/2inv hardened shield.

Ovno ConSyquence
Amarr
RPS holdings
Posted - 2007.06.08 15:51:00 - [46]
 

Edited by: Ovno ConSyquence on 08/06/2007 15:50:21
I am so glad i didn't believe the amarr boost was coming and carried on with my gallente respec.... Crying or Very sad

Dal Thrax
Perkone
Posted - 2007.06.08 15:56:00 - [47]
 

Originally by: CCP Abathur
Originally by: Aramendel
Edited by: Aramendel on 08/06/2007 13:45:15
I wanted to comment this as well.

Quote:
While many capital ships fit smartbombs specifically to counter Warp Disruption Probes, it is possible to keep them out of harmís way with careful placement.


The whole problem is that you CANNOT do this due to smartbombs having bigger ranges than "on paper" for capitals.


We did look into this. We ran an Avatar with seven 10km smartbombs on our test server and set an Interdictor orbiting it at 15km constantly dropping bubbles. The smartbombs had no effect.



Mirror the BoB avatar and check the effects. This could be a problem with only some smartbomb types.

Dal

Valrandir
Gallente
Distant Thunder
Perihelion Alliance
Posted - 2007.06.08 15:57:00 - [48]
 

\o/

Udyr Vulpayne
Amarr
PIE Inc.
Posted - 2007.06.08 16:13:00 - [49]
 

as has been said already most of the changes for amarr are either not needed ( the pulse tracking boost improves laser shortrange but doesnt adress the general problems with med-range fights ) or wont really help at all (eanm changes).


- lasers damage will still be sucky / eanm change fails to deliver
- no khanid mk2 in sight
- we still have a line of tankers that works better with autocannons than lasers
- we still have 3 bs that fill basicly the same role
- amarrian fleets are still utterly predictable with nothing to compensate for that
- amarrian ships are not really best at anything besides their good looks
- we are still one frigate short (also: still no t1 astrometrics frig)
- still a lot of other issues (cost per shot of laser t2 ammo for example)

above all else: WHERE IS THE OOMPH?
(we're also short of emperors but i guess thats a different department)



one good point though: medium beam lasers now work on frigs....gj i'm sure that was a hard one to figure out.



Nikita Fontaine
Caldari
g guild
Imperial Republic Of the North
Posted - 2007.06.08 16:17:00 - [50]
 

MOTHERSHIPS IN LOW SEC ARE A PROBLEM.

I think i also need to reiterate a point made earlier, Motherships need to be banned from low sec as you cannot use EITHER interdictor bubbles or mobile warp bubles there, this makes them 99% invulnerable in low sec, its nigh on impossible in 0.0 so think how much harder in low sec. This really needs looking into to be honest.

Shamis Orzoz
Sniggerdly
Pandemic Legion
Posted - 2007.06.08 16:23:00 - [51]
 

Awesome changes.

Only a few game breakers left to fix:
1. loss of aggro timer after jumping (aka 'jump and log 4tw'...)
2. npc's need to somehow aggro people, or you need a delay on local, since the insta-logout is unstoppable
3. Based on your supercap info, it sounds like we're still doing to have to bump them to kill them, please give us a mechanism to stop their warp after its initiated.

Shamis

Kazuo Ishiguro
House of Marbles
Posted - 2007.06.08 16:25:00 - [52]
 

Edited by: Kazuo Ishiguro on 08/06/2007 16:36:30
Originally by: Goumindong
The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]

1. All Gun dps against unhardened shield

2. All gun dps against unhardened armor

3. all gun dps against 1em/2inv hardened shield.


I agree with what you've said, but we might as well include the armour omni-tank if we're going to include the shield omni-tank:

http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield.GIF
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_untanked_shield.GIF

Exactly the same as the graph in the previous post, except that the armour tank is replaced with untanked shield in one case and 2x Invulnerability Field II + Photon Scattering Field II in the other.

For the time being, let's try to compare the guns rather than the ships.

Once again the Amarr are left trailing in terms of peak DPS for close-in fighting. Moving a bit further out, things start to look better; Amarr have relatively good dps at maximum scram range, but then they can't use webs and targets can easily move out of range if they want to warp off.

Goumindong
SniggWaffe
Posted - 2007.06.08 16:36:00 - [53]
 

Originally by: Kazuo Ishiguro
Originally by: Goumindong
The tempest only has 6 guns. Really you should be looking at three different graphs.[unhardened=omni tank, since all the damage is reduced equally]

1. All Gun dps against unhardened shield

2. All gun dps against unhardened armor

3. all gun dps against 1em/2inv hardened shield.


I agree with what you've said, but we might as well include the armour omni-tank if we're going to include the shield omni-tank:

http://dl.eve-files.com/media/corp/KzIg/a_better_graph_omnitanked_shield.GIF
http://dl.eve-files.com/media/corp/KzIg/a_better_graph_untanked_shield.GIF

Exactly the same as the graph in the previous post, except that the armour tank is replaced with untanked shield in one case and 2x Invulnerability Field II + Photon Scattering Field II in the other.

For the time being, let's try to compare the guns rather than the ships.


Still a bit deceptive, since it isnt factoring in number of guns. It makes the tempest look a lot better than it really is[though secondary benefits of only needing to fit 6 guns cant be listed].

Adril Alatar
Minmatar
Galactic Shipyards Inc
Huzzah Federation
Posted - 2007.06.08 16:38:00 - [54]
 

Originally by: Goumindong
You guys dont have a clue why omni-tanks persist do you? Its because 2x eanm+1dc uses less CPU[and still does after the changes!] than 3x active hardeners and is better in about every way. 1x anp, 1x eanm, 1x DC still uses less CPU. The change doesnt modify the persistance of omni tanks it simply makes them 6% less strong. Amarr still end up doing terrible damage to shields. In order to change this, active hardners need to get a drastic reduction in CPU, down to 20 apiece, or even 15. Otherwise all you are doing is nerfing omni-tanks, not modifying the fitting considerations. not to mention, that because amarr ships have the least CPU in the game, and the least CPU after fitting their weapons in the game, they are hit worse by any increase in the CPU use of eanms


I dont agree with the reduction of cpu on active hardeners, but i agree that this is not enough.

Nerf EANM II from 20% to 17,5% resistance. This would give slightly lower resistances, which should be inline with the lower cpu usage of EANM. Hardeners would give better resistance with the tradeoff of more CPU and cap usage.

I would also agree that Invuls get there resistance nerfed because 3 Invul II give a lot more resistance than 3 Hardener.

According to QuickFit:
3 Hardeners (EM, Kinetic, Thermal): 55/60/73/64 Resistance
3 Invul II: 57,1/82,8/74,3/65,7

So 3 Invul II give better resists on the 3 hardened resistances. And they additionally give also explosive resistance.

With a nerf from 30% down to 27,5% it would give: 53,4/81,4/72/62,8
Slightly lower resistances on the 3 hardened and a lot better resistances on explosive.

Hey You
Spricer
Raiden.
Posted - 2007.06.08 16:45:00 - [55]
 

First good more tracking is always good. Second increase damage on Amarr not some Cpu requirements of Hardeners and EANMS i don't see any way this benefits Amarr in any way.

Second.

Titans - U cant jump out for 10 minutes is ******ed. Only thing u needed is slow cap recharge rate on them to prevent em from reaching cap to jump out in 2-3 Min's if they aren't nosed.

Bubbles and Dictor Bubbles now do pwn any super cap in regards with Smart bombs being nerfed to come from center point not hull of ship. which is also ******ed because if u have ship with weapon like smartie, it would be placed on edges of hull. So dropping a bubble = Dead super Cap.

Remote DD removal - good idea. Show your titan on grid before u pull DD trigger.

DD Activation - Damage Delay interval increasing wtf? Only a ****** couldn't be aligned and warp of from DD the way it was.

Since all this nerfs hited super caps you have this situation:

2 Dictors and 2 Sieging dreads = dead Titan Literally.

After all this nerfs if u gave Titan ability to tank 15 ish Dreads i would say fine its balanced.

As for Amarrs again blah :) All you need is increase Damage of guns not mess around with something that works as it is and have nothing to do with Amarr.

Sirius Problem
Darkness Inc.
Posted - 2007.06.08 16:46:00 - [56]
 

Edited by: Sirius Problem on 08/06/2007 16:47:03
Originally by: murder one
I'm increadulous as to how a team of four people can sit around, discuss all the possible options for balancing this game, and come up with the horribly malformed ideas that are your game changes. I've never seen any single group of people more incompetent in my life.

Maybe these are those rare devs that actually don't play the game?

I can't even describe the level of exasperation I feel when reading about changes to the game that are so poorly thought out and the arrogance, or is it cowardice, to not maintain an open dialogue with players by responding to their posts.

Dal Thrax
Perkone
Posted - 2007.06.08 16:48:00 - [57]
 

Well the devsblogs graph does show what was originally pictured for Amarr, a weapon system that does good damage in the middle where long range weaponry is under minimal range and short range is outside of falloff. A couple problems I see are:

1) This is only really a useful dimension on BS class ships on small sizes with sweat spot is to small to be usefull.

2) Most BS fights don't happen at 35km and Amarr dosn't have the cap to MWD to keep the fight there.

3) I suspect that with two or three tracking comps running minimum range for long range guns invades the Amarr sweet spot.

Dal

Goumindong
SniggWaffe
Posted - 2007.06.08 16:48:00 - [58]
 

What is wrong with the reduction in CPU of active hardeners? You would have to turn down EANM IIs to 15% in order to make the trade off not worth it due to the structure resists on the DC.

You flat out have to make 3x hardener cheaper in CPU usage than 2x eanm, 1x DC, and likly cheaper than 1x refuge ANP, 1x EANM, 1x DC, in order to make tri-hardening worth it.

Cosmo Raata
T-Cells
Moar Tears
Posted - 2007.06.08 16:49:00 - [59]
 

These changes I already knew about. It was said in the live dev blog that the "Ooomph" was still being debated as to whether amarr would get a bonus to heat or a bonus to nos/neuting. This is the part I am interested in & want to know when the "Ooomph" has been decided. To me this isn't boosting, this is slight balancing of weapons & tanking.

I cross trained to gallente because amarr has its issues. Now I'm seeing amarr still isn't fixed & gallente is now slightly nerfed.

Please let us know if you have more to come with Amarr or this is all you're intending on doing for Amarr.

Issues with Amarr still remaining :

Cap to Guns Bonus on ships instead of real bonuses
Powergrid need for Medium & Large Beams (Issue never was just small beams)
Khanid ships broken : Sac, Vengeance, Heretic, Malediction
1 med slot on Retribution

Adril Alatar
Minmatar
Galactic Shipyards Inc
Huzzah Federation
Posted - 2007.06.08 16:50:00 - [60]
 

Originally by: Hey You
2 Dictors and 2 Sieging dreads = dead Titan Literally.


2 Dictors and 2 Battleships = dead Dreads.


A titan should not be a solo own mobile.
Have your support fleet with your titan and you kill the 2 dreads ;-)


@motherships:
Motherships should not be allowed in low sec. Or bubbles and dictors should be allowed in low sec ;-)


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