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Cosmos Elf
Posted - 2007.06.12 09:35:00 - [181]
 

I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.

It took all of those years of training to become a taxi driver?!

Dr Aryandi
Posted - 2007.06.12 09:53:00 - [182]
 

Originally by: El'essar Viocragh
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.


There is a real and distinct disadvantage to using invul fields over specific hardeners (aside from the increased stacking penalty). In a battleship its not so bad but a frigate cannot run an invul field and do anything else, cruiser sized ships struggle, and I wouldn't like to run more than one.

Energized adaptive nanos are passive modules.


And I really suggest you do the math on shield vs armour tanking before you make a fool of yourself. There are advantages both ways.

The main problem with shield tanking of course is that all your ewar and tackling modules are mid slots...so it is a pain to use in PvP...

Dr Aryandi
Posted - 2007.06.12 09:59:00 - [183]
 

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.


Triage mode gives you the defensive bonus from siege mode? I had missed that.

However this has 2 dreadnaughts vs a carrier+titan. 2 caps vs a cap and a supercap. I don't really see the cap+supercap winning (or at least forcing a draw) being a problem.

Try that vs 4 dreads...and suddenly the carrier is going down. Especially since I'm sure I read somewhere that in triage mode you can't be remote repped.

Julius Romanus
Amarr
Posted - 2007.06.12 10:04:00 - [184]
 

Originally by: Dr Aryandi
Originally by: El'essar Viocragh
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.


There is a real and distinct disadvantage to using invul fields over specific hardeners (aside from the increased stacking penalty). In a battleship its not so bad but a frigate cannot run an invul field and do anything else, cruiser sized ships struggle, and I wouldn't like to run more than one.

Energized adaptive nanos are passive modules.


And I really suggest you do the math on shield vs armour tanking before you make a fool of yourself. There are advantages both ways.

The main problem with shield tanking of course is that all your ewar and tackling modules are mid slots...so it is a pain to use in PvP...



I'm not trying to step into this debate and "make a fool" of myself, as I'm pretty much too new to have any opinion worth giving. But I do want to say that running a medium repper on an Amarr cruiser and firing guns can't be any easier than for someone using an invul field.

Aramendel
Amarr
Queens of the Stone Age
Black Legion.
Posted - 2007.06.12 11:12:00 - [185]
 

Originally by: Dr Aryandi
Try that vs 4 dreads...and suddenly the carrier is going down. Especially since I'm sure I read somewhere that in triage mode you can't be remote repped.


Yes. Not really fast though.

And the point really is that whatever the enemy throws at a titan you can counter it with less effort of your own. A carrier can counter well over twice its worth in isk of dreads.

Which makes "ohnoes 2 dreads will instapop a titan!!!11" whines rather rediculous. News at 7, titans were not supposed to be solopownmobiles. They are fleet support/flagships. If someone is so utterly stupid to use a titan solo 1 single dread should be able to kill it.

Of cource, this is all ignoring that you still won't really able to lockdown a titan. Even if he gets bubbled before he can hit the "warp" button he only has to activate the DD to wipe any dictor or bubble in a 250k area and then hit warp.


Master OlavPancrazio
Empire Assault Corp
Dead Terrorists
Posted - 2007.06.12 11:19:00 - [186]
 

Edited by: Master OlavPancrazio on 12/06/2007 11:18:24
Ok, I havn't read this thread so don't flame me if I repeat someone else.

You can still warp, in a bubble, if you initated warp before the bubble went down.

I still find it will be too hard to hold a ms, and titan in place to kill them even with the changes.

Valadeya uthanaras
GK inc.
Pandemic Legion
Posted - 2007.06.12 12:01:00 - [187]
 

STill waiting CCP,

Can you plz ....plz ****(i want to stay politicly correct)

LOOK AT YOUR GRAPH

AND JUSTIFY ME THE CAP USE OF LASER WITCH IS INSANE compared to the 2 other(even after a 50% decrease)



plz

Valadeya

AMARR=CUT cap use of laser.......like i dont know how many player said, and .....problem solved

Shinigami
Gallente
Shinra
Posted - 2007.06.12 13:01:00 - [188]
 

Originally by: Cosmos Elf
I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.

It took all of those years of training to become a taxi driver?!


Here is a fitting new look for the titan's new role.

Rosalina Sarinna
Intergalactic Syndicate
Nulli Tertius
Posted - 2007.06.12 13:09:00 - [189]
 

Originally by: Shinigami
Originally by: Cosmos Elf
I feel sorry for all of the titan pilots. After this nerf they will be nothing more than glorified freighter taxis.

It took all of those years of training to become a taxi driver?!


Here is a fitting new look for the titan's new role.


Lmao... That is a great picture.

Shadow Tycho
IDLE GUNS
Posted - 2007.06.12 17:36:00 - [190]
 

Dear CCP,

Here is a thought that I havenít heard out there that just occurred to me. in stead of dropping the cap usage on lasers, change the ship bonus on amarr ships to -5% cap recharge a level, Just looking at the current set up i use for my abaddon in quick fit. that would give me a passive recharge of 120 ish seconds so without using any cap boosters i can run my tank contently. which is a bonus but I could also support being nosed for up to 4 heavy nos(if they donít have implants) without it effecting my tank.

I also have to say that the proposed amarr buff would have been great back on April first, every one would laugh and have a good time. At this point I was hoping for a solution to The fact that if some one gets within 5k of me(with motion prediction and all that jazz at 4) I cant hit them, Iím not the most skilled gunner with battle ship weaponry but i have about 3.4 million in gunnery specialized to amarr and this is a problem for me, compounded by the fact that I can not hit at close ranges, while i can try my best to keep at range it is hard to do so without fitting a MWD, which severely hurts my tank as it reduces cap ect.

Additionally em damage resist is high, but what alot of people donít talk about is that if you try and engage at the longer and thus more preferable ranges for lasers the crystals slowly shift to em damage intensive, this make some of the t2 armor resists very difficult to break through(it can be done with concerted effort ) but it doesnít allow for a easy battle by any means as in to slug it out with a minmatar ship I HAVE to break their tank before the close to with in the aforementioned 5k after that there DPS skyrockets and i cant retaliate(and since they are faster them me based on a combination for cap rigs and being slower then them to start with I have basically to resort to drones, and Iím amarrRolling Eyes)

I am going to say that cap booster for all of you out there having trouble with your tank may not be the solution if you are using any less the 400's(a nice 33 cap a second total)

Also even if people witched from omni to specific hardeners since the armor resists would actually be higher this hurts amarr damage further since a large armor rep reps about 90 ish a second with skills if some one is within optimal for there weapons, with max skills and tech 2 tachyons(8 of them) gleam lenses at that range you only hit for about 60 ish dps(with accuracy) and thatís not enough. use mega pulses at that range and it jumps to about 85(close but no cigar).note: I use a abaddon the numbers are probably wrong with the other two BS

I dont like complaining but i was excited that the amarr buff might help me with my problems, I dont seem to have the cap problems that allot of people have but i have those skills at 5 so that may be the reason also i have the ship skills at 4 or 5 so that helps also. I would like to be able two have room for some electronic warfare on my ship without having to kill me current cap setup(all tech 2 recharge in the mids) and it seems that changing the amarr cap recharge by as little as 12% would significantly impact this.

lowering base em resists by 6-9% across the board would allow for amarr to to(with good skills) break most tanks upping tech 2 tachs to about 81-ish at 9% redux and mega pulses would really hurt at the 15k mark. Another interesting option might be reducing the sig radius on lasers(how big is a beam of light) allowing them to hit closer and deal more damage through critical hits(which none of these calculations account for)

I love flying amarr and with high skills the cap problems are really solved(for the most part if you donít mind letting someone else do the electronic warfare) but the start up curve is way to steep as the cap problems for amarr take about a two and a half months to fix.

I trusted you guys to help on this and i feel let down.

- a concerned (amarr) player

P.S. sorry to ramble.

Almarez
Setenta Corp
-Mostly Harmless-
Posted - 2007.06.12 21:25:00 - [191]
 

Originally by: Cosmo Raata
Dear CCP,

I have played EvE for almost 4 years now,




Signed in blood. Possibly the Nerftastic Four's blood, I am not sure yet.

Mika Meisk
Caldari
Posted - 2007.06.12 21:41:00 - [192]
 

This thread has been riddled with both posts of dismay and good responses and ideas regarding amarr. Many ppl who have also posted in other most excellent threads on the subjec of amarr.

I wont get into details who is who and wich idea is the better since there is a veritable plethora of them if the devs actually browse the forums ( I know you do, but seriously not one comment on the graph including the questions raised and that no answers here yet is probably the worst ever in a devblog).

I assume from your comments that in rev2 only minor balance issues will be dealt with. That feels like a cheat actually. I have gotten the impression from earlier statements by the devs that you were actually contemplating looking into the roles of amarr ships and that you planned on executing khanid mk2.

That you refuse to even comment or look into the fact that amarr ships have a lost boni, wich further results in, not only the fact that amarr pilots need at least closely maxed out cap skills AND maxed out ships skills to effectively pilot a ship, lest it feels like you are under nos fire. That you make amarr the most cap-dependant race of all, and the weakest in the field makes no sense.

I believe that even how closely related the facts are, that lasers and amarr ships are two different issues. Sure if you compensate by making lasers so full of gank that it compensates not beeing able to run a tank even though fully cap fitted in ALL med slots, well that would be ok. Then amarr would be easy to predict, onesided but atleast good at something.

Ill say it again, amarr has a wasted slots, wich in turns need great sp investment to be nullified.

I feel that it is gut-wrenching that all good amarr ships are in fact the gallente rip-offs. That the curse, arbi and pilgrim are the most viable pvp-ships that amarr has, speaks great lengths about how erroneously amarr game-design is implemented.

Can you PLEASE look over what role you would like amarr to have and then decide on it, and further on IMPLEMENT it with in months, not years. I'm sick of the fact that you dont even quick fix amarr til you have a good plan but that you dont even mention what you want amarr to do just feels plain wrong.

As closing I would like to repeat that its sad that they made the new guy take the fall for perhaps the worst ever fix for amarr. Why cant anyone of the ppl who actually promised an oomph for amarr step up and comment on the issues all the lovely community, that eve is made up by, have brought up?

Recap for devs:

Let us know if you are even considering a more specified role definition of amarr.

Plz at least give as a quick fix, like either a heavy em dmg increase, or a general cap reduction for lasers

Let us know what you intend, letting ppl hang in the dark is seriously bad PR. Ive been thinking about reskilling for either cal for mish (cant beat the raven), gal for general diversity (better at nos and drones than amarr??? have blasters and mwd as wel), or minnie for the awesomeness that their small gang pvp potential (a stabber is leathal as well as the vaga and most other ships that minnies have).

And again, dev please respond to this thread it getting horribly annoying reading good feedback after another without as much as a response.

//GL with your balancing, I like that you are involved in the community
Mika

ps. Let amarr dictate range by the new amarrian range dictator bubble or something if you insist on forcing us to fight in a range we cant enforce.
ds.

Kaaii
Caldari
Kaaii-Net Research Labs
KAAII-NET
Posted - 2007.06.12 21:58:00 - [193]
 



Love the log cruiser love :)

Especially drone bays holding log drones now too. That was needed far too long.

(oh and glad i didn't buy that titan skill after all) :)


Caroline DT
Posted - 2007.06.13 04:18:00 - [194]
 

Sorry for bad Eng..
All of us saw the graph.. As we can see lasers have insane dps at 10-15km before and 7-15 after, but other guns (autos and blasters) had better dps at close range.. i can`t illustrate it, but if i can be at 15km at my pusle fitted arma.. my dmg max, enemys damage low.. i`ll never goes closer.. if we add some tracking to pulse lasers (it adds some surviability at close range only) but smart gamers never get closer, coz they don`t want receive more damage..

I think it not a boost at all..
More cpu for EANM my (arma, zealot, sacra) in normal PvP fit have only 0.5-2 free cpu (no faction mods) and i fit 1-2 EANM.. many of amarr pilots have to refashion their setups.. i`ll try it a little.. and can`t make smth stable..
Dear ccp, can you give me an example of close fitted arma with 3 HS t2, 7 pulse lasers, heavy nosf, LAR, and some tank with new cpu requirement.. i think it impossible.. we can make a formula, that shows total HP and tank ability of ship.. fit with active hardeners allways loose

P.S. i think this is not a boost.. it`s and GREAT amarr nerf

Eve Innovative
Ministry of War
Posted - 2007.06.13 09:57:00 - [195]
 

"Boost Amarr!" Laughing
I don't seem to be able to find much boost in the dev blog, but there are some nice ideas in this thread Exclamation


Tiberius Glax
Posted - 2007.06.13 18:17:00 - [196]
 

I am a newer player to Eve in comparison to a lot of the people posting here. I have spent all my time the past 6 months training amarr skills and I have experienced a lot of the problems mentioned regarding the amarr in this forum. I have read a lot of posts the past couple of months with many useful suggestions about how to correct these problems without boosting the amarr too much. I am very disappointed in the devs at CCP that they pay so little attention and have so little respect for their player community. The ones that are paying to enjoy a game. Not a game where everything should be equal. But a game where everyone should have a chance. Especially a game where time is the most valuable commodity and new players choose a path and invest a lot of time in that path only to find that they are very handicapped against the rest in the game. I am now debating on whether to change to another race's ship and start over or just stop playing and keep my money and time. I would like very much if a DEV would respond with further information on their strategy for the amarr boost. Show some respect for us players.

Almarez
Setenta Corp
-Mostly Harmless-
Posted - 2007.06.13 19:05:00 - [197]
 

You really you would think that it would be pretty obvious that cap issue is the major problem plaquing Amarr when so many of their ships, including the Amarrian dread, have a cap reduction to laser bonus. In all honesty, even the omni-tank is no where near as detrimental to Amarrian ships than the cap issue. As I stated in a post above, the changes to omni-tanks will only make Amarrian ships even harder to fit as our CPU is usually low and in all honesty, active hardeners, at least a full set, is really out of the question with the cap problems. How about Amarrian ships can condense cap boosters to like a 10 of their size, at least that way we would be able to get through a fight without running out of cap.

n0thing
Executive Intervention
Controlled Chaos
Posted - 2007.06.13 20:28:00 - [198]
 

EANM nerf is again thw worst idea ever.

Active hardeners still:

- Use cap, thus can be nossed.

- Need 36tf and still cant be fitted on most of CPU tight ships, mostly Amarr & Gallente.


Is this some kind of stealth Minmatar/Nosf boost? Well, Ill be happy to shut down hardeners with my Nos-Domi.

Zembla
Caldari
State Protectorate
Posted - 2007.06.13 20:39:00 - [199]
 

To be quite honest, hasn't Amarr been nerfed enough?

Lots of Amarr ships will no longer be able to fit Energized Adaptive Nano Membrane II's because of this, while many other race's ships fittings will remain unaffected. Also, the 25% increase in tracking still doesn't make them track anything in comparisson... Sure, their range doesn't fall off as quickly/steeply as some of the other weapons, but that only means that pulses, within their engagement range, do a tad more damage than blasters or autocannons outside of their engagement range. I use lasers autocannons and blasters on my ships, and the only weapons I feel doubt about taking them out on an op are the lasers. Will it sustain enough cap? etc etc.

Right now, out of all the once advantages Amarr had, it has gone down to nearly one, the ammo argument. Apart from that, their cap useage is much much worse, and to be honest, their damage over-range is not that impressive. I mean, with all that hp boosting that's been going on, there's no way that range can actually be put to use. You will not have killed your target before it enters it's engagement area, and you stand a high chance of no longer being able to track it. Why? Because you probably had to waste a valuable mid slot on a cap injector, so you no longer have a web.

Really though, I can fly Amarr ships, and I can fly other ships, it's not like if Amarr gets nerfed I will no longer have anything to fly, but for once, it would be nice to see Amarr get a real boost, instead of this roundabout stealth nerf that's actually on the drawing boards.

<Z>

Wyliee
Taurus Inc
THE KLINGONS
Posted - 2007.06.13 22:28:00 - [200]
 

are the devs going to respond to our conserns over sucky amarr?

n0thing
Executive Intervention
Controlled Chaos
Posted - 2007.06.14 07:27:00 - [201]
 

Originally by: Wyliee
are the devs going to respond to our conserns over sucky amarr?


Well apparently its fixed now, like Amarr no deals maybe 4% more damage on tanks without EANM II, but they themselfes now cant even barely tank.

Thats like nerfing already fine or nerfed and boosting already overpowered.

I mean, someone thought nosf was overused? Now since more people will use active hardeners(forced to use), even more people will fit nosf setups to shut those hardeners down.

wtg.

Shadowsword
The Rough Riders
Ares Protectiva
Posted - 2007.06.14 08:35:00 - [202]
 

Quote:
I trusted you guys to help on this and i feel let down.



That's pretty much what every Amarr players is feeling right now.
Since CCP seem unwilling to make real changes (too much work?), here's what should be done:

- Take away the cap bonus on the apocalypse and put a 10% optimal bonus instead: Beams become a viable alternative to tachyons on the ship, and it now has a real, viable role, different from the Armageddon and Abaddon. In fleets, beams would use less cap than tachyons while reaching further, but they'd do less DPS.

- Either put a third damage type to crystals (logic says it should be explosive, as it's the least used damage type right now), or rebalance the EM resists on armor and shield. Amarrs will never be truely fixed as long as the issue about EM armor resists isn't corrected in a meaningfull way. And anyone who believe the CPU changes on EANMs II and active hardeners will significantly reduce the number of omni-tanks running around suffer from a severe case of wishfull thinking.

- Khanid ships: The Sacrilege should be an armor-tanked Cerberus.


- The Zealot should get a 25m3 drone bay. The Retribution should lose one high slot and get one medium slot, to be like a Crusader that traded it's speed and low sig radius for tanked resists.

- Currently, there's too much tanking sustainability difference between ships that use cap to run their weapons, and ships that don't. That's an issue that plague Amarrs and Gallente both, and explain in part why Nosferatus are so much used. The easy answer to this is to change the controlled burst skill bonus from 5% to 10% per level.

- Increase optimal on every beam by 10-15%.

- Decrease the duration of T2 crystals by a factor 5-10, but increase the number of crystals produced per batch by the same factor.


Those are the glaringly obvious solutions to fix durably Amarr ships and lasers.

Udyr Vulpayne
Amarr
PIE Inc.
Posted - 2007.06.14 08:41:00 - [203]
 

finally made my very own thread of grand ideas to fix amarr.
go and have a look right here.


DanMck
Amarr
Rionnag Alba
Northern Coalition.
Posted - 2007.06.14 11:09:00 - [204]
 

Confusedonly 7 pages on this post !

has everyone just cross trained gal and given up Mad

CCP please understand that the EANM change is useless as someone will change a tech II item to a named item and so forth until they get the fitting correct.

THEY WON'T CHANGE THERE TANK they will slighty mod there gank and amarr will still be left shooting EM damage against a really high resist.

cap kings get no cap boost ? Confused

apoc no change ?

please read your last blog about amarr , we are missing those changes for a start.

also at least pulse lasers price won't go through the roof Crying or Very sad

n0thing
Executive Intervention
Controlled Chaos
Posted - 2007.06.14 11:56:00 - [205]
 

Originally by: DanMck
Confusedonly 7 pages on this post !

has everyone just cross trained gal and given up Mad

CCP please understand that the EANM change is useless as someone will change a tech II item to a named item and so forth until they get the fitting correct.

THEY WON'T CHANGE THERE TANK they will slighty mod there gank and amarr will still be left shooting EM damage against a really high resist.

cap kings get no cap boost ? Confused

apoc no change ?

please read your last blog about amarr , we are missing those changes for a start.

also at least pulse lasers price won't go through the roof Crying or Very sad




tbh, I agree.

Boost of 25% tracking is fine with all pilots. Boost of cap/grid will be fine also with each combatant. Im sure of that at least.

But nerfing the whole tanking philosophy in a name of mythical boost that nerfs more then it boosts?

RossP Zoyka
Posted - 2007.06.14 13:04:00 - [206]
 

I am assuming that they are going to start slow, see the damage they wrecked on an entire race's ships and then pick up the pace.

The philosophy at CCP, in my limited understanding, is to start slow and gradually build up. This is wise but really hard on the Amarr in the meantime.

If this change actually nerfs amarr to uselessness I trust that they won't just ignore it. If it ends up helping us though they will have performed a bona-fide balancing miracle.

DanMck
Amarr
Rionnag Alba
Northern Coalition.
Posted - 2007.06.14 14:17:00 - [207]
 

Edited by: DanMck on 14/06/2007 14:26:33


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.


please go through with some of the above , you have to alter the cap it's not an option IMHO.

the geddon cpu is a nightmare ,apoc needs a bouns change Sad

if the amarr ships em damage is good enough why have the most recent ships released i.e harbinger,abaddon, absoloution all have damage boni on the ships ?

EM damage is a problem due to the amount of armor tankers on the battlefield, with the incoming caldair changes i can see less drakes etc so this might compound the problem.

i hate to moan but i want to be able to do more solo killing and also i want the ship i am hitting to look like it's 8m skillpoints in lasers worth of damage.

if it was blasters i would be checking the can not checking if i need to activate my cap injector Crying or Very sad

STRICKERO
Les chevaliers de l'ordre
Wildly Inappropriate.
Posted - 2007.06.15 08:16:00 - [208]
 

Well, Rev II patch note is here, devs did not listen to player one more time. Amarr need either to use less cap when firing OR more dmg output so the cap usage per dps become more efficient... 25% tracking is almost useless. CCP, when my car need fuel, i dont look after the tyre you know ... Ok, time to fly something else than amarr, enough is enough.


Wyliee
Taurus Inc
THE KLINGONS
Posted - 2007.06.16 12:07:00 - [209]
 

please can some one from CCP reply to the amarr pilots concerns?

even if it is 'we are looking into it'

The bottom line is..it is not fair we spend months and months training amarr for armor/damage..to be beaten by a low skilled player with a couple of noz and some drones, or worst still some noz and auto cannons.

amarr needs to have capacitors worthy of the role.

Son Okura
Posted - 2007.06.16 15:05:00 - [210]
 

Originally by: Wyliee
are the devs going to respond to our conserns over sucky amarr?


No, they dont care about Amarr Players. They laugh ther ass off about every Amarr Player. You know what Ommmphh iss? The sound of hot stinky air released by an fat arse!
I am ****ed? Yes, I am! This glory boost is more lik a kick in the guts. EANM "boost" will only hit Amarr Players themselfe, so the rarae ships usable at the moment will get neverd to.

Buy, it sucks!


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