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Goumindong
SniggWaffe
Posted - 2008.02.08 04:56:00 - [841]
 

Originally by: Emveedee
Originally by: CCP Zulupark

Quote:

Here's something I've never understood. Why does armor have 20% extra resists on baseline T1 compared to shields?



Shields compensate for armor extra resistances by always having a natural recharge rate.



T1 Armor reppers rep more armor than they use cap for. T1 shield boosters use as much cap as they boost shield.
I'd say that compensates for shield recharge rates.


Neither of thse modules are good to fit in the majority of PvP situations.

Karma
Vortex Incorporated
Posted - 2008.02.08 09:16:00 - [842]
 

Originally by: Lyria Skydancer
You see amarr has been sucking for so long that when people see an amarr ship win an engagement against a gallente or minmatar ship the conclusion is that the other ship needs a buff.

ROFL. so dang true.

Yazmina
Posted - 2008.02.08 16:10:00 - [843]
 

Originally by: Karma
Originally by: Lyria Skydancer
You see amarr has been sucking for so long that when people see an amarr ship win an engagement against a gallente or minmatar ship the conclusion is that the other ship needs a buff.


ROFL. so dang true.


LOL, That is hilarious but soooo true. These are the developers:

AHHHHHHHHHHH!!!!! Amarr won!!! HURRY, buff the looser quick!!! This couldnt possibly be right....

The sad thing is amarr has sucked for years and ccp does nothing. Gallente ship loses to amarr for the first time in years and ccp buffs the gallente ship immediately. Fortunately the buff turned out to be a nerf but the thought was there. Nice try ccp, but please- we hope you can do better with amarr to make them competitive. Oh and in case you didnt catch the message in the last umpteen pages here it is again:

REDUCE CAP FOR LASERS 25%-50% ELIMATE CAP REDUCTION BONUS AND GIVE A REAL ONE
REDUCE PG/CPU REQUIREMENTS FOR LASERS 25%
MORE MID SLOTS FOR AMARR!

THANKS

Zamolxiss
Amarr
Viziam
Posted - 2008.02.08 16:14:00 - [844]
 

CCP please look at this vid http://go-dl.eve-files.com/media/corp/dancetroll/ARMAGEDDON.mkv
And please don't tell me that the first thing that comes to your mind is.."Mehh, i know what we can do, let's nerf the resistances, this should balace things out.."
This is ridiculous, Amarr has enough gank, allways had..
Let's take for example the most succesfull pvp ships outhere.... the Domi, Ishtar, Myrm, Vaga, Sleip etc... the diference betwin them and the Amarr roundup is not the ressistance to a certin tipe of damage, it's just stupid to think that... the diference is Versatility.. the fact that besides gank they cam bring to the table Speed, Ewar, a full Tackle... things that most amarr ships can't..
It is absolutly ridiculous to think that LEVELING everything in EVE would satisfy anyone..
I for one... expected a little more thought and respect from the people that DEVELOP this game, regarding us, and the TIME and money we've invested in it..
Please stop breaking this game !

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.08 21:32:00 - [845]
 

Originally by: Zamolxiss
CCP please look at this vid http://go-dl.eve-files.com/media/corp/dancetroll/ARMAGEDDON.mkv
And please don't tell me that the first thing that comes to your mind is.."Mehh, i know what we can do, let's nerf the resistances, this should balace things out.."
This is ridiculous, Amarr has enough gank, allways had..
Let's take for example the most succesfull pvp ships outhere.... the Domi, Ishtar, Myrm, Vaga, Sleip etc... the diference betwin them and the Amarr roundup is not the ressistance to a certin tipe of damage, it's just stupid to think that... the diference is Versatility.. the fact that besides gank they cam bring to the table Speed, Ewar, a full Tackle... things that most amarr ships can't..
It is absolutly ridiculous to think that LEVELING everything in EVE would satisfy anyone..
I for one... expected a little more thought and respect from the people that DEVELOP this game, regarding us, and the TIME and money we've invested in it..
Please stop breaking this game !



*Bullzhit-meter explodes*

Dont talk crap, amarr needs every bit of these boosts. Go back to teh cave plx.

Melwitax
Posted - 2008.02.09 07:13:00 - [846]
 

Armor resists are already typically 10% higher then shield resists to begin with. Using the raven as an example. The raven's armor resists are kinetic: 45%, thermal 25%. For shields it's 40 & 20% respectively. Lowering the em resist on armor would simply mean that the cumulative total of resists is now the same.

I also have to say that I'm plain tired of the nerf bat swinging. In an MMO where player's choices are dictated in race and class an adjustment of one class neccessitates a balance of all classes in order to be fair. If one class gets an uber skill, then all must get new skills to compensate. Plus there is a need to keep each class distinct and integral, a mage can never use a sword because then he'd be a fighter, a fighter can't cast spells because he'd then be a mage.

To nerf something in any game strains the willing suspension of belief that forms the foundation of any fictional world. In a fantasy universe one can make this argument by saying magic has changed the rules (although this rationale stretches thin after a few uses). In a sci-fi universe, the laws of physics shouldn't change on a whim. Moreover, one would expect the improvement, not decline of items over time (torpedoes anyone?).

Since there are no classes in Eve and there are no restrictions in what skills players can and can not learn, then the swing of the nerf bat should be rare to non-existent. The answer instead should be to introduce new technology to compensate for the defect or deficiency. If Amarr ships are suffering from a lack of e-war capability because of their fewer medium slots, then high and low slot e-war devices should be introduced. If nosferatus are so powerful, then anti-nos devices should be created to compensate. If pvpers need a higher yielding/faster torp, then a new missile class should be added. If carriers are so deadly, then there should be ships designed specifically to counter them. Such an approach is not only more player friendly, it's also more consistent with the internal logic of the game. One would expect that the Amarr would adjust their technologies over time to compensate for Caldari, Minmatar and Gallente advantages, one would not expect the engineers of other empires to dumb down their ships to be nice to the Amarr.

This approach has an advantage for the devs as well, it places the power (and responsibility) of choice in the hands of the players. If a fix is available and the player chooses not to use it, then he or she can whine all they want, the fault is theirs' and no one else's, they made their decision and will just have to live with the consequences. Whereas with a nerf no one makes a choice, for better or worse, everyone has to deal with it and the devs usually end up getting blamed for it.

My 2 cents.

- Mel

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 12:58:00 - [847]
 

Originally by: Melwitax
Armor resists are already typically 10% higher then shield resists to begin with. Using the raven as an example. The raven's armor resists are kinetic: 45%, thermal 25%. For shields it's 40 & 20% respectively. Lowering the em resist on armor would simply mean that the cumulative total of resists is now the same.


- Mel


hahahahahahah, yeah its good that you dont work as a balance dev.

Youre plainly forgetting and ignoring the fact that shields have inherent recharge for FREE and that you can setup passive tanks for several hundred dps that DOESNT USE CAP AT ALL.

Yeah its supposed to be lower total resists on shields.

Zamolxiss
Amarr
Viziam
Posted - 2008.02.09 14:53:00 - [848]
 

Originally by: Lyria Skydancer
Originally by: Zamolxiss
CCP please look at this vid http://go-dl.eve-files.com/media/corp/dancetroll/ARMAGEDDON.mkv
And please don't tell me that the first thing that comes to your mind is.."Mehh, i know what we can do, let's nerf the resistances, this should balace things out.."
This is ridiculous, Amarr has enough gank, allways had..
Let's take for example the most succesfull pvp ships outhere.... the Domi, Ishtar, Myrm, Vaga, Sleip etc... the diference betwin them and the Amarr roundup is not the ressistance to a certin tipe of damage, it's just stupid to think that... the diference is Versatility.. the fact that besides gank they cam bring to the table Speed, Ewar, a full Tackle... things that most amarr ships can't..
It is absolutly ridiculous to think that LEVELING everything in EVE would satisfy anyone..
I for one... expected a little more thought and respect from the people that DEVELOP this game, regarding us, and the TIME and money we've invested in it..
Please stop breaking this game !



*Bullzhit-meter explodes*

Dont talk crap, amarr needs every bit of these boosts. Go back to teh cave plx.


I don't like caves m8 cause they're filled with peolple like u.. If u see any "Amarr boost" in Zulupark's blog u either fail to understand the basics of EVE or u simply have the brain power or roadkill... no offence :P

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 16:56:00 - [849]
 

Originally by: Zamolxiss


I don't like caves m8 cause they're filled with peolple like u.. If u see any "Amarr boost" in Zulupark's blog u either fail to understand the basics of EVE or u simply have the brain power or roadkill... no offence :P


No offense but youre the person with the brain power of a roadkill if you think a movie proves anything at all. Are you full of it? Check. Are you trolling others? Check. Should you be in your cave? Check.

Zamolxiss
Amarr
Viziam
Posted - 2008.02.09 17:20:00 - [850]
 

Originally by: Lyria Skydancer
Originally by: Zamolxiss


I don't like caves m8 cause they're filled with peolple like u.. If u see any "Amarr boost" in Zulupark's blog u either fail to understand the basics of EVE or u simply have the brain power or roadkill... no offence :P


No offense but youre the person with the brain power of a roadkill if you think a movie proves anything at all. Are you full of it? Check. Are you trolling others? Check. Should you be in your cave? Check.

rofl
U know m8 that there is a psychiatric term that defines peole who answer theyr own questions in the maner that u do.. they ussualy end up commiting hideus things but hey sick people should be allowed to have oppinins also.. it's for free ain't it !!!? :PP

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 17:26:00 - [851]
 

Originally by: Zamolxiss
...troll...



I get to vote in real life, why shouldnt I be sane enough to express my thoughts about internet space ships when Im a paying customer like everyone else? Shocked

Yazmina
Posted - 2008.02.09 17:31:00 - [852]
 

Originally by: Melwitax
Armor resists are already typically 10% higher then shield resists to begin with. Using the raven as an example. The raven's armor resists are kinetic: 45%, thermal 25%. For shields it's 40 & 20% respectively. Lowering the em resist on armor would simply mean that the cumulative total of resists is now the same.

I also have to say that I'm plain tired of the nerf bat swinging. In an MMO where player's choices are dictated in race and class an adjustment of one class neccessitates a balance of all classes in order to be fair. If one class gets an uber skill, then all must get new skills to compensate. Plus there is a need to keep each class distinct and integral, a mage can never use a sword because then he'd be a fighter, a fighter can't cast spells because he'd then be a mage.

To nerf something in any game strains the willing suspension of belief that forms the foundation of any fictional world. In a fantasy universe one can make this argument by saying magic has changed the rules (although this rationale stretches thin after a few uses). In a sci-fi universe, the laws of physics shouldn't change on a whim. Moreover, one would expect the improvement, not decline of items over time (torpedoes anyone?).

Since there are no classes in Eve and there are no restrictions in what skills players can and can not learn, then the swing of the nerf bat should be rare to non-existent. The answer instead should be to introduce new technology to compensate for the defect or deficiency. If Amarr ships are suffering from a lack of e-war capability because of their fewer medium slots, then high and low slot e-war devices should be introduced. If nosferatus are so powerful, then anti-nos devices should be created to compensate. If pvpers need a higher yielding/faster torp, then a new missile class should be added. If carriers are so deadly, then there should be ships designed specifically to counter them. Such an approach is not only more player friendly, it's also more consistent with the internal logic of the game. One would expect that the Amarr would adjust their technologies over time to compensate for Caldari, Minmatar and Gallente advantages, one would not expect the engineers of other empires to dumb down their ships to be nice to the Amarr.

This approach has an advantage for the devs as well, it places the power (and responsibility) of choice in the hands of the players. If a fix is available and the player chooses not to use it, then he or she can whine all they want, the fault is theirs' and no one else's, they made their decision and will just have to live with the consequences. Whereas with a nerf no one makes a choice, for better or worse, everyone has to deal with it and the devs usually end up getting blamed for it.

My 2 cents.

- Mel


This guy makes a lot of sense. If this was implemented it would be a lot more believable and adaptable. People could choose to overcome the challenges with new technologies and these technologies could balance the game without taking away individual designs. This really is a good idea and would keep CCP from nerfing everything in sight. Instead of a nerf a new technology would be implemented to either make possible a counter to something overly strong or improve a ship or technology that isnt pulling its weight. Please listen to this ccp, it just might save you in the end.

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 19:23:00 - [853]
 

Edited by: Lyria Skydancer on 09/02/2008 19:22:57
Originally by: Yazmina

This guy makes a lot of sense.


No he doesnt, he totally fails to understand why shield resistance total needs to be a bit less then armor res total.

HayesDuSid
Garoun Investment Bank
Posted - 2008.02.09 20:03:00 - [854]
 

Much discussion so I bet this will be over looked, but long ago, back when EvE was an elitist wet dream with few people and a gentleman's club like set up...

Laser boats were deemed the simple hammer. No finesse, no sensors/ew/speed tricks. Just pure brutal gank or insane tank. Please note, I said OR.

Anyways, the point of the reminiscing is: Change the cap use bonus.

The reason we got it was because lasers did more damage and then everyone fitted them. Old school amarr boats had a 5% extra damage per level bonus on their boats. Then everyone used them for no ammo and similar damage, so lasers were boosted to do 25% more damage base but used double cap and our ships were given the current 10% less cap use bonus.

However, later yet, lasers were nerfed for damage, and damage mods were stacking nerfed. Yet the double cap and 10% cap reduction stayed. It's like a vestigial limb we just forgot the origins of.

So my suggestion is 2 fold:

1. Return the 25% damage bonus, cut cap use by 50% and remove the 10% cap use per level bonus. (OMG, he's talking about over powering amarr!)

But how does this help?
Everyone will fit lasers, and we will be back at square one.
Well, thats where part 2 comes in.

2. Cut all optimal ranges on lasers by 50% and give amarr boats a 10% optimal range bonus to lasers per level (please note: not size specific please, otherwise fitting smaller guns for amazing tank becomes stupid.)

So what this works out to:

1. 25% damage increase on lasers.
2. No one but amarr would use them due to lasers being terrible compared to near every other weapon unless on a laser bonused boat.

So why the 25% damage bonus?
With the lowered cap and removal of the 10% of cap use, we are changing nothing. Adding a 50% range increase while cutting laser range in half...does nothing. The 25% damage bonus merely comes out to everyone elses 5% damage automatically and forcibly given to amarr at level 5, while if you do not have level 5 of every amarr class of ship around, you will be seriously disadvantaged. Essentially forcing specialization in the amarr pilots, while allowing new pilots (those in frigates) to experience amarr truely.

Explain:

Frigate ranges are miniscule anyways. Cutting 1,4 km range to 0.7 to a newbie does very little. However, giving a newbie 25% more damage lets said pilot really feel what we do. Enforcing specialization within amarr pilot skill training is very much a part of the race in it's current incarnation.

Battleship pilots however, really feel the difference. Range is so important to a BS pilot that he is almost forced to train Amarr BS to 5 asap. This is perfectly within amarr ideology as far as I understand. Our battleships tend to be pretty amazing, as the big guns strategy really works for us on the larger boats. Forcing more training to gain that power is to be expected. This also might make it easier for the Dev's to lower fitting reqs on large beam lasers. They're beyond silly at this point. They're actually crippling. Giving amarr more low slots just so we can fit more fitting mods to fit our guns, isn't giving us more lows at all. It's cutting into our slots, and lowering our effectiveness. Please, look into this.

It's a common complaint that amarr need more sp to compete with other races. Personally, I find it attractive that we start out weaker but at max skills can be superior to another pilot with max skills.

This is my opinion, if you want to disprove it, feel free, it doesn't bother me. I just wanted to throw my 2c in and hope to be of assistance in the development process of my beloved amarr. Good luck to the devs. Some of the responses I've seen make me fear for my belief that EvE attracts more intelligent people on average.

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 20:07:00 - [855]
 

Originally by: HayesDuSid
...


Intresting idea.

Karma
Vortex Incorporated
Posted - 2008.02.09 21:13:00 - [856]
 

Edited by: Karma on 09/02/2008 21:17:50
Originally by: HayesDuSid
... [ snip ] ...


some thoughts... considering that CCP seems bent on fixing the EM damage-type... the 25% damage increase across the board might be over-doing it.

Here's a thought on that:
with lasers taking up less CAP, amarr pilots need no more fill up their low- and mid-slots with cap rechargers and capacitor power relays. and add in useful things like heat sinks and whatnot.
that's a damage increase right there... especially to the smaller ships with very few low-slots.

I am slightly concerned that it is just flipping one compensation bonus for another though... if all of the amarr ships get one bonus that is the same for virtually EVERY ship in the amarr fleet... then that leaves each ship with only one bonus to specialize themselves with.

EDIT: wording.

Sky Marshal
IMpAct Corp
Not Found.
Posted - 2008.02.09 21:37:00 - [857]
 

Originally by: Lyria Skydancer
No he doesnt, he totally fails to understand why shield resistance total needs to be a bit less then armor res total.


Hum... I guess you never use a shield tank.

The Shield Regen acts like the Capa Regen, so if you are at 30% Shield to have the maximum of Hp/s, it is that you will die shortly anyways.

And same if it don't use capacitor, it requires, for a good efficiency, to use some low slot module, but I need to fit some BCS.

So for my Cerberus, I has... 22 HP/s at 30% Shield, or 6/7 at 75%, as I want a DPS like the Zealot, who can repair his tank by 35 HP/s with a correct fit (medium repairer).

Yeah, this free regen is really great and really helpful...... It is good only in a Drake.

HayesDuSid
Garoun Investment Bank
Posted - 2008.02.09 21:50:00 - [858]
 

You get regen and the ability to rep...just like that zealot. Also, there is no Repair Amplifier for armor.

What it comes down to, is that armor tanking slows you down, and after modules and skills, ends up taking more cap.

Slow = dead currently. (Except in fleet)

Most zelot pilots I know btw, use speed fits. No repper on board. Thats an advantage to the shield tankers, if they leave, they can wait somewhere, get their shields back and then try to leave the system or attack again. The Armor repper who tries to speed tank has to carry a repper in a low or just keep his damage.

Anyways, this is more of a rant, so I'll stop here. This is not the thread for shield vs. armor tanking. Please start a new thread where our discussion doesn't go off topic.

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.09 22:18:00 - [859]
 

Originally by: Sky Marshal
Originally by: Lyria Skydancer
No he doesnt, he totally fails to understand why shield resistance total needs to be a bit less then armor res total.


Hum... I guess you never use a shield tank.

The Shield Regen acts like the Capa Regen, so if you are at 30% Shield to have the maximum of Hp/s, it is that you will die shortly anyways.

And same if it don't use capacitor, it requires, for a good efficiency, to use some low slot module, but I need to fit some BCS.

So for my Cerberus, I has... 22 HP/s at 30% Shield, or 6/7 at 75%, as I want a DPS like the Zealot, who can repair his tank by 35 HP/s with a correct fit (medium repairer).

Yeah, this free regen is really great and really helpful...... It is good only in a Drake.


No I havent used a shield tank before, It would have been nice to afk kill lvl 4 missions with a 900dps passive tank though.

Shields are fine, armor are fine.

Sky Marshal
IMpAct Corp
Not Found.
Posted - 2008.02.09 22:20:00 - [860]
 

You are right, it is not the good topic, or I would say that shield amplifier use too much cpu and not great in pvp etc...

In my opinion, shield tank need some love, like Amarr players think that their race need some too. But well, CCP know that but nerf it anyways.

I didn't think that some Zealot users would be speed fitted, but I am not Amarr, this is normal ^^

HayesDuSid
Garoun Investment Bank
Posted - 2008.02.09 22:57:00 - [861]
 

Hey, me again.

Random post, but it works in my opinion. Since amarr have always been almost anti ew, how about "our" ew be to lower our sig rad instead of make someone else's ship work worse. It's very amarr. We don't bother with those silly things, instead we make ourselves less susceptible to weapons fire via alternate means.

Essentially, lower sig rad so its harder to track us, and it effects missile damage against us. There were rumors of a mod like this already, make it an ew for the amarr.

Not saying tracking disruptors are useless, just somehow...not different enough for amarr ew. My suggestion is give it to the minmatar (makes sense to give the speed freaks tracking disruption), make target painters generic, so they finally have a good ew.

Make the self buffing sig reduction one amarr but everyone can use, just certain amarr boats use it better. Its different enough to be something the slow to evolve amarr would do. They've always watched the other races do something, watched them develop it, then come up with one of their own.

So goes the storyline anyways.

Comments?

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.10 00:45:00 - [862]
 

Originally by: HayesDuSid
(makes sense to give the speed freaks tracking disruption), make target painters generic, so they finally have a good ew.




Well racial ew is supposed to work good against your own race. Thats why minmatar have webs and amarr nos. It could be debateable if this is great or not but its not a mistake, its deliberate.

HayesDuSid
Garoun Investment Bank
Posted - 2008.02.10 02:32:00 - [863]
 

Well, IMO, target painters barely help minmatar, if at all. TDing something orbiting you (i.e. faster than you) ruins its chance of hitting you as well as TDing something you are orbiting.

They'd keep webs.

Amarr would keep Nos and lose TD for sig drop. If I'm not mistaken, that lowers the effect of big guns, and the chance for a "strikes perfectly" that we almost rely on.

This isn't a particularly well thought out plan, but it's a suggestion with the need for more development. Honestly, EW has needed work for a while. While amarr are getting some balance changes, it might as well also be time to get their ew changed. To be more inline with the amarr ideal (which appears to be look inward and try to be perfection incarnate).

SiJira
Posted - 2008.02.10 21:32:00 - [864]
 

Originally by: SiJira
please ccp i want to remain the underdog in eve and i dont want to find out that you need to nerf me or buff every other race against me to balance things again

dont overboost me please - giving the omen a new turret slot with the proposed resistance changes makes it too powerful and thats more apparent with the zealot


please ccp i urge you not to bring the collective amarr hopes up and then bash them because well need a nerf

Steve Clone
Amarr
Imperial Academy
Posted - 2008.02.10 22:44:00 - [865]
 

SiJira, dont be a fool

Steve Clone
Amarr
Imperial Academy
Posted - 2008.02.10 22:44:00 - [866]
 

Originally by: Steve Clone
SiJira, dont be a fool


I concur

Praxis1452
The Illuminatii
Dirt Nap Squad.
Posted - 2008.02.11 02:31:00 - [867]
 

LaughingLaughingLaughingLaughingLaughingLaughing
Originally by: Lyria Skydancer
Originally by: Zamolxiss
CCP please look at this vid http://go-dl.eve-files.com/media/corp/dancetroll/ARMAGEDDON.mkv
And please don't tell me that the first thing that comes to your mind is.."Mehh, i know what we can do, let's nerf the resistances, this should balace things out.."
This is ridiculous, Amarr has enough gank, allways had..
Let's take for example the most succesfull pvp ships outhere.... the Domi, Ishtar, Myrm, Vaga, Sleip etc... the diference betwin them and the Amarr roundup is not the ressistance to a certin tipe of damage, it's just stupid to think that... the diference is Versatility.. the fact that besides gank they cam bring to the table Speed, Ewar, a full Tackle... things that most amarr ships can't..
It is absolutly ridiculous to think that LEVELING everything in EVE would satisfy anyone..
I for one... expected a little more thought and respect from the people that DEVELOP this game, regarding us, and the TIME and money we've invested in it..
Please stop breaking this game !



*Bullzhit-meter explodes*

Dont talk crap, amarr needs every bit of these boosts. Go back to teh cave plx.
lol...! Everyone knows your just a boost amarr troll. You know you'd be perfectly happy if amarr was the only race you could pvp efficiently in.

LOL! at you criticizing other people

Lyria Skydancer
Amarr
Gunship Diplomacy
Posted - 2008.02.11 04:57:00 - [868]
 

Originally by: Praxis1452
lol...! Everyone knows your just a boost amarr troll. You know you'd be perfectly happy if amarr was the only race you could pvp efficiently in.

LOL! at you criticizing other people


Someone that thinks videos are something to take into consideration while balancing is living in a world far beyond trolls and magix methinks.

Goumindong
SniggWaffe
Posted - 2008.02.11 06:19:00 - [869]
 

Originally by: Sky Marshal


Hum... I guess you never use a shield tank.

The Shield Regen acts like the Capa Regen, so if you are at 30% Shield to have the maximum of Hp/s, it is that you will die shortly anyways.

And same if it don't use capacitor, it requires, for a good efficiency, to use some low slot module, but I need to fit some BCS.

So for my Cerberus, I has... 22 HP/s at 30% Shield, or 6/7 at 75%, as I want a DPS like the Zealot, who can repair his tank by 35 HP/s with a correct fit (medium repairer).

Yeah, this free regen is really great and really helpful...... It is good only in a Drake.


Fit a medium shield booster, 5 HAMs and 3 damage mods. You will have Zealot like DPS and 35 hp/second repair.

The passive effect of shields does not add much to fights[but it does add enough], what it really does is allow passive tanked shield based ships to disengage then return without needing friends to repair them[and their friends dont need to use the fitting for the remote rep mod, or play the online/offline game] While passive plated setups cannot.

The passive regen has helped my armor tanked ships. If its not helping shield tanked ships then i dont know what to say.

Sky Marshal
IMpAct Corp
Not Found.
Posted - 2008.02.11 12:27:00 - [870]
 

Edited by: Sky Marshal on 11/02/2008 12:28:41

Quote:
Fit a medium shield booster, 5 HAMs and 3 damage mods. You will have Zealot like DPS and 35 hp/second repair.


Indeed you are right, but this is 35/36 HP/s with the Shield regen (6/7 max in my case), and with lesser resists than an Armor ship (Ouf, there are rigs to compensate), and your fit will require some sacrifices (no damage control, less HP, etc...).

The Zealot (in my fit, not a speed one...) has 35 HP/s without shield regen. With, it is 38/39, and a better resist as they have some shield resistance too that I have to crush before attack his armor.

The Shield regen complements an active shield tank, but can't give a critical advantage as with an active tank, the regen is really low, and shield boosters repair less than similar armor repairers, but of course this depends of the ship type.


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