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why do all amarr ships only get one bonus?

Author
Gitanmaxx
Viziam
Amarr Empire
#41 - 2012-04-06 16:03:54 UTC
John Nucleus wrote:
Zverofaust wrote:
Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.


While some amarr ships are great the way they are, others need to be looked into. OP isn't asking for a massive buff to all amarr ship, just that the cap reduction bonus be looked into.



Thank you for explaining that. This is exactly what I'm saying and I wish people would stop trying to exaggerate it and flip out arguing a completely different extremist point. I'm just saying that logically the system seems awkward and outdated and probably needs to be re-worked in some way that allows amarr ships to not HAVE to have one of the two ship bonuses be a cap reduction to lasers just to be able to use their racial weapon. This would allow the devs more flexibility with ship design on amarr with two ship bonuses to mix and match like the other races have rather than just one to distinguish each ship from one another.
ElQuirko
University of Caille
Gallente Federation
#42 - 2012-04-06 16:07:14 UTC
GALLENTE NEEDS TO GO FASTER.

Dodixie > Hek

Nylith Empyreal
Sutar Rein
#43 - 2012-04-06 16:08:38 UTC
ElQuirko wrote:
GALLENTE NEEDS TO GO FASTER.


Confirming hybrids need to be finished and the missile system requires some loving way before lasers.

Who's the more foolish the fool or the fool who replies to him?

Roime
Mea Culpa.
Shadow Cartel
#44 - 2012-04-06 16:10:36 UTC
I think you are missing the point that all races have some bonus to their ships designed to make fitting the intended weapons a feasible choice.

Damage, cap and whatever bonus is just another way to write "use these weapons on this ship".

.

Gitanmaxx
Viziam
Amarr Empire
#45 - 2012-04-06 16:10:56 UTC  |  Edited by: Gitanmaxx
Nylith Empyreal wrote:
ElQuirko wrote:
GALLENTE NEEDS TO GO FASTER.


Confirming hybrids need to be finished and the missile system requires some loving way before lasers.



confirming I need to win the lottery, and world hunger needs to be fixed, oh and I'd like some pancakes too which all means no talking about amarr ship bonuses until then!

Seriously guys, do you just post in every single thread completely unrelated BS for the hell of it. So we can't talk about ship bonuses on amarr ships because only one topic can be on the entire forum at any given time?
Gitanmaxx
Viziam
Amarr Empire
#46 - 2012-04-06 16:12:11 UTC
Roime wrote:
I think you are missing the point that all races have some bonus to their ships designed to make fitting the intended weapons a feasible choice.

Damage, cap and whatever bonus is just another way to write "use these weapons on this ship".



You are correct, it is. But every other races bonus is an actual bonus to using their weapons to encourage it, while the amarr one is "hey this weapons huge detriment isn't so much of a detriment anymore." but it doesn't actually encourage use of the weapon. Which is why you see so many fitting projectiles. That's a major design flaw. The bonus should actively encourage use of the weapon system.
Nova Fox
Novafox Shipyards
#47 - 2012-04-06 16:13:42 UTC
World Hunger to hit a massive epidemic in 2030. This followes the economic collasped caused by trying to solve world hunger.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Kattshiro
Deep Core Mining Inc.
Caldari State
#48 - 2012-04-06 16:24:13 UTC
Meh i agree. Other bonuses to other races encourage a play style or say role. (So caldari range/sniping, Gall up front brawling, matar ROF hit and run/kiting.) These are general of course not all ships.

But he is right the cap use on many of the amarr boats is so you don't cap out lasers in 2 minutes (essentially making them useable)

This might be a ship or mod/slot layout issue instead which needs to be addressed rather than a bonus. A cap regen bonus might server a broader purpose making amarr better able to use active tanking etc.
Petrus Blackshell
Rifterlings
#49 - 2012-04-06 16:30:55 UTC
Gitanmaxx wrote:
And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch.

The more I read your responses, the more I feel that you are talking about something you have no idea about. Scorch is an awesome part of lasers just as Barrage is an awesome part of autocannons. It is perfectly in line.

Just because a Hurricane appears to do more turret damage in EFT than a Harbinger doesn't mean it actually does more damage. With plain close range ammo (multifreq/emp), the Harbinger outdoes the Hurricane on the range of 4 km - 12 km, while having a tougher tank, and better drones. The Harbinger's optimal range is 7.5 km. With Scorch/Barrage, the Harbinger outdoes the Hurricane at all ranges over 5 km. Its optimal is 22.5 km. Such is the case with all laser boats compared to other turrets: when laser boats stick to their optimal range, regardless of the ammo in use, they will outdamage other weapon systems most of the time. The difficulty comes in not letting the enemy get at point blank and under your guns.

If the cap bonus were replaced with a tracking bonus (or other direct combat bonus), that would:

  1. Make cap mods required on all laser ships that get into extended fights. Having to sacrifice a slot to make lasers work would cause even more whining than having to sacrifice a bonus to make them work does.
  2. Turn lasers into a general purpose win-weapon. We don't need that.


Additionally, if point (a) were eliminated by making lasers more cap-friendly, every ship of other races that doesn't get a damage/tracking bonus to its own weapon system would default to lasers -- the way some of them default to autocannons now.

Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:

  • Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
  • Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
  • Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
  • Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
  • Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.


Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Gitanmaxx
Viziam
Amarr Empire
#50 - 2012-04-06 16:54:30 UTC
Petrus Blackshell wrote:
Gitanmaxx wrote:
And the only rebuttle anyone has had to it is "..but scorch!" well if that's the one single reason for this, and every other laser set up has to be gimped because scorch and every single ship needs one of it's two ship bonuses used up just to counteract scorch. Perhaps fixing scorch is a much more logical and simple solution than screwing up everything else to account for scorch.

The more I read your responses, the more I feel that you are talking about something you have no idea about. Scorch is an awesome part of lasers just as Barrage is an awesome part of autocannons. It is perfectly in line.

Just because a Hurricane appears to do more turret damage in EFT than a Harbinger doesn't mean it actually does more damage. With plain close range ammo (multifreq/emp), the Harbinger outdoes the Hurricane on the range of 4 km - 12 km, while having a tougher tank, and better drones. The Harbinger's optimal range is 7.5 km. With Scorch/Barrage, the Harbinger outdoes the Hurricane at all ranges over 5 km. Its optimal is 22.5 km. Such is the case with all laser boats compared to other turrets: when laser boats stick to their optimal range, regardless of the ammo in use, they will outdamage other weapon systems most of the time. The difficulty comes in not letting the enemy get at point blank and under your guns.

If the cap bonus were replaced with a tracking bonus (or other direct combat bonus), that would:

  1. Make cap mods required on all laser ships that get into extended fights. Having to sacrifice a slot to make lasers work would cause even more whining than having to sacrifice a bonus to make them work does.
  2. Turn lasers into a general purpose win-weapon. We don't need that.


Additionally, if point (a) were eliminated by making lasers more cap-friendly, every ship of other races that doesn't get a damage/tracking bonus to its own weapon system would default to lasers -- the way some of them default to autocannons now.

Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:

  • Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
  • Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
  • Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
  • Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
  • Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.


Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.



Never used EFT....so there's that cleared up.

And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.

I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another.
The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that.
now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.
Petrus Blackshell
Rifterlings
#51 - 2012-04-06 16:58:07 UTC
Gitanmaxx wrote:
Never used EFT....so there's that cleared up.

You've never pre-planned or analyzed a fit for its advantages or disadvantages... so there's that cleared up. You are probably not qualified to talk about the relative balance of ships and their bonuses.

Gitanmaxx wrote:

And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.

I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another.
The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that.
now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.


Okay, so just to your point, allow me to repeat myself:
Quote:

Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:

  • Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
  • Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
  • Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
  • Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
  • Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.



Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that.

Deal with it.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#52 - 2012-04-06 17:16:19 UTC
Quote:
Just because a ship gets a damage bonus doesn't make it better, and just becuase it has a higher DPS number doesn't mean it actually does more damage. The sooner EFT warriors can get that through their thick skulls, the sooner we can have more glorious flashlights in space, and fewer autocannons everywhere.


This post wins Eve.

internet spaceships

are serious business sir.

and don't forget it

Ranger 1
Ranger Corp
Vae. Victis.
#53 - 2012-04-06 17:24:29 UTC
I think that's why the Cap Recharge bonus should be considered.

Lasers, aside from cap use, are a superior weapons system compared to the others.

A completely unrelated bonus could easily make Amarr ships over powered.

A cap recharge bonus leaves laser use the way it is, but promotes the use of alternative tactics. One of which being to make active tanking in PVP (something CCP has been trying to encourage and make viable) a serious option for PVP. It would also make a wider variety of Amarr boats able to seriously consider using Nuets than currently do. It would encourage a certain higher degree of weapons and tactics variety without losing the Amarr flavor or over powering them.

To clarify, the current Reduced Cap use bonus only helps Amarr use lasers... while a Cap Recharge bonus achieves the same result and also benefits active tanking (dual rep) and neut use.

Helpful without being overpowered.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Petrus Blackshell
Rifterlings
#54 - 2012-04-06 17:33:51 UTC
Ranger 1 wrote:
I think that's why the Cap Recharge bonus should be considered.

Lasers, aside from cap use, are a superior weapons system compared to the others.

A completely unrelated bonus could easily make Amarr ships over powered.

A cap recharge bonus leaves laser use the way it is, but promotes the use of alternative tactics. One of which being to make active tanking in PVP (something CCP has been trying to encourage and make viable) a serious option for PVP. It would also make a wider variety of Amarr boats able to seriously consider using Nuets than currently do. It would encourage a certain higher degree of weapons and tactics variety without losing the Amarr flavor or over powering them.

To clarify, the current Reduced Cap use bonus only helps Amarr use lasers... while a Cap Recharge bonus achieves the same result and also benefits active tanking (dual rep) and neut use.

Helpful without being overpowered.


I see where you're going, and it makes sense... Except, people like to min-max everything they do, including active tanking. This is why there will never be any active-tanked laser ships (except in PvE, where you can fine-tune it). If anything, there will be more random Amarr autocannon setups running around with stupid active tanks.

I dunno about you, but seeing an autocannon Harbinger would make go skill myself.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Kattshiro
Deep Core Mining Inc.
Caldari State
#55 - 2012-04-06 17:43:06 UTC
Also i'm not sure weapons should be balanced around an ammo type t2 none the less in which everyone does not have access to due to skilling. Rather ammo should be balanced around the weapons system. I see a lot of people say lasers are fine "because they have scorch."

That's all well and dandy, but what other systems do you ever see that argument? AC's aren't good just due to Barrage or RF EMP... Heavy missiles aren't good because of their t2 ammo etc.

Just because one ammo type is "WTF amazing" doesn't mean systems (in this cases bonuses) shouldnt be evaluated.
Petrus Blackshell
Rifterlings
#56 - 2012-04-06 17:47:29 UTC
Kattshiro wrote:
Also i'm not sure weapons should be balanced around an ammo type t2 none the less in which everyone does not have access to due to skilling. Rather ammo should be balanced around the weapons system. I see a lot of people say lasers are fine "because they have scorch."

That's all well and dandy, but what other systems do you ever see that argument? AC's aren't good just due to Barrage or RF EMP... Heavy missiles aren't good because of their t2 ammo etc.

Just because one ammo type is "WTF amazing" doesn't mean systems (in this cases bonuses) shouldnt be evaluated.

Lasers are fine without Scorch. They are great with Scorch.
Autocannons are fine without Barrage. They are great with Barrage.
Blasters are fine without Null. They are great with Null.

~Reasons to train T2~

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

BearJews
Order of Extrodinary Gentlemen
#57 - 2012-04-06 17:51:42 UTC
Amarr ships aren't balanced? hmm didn't know.
Jorma Morkkis
State War Academy
Caldari State
#58 - 2012-04-06 17:58:08 UTC  |  Edited by: Jorma Morkkis
I can only imagine what Apoc would be able to do with cap recharge bonus. It already has huge capacitor. No, we don't want that bonus.

Edit: And it would most likely use machine guns.
Gitanmaxx
Viziam
Amarr Empire
#59 - 2012-04-06 19:14:44 UTC  |  Edited by: Gitanmaxx
Petrus Blackshell wrote:
Gitanmaxx wrote:
Never used EFT....so there's that cleared up.

You've never pre-planned or analyzed a fit for its advantages or disadvantages... so there's that cleared up. You are probably not qualified to talk about the relative balance of ships and their bonuses.

Gitanmaxx wrote:

And the more you reply the more I feel as if you're trying to argue some ghost point I'm not making.

I don't know what the solution is, I've never stated anything that even closely resembles saying that I do. What I do know with complete certainty is that there is a design flaw in the way lasers are balanced with the ship bonus. It's just bad design and needs to be looked at because it's creating one flaw to fix another.
The ship bonuses should encourage certain equipment, tactics, or roles. Currently the amarr ships must have a certain bonus or their weapon is completely and utterly unusable. That is bad design and no one with any sort of logical thinking can deny that.
now what's the solution? I don't know, someone who knows more about the workings of the game can figure that one out like you guys. But trying to pigeon hole what I'm saying into something it's not isn't constructive.


Okay, so just to your point, allow me to repeat myself:
Quote:

Each weapon system has one critical fault that makes them be un-optimal for use on just any ship. The specific race of ships works to remedy that:

  • Autocannons have cripplingly low DPS, and Minmatar ships rectify that with damage bonuses.
  • Artillery has very poor optimal range and tracking, and some Minmatar ships rectify that.
  • Blasters have very poor range, and tracking for that range. Gallente ships give falloff or tracking bonuses to fix that.
  • Railguns have mediocre range, and Caldari fix that with a spectacular range bonus (10%!).
  • Lasers use all of the cap in existence, and Amarr fix that with cap usage bonus.



Every weapon system has a disadvantage. Lasers' disadvantage is cap use. Amarr ships fix that.

Deal with it.



I don't need years of experience to know that 2 ship bonuses is better than 1. And that with a combination of two you have more design elements to play with when developing and distinguishing ships. I have this thing called simple logic and the ability to do first grade math.

Every weapon system has downsides, but only amarr ships racial weapon is completely crippled by not dedicating one of their two ship bonuses to fixing an issue without actually adding a benefit.

I'm not arguing amarr needs a buff, or needs more damage, or that one little number somewhere needs changed. It's an idea, not a specific number somewhere I'm referring to. And that idea is that the devs are going to have trouble making amarr ship designs unique or role defined when they only ever have one single ship bonus opposed to the two that they can mix and match for other races. The capacitor bonus on amarr ships is a lame way to fix a not so great design.

A more creative, logical, and effective way of balancing lasers other than making one poor design decision to fix another poor design decision.

right now if you're working on development at CCP for amarr ships here are your options because one ALWAYS has to be cap on lasers otherwise you just can't use lasers. And even then it doesn't encourage lasers.
-the ship with the damage bonus
-the ship with the repair bonus
-the ship with the range bonus.

That's boring and doesn't allow for much creative design, or expansion into the ship line, which is one of the contributing factors to so many ships that never get flown.

Where as with other races you have more to play with to come up with unique concepts or create ships that aren't black and white better or worse than each other but that fill different roles.
- the ship with speed bonus and tracking bonus for hit and run
- the ship with repair bonus and range bonus for a slow ship of the line feel
- the ship with drone damage and targeting range bonus

all of these define very unique roles and allow more creative leeway.


That's my point, not this crap some of you are getting bogged down because you like everything on the forums to be "buff this, nerf that" arguments.
Darth Gustav
Sith Interstellar Tech Harvesting
#60 - 2012-04-06 19:20:44 UTC
2nd ship bonuses, 3rd ship bonuses, etc. are for pansies. It takes a real PVP hero to win a fight with just one bonus.

A HERO.

He who trolls trolls best when he who is trolled trolls the troller. -Darth Gustav's Axiom