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Thread Statistics | Show CCP posts - 16 post(s) |
Yazmina
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Posted - 2008.02.01 20:20:00 -
[691]
I agree, that nerfing sheild tanking is wrong. The armor nerf still remains to be seen, but I think that CCP misses the point here. As has been said, AMARR NEEDS THE BOOST, OTHER RACES DONT NEED A NERF. Its simple, do this and everyone will be happy:
1. REDUCE CAP 25%-50% FOR ALL LASERS 2. REDUCE PG/CPU ON LASERS BY ABOUT 25%(OR MORE) 3. GIVE REAL BONUSES TO AMARR SHIPS 4. CERTAIN SHIPS NEED MORE MID SLOTS
These are the issues. Amarr does enough damage but has trouble fitting optimally. If they have more slots for damage mods and tank mods all will be well. Please CCP do this and really give Amarr the oomph you promised without hitting everything with that nerf bat!
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Aidonis Heideran
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Posted - 2008.02.01 20:24:00 -
[692]
Agreed on PG/Cap fix. 25% less cap on all lasers sounds good. Though if they just do that then the bonuses generally don't need to be fixed, because the -25% inherent + 50% for ship bonus (the latter of which was just under "enough" before fix) would equal a decent amount of cap reduction.
Also, Amarr armour tank, so I fail to see how your #4 is relevant to being able to fit more tank/gank mods.
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Alex Medvedov
Minmatar Soliders Of Eve The Church.
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Posted - 2008.02.01 20:24:00 -
[693]
From Minmatar t2 ships point of view - if you have armor tanking ship, you get from 92,5% to 90% EM armor resitance. Well who cares, if you think that would boost the Amar, than do it i have no problems at all. But if you have t2 shield tanking ship you would loose 10% of explosive resistance and how it helps Amar?? I think it helps Minmatar:)) Wouldnt be better to lower both shield and armor EM resists?
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HatfulOfHollow
GoonFleet GoonSwarm
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Posted - 2008.02.01 20:25:00 -
[694]
Who wants to bet me that even after 24 pages of people saying these are horrible changes, they still make it to Tranquility?
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Haradgrim
The Wild Bunch INTERDICTION
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Posted - 2008.02.01 20:28:00 -
[695]
I think I have read all of the comments on the issue, but; Has CCP given a reason why they don't think that a pg/cpu and cap usage reduction + addition of a new bonus for Lasers/Amarr ships would be a worse way to go about this then the resist changes?
Originally by: CCP Oveur ...every forum whine feels like a baby pony is getting killed
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Aidonis Heideran
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Posted - 2008.02.01 20:36:00 -
[696]
I think their blanket "we don't think certain solutions are correct" statements have addressed that, but their reason is generally regarded as BS by threadgoers.
Quote: The issues These are the issues that we've identified with Amarr:
Some ships could need lovin' Cap usage on Energy Weapons may be too high in some cases Fitting requirements on some Energy Weapons need adjusting Base EM resistances on armor are very high
By far the largest problem is that armor tanking is quite a lot more popular than shield tanking and EM by far is the highest resistance on armor for all races. Then once you start looking at the Minmatar ships that get extra 10% resistances to EM on armor by default and their Tech 2 versions go up to 92.5% resistances, well the issue pretty much explains itself.
The solution we've been looking at to fix this is quite simple and straight forward. Remove 10% off the EM resistance on all Tech 1 ships and re-calculate the racial bonuses for the Tech 2 ships from there. To maintain a correct ratio between shield tanking and armor tanking we'd also remove 10% from the explosive resistances on shields.
That's not to say we won't do anything about the other issues. For example we'll be looking into some of the Amarr ships this patch. However we don't want to change too much in one go so we're trying to pace ourselves and spread the changes over more than one patch.
They've ID'ed cap and PG as issues, but they think by far the largest issue isn't even DPS but that EM on Armour is too high. (Note the choice of the LEAST plausible problem as being the biggest here)
As much as I love ya guys CCP, and will defend you from all the uber-whiners, after I re-looked at the blog in detail I have to say: Not the smartest decisions mates.
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Summersnow
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Posted - 2008.02.01 20:55:00 -
[697]
Edited by: Summersnow on 01/02/2008 21:01:33 "By far the largest problem is that armor tanking is quite a lot more popular than shield tanking and EM by far is the highest resistance on armor for all races. Then once you start looking at the Minmatar ships that get extra 10% resistances to EM on armor by default and their Tech 2 versions go up to 92.5% resistances, well the issue pretty much explains itself.
The solution we've been looking at to fix this is quite simple and straight forward. Remove 10% off the EM resistance on all Tech 1 ships and re-calculate the racial bonuses for the Tech 2 ships from there. To maintain a correct ratio between shield tanking and armor tanking we'd also remove 10% from the explosive resistances on shields."
So the BIGGEST problem is shield tanking is unpopular, BY FAR no less, your own words.
Your solution to the BIGGEST problem, BY FAR no less, is to nurf shield tanking.
In a way that is of ABSOLUTELY NO BENEFIT TO THE AMARR, which is what I thought the goal of this thread was.
BRILLIANT !!!!!!!!!!!!
where can I get paid the big bucks for an idea as counterintuituve as this ??????????????????
Seriously, this is just dumb.
As far as your second point.
Maybe you should read up on eve history a bit, maybe realize minmatar have been the racial enemy of the amarr since there birth as a nation ( look there even bundled as the amarr enemy in the card game ).
now, if you are building a ship to combat you racial enemy what damage resists do you emphasize? the ones yer enemy does?
which damage types do amarr do?
seriously, reducing from 92.5% em to 90% em is going to do what exactly? the amount of em getting through is tiny anyways, as it should be given the past history of these two races.
Shouldn;t the solution to an AMARR problem be one that affects AMARR ships, i.e. more cap or more damage to thermic?
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Tsu'ko
Valley Forge STELLAR LEGION
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Posted - 2008.02.01 21:12:00 -
[698]
Originally by: Flaming Lemming How many pages since a Dev reply?
Yeah, they give a damn what we have to say. Re: Carrier nerf
Maybe they are too busy to reply to every post because they actually do something useful compared to what some of the people here is doing.
Patience, they are working on a patch.
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Tarron Sarek
Gallente Aliastra
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Posted - 2008.02.01 21:13:00 -
[699]
Edited by: Tarron Sarek on 01/02/2008 21:13:05
Originally by: Black Scorpio Do you like to "Take it like a ... man" Tarron?
I don't know what your're trying to say, but I definitely know that I don't want to know and that it's a pretty much senseless one-liner which didn't justify creating a whole new post in the first place.
___________________________________ - Balance is power, guard it well -
Please stop using the word 'nerf' Nothing spells 'incompetence' or 'don't take me serious' like those four letters |
Kell Braugh
Caldari letter of marque Plunder-Bears
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Posted - 2008.02.01 21:38:00 -
[700]
Although My alt flies t2 minnie ships and this wil hurt me, at least CCP is picking up on the fact that damage bonuses are better than fitting/cap/range bonuses (in PVP).
Just can't wait till Caldari actually have a viable solo PvP platform that isn't T2, Especially in the age of speed-tanking, Caldari solo pvp is laughable at best if not just downright discouraging.
EFT screen shots are NOT an accurate example of a ship's abilities. |
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.02.01 22:10:00 -
[701]
We love the changes to Zealot and Apoc! Good job zulu!
Amarr pvp Vids: Inq - I Inq - II |
Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.02.01 22:14:00 -
[702]
Originally by: Lyria Skydancer We love the changes to Zealot and Apoc! Good job zulu!
Ha ha, Apoc is now the best sniper in the game hands down.
Yea, its overpowered.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.02.01 22:18:00 -
[703]
Originally by: Black Scorpio
Originally by: Goumindong
Originally by: Black Scorpio
You are a moron and a noob. Did not read past your first sentence. Shield tanking - superior, ah ok.. i'll tell them that. Maybe in your passive version, but really who are you kidding?
Your inability to properly utilize shield tanks and med slots is not my problem. Try examining the strengths of your ships and then utilizing them instead of trying to fly them like gallente blaster boats.
Would you like to schedule a 1v1 with your Raven and my BS of choice? I'm sure between my inability to use mid slots appropriately and your superior shield tanking Raven in PvP you should have nothing to worry about. I would also like you to have your Raven scramble me at all times, just so I can see at least one of your mid slot of yours used as mines will be..
This is your first failure. Look at what you are asking and then think about why this is a loaded question. Specificially, look at this qith regards to what i asked you to do earlier.
That being said, the Raven would probably win unless you were shooting it with an Abaddon or Phoon, and even then, it would still probably win. If i flew ravens.
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.02.01 22:22:00 -
[704]
Edited by: Lyria Skydancer on 01/02/2008 22:22:42
Originally by: Goumindong
Originally by: Lyria Skydancer We love the changes to Zealot and Apoc! Good job zulu!
Ha ha, Apoc is now the best sniper in the game hands down.
Yea, its ********.
Cencored.
I think its good that we finally have a good fleet ship. We have been kinda missing one with all the mwd, cap, range problems. We need this.
Amarr pvp Vids: Inq - I Inq - II |
Steve Clone
Amarr Imperial Academy
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Posted - 2008.02.01 22:41:00 -
[705]
What ? Where? WHen? GIVE me MOARRRRR news.... not everyone plays on SIsi
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Stage one
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Posted - 2008.02.01 22:45:00 -
[706]
Still the main problem i think, is laser has limited value on damage output and high resist on armor tanker.
Secondly, i do not understand reason to reduce shield exp resist which directly boost minmatar ship espcially their t2 ammo is exp damage. It seems no one even bother to mention. I rather ask CCP is this patch minmatar boost instead of amarr boost.
In order to really boost only amarr is reduce EM resist on armor and increase exp resist on armor across board. Just leave shield resist as is or give extra 10%.
Remember the amarr is the lowest populatuion based on last economic statistics survey.
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Torashuu
Amarr TALON'S GRIP Green Alliance
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Posted - 2008.02.01 23:30:00 -
[707]
Edited by: Torashuu on 01/02/2008 23:30:39 Its taking a bit to get used to, but at the moment I'm really liking the resist changes, as well as the Omen/Zealot/Apoc stuff on SiSi, though the apoc might be having a wee bit to much optimal atm
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nihlanth
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Posted - 2008.02.01 23:49:00 -
[708]
Originally by: Torashuu Edited by: Torashuu on 01/02/2008 23:30:39 Its taking a bit to get used to, but at the moment I'm really liking the resist changes, as well as the Omen/Zealot/Apoc stuff on SiSi, though the apoc might be having a wee bit to much optimal atm
Looks like it's time for the Amarr empire to celebrate. These changes sound pretty good, cant wait for TQ implementation.
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Phrixus Zephyr
D00M. Triumvirate.
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Posted - 2008.02.01 23:54:00 -
[709]
Just when i thought you couldn't miss the mark anymore.
You don't play the game, i'm not even asking the question anymore. It's pretty self evident, looking at some of the most rediculous changes i think i've ever seen.
And here's me thinking the last patch of irrational changes was bad enough.
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Ricdic's Hoe
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Posted - 2008.02.02 00:00:00 -
[710]
Yeh ok. Let's nerf every other ship so the Amarr ships are more powerful....
The Raven has the lowest amount of resistance hitpoints out of all the t1 battleships iirc. Now it just got lower on it's one, SINGLE half decent resist.
Rubbish.
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Guillame Herschel
Gallente Cheers Restaurant and Bar Coalition Of Empires
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Posted - 2008.02.02 01:02:00 -
[711]
Edited by: Guillame Herschel on 02/02/2008 01:02:14
Originally by: Tsu'ko Maybe they are too busy to reply to every post because they actually do something useful compared to what some of the people here is doing.
Patience, they are working on a patch.
NO, they finished work and deployed it to the Singularity server, which is the last step before posting it to Tranquility. That this off-topic patch is on Sisi means they have finished almost all work on it, and want feedback from us.
This is it: the patch don't accomplish what it sets out to do
Now they can go back to work.
-- Guile can always trump hardware -- |
Blutreiter
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2008.02.02 03:32:00 -
[712]
Can someone who is playing on SiSi give some additional information on the current tweaking on those ships please?
Thanks in advance!
Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
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Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.02.02 03:40:00 -
[713]
Originally by: Blutreiter Can someone who is playing on SiSi give some additional information on the current tweaking on those ships please?
Thanks in advance!
-Apoc, more cap grid, got 7.5% range bonus instead of cap bonus per level. Good fleet ship now.
-Omen and Zealot +1 turret hardpoint. Havent tested omen but Zealot is spot on.
-Tracking disruptors kill optimal AND fall off at the same time/amount now. (This is good stuff)
Amarr pvp Vids: Inq - I Inq - II |
Cosmo Raata
Black Nova Corp Band of Brothers
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Posted - 2008.02.02 04:01:00 -
[714]
Lets see the checklist:
Apoc rework____________________Check Zealot/Omen 5th turret_________Check EM rebalance___________________Check (even though it wasn't great) Tracking Disruption fix________Check Laser Cap reduction_________????? Laser Fitting redution_________????? 7th turret Absolution__________????? Retribution Med slot___________????? Nos rework for Curse/Pilgrim___?????
So, its a start, but there is more work to do, dont forget CCP.
Don't Ban me for my Love of Amarr! |
Lyria Skydancer
Amarr Dark-Rising The Dawn of Darkness
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Posted - 2008.02.02 04:11:00 -
[715]
Originally by: Cosmo Raata Lets see the checklist:
Apoc rework____________________Check Zealot/Omen 5th turret_________Check EM rebalance___________________Check (even though it wasn't great) Tracking Disruption fix________Check Laser Cap reduction_________????? Laser Fitting redution_________????? 7th turret Absolution__________????? Retribution Med slot___________????? Nos rework for Curse/Pilgrim___?????
So, its a start, but there is more work to do, dont forget CCP.
I think they will be looking at fittings and cap soon because they havent touched omen grid/cpu really and it definately will need some love there. So Im pretty sure that will be looked at.
Question remains if Abso and Vult get another turret and if they fix pilgrim.
I wouldnt get my hopes up for extra mids for retri and coercer tbh.
Amarr pvp Vids: Inq - I Inq - II |
Blutreiter
Amarr Digital Fury Corporation Digital Renegades
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Posted - 2008.02.02 04:13:00 -
[716]
Originally by: Lyria Skydancer
Originally by: Blutreiter Can someone who is playing on SiSi give some additional information on the current tweaking on those ships please?
Thanks in advance!
-Apoc, more cap grid, got 7.5% range bonus instead of cap bonus per level. Good fleet ship now.
-Omen and Zealot +1 turret hardpoint. Havent tested omen but Zealot is spot on.
-Tracking disruptors kill optimal AND fall off at the same time/amount now. (This is good stuff)
Almost too nice on the Apoc
I think someone put down the numbers somewhere and concluded that even 5% would be damn nice, due to the energy turrets high optimal. 7,5% is not only a stripper in the birthday cake, it's a hot, oiled female one.
5th turret is nice as well! Will the fitting suffice for it? Also, will the cap last for an additional turret? (Can't have everything I know)
And the tracking disruptor fix... let me just say that the stripper just magically lost her bikini in a split second and is doing a lapdance
Cogito ergo boom - I think i'll blow sh*t up
Originally by: CCP Explorer I know we have said this before, but this time we really mean itÖ
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Xeron Silverblade
Esthar Industries Tres Viri
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Posted - 2008.02.02 04:21:00 -
[717]
People: learn to READ and learn to THINK!
read the devblog and read the answers from zulupark. and think before posting. can't be that hard :-/
4 out of 5 posts in this thread are dumb and therefore unneeded. thx.
regarding the changes: good step into the right direction. let's see how it turns out when they are deployed.
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Sevro
Amarr Imperial Academy
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Posted - 2008.02.02 06:32:00 -
[718]
I like all the changes so far. Just need Amarr drones, beam fittings, and cap to have a look over and a tweak. Would love the retri to have 1 less high and add that to the mid.
As for explosive crystals. No way. It's good that EM damage isn't such a bad damage type anymore.
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Sevro
Amarr Imperial Academy
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Posted - 2008.02.02 07:02:00 -
[719]
Originally by: Lyria Skydancer Question remains if Abso and Vult get another turret and if they fix pilgrim.
Pilgrim will be better now with the TD boost. Abso might not need the 7th turret with EM resists getting a nerf?
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Druadan
Institute of Fungineering
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Posted - 2008.02.02 08:00:00 -
[720]
Originally by: Takeshi Yamato Edited by: Takeshi Yamato on 01/02/2008 15:07:38 CCP Zulupark: What was wrong with the idea of adding some crystals that deal a moderate amount of explosive damage?
Is it because you do not like the idea of an amarr player using EM/THERM crystals to melt shields and then quickly switching to EM/EXP crystals for the armor?
That would make sense since everyone else has a 10 second reload time. I'm sure though that a way to add a 10 second delay when switching from EM/THERM crystals to EM/EXP ones could be found.
The idea of lasers dealing explosive damage is ridiculous. If you do that then you might as well rename them "Damage Type A", B, C, and D, as their names will mean sod all. Besides, if Amarr get explosive ammo that will just further generalise things as far as picking your damage types go, leaving Gallente (and Caldari railboats) the only ones pinned to specific types.
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