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why do all amarr ships only get one bonus?

Author
Gitanmaxx
Viziam
Amarr Empire
#1 - 2012-04-06 14:30:03 UTC  |  Edited by: Gitanmaxx
I think with the overhaul to amarr ships that's talked about in the dev blog they should look at giving amarr 2 ship bonuses like every other race has.
You only get 1 ship bonus because the other one is always essentially "you can use your racial gun, lasers." That's like if projectile turrets all took 700 pg to equip so min ships had to have one of their two bonuses as a reduction to pg cost of turrets.

It's just silly that amarr gets half the bonus on their ships. It also cuts down drastically on variety and eliminates so many ships as being pointless to even try flying when compounded by the inability to ever fit properly sized weapons. In the dev blog they talk about some ships completely outshining others and ships not being able to fill roles. Well for amarr a big part of that is this need for one bonus to always be "you can use the weapons you use." The other issue is that anything under a battleship size absolutely must under-size their weapons.

So fix lasers to not have such ungodly requirements so ships can have a mix and match of two ship bonuses instead of one and can actually use weapons of the appropriate size. This will allow for ships to have more variety and distinguish themselves in roles from one another.
Nova Fox
Novafox Shipyards
#2 - 2012-04-06 14:33:26 UTC
I used to remember the days where lasers where extremly powerful and capaictor use was thier delimiting factor.

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masternerdguy
Doomheim
#3 - 2012-04-06 14:34:58 UTC
Amarr are fine. Caldari could use more mid slots.

Things are only impossible until they are not.

Gitanmaxx
Viziam
Amarr Empire
#4 - 2012-04-06 14:36:23 UTC
masternerdguy wrote:
Amarr are fine. Caldari could use more mid slots.



thank you for contributing to the topic so well.....
Nova Fox
Novafox Shipyards
#5 - 2012-04-06 14:36:58 UTC
I think we're just trying to say your complaint is invalid.

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Lyron-Baktos
The Scope
Gallente Federation
#6 - 2012-04-06 14:37:58 UTC
is there a new dev blog or are you talking about the one from a few weeks ago?
Tah'ris Khlador
Space Ghosts.
Break-A-Wish Foundation
#7 - 2012-04-06 14:39:22 UTC
All I read was "I want to mix weapons on my ships."

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Simi Kusoni
HelloKittyFanclub
#8 - 2012-04-06 14:40:01 UTC
masternerdguy wrote:
Amarr are fine. Caldari could use more mid slots.

Personally I think minmatar could do with a little bit more range, speed and duct tape.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Ranger 1
Ranger Corp
Vae. Victis.
#9 - 2012-04-06 14:42:42 UTC
The theory was that all Amarr ships had the bonus built into their lazers, as they were already extremely powerful in most aspects, and the high cap use kept other races from using them easily.

Perhaps we've gotten away from that, or perhaps we need to embrace it more strongly.

Or perhaps they are fine as it stands. Smile

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Roime
Mea Culpa.
Shadow Cartel
#10 - 2012-04-06 14:47:14 UTC
Because of ~Scorch~

.

Malcanis
Vanishing Point.
The Initiative.
#11 - 2012-04-06 14:53:05 UTC
Roime wrote:
Because of ~Scorch~



And Tachyon beams.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Bubanni
Primal Instinct Inc.
The Initiative.
#12 - 2012-04-06 14:53:32 UTC
Change it to a cap recharge bonus... :)

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Ager Agemo
Rainbow Ponies Incorporated
#13 - 2012-04-06 14:54:04 UTC
Actually i do agree with the OP, laserz right now arent the powerfull they should be, so the bonus for capacitor is sort of dumb, as he said, is just a bonus to allow amarr use their own native weapon. but they might as well just use other weapons and have the same effectiveness.


Gleam and conflagration needs a DPS boost also, currently navy multifrequency makes all the damage DPS crystals useless.

and last maybe there should be a global laser capacitor reduction need, ships that lack the capacitor bonus, just cannot use lasers at all really, or else they drain themselves in a few seconds.
Ranger 1
Ranger Corp
Vae. Victis.
#14 - 2012-04-06 14:59:40 UTC
Bubanni wrote:
Change it to a cap recharge bonus... :)


This.

Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts.

Other ships not being able to use lasers in most cases is intentional, and should remain so.

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Ager Agemo
Rainbow Ponies Incorporated
#15 - 2012-04-06 15:01:26 UTC
Ranger 1 wrote:
Bubanni wrote:
Change it to a cap recharge bonus... :)


This.

Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts.

Other ships not being able to use lasers in most cases is intentional, and should remain so.



This, i could not get it more right than this guy, amarr were mean to have uber capacitors so this makes a lot of sense.
Gitanmaxx
Viziam
Amarr Empire
#16 - 2012-04-06 15:05:38 UTC
Tah'ris Khlador wrote:
All I read was "I want to mix weapons on my ships."



then you apparently need to learn to read because that is so completely off it's funny.
Gitanmaxx
Viziam
Amarr Empire
#17 - 2012-04-06 15:07:24 UTC  |  Edited by: Gitanmaxx
Ranger 1 wrote:
Bubanni wrote:
Change it to a cap recharge bonus... :)


This.

Properly done it could shift Amarr firmly into the Active Repair category of ships as well, and gives them obvious advantages in using Neuts.

Other ships not being able to use lasers in most cases is intentional, and should remain so.



I agree with this completely! And this is a much better way than using up one of the 2 ship bonuses on what essentially amounts to "you can use the weapon you're supposed to use."

I'm a noob so I don't pretend to know everything. But it was plainly obvious that this was one of those things that meandered away from it's original intent and is now a vestigial limb. It makes it very hard for amarr ships to have niches it seems since the developers only really have one bonus to work with when developing ships.

Amarr identity of active rep and neut use sounds awesome and much more clearly defined than it is now.
Gitanmaxx
Viziam
Amarr Empire
#18 - 2012-04-06 15:09:18 UTC
Lyron-Baktos wrote:
is there a new dev blog or are you talking about the one from a few weeks ago?



The one from a few weeks ago that made a very passing reference to amarr being one of the races looked at next, and how ship roles are all messed up with so many ships not even being able to fit for the role they were intended.
Kattshiro
Deep Core Mining Inc.
Caldari State
#19 - 2012-04-06 15:09:40 UTC
Ahh you made me believe there was a new dev blog I hadn't read yet.... Shame on you.

So to re word because it wasn't exactly clear... You want more bonuses besides cap efficiency?
Krell Kroenen
The Devil's Shadow
#20 - 2012-04-06 15:13:37 UTC
All right since you asked so nicely I will agree that you should have split weapon systems for Amar ships and granting a 5% rof to both your lasers and missiles. Thus giving you the two weapon bonuses you desire.

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