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Valadeya uthanaras
GK inc.
Pandemic Legion
Posted - 2007.06.16 17:17:00 - [211]
 

this is a dev-blog, yet no answer at all from the amarr community about any kind of boost for the amarr race....


boosting tracking is nice but it doesnt solve anything


DEV , plz look AT your OWN graph....



YES, LOOK AT YOUR OWN GRAPH, AND TRY TO JUSTIFY CAPACITOR USE OF LASER

good luck Rolling Eyes






Less damage on unhardened tank --- more cap use???? RIGHT Rolling Eyes

and then count majority of damage are EM Rolling Eyes

Even blinds see it ( a bit of humor doesnt hurt)

considering

amarr is the most vulnerable electronic war

amarr is the most vulenerable to cap warfare

amarr is the most cap hungry ( do I need to make you remember how you changed RoF bonus on ABADDON because it was out of cap so Quick it could not do anything)

and there again.... you CAN'T ****tate range on a amarr ship

and you have less CPU than all other race while laser take more cpu and grid than autocannon of same class



I am angry because all you are doing is nerfing amarr with eanm change and you still beleive amarr is fine

its more like

for the sence of humor

CCP (insert name): I lost my sentry using eosRolling Eyes 1 vs 1 to a armar battleship on SISI :'(

Oveur,Tomb,TUX : WHATExclamationExclamationExclamationExclamation

CCP (insert name): I dont know what happened, my tank just didnt resisted long enought to chunk trought 4 1600mm rolled tunksten + slave set tank Embarassed

Oveur: I feel its time fot it

Tomb :I Agree

TUX: me too

CCP (insert name): time for what QuestionQuestionQuestion

Oveur, TUX, Tomb: THE NULLBATExclamationExclamationExclamation

CCP(insert name): null batQuestionQuestionQuestion

Oveur: yup, deleting amarr is the only solution left
nullbat is the last resort to these case Twisted Evil


--------------------------------------------------


I mean common guys....wasting time on HULL TANKINGQuestionQuestionQuestionQuestionQuestion



why I dont know how many players showed their concern about the amarr race

DoctorBautz
Posted - 2007.06.17 22:27:00 - [212]
 

he guys i found out why amarr is the cap race!!!

no other race is able to neut themselves so fast - dam amarr are the best selfneuts in game yeeeehaaaa!

k back to topic:

please guys take a look at amarr, get out of your polaris and try them yourself.

one of the main problems is that you need cont. bursts good capskills an a high shipskill (cruisers bs or whatever) to just fight. i neuted myself today on sisi with controlled bursts 4 and the needed spaceship command skill ( cruisers/bs/...) on4 and all relevant capskills on 4 or 5 by using pulse lasers with standart crystals. i cannot even fire my guns for a good ammount of time just cause i am neuting myself.

i might not be the most experienced player so i will leave the suggestions to thoose guys who rly know what they are talkin about, i have read a lot of suggestions to solve the amarr prob from other players and i can understand most of them cause i have the same problem. but when i see that 30 mil amarr spec characters still got the same problem like me (with maxed relating skills to the problem) it is a little sad.

i thought: okay you got theese problems - which skills can you train up to solve them? but by reading much posts here from even higher sp amarr chars i feel like even when i train the skills up i will still suck ( or still have the problem ) .

a lot of experienced amarr or multirace trained or even non amarr characters posted suggestions for a way to fix them to make them competetive. i can understand this will need time cause you dont want to boost amarr that much that you need to nerf them back to oblivion again. but it would rly nice if you would take a closer look on the so often posted issues and think about it.

regards my alt.

when you found typos send me 100 isk and you can keep them.

Solomunio Kzenig
Amarr
Indicium Technologies
Hephaestus Forge Alliance
Posted - 2007.06.18 15:06:00 - [213]
 

Edited by: Solomunio Kzenig on 18/06/2007 16:46:53
Edited by: Solomunio Kzenig on 18/06/2007 15:06:13
Erm....i looked at the two graphs and ahhhh, they look the same. Plus why use a Dominix vs a Typhoon vs an Apocalypse? Domix gets a 5% large Hybrid Damage bonus (+ 10% Drone damage per skill level), Typhoon gets 5% bonus to RoF (+ 5% RoF on Seige and Cruise Missile launchers), but the Apoc gets ?? 2 crappy Cap bonuses. Why compare these 3 BC's? its like comparing apples to squid...ffs CCP you can do better than this....

I've been playing since December last year and the ONE constant on these forums has been Amarr whinging....

Please CCP, throw us a little love here.....a small change to either Cap size and/or cap recharge on Amarr vessels would go a long way to un-gimping us.
This is just my gut-feeling, as i'm only a n00b afterall Very Happy, there are plenty of others able to articulate the mechanincs and extact details of how gimped Amarr are atm, like Goumindong for instance.


Mastin Dragonfly
24th Imperial Crusade
Posted - 2007.06.18 21:58:00 - [214]
 

Originally by: Solomunio Kzenig
One Empire, One Emeperor, One People, Forever under Heaven. Amarr Aeternus.


For the love of god, fix that typo in your sig! Shocked

Kintai mangi
Posted - 2007.06.19 03:16:00 - [215]
 

Edited by: Kintai mangi on 19/06/2007 03:15:42
Wow, bang up job.
Fire the new guy. He's an idiot.

What the heck are you people putting in the koolaid ?

The problems with amarr were not tracking. DPS and especially CAP are the issues. This isnt a boost, you gave us a little better tracking (which does grant a slight DPS boost) and cut our tanks off at the knees by using more CPU to fit EANM's, when we already had low CPU on our ships this makes doing EW with any moderate tank on amarr impossible. (not that EW on amarr was ever any good)

Please answer me this CCP: What is amarr the best at ? (Besides being nerfed and getting killed) Hop in an amarr BS and tell me what it excells at. PLEASE.

Julius Romanus
Amarr
Posted - 2007.06.19 03:41:00 - [216]
 

Originally by: Kintai mangi
Edited by: Kintai mangi on 19/06/2007 03:15:42
Wow, bang up job.
Fire the new guy. He's an idiot.

What the heck are you people putting in the koolaid ?

The problems with amarr were not tracking. DPS and especially CAP are the issues. This isnt a boost, you gave us a little better tracking (which does grant a slight DPS boost) and cut our tanks off at the knees by using more CPU to fit EANM's, when we already had low CPU on our ships this makes doing EW with any moderate tank on amarr impossible. (not that EW on amarr was ever any good)

Please answer me this CCP: What is amarr the best at ? (Besides being nerfed and getting killed) Hop in an amarr BS and tell me what it excells at. PLEASE.


Tracking on pulse lasers WAS a problem. Be mad at them for not fixing larger issues sure, but this change does help me. So dont complain about it.

Risar Surtr
Pagan Heavy Arms
Posted - 2007.06.19 04:17:00 - [217]
 

So lets see, better tracking. I still cant hit frigates or drones with any regularity. I might be able to regularly hit cruisers now (from a BS). Big friggen whoop. I dont want a 100m isk cruiser killer.

A corp mate who has almost 30m sp tried to come up with a good amarr BS fitting using lasers as the primary weapon. He did it, with 1/5th the damage his raven does, with near maxed gunnery skills. On top of that he could barely come up with a fitting that yielded a stable cap. If you haven't flown amarr on a regular basis then please step off, your talking out your backside.

There are two solutions to fixing amarr: Fix the cap & fix the DPS. You can fix the cap by doing it the right way and finally making amarr the "cap race" by giving them better cap recharge then everyone else, on par with the range advantage, drone advantage and speed/size advantage the other races have. Fix the DPS by making beams actually usable, on top of reducing PG they also need a reduction in cap usage, and a slight boost in ROF and tracking. (note I said *slight*)

The other possible solution is to invent some backstory about technology sharing between the amarr and caldari (supposed allies right ?) that leads to some amarr missle ships. (real missle ships, not this friggin 1 or 2 launcher crap)

Don't cry about them not being the laser race anymore. What military/race/culture would rely solely on a single type of inferior weapon for so long ?

Solomunio Kzenig
Amarr
Indicium Technologies
Hephaestus Forge Alliance
Posted - 2007.06.19 06:58:00 - [218]
 

Originally by: Mastin Dragonfly
Originally by: Solomunio Kzenig
One Empire, One Emeperor, One People, Forever under Heaven. Amarr Aeternus.


For the love of god, fix that typo in your sig! Shocked


Done...sorry....

Tohmu Blackwing
Posted - 2007.06.19 09:40:00 - [219]
 

Originally posted in the Rev II notice - I guess it belongs here - so I modified it for this thread.

Quote:

Improved efficiency of remote armor repairers to be slightly better than shield transporter equivalent. Skill level requirements, range, duration and meta levels now match the shield transporters.


Aaahhh.... WHY? What possible reason would you have for suddenly making remote armor reppers better than shield transporters? From a logical standpoint, it doesn't make sense to me - the idea of a shield transporter seems to make more sense to me - but this is a game and in the end, logic isn't really that important. I would just like to know WHY you make these changes?? Where is YOUR logic for this?

Quote:

Added CPU requirements to "Shield Power Relays", and balanced the meta levels.


Does this mean you nerfed SPRs also - or does this mean that the named ones will now have value?

Quote:

Battlecruiser & Command Ship shield recharge rate changed to 1400 seconds.


Ah... yet another nerf to shield tanking. Again... why? I mean, really - you make these changes but you provide NO rationale behind them. If your going to make a change like this, wouldn't it make for good PR to tell us WHY you are making a change this drastic?

You must have a reason - and I hope it isn't simply to appease the complaints of gunboat PVPers who "cant break a tank" on a properly fitted Drake (and haven't bothered to adjust their tactics to fit new technology).

Isn't armor tanking already superior to shield tanking? Especially if you want to factor in any kind of ability to FIGHT - something that comes in handy from time to time. (sarcasm intended)

Compare the difference between the king of passive shield tanking - the Vulture - and an equivalent ship - the Eos. You will see the Eos is the better ship - it is nearly the equal of the Vulture for tanking - dual T2 reps - AND it isn't COMPLETELY AND TOTALLY GIMPED for DPS!! Just look at it.

The Eos can tank what the Vulture can - BEFORE THE NERF - AND it is vastly superior in DPS. Now you have nerfed the Vulture's ability to tank. Why?

I would really like to hear a reason behind this. You do realize that this represents a 12% nerf to tanking - thats almost 3 skill levels (my apologies if my math is off)!! This is a pretty significant change to lay on ONE style of play - passive tanking. These ships already suffer from a complete lack of functionality (fit anything in your mids and lows but tank mods and you can't passive tank) and have a very limited ability to respond to situations - there are no boosters or reppers to get you out from under that short term burst of damage.

Now you have nerfed their only function - to be able to absorb DoT - Damage Over Time.

So... why?

Is this supposed to encourage Caldari pilots to fit something other than tank mods in our mids? Really? Ah... why? I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.

Now you come along and nerf the ONLY thing Caldari ships CAN do well in PvP - tank.

This is part of some larger scheme to "balance" the game? How? Some answers on this would be appreciated. It is a major nerf - it would be nice if you addressed it in more than one sentence in a huge page of patch notes. Please don't relegate this nerf to a footnote. We deserve better than that - especially all those of us who have invested SP and ISK into our drakes/vultures. Thanks.

Risar Surtr
Pagan Heavy Arms
Posted - 2007.06.19 12:35:00 - [220]
 

Originally by: Tohmu Blackwing

Is this supposed to encourage Caldari pilots to fit something other than tank mods in our mids? Really? Ah... why? I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.



Welcome to the club, pull up a chair and get in line behind Amarr and Minmatar. Both of which you can out DPS and out tank on the vast majority of ships.

So maybe the way they are trying to run the game is to nerf/gimp everyone to the same level ?

Mastin Dragonfly
24th Imperial Crusade
Posted - 2007.06.19 13:02:00 - [221]
 

Quote:
Compare the difference between the king of passive shield tanking - the Vulture - and an equivalent ship - the Eos. You will see the Eos is the better ship - it is nearly the equal of the Vulture for tanking - dual T2 reps - AND it isn't COMPLETELY AND TOTALLY GIMPED for DPS!! Just look at it.

The Eos can tank what the Vulture can - BEFORE THE NERF - AND it is vastly superior in DPS. Now you have nerfed the Vulture's ability to tank. Why?


The Vulture is not underpowered, it's the Eos that is utterly overpowered compared to the other Fleet Command Ships. Damnation and Claymore aren't better of than the Vulture.

ZeeSniperPSA
Posted - 2007.06.19 17:12:00 - [222]
 

I started out as a minmi pilot but then quickly switched to fly primarily amarr ships about 2 years ago.

There isnt a day i play eve when i think about how gimp my ships are. My thoughts are not so much on cap usage, as much as they are on Range, DPS, and not being able to fit more of the heavier weaponry we have.

I could cry about my Mega Pulses, in order to do any good dps i nearly have to be right on top of my target. I mean, this is fine with lets say, gate camps, but makes missions and PVE a waste of my ****ing time.

Compare with some other races

Caldari - Still amazes me that missiles havent undergone another sort of nerf besides the missile overhaul way back. Missiles get an exceptional range, which has no impact on damage, and missiles users don't have to worry about tracking like turret users do.

Minmatar - Turrets are short or long range, but take NO CAP and do good DPS. Many of the ships are hybrids as well so they can use missiles along with the turrets.

Gallente - For those ships with drone bonuses, it's easy to be able to toss a drone aug on and get 60+ km range, not worry about tracking, ammo or cap. For those made for turrets, hybrid turrets are still far better than Amarr lasers.

Amarr - Most ships forced to use turrets, although ships like the apoc and aba do have a launcher slot or two. Very hard to fit with heavier guns and have a tank, your cap will run out of juice rather quickly. Mega pulses allow a longer lasting tank, but I can **** farther and do more damage than my mega pulses. Amarr is also most vulnerable to both CAP warfare and EW.

The biggest problem in my opinion is Range on Energy turrets, with increased range we can use our higher dps crystals (which should be boosted a bit) more often. Cap usage should be lowered greatly, because too much already depends on it.

Kenn
Caldari
McKae Industries and Research
Posted - 2007.06.19 19:02:00 - [223]
 

I guess I don't completely understand this game. Correct me if I am wrong but weren't the Titans and Carriers and even Dreadnoughts supposed to be uber ships? Weren't they supposed to strike fear not only in those that encountered them nor just the system they were in but the entire constellation? When a Pirate Mothership showed up weren't we all supposed to flee for our lives regardless of what we were piloting?

These were supposed to be the flying star bases, the mobile fortresses that demonstrated a corporations power. Now there is talk of them being nerfed? I feel so bad for the players who worked so hard to train the skills and gather the resources for the opportunity to own and fly them because it was time wasted. Already the Doomsday Device has been nerfed. Before you know it they will be reduced to another form of BS with bay capabilities.

These are ships that were meant to rule the stars. When it showed up it was meant to decide the battle. It was meant to be an unparalleled presence that would make you want to run.

And now all in the name of game balance we want to take these supposed Lords of the Stars and nerf them because they are too formidable?

Thanks for the heads up. I won't be flying any since I will only have the rug pulled out from under me (via more nerfing) after putting in the time, effort, and considerable resources of getting one.

I really hope the DEVs see this. NERFING IS BAD. It cheats the player after they work hard to achieve a goal be it training a skill or owning a ship or module. It screws up the way a player rigs a ship and changes the playing dynamics. It's not an issue of care bare verse pirate. Any time nerfing is done it shows poor development planning and lack of imagination in solving the problem.

A three year old player with 40 million skill points flying a Mother ship with all the relevant skills trained to level 5 should absolutely dominate a battle and probably the whole constellation. Their only fear should be another similar player in an equivalent ship.

ADVICE: ALL NERFING SHOULD BE DONE ON THE TEST SERVERS!!!!!!!! Don't bring it here until it is finalized! It's not fair to established players who have been loyal to the game for at least 3 years now. I will post this again elsewhere.

ZeeSniperPSA
Posted - 2007.06.20 00:06:00 - [224]
 

Quote:
I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.


I'm sorry, but it seems that you have no idea what you are talking about.

Missiles hopelessly gimped for PVP??? It is so obvious you havent really flown other race ships. With missiles, YOU dictate range, your DPS is high and your range doesnt affect it.

As to shield tanking, the drake could have a ****ing ridiculous passive tank if fitted properly. Now with the shield recharge nerf im hoping it will be slightly more balanced but i still feel it wont be enough.

If you honestly believe Caldari is the bottom of the heap you have no clue what you are talking about and must be a pretty terrible pilot.


Tohmu Blackwing
Posted - 2007.06.20 01:08:00 - [225]
 

Edited by: Tohmu Blackwing on 20/06/2007 01:11:58
Edited by: Tohmu Blackwing on 20/06/2007 01:09:36
Originally by: ZeeSniperPSA
Quote:
I still can't hope to equal the other races for DPS - I am the only race that consistently has NO damage bonus to most of my ships (the few kinetic missile damage bonuses notwithstanding - besides, these are to MISSILES - already hopelessly gimped for PvP). I am also flying the slowest, fattest (sig), least agile ships with the absolute worst lock times. I just named 4 of the most important factors that a ship can contribute to PvP - and Caldari is already at the bottom of the heap for ALL OF THEM.

I'm sorry, but it seems that you have no idea what you are talking about.

Missiles hopelessly gimped for PVP??? It is so obvious you havent really flown other race ships. With missiles, YOU dictate range, your DPS is high and your range doesnt affect it.

As to shield tanking, the drake could have a ****ing ridiculous passive tank if fitted properly. Now with the shield recharge nerf im hoping it will be slightly more balanced but i still feel it wont be enough.

If you honestly believe Caldari is the bottom of the heap you have no clue what you are talking about and must be a pretty terrible pilot.


Its probably not worth my effort, but I will try anyways...

It is always amazing to me that so many ppl cannot seem to construct an argument on these forums that doesn't involve baseless accusations and name calling.

I will give you props on one thing - you did manage to mention a single good point against my argument. Yes, missiles do not have optimal and falloff variables - they only have a maximum range. The range is good. So in that sense, yes, you can "dictate" range to an extent - up until the opponent decides to warp off because you can't catch him (obviously not a problem in a Crow or Flycatcher) and your "******* ridiculous" shield tank prevents you from fitting mods to hold him in place...

Don't forget that my missiles take time to get to you. Depending on the missile and range, it might take enough time for you to land 2 or 3 hits AND warp off before I can hit you once. 2 or 3 volleys is usually only found when fighting a torpedo fitted ship - but it is still a valid example. It is not uncommon for someone to have time to land an alpha strike, align AND warp off before my (pick your missile) can land. And yes, I have my missile velocity skill at 5.

Finally, missiles can always be defeated by speed. And by that I mean they can be completely defeated by speed - they hit, but with no effect.

We have no mid slot to compensate for target speed - other than a web. Using a web gimps our tank. Caldari ships are fat and slow, it is often difficult to even get in range to use a web. Armor tankers do not have this concern, as the only mod that can help us in this area is a mid-slot (web). Armor tankers have a choice of mid and low slots to assist them in this area. We have no "tracking computer" or "tracking enhancer". Personally, I think these mods should be allowed to work for missiles. Give them some kind of effect like the Target Navigation Precision skill - an effective reduction in the target speed.

Finally, the shield nerf affects more than just the Drake. It also nerfs the command ship line of ships. The Nighthawk and Vulture also just got hit with the nerf bat.

In the future, why don't you stick to your arguments and keep your mud-slinging to yourself? Your argument was valid - and then you went and blew it by being an ***-hole.

Risar Surtr
Pagan Heavy Arms
Posted - 2007.06.20 04:40:00 - [226]
 

Originally by: Tohmu Blackwing

We have no mid slot to compensate for target speed - other than a web. Using a web gimps our tank. Caldari ships are fat and slow, it is often difficult to even get in range to use a web. Armor tankers do not have this concern, as the only mod that can help us in this area is a mid-slot (web). Armor tankers have a choice of mid and low slots to assist them in this area. We have no "tracking computer" or "tracking enhancer". Personally, I think these mods should be allowed to work for missiles. Give them some kind of effect like the Target Navigation Precision skill - an effective reduction in the target speed.



Okay, reduce the damage on torps and cruise's, give them a falloff type modifier to damage and then you can have your items to modify the ability to hit faster targets. Plus just for the record, its not like large turrets of ANY flavor can hit small fast moving targets, even with tracking computers and tracking enhancers. Making missles MORE pimp is not a solution. I'm sorry that you think your torps are slow, but they are still faster than any amarr BS, and in a shocking development amarr BS's dont do squat for damage at range, so in order to even stand a chance you have to move your large armored ass into range, by which time your opponent will have blown you to bits, or forced you to warp away. So you'll get no sympathy from me.

You think caldari ships are slow ? Fly amarr or gallente. Thats slow. Caldari are hands down the best race at PVE and probably the second best at EW. They dont need a boost.

Amarr are the worst at EW, the worst at PVE, the worst at PVP, the worst at cap warfare ... damn, what dont they suck at ? *THAT* is why they need a real boost. A month worth of "redesign" and testing and then drip feed the changes in. Something has to be done. Bad press can kill game's like its going out of style and there are two entire races worth of ships that are completely gimped because dev's dont play them. (yes I am of the opinion that amarr and minmatar get no love because nobody in CCP flies amarr or minny ships.)

Tohmu Blackwing
Posted - 2007.06.20 06:46:00 - [227]
 

Edited by: Tohmu Blackwing on 20/06/2007 06:50:20
Edited by: Tohmu Blackwing on 20/06/2007 06:47:49
Originally by: Risar Surtr
Originally by: Tohmu Blackwing
...


Okay, reduce the damage on torps and cruise's, give them a falloff type modifier to damage and then you can have your items to modify the ability to hit faster targets. Plus just for the record, its not like large turrets of ANY flavor can hit small fast moving targets, even with tracking computers and tracking enhancers. Making missles MORE pimp is not a solution. I'm sorry that you think your torps are slow, but they are still faster than any amarr BS, and in a shocking development amarr BS's dont do squat for damage at range, so in order to even stand a chance you have to move your large armored ass into range, by which time your opponent will have blown you to bits, or forced you to warp away. So you'll get no sympathy from me.

/agreed. This is a reasonable adjustment IMHO. (EDIT: If you boost the speed of my torps and cruises. Missiles will never have much of a role in PVP if they cannot get to the target before he warps off). I am certainly not asking for pure uberness in missiles - and this actually adds some uncertainty back into PVE with missiles - which might actually balance turrets a bit for PVE at the high ends - something that I believes needs to be done. It is not just that missiles are gimped for PVP - turrets are gimped for PVE also - at least as far as comparing them to missiles.

Originally by: Risar Surtr

You think caldari ships are slow ? Fly amarr or gallente. Thats slow. Caldari are hands down the best race at PVE and probably the second best at EW. They dont need a boost.


?? Ah... I can not agree with you on that one. Check the numbers. Caldari are (with the exception of the Crow and Flycatcher) the slowest ships in every class. Even slow-ass Amarr ships are faster. Caldari ships also have the greatest mass (hard to understand considering their SMALL size - ever compare the size of a Geddon to a Raven? How about a Maelstrom?)

Gallente? They are almost always the second fastest in every class. Again, check the numbers. Faster, smaller mass = ... well... faster.

Originally by: Risar Surtr

Amarr are the worst at EW, the worst at PVE, the worst at PVP, the worst at cap warfare ... damn, what dont they suck at ? *THAT* is why they need a real boost. A month worth of "redesign" and testing and then drip feed the changes in. Something has to be done. Bad press can kill game's like its going out of style and there are two entire races worth of ships that are completely gimped because dev's dont play them. (yes I am of the opinion that amarr and minmatar get no love because nobody in CCP flies amarr or minny ships.)

I think you might be right about the first 2. Not sure about PvP though. To be honest, I dont fly Amarr. They are the only race I have never flown. I also don't use lasers. But from some of the intelligent arguments I have heard over the past months from some players, they really seem to need some rebalancing. I was hoping Rev2 would do that, but it sounds like it was only done in half measures.

Minmatar? I still think they are the most versatile ships in the game. They require a lot of SP to fly well, but... at least they are useful at almost everything. I know what I see in 0.0 and there are a LOT of minnie ships of every class out there. There has to be a reason.

P.S. Caldari seem to be the 3rd choice from what I see in 0.0. Minmatar and Gallente are most common. Most of the Caldari ships I see in 0.0 are Crows, Flycatchers, Drakes and Rokhs. I wonder if we will still see many Drakes now that they were nerfed??

Risar Surtr
Pagan Heavy Arms
Posted - 2007.06.20 10:59:00 - [228]
 

Originally by: Tohmu Blackwing
I think you might be right about the first 2. Not sure about PvP though. To be honest, I dont fly Amarr. They are the only race I have never flown. I also don't use lasers. But from some of the intelligent arguments I have heard over the past months from some players, they really seem to need some rebalancing. I was hoping Rev2 would do that, but it sounds like it was only done in half measures.

Minmatar? I still think they are the most versatile ships in the game. They require a lot of SP to fly well, but... at least they are useful at almost everything. I know what I see in 0.0 and there are a LOT of minnie ships of every class out there. There has to be a reason.

P.S. Caldari seem to be the 3rd choice from what I see in 0.0. Minmatar and Gallente are most common. Most of the Caldari ships I see in 0.0 are Crows, Flycatchers, Drakes and Rokhs. I wonder if we will still see many Drakes now that they were nerfed??


Not to be a prick, but try flying Amarr. They suck horribly. Most minny and amarr players fall into one of two categories: 1 the veterans, 2 the n00bs who picked the races because of the ship names and/or character styles. Amarr and Gallente are also effected by using plates, especially in PVP. Don't forget that.

The only major issue with lasers is cap usage. The DPS is poor on pulse's, but if they fixed the cap on all lasers then beams would actually be usable (beams to decent DPS when they hit). Amarr is the only race that can't use its battleship class weapons. Nobody uses tachyons, they are damned near impossible to fit, and impossible to get a stable cap with. The abaddon is the only ship with the PG to fit them, and it doesnt have the cap to support the 75-90 cap per shot that they suck down.

Worlds
ironwood ink
Posted - 2007.06.20 18:55:00 - [229]
 

Okay, so everyone has expressed pretty much the same concerns across the board in respect to the Amarr issues...

CCP.... Any Response?

Worlds

ITTigerClawIK
Amarr
Galactic Rangers
Galactic-Rangers
Posted - 2007.06.24 15:20:00 - [230]
 

so far ive never had a problem with tracking on any of my ships yet this boost gives us more of what im not really fussed about... and this is comeing from an amarr only user in an amarr only corp.

me personly would have been happy with thermal being our primary damage type insted of EM so we would have at least be doing more dmg in the first place,

yet insted its tracking and nerfing our best tank option and makeing one of our primary tanking methoods so much harder to do,

even just nerfing the naturaly high EM and Therm resists of some ships mainly the Minnie ships with insanely high natural resists would have been great.

or better still if ya dont want to play around with dmg types how about doubling our dmg output or buffing our armour tanking im sure all amarr users would be more interested int hat


Gawain Edmond
Posted - 2007.07.05 11:55:00 - [231]
 

wow 8 pages and 1 reply from the devs...

many other threads and this one got the best reply :D

*wishes it was about amarr instead of smart bombs*

shall we all asume that the devs don't talk about amarr because they are making them go away to save time making new ships?

Solo2110
Amarr
Viziam
Posted - 2007.07.06 14:59:00 - [232]
 

The EANM nerf killed the ability to put a tank on the vengeance. All that it has accomplished is that certain ships can fit active hardeners more easily, while an equal number of amarr ships have an even *harder* time fitting a tank.

Amarr ships need fitting help now that you've killed our omni tank. Forcing us to use active hardeners puts even more strain on capacitor we don't have. Having to choose between firing weapons or activating your tank is a terrible way to have to pvp. CPU and power upgrades should not be a requirement to fill out the slots on a ship, and I've been buying them up like crazy since Rev 2.

Lasers need serious work overall...oh well, back to the gallente respec I've been doing for almost a year.


LvxOccvlta
Posted - 2007.07.07 11:19:00 - [233]
 

CCP Devs, if you would double Amarr DPS and leave all else alone, then it would make up for the weak capacitor and all the other shortcomings everyone has listed.


Kristana Loken
Posted - 2007.07.10 11:21:00 - [234]
 

BOOST AMARR!!!Evil or Very Mad

Lazal Nahn
Amarr
Nebula Rasa Vanguard
Nebula Rasa
Posted - 2007.07.13 11:59:00 - [235]
 

Edited by: Lazal Nahn on 13/07/2007 12:00:57
After the eanm changes in Rev II I plate out my Amarr Bs whenever possible. To run a decent tank is just not possible anymore with the cpu and cap issues.

Tracking improvement was nice but long overdue so we can use conflagration ammo more or less effectively.
Yes the larger range of pulses compared to hybrids is nice but this is rather useless because you cannot afford to fit a mwd ---> again cap issues...

But who am I kidding?
The devs dont care apparently.

Smartislarti
HEART OF GOLD
Posted - 2007.07.14 16:18:00 - [236]
 

Looking at the latest boost to Amarr ships I have only one question left:

"Is it true that CCP nerfed balancing too?"Confused

shinsushi
Amarr
Imperial Academy
Posted - 2007.10.20 21:59:00 - [237]
 

WTF? This was supposed to be a boost? Are you absolutely insane?

Komb at
Posted - 2007.10.20 22:18:00 - [238]
 

Wrong boost, it didn't adress any of the problems Amarr ships have.

btw how can it be, that even when amarr are supposed to have the most cap, that every setup involves up to serveral cap boosters/relays/rechargers???? It shouldn't be necessary to have to rely on them to actually stay alive ...

ITTigerClawIK
Amarr
Galactic Rangers
Galactic-Rangers
Posted - 2007.10.21 15:07:00 - [239]
 

its been a while since the "Amarr boost" so what was it agian oh yea


" THE FEW YEAR AMARR BOOST IS HERE AND IT IS.......(Drum Roll)

25% boost to pulse lasser tracking

also we nerf amarr agian due to balanceing issues by making it harder for amarr to tank...."

well it was a miniscule boost but an overall slap in the face by putting an amarr nerf by slaping in an armour tank nerf at the exact same time int he same topic....

citizen amarr33sd3g4
Posted - 2007.10.21 19:23:00 - [240]
 

Please no more missiles. We want the lasers we shoot boosted as well as their cap use.


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