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Xenea
Amarr
Posted - 2007.06.10 21:43:00 - [151]
 

I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread.

Wyliee
Taurus Inc
THE KLINGONS
Posted - 2007.06.10 23:11:00 - [152]
 

Originally by: Xenea
I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread.

i agree.

i dont often post here, but i wish to god i didnt go down the amarr route.

i have all the cap skills to 5, including controlled bursts, 6mil in gunnery, high ship skills, yet my lesser skilled friends can beat me in minmatar and galentee ships.

my main issue is i run out of cap. i inject all my cap boosters and im done.

i personaly think amarr need caps 50% bigger on pretty much all ships.

and the cap on my t2 fitted abaddon is a joke. if i need to tank anything mildly serious after a few mins i have to shut of my weapons and just run the reps and the injector.

i dont mind so much getting nos'ed and loosing, thats part of the game, but it is depressing that amarr is so reliant on cap yet the cap is not strong enough.

Sonorra Baki
Interstellar eXodus
BricK sQuAD.
Posted - 2007.06.11 01:06:00 - [153]
 

Edited by: Sonorra Baki on 11/06/2007 01:06:59
I read the blog over and over again, and I can't help but smile and feel that my legs being pulled. Like it would almost be more fun than the Aprils fools post (if it was actually posted April 1.)

Regarding amarr. Its a bit like a white rabbit popping out of a hat going tadaaaaa, when the magician was actually trying to guess the right card.

Nobody EVER complained about tracking!!

Im 35mil SP, and have now pretty much left my 15mil amarr SP behind, but, our issues are:
EM dmg is our primary.
Less options in setups (lmt. mids)
Insane fitting reqs
More suceptible to ew
Insane Cap needs for guns.

What did that EVER had to do with tracking??? I dont want more tracking!


And with the EAN nerf,some of my only viable setups for amarr is now going down
the drain now, and they wasnt even fielding a rep.

I dont care if it makes my enemies 10% weaker to me... It just made me 20% weaker to everybody else!

Surely it would be overpowered, should amarr EVER be able to fire and tank at the same time.

This amarr fix, makes just as much sense, as if this was posted:

"CCP Finally hear the cries from deimos pilots"
After what seems an endless cry from deimos pilots on the forums, we now recognize that there is an issue with the deimos power output, and with its speed.

Therefore we have decided to add 5m3 to its dronebay, and to add 10% speed to all ships ingame.



and PS. I laughed at this:

Quote:
"Energized membranes in general have been needlessly hard to fit on frigates as they required 2mw power, so the requirement has been lowered to 1mw like most other "class-less" modules."


Yes, because it was allways the insane 2mw that was keeping pilots from slapping a couple EANS2's on their frigs.
Now surely frigs will use them alot more, as they only use 1/4 of an the entire CPU available on most frigs.


Royaldo
Gallente
Kongsberg Vaapenfabrikk Amarr branch.
Sev3rance
Posted - 2007.06.11 03:04:00 - [154]
 

/me giggles

seriously, what is going on?

alliance chat taking too much time?

what kind of omph is this?

THIS MUST BE A JOKE.

diabolic clone
Amarr
Anomaly Collective
Posted - 2007.06.11 04:00:00 - [155]
 

CCP get so much tough love, thanks for getting the ball rolling on amarr nerftastic four.
I for one did not expect it but will very much enjoy a tracking bonus for pulse lasers. Less grid for beams too.. OOH NO LONGER NEED 90 GRID ON MY RETRIBUTIONVery HappyVery Happy not sure which I'll wanna fit pulse or beams first, I'm looking forward to losing more ships Surprised
Don't think I will be feeling the 'Oomph' yet but not a bad start imo.
anyway... please consider ticking on a few more tf on EANMII I actually enjoy watching the megathron pilots squirm. co processors where rigs replaced my RCUs doesn't seem so bad. Cool


Originally by: Sonorra Baki
Edited by: Sonorra Baki on 11/06/2007 01:06:59
Regarding amarr. Its a bit like a white rabbit popping out of a hat going tadaaaaa, when the magician was actually trying to guess the right card.


haha... nice anology you deserve a beer.

Ladyah Liandri
Caldari Provisions
Posted - 2007.06.11 07:00:00 - [156]
 

Boy, am I glad that I left the Amarr track right on time.

After Amarr Frigate 5 I actually was tempted to skill Amarr Cruiser 5.

For frig fun I'll still prefer my Puni over any other shippy but other than that ... Amarr will still suck big time.

What I don't quite get is the fact that the player base did come up with a commonly agreed list of some very reasonable adjustments regarding Amarr. But it seems as if they were not even ignored.

Gozmoth
Amarr
The Rough Riders
Ares Protectiva
Posted - 2007.06.11 09:08:00 - [157]
 

Originally by: Xenea
I am disappointed with the changes to Amarr, or lack thereof, in regards to actually addressing the problems already mentioned by many others in this thread.


I agree.

Beam PG lowered is the way to go.

Clone 1
Posted - 2007.06.11 09:47:00 - [158]
 

It seems to me that Amarr is no longer a race but an affliction.

'Oh stay away from him, he has got Amarritis'

Amarritis
A condition of the skillsheet, whereby a significant portion of the skills are focused on the Amarr type ships and weapons.

Symptoms:
Decreased damage in gameplay, lack of focus of function in Amarr ship types, and increased whining on forums. Can be identified by sarcastic but witty responses.

Treatment:
Usually treatable with a dose of Gallentean based skills.

Laughing

Bermag
Point-Zero
R0ADKILL
Posted - 2007.06.11 12:18:00 - [159]
 

I really don't understand why CCP doesn't do the most obvious thing and change the EM resists. Make it 20% shield, 40% armor or something.

Also please add some CPU and grid on Amarr ships. Especially CPU is hard on for example Geddon. I can accept havign to fit 2xRCU II on a tach T2 Geddon but it should at least be possible to fit a decent Dual Heavy T2 Pulse setup and a tank without having to use faction stuff.

RossP Zoyka
Posted - 2007.06.11 13:04:00 - [160]
 

Edited by: RossP Zoyka on 11/06/2007 13:02:44
What I think is awesome is that they had the new guy post this. Bahahaha!

The rest of the nerftastic team was probably laughing at him and called him a "noob nerfer" for weeks on end..... after they read this 5 pages of flame they are going to have a new found respect for him.

"This is what it means to be on the nerftastic four!!! Can you handle it! Now go and nerf the Amarr and bask in the forum screams of pain from the damned..."

I think the best tactic will be if everybody goes "all right, Amarr are now pimp. Thanks Fendahl!"


Dr Aryandi
Posted - 2007.06.11 13:29:00 - [161]
 

Originally by: Adril Alatar
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.


Invul fields eat a lot of cap.

Gragnor
The Graduates
Morsus Mihi
Posted - 2007.06.11 13:54:00 - [162]
 

Edited by: Gragnor on 11/06/2007 13:54:56
nvm

Dr Aryandi
Posted - 2007.06.11 13:57:00 - [163]
 

Originally by: Aramendel
Originally by: Hey You
Have you ever flied Dread let alone Titan? If you did u would know that Titan Dies to a 2 Sieging Dreads no matter what his tank is.


Unless he has support. You know, like one single carrier with one single remote rep and triage. As I said already. Into denial much?



Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.06.11 16:13:00 - [164]
 

Originally by: Dr Aryandi
Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...


Nice try. Lets shall run the numbers, something you obviously haven't done.

A revelation in max dps config (giga pulse), max skills and minor pimpage (3 TS heat sinks) does around 4500 dps. So 9000 dps for 2 dreads.

A caprecharger/CPR config to permarun a single remote rep leave a thanatos (which is after the chimera the 2nd worst carrier to do that) 4 low slots left. In there put 2 capital armor reps and 2 TS EAN. This gives you 63.7% average resists. Reducing the 9000 dread dps to 3267 dps.

One capital armor rep regens 426.7 armor/sec. Triage QUADRUPLES this to 1706.7 armor/sec. With 2 reps running thats 3413 rep/sec.

It can permatank them.

And, no, it won't run out of cap. 2 CPR2, 5 CR2, and 3 t1 CCC -> 506 cap/sec peak recharge. A capital remote armor with skill lvl 4 needs on sisi under triage 432 cap/sec, so it can comfortable run it and tank 7 heavy nosses. 2 CAR need under triage 426.7 cap/sec.

Hockston Axe
Amarr
Posted - 2007.06.11 18:46:00 - [165]
 

Edited by: Hockston Axe on 11/06/2007 18:45:27
Originally by: CCP kieron

Graphs for the boost to Pulse Lasers (there *is* a difference in d/s),




Laughing Ė when you have to say, 'really there is a difference.'

Yep big changes, everybody break out yer magnifying glasses to see the huge differences!

Iím glad that I always use Beams, since thereís obviously nothing wrong with them since they get no adjustments.

Back Again
Caldari
Hazardous Situations Club
Posted - 2007.06.11 19:48:00 - [166]
 

Edited by: Back Again on 11/06/2007 19:49:03
So, all Stealth Bombers will have 3 laucher hardpoints now... I'm just wondering if the Manticore will be "balanced" after this change...

Worst attributes on that ship:
Cargo Capacity (120)- others (135/145/155);
Scan resolution (375) - others (425/450/500);
Max Velocity (195) - others (205/215/235);
Signature Radius (51) - others (48/45/42);
Powergrid (35) - others (38/40/45).

and that attributes are the most important for a Stealth Bomber, keeping that numbers after Kali 2, Manticore will be the worst ship in EVE.

Being able to use 3 lauchers were the reason to train for it and the reason it has that much drawbacks...

Pherusa Plumosa
Minmatar
Rionnag Alba
Northern Coalition.
Posted - 2007.06.11 20:42:00 - [167]
 

Edited by: Pherusa Plumosa on 11/06/2007 20:41:26
Originally by: Aramendel
Originally by: Dr Aryandi
Right until the 2 sieging dreads kill the carrier in 30 seconds then return to shooting the titan...


Nice try. Lets shall run the numbers, something you obviously haven't done.

A revelation in max dps config (giga pulse), max skills and minor pimpage (3 TS heat sinks) does around 4500 dps. So 9000 dps for 2 dreads.

A caprecharger/CPR config to permarun a single remote rep leave a thanatos (which is after the chimera the 2nd worst carrier to do that) 4 low slots left. In there put 2 capital armor reps and 2 TS EAN. This gives you 63.7% average resists. Reducing the 9000 dread dps to 3267 dps.

One capital armor rep regens 426.7 armor/sec. Triage QUADRUPLES this to 1706.7 armor/sec. With 2 reps running thats 3413 rep/sec.

It can permatank them.

And, no, it won't run out of cap. 2 CPR2, 5 CR2, and 3 t1 CCC -> 506 cap/sec peak recharge. A capital remote armor with skill lvl 4 needs on sisi under triage 432 cap/sec, so it can comfortable run it and tank 7 heavy nosses. 2 CAR need under triage 426.7 cap/sec.


Either Titans won't insta-pop, nor are they invulnerable anymore. I think it's ok if you need 20 or more Dreads if you want to have a chance to harm a Titan if you look at the costs & efforts to build a dread and the ones to build a Titan. CCP added a small chance to bring down supercaps now, it's a step into the right direction imho. Very Happy The motherships gatecamping in lowsec are too lame atm.

I <3 the nerftastic 4
Pherusa

Almarez
Setenta Corp
-Mostly Harmless-
Posted - 2007.06.11 21:23:00 - [168]
 

Edited by: Almarez on 11/06/2007 21:29:25
Okay at first I was someone content with the changes but after some careful consideration I have changed my mind. I agree that the EANM nerf has only hurt some of the few setups that actually worked for me. Forcing Amarr to use active hardeners will only exacerbate the cap issue. Tracking, while nice, will mean nothing when my cap runs out, I keep saying that when cap is out, DPS and tanking go to zero, now this would be even worse because our resistances will now also drop when using active hardeners over the EANM.

Really guys, you still have time before rev 2, please fix the cap issue, this is the number one pressing need, even over the omni-tank issue. Why not keep the requirements the same for EANM and active hardeners and just slightly lower the EM resist on armor, maybe 10% so it doesnt end up over 80% with a couple of EANM, and I think that would maybe be enough. The beauty of the test server is you can use it for testing, let's do that.

Wyliee
Taurus Inc
THE KLINGONS
Posted - 2007.06.11 22:44:00 - [169]
 

Edited by: Wyliee on 11/06/2007 22:45:24
amarr nerfed now is seems.

here is my current set up on eve

harbinger
7 x heavy pulse 2
one empty top slot.
webber
20k scram
medium cap injector/belly fulla 800caps
AB
2 medium repper 2
energised heat/kinetic/expl membrain 2
eanm 2

this set up currently looses to a hurricane with a simlarish setup +2 noz and lower skills.

i just been in the test server, and using the best named products i am short 1cpu unit to fit this setup.

so what now?

ended up fitting a tech 1 thermic membrain instead :(

wouldnt be so bad if there was a strait CPU rig..but there isnt. that WOULD help amarr. i guess thats why they dont have one.

i have gone over my skill list and i have no extra skils to train to squeeze any more cpu back.

this is ontop of the weakcap. now im looking at more armor repair cycles and less cap again.

if im wrong please tel me..coz this makes me wanna cry.

Cosmo Raata
T-Cells
Moar Tears
Posted - 2007.06.11 22:54:00 - [170]
 

Dear CCP,

I have played EvE for almost 4 years now, I have seen the rise and fall of many races through boost & nerf alike. I have talked to many about how to fix many of the common problems of EvE today and will share with you these easy fixes. Easy as in they will solve the problems with the easiest fix in the eyes of a player, perhaps some will take more coding than others but, they will nonetheless fix the problems.

1) Amarr

a) Cap Bonus - Change the "10% reduction in Energy Turret capacitor use" to "30-60% reduction in Energy Turret capacitor use". This becomes a real bonus and allows no need to increase cap to amarr ships to give them "oommph". They will tank well because they wont cap out, they will have more cap to spare than any other race, thus giving them the role they need. It may seem extreme, but its a fix that will work across the board.

b) Retribution - Remove Utility high, add 1 med slot.

c) Khanid ships - Damnation, Sacriledge, Vengeance, Malediction, Heretic. (Curse, Anathema & Impel are fine). All these ships are disliked, they have decent tanks & low offensive power. The original design was shield tanking missle spammers, which if it had been given time would have stuck. Too many players didn't want to cross train because CCP encouraged specialization. Proposal is to bring back the Missle bonuses, No "10% reduction in Energy Turret capacitor use" bonus, give them bonuses like unto Caldari ships, however, instead of shield tanking, let them stay armor tankers. It would be new, different and an option even for Caldari pilots looking for pvp ships. This has been suggested before, promoted as a good idea by Tuxford even and seems to be worthwhile.

d) Energized Adaptive Nano Membrane - CPU reduction changes nothing. Make them like Damage Controls and allow ships to fit only one. Benefits are obvious as outlined by CCP in this very blog.

e) Beams - If option a) is put into place, beams (besides smalls) would be fine left as is. The reason is Amarr would no longer need cap relays & cap rechargers everywhere on their ship and can use those additional slots to fit larger guns. We dont need those extra slots to just fit damage mods, thus leave grid usage on beams alone if option a) is accepted. If option a) is rejected then Beams need a 20% grid reduction across the board.

2) Nosferatu

a) Many ideas have been proposed, most are disliked. The problem lies within ships that dont need their source of damage to come from their high slots and have upgraded sized weapons at their disposal. E.g. Dominix (Large drone bay), Eos (Large drones, Large drone bay), Myrmidon (Large drones, Moderate Drone bay), Ishtar (Large Drones, Large drone bay), Iskur (Medium Drones, Moderate drone bay). These ships are not overpowered without nos, nor is nos overpowered on otherships. The answer is clear, limit amount of Nos allowed on ships (NOS POINTS). 2 Nos seems reasonable on any/all ships because a cap injector can easily counter it. Ships dedicated with NOS bonuses do not have the extra firepower without their meds, E.g. Curse (Medium drones, Small drone bay), Pilgrim (Medium drones, Small drone bay), Bhaalgorn (Medium Drones, Small drone bay). Therefore limiting the ammount of NOS on non-NOS platforms allows a way to balance these ships without the need of nerfing the Mod or NOS specific ships.


This are the solutions to 2 large problems. There are surely other problems, however I know Amarr, I know Gallente, I am perfectly skilled in both. Amarr isn't in need of some huge fix as I admitedly once thought. The easiest fix is to take the bonus they already have & strengthen it from a bonus that makes them usable into a bonus that makes them better. CCP, please consider these. None of which I present overpowers or underpowers anything. It creates BALANCE. Those in favor of these please respond with a --signed response. If you have comments about it, feel free.

Thank you.

Jake Noble
Amarr
SniggWaffe
Posted - 2007.06.11 23:06:00 - [171]
 

Originally by: Cosmo Raata
blah blah blah blah blah blah


As a pure amarrian pilot one word would sum up what this rambling fool says: " signed. " I would ramble on about how what he is said is pretty much correct on all aspects of the " Amarr Suxx ".

Wyliee
Taurus Inc
THE KLINGONS
Posted - 2007.06.11 23:10:00 - [172]
 

Originally by: Cosmo Raata
Dear CCP,
I have played EvE for almost 4 years now, I have seen the rise and fall of many races through boost & nerf alike....snip


--signed

El'essar Viocragh
Minmatar
Meltdown Luftfahrttechnik
Posted - 2007.06.11 23:34:00 - [173]
 

Originally by: Dr Aryandi
Invul fields eat a lot of cap.
So does an armor repper. What is the point you are trying to make? Shield boosters are cap efficient and our omni-hardener uses cap too, while armor repairer use a lot more cap, don't boost as much and the get a passive omni resistance module! zomgwtfbbq.

You've got to be kidding.

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2007.06.12 02:22:00 - [174]
 

first off let me say the two graphs shown in the dev blog look exactly the same to me. and second why are they showing level 1 minmatar, gallente, and a level 2 amarr bs. you say there "is" a difference but its not anywhere near large enough for me to see it without having all the numbers right in front of me. also it just shows that everyone should fly a domi as its damage is highest at 5-15km and in that range a web should let you dictate range. not to mention you can have a swarm of heavy drones ready to boosting damage even higher.

and energized plating is hard to fit on a frig because of the huge cpu req, the power req is almost nothing. i see you are reducing power for medium beam lasers, what about large and tachyons?

The point of an omni tank is to get all of your resistances up. so yes your em resist will be high, but add 3 active hardeners one kinetic, one explosive and one thermal and guess what all of your resistances are now high. in pvp you dont know what you will be facing so the point is to get your resists up as high as possible. as for shield omni tanks my drake has a 67-75% omni tank. with 3 actives and my raven has slightly less with 4 actives.

what is the increase for shield power relays? as for the recharge time wont effect me much as i dont plan on flying a drake for much anymore anyways, that and it can do level 3s with no problem currently, mine sits at about 60% shield on a hard level 3. and on some of the easier ones 90%.

as for all the other topics I have yet to experience any of it so don't know what to think.

what i would do is drop laser cap use by 50%, lower the fitting req for all beam lasers, and give amarr a 7.5% bonus to armor rep amount. and maybe give lasers a larger portion of thermal damage then em. lasers give off a lot of heat i personally would think that lasers would be weak to shields and good against armor. lasers do cut through metal rather well.

i think ccp missed the point here

wait i can see the difference in the graphs, but its such a crappy difference i couldn't care about it. okay it does more damage then a domi at 20k but good luck keeping the domi at 20k

Alvar Ursidae
Amarr
Kangaroos With Frickin Lazerbeams
Posted - 2007.06.12 03:02:00 - [175]
 

It's funny cause CCP don't care anyway...

Cosmo, I agree with all your points apart from C. I personally LOVE the vengeance - it's one of the toughest AFs in the game in close. I get more kills with it than anything else.

As for cross training - specialisation linits you IMO, though you can do one thing really well, if you can't adapt to circumstances you will die a lot I find, so I believe in learning everything as well as I can.

Just drop the cap usage on the guns to balance their lack of damage against Hybrids for example. Leave the EANMs the hell alone, same with NOS, and make an armor tank work the same as a shield tank!

Shield tankers get auto regeneration, and their boosters are more efficient than any armor tanking setup. Where the armor does NOT replenish naturally, and the reppers suck cap like Paris Hilton a blind date!

Viva L'Amarr!

Zyta Eke
Reikoku
IT Alliance
Posted - 2007.06.12 04:01:00 - [176]
 

But, but... you didn't fix Amarr at all. Crying or Very sad

Perry
Amarr
The X-Trading Company
RAZOR Alliance
Posted - 2007.06.12 05:41:00 - [177]
 

The Emperor is not amused

oh wait

Chainsaw Plankton
IDLE GUNS
IDLE EMPIRE
Posted - 2007.06.12 06:19:00 - [178]
 

wait wait wait

since when were boosters more efficient than reppers?

last time i checked the t2 large armor rep was 400 energy for 800 armor, and then t2 xl shield booster was 400 energy for 600 shield

armor also gets better base resists

that and if shield boosters are so much more efficient then armor reppers, then why does almost everyone armor tank?

bottom line eanm nerf isnt the solution to amarr damage.

Udyr Vulpayne
Amarr
PIE Inc.
Posted - 2007.06.12 08:03:00 - [179]
 

Originally by: Cosmo Raata

a) Cap Bonus - Change the "10% reduction in Energy Turret capacitor use" to "30-60% reduction in Energy Turret capacitor use". This becomes a real bonus and allows no need to increase cap to amarr ships to give them "oommph". They will tank well because they wont cap out, they will have more cap to spare than any other race, thus giving them the role they need. It may seem extreme, but its a fix that will work across the board.


depending on how you would calculate that bonus you would end up with either very little capuse (between a lot less than hybrids and almsot nothing) or even a capboost for using lasers. this would a) overpower some of our ships and b) reduce those few without that laser cap reduction bonus (abaddon for example) to utter gimps compared to their more powerful alternatives.

it would also not solve these problems (among others):
- amarrian fleets being utterly predictable
- our 3 bs sharing the same role

so no...this change would not fix amarr with one swift stroke and it would not come without a load of problems. its not as easy as this.


Originally by: Cosmo Raata

b) Retribution - Remove Utility high, add 1 med slot.


combined with your cap bonus this would most likely be overpowered.



Originally by: Cosmo Raata

c) Khanid ships
...
d) Energized Adaptive Nano Membrane - CPU reduction changes nothing. Make them like Damage Controls and allow ships to fit only one. Benefits are obvious as outlined by CCP in this very blog.
...
2) Nosferatu...The answer is clear, limit amount of Nos allowed on ships (NOS POINTS)...



three very sensible ideas that have been suggested for a long time. unfortunately nothing more has come of them so far.




Terazuk
Amarr
Servants of Drawnon
Posted - 2007.06.12 08:39:00 - [180]
 

Edited by: Terazuk on 12/06/2007 08:39:11

In regards to the post made by Cosmo Raata... /Signed!

I would also like to express my utter disappointment in the proposed so called 'Amarr boost'. Despite being useful and indeed welcomed, completely fails to address the problems faced by Amarr pilots quite spectacularly.

Perhaps, despite my hopes to remain dedicated to Amarr spec only... training for Gallente is way overdue for me Sad

edit:Typo correction.


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