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why do all amarr ships only get one bonus?

Author
Gitanmaxx
Viziam
Amarr Empire
#21 - 2012-04-06 15:14:51 UTC
Kattshiro wrote:
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?



yeah, sorry in the office doing work while on the forums so i probably did word things badly.

You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship.
Petrus Blackshell
Rifterlings
#22 - 2012-04-06 15:16:37 UTC
Bubanni wrote:
Change it to a cap recharge bonus... :)

The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that?

Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS.

Amarr ships already get two bonuses. Deal with it.

(Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)

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

Alara IonStorm
#23 - 2012-04-06 15:18:22 UTC
Hmmm...

Prophecy, Maller Punisher with a 5% Dmg Bonus.

Omen, Harbinger with 7.5% Range.

Oracle... ???

Apoc with Damage, Geddon with Tracking.

Abbadon with... Oh wait that's the popular one.

I can dream. =p
Stan Smith
State War Academy
Caldari State
#24 - 2012-04-06 15:19:52 UTC
so giving the caldari missile ships a bonus to missile damage and or rate of fire isnt a case of "you can use the weapons you already use?" i for one love the amarr cap reduction bonus for amarr ships. it's not "use the weapons you can already use" it's more along the lines of "use the guns designed for your ship more efficiently"

☻/ /▌ / \ This is Bob, post him into your forum sig and help him conquer the forums.

Petrus Blackshell
Rifterlings
#25 - 2012-04-06 15:20:38 UTC
Gitanmaxx wrote:

You're correct, i think they should find a different way to make lasers usable without that having to be a ship bonus to every amarr ship.

Not all laserboats have that bonus, and those that do not have to be really careful about their cap. Making lasers not require a ship bonus to be used easily would welcome laser-fitted Myrmidons, Rokhs, Moas, Merlins, along with absolutely breaking some ships that are balanced by cap-tightness, like the Blood Raider lineup.

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

Gitanmaxx
Viziam
Amarr Empire
#26 - 2012-04-06 15:22:41 UTC
Stan Smith wrote:
so giving the caldari missile ships a bonus to missile damage and or rate of fire isnt a case of "you can use the weapons you already use?" i for one love the amarr cap reduction bonus for amarr ships. it's not "use the weapons you can already use" it's more along the lines of "use the guns designed for your ship more efficiently"



no it's not. you are wrong.
Gitanmaxx
Viziam
Amarr Empire
#27 - 2012-04-06 15:24:04 UTC
Krell Kroenen wrote:
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.




are you illiterate? did you even read before you started puking up your nonsense? That has absolutely nothing to do at all with the topic, my post, or anything else anyone has said. Put your helmet back on and go play outside kid.
John Nucleus
24th Imperial Crusade
Amarr Empire
#28 - 2012-04-06 15:30:49 UTC
Petrus Blackshell wrote:
Bubanni wrote:
Change it to a cap recharge bonus... :)

The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that?

Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS.

Amarr ships already get two bonuses. Deal with it.

(Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)


The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated.
Herping yourDerp
Tribal Liberation Force
Minmatar Republic
#29 - 2012-04-06 15:31:14 UTC
depends on the ship... many times the cap bonus is useless. like the prophecy. sometimes you want it though... so it depends on the ship.
but yea something should be done, maybe a tracking bonus, aren't lasers supposed to have the best tracking? makes sense since.. you know, speed of light, laser.
Zverofaust
Ascetic Virtues
#30 - 2012-04-06 15:31:50 UTC
Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.
John Nucleus
24th Imperial Crusade
Amarr Empire
#31 - 2012-04-06 15:35:05 UTC
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.
Tobiaz
Spacerats
#32 - 2012-04-06 15:35:15 UTC
Bubanni wrote:
Change it to a cap recharge bonus... :)


Wouldn't change much to all the Amarr ships flying around with projectiles.

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Ranger 1
Ranger Corp
Vae. Victis.
#33 - 2012-04-06 15:35:50 UTC
Petrus Blackshell wrote:
Bubanni wrote:
Change it to a cap recharge bonus... :)

The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that?

Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS.

Amarr ships already get two bonuses. Deal with it.

(Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)


Neither of those ships use lazers.

Neither of those ships see's much use in combat.

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gfldex
#34 - 2012-04-06 15:38:24 UTC
Gitanmaxx wrote:
I'm a noob so I don't pretend to know everything.


As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons.

If you take all the sand out of the box, only the cat poo will remain.

Cipher Jones
The Thomas Edwards Taco Tuesday All Stars
#35 - 2012-04-06 15:38:53 UTC
I fly multiple amarr ships with multiple bonuses, I can't imagine what you're on about...

internet spaceships

are serious business sir.

and don't forget it

Ranger 1
Ranger Corp
Vae. Victis.
#36 - 2012-04-06 15:40:15 UTC
gfldex wrote:
Gitanmaxx wrote:
I'm a noob so I don't pretend to know everything.


As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons.



Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP.

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

John Nucleus
24th Imperial Crusade
Amarr Empire
#37 - 2012-04-06 15:47:23 UTC  |  Edited by: John Nucleus
Ranger 1 wrote:
gfldex wrote:
Gitanmaxx wrote:
I'm a noob so I don't pretend to know everything.


As such are they ways of the noobs. They do not remember the times when _any_ BS was fitting Tachyons.



Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP.


The problem with that is it would only help ship that doesn't fit lasers. For ship that use lasers it wouldn't change a thing. Even worst, people that use lasers would be compelled to fit something else and use the bonus for rep or neuts instead.

That said, it would be better than what we have now.
Petrus Blackshell
Rifterlings
#38 - 2012-04-06 15:50:50 UTC  |  Edited by: Petrus Blackshell
John Nucleus wrote:
The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated.

When used right, they still are. Similarly to blasters, you can't just hit F1 and hurf blurf your way to victory. You actually have to (gasp) fly your ship right.

Herping yourDerp wrote:
depends on the ship... many times the cap bonus is useless. like the prophecy. sometimes you want it though... so it depends on the ship.
but yea something should be done, maybe a tracking bonus, aren't lasers supposed to have the best tracking? makes sense since.. you know, speed of light, laser.

If a laser-bonused ship doesn't work with lasers, that's a more fundamental problem with the ship. If the Punisher suddenly got a tracking bonus instead of its laser cap usage bonus do you think that everyone will start using it with lasers? No, with less than perfect skills it would cap itself out in a simple fight. Without its cap usage bonus, the Omen would cap itself out just firing its guns without using any other mods. Replacing the cap usage bonus on these ships (and the others receiving it) would be a horrible mistake.

There is more to balancing laser-using hulls than stripping them of the cap bonus and adding some random nonsensical bonus. More CPU/powergrid for those ships, coupled with possibly more tank and overhauled slots (Prophecy...), would do better at making them more viable as laser boats.
Ranger 1 wrote:
Very true. Lazers should be difficult to use on another races ships, otherwise they would have too many secondary advantages. A capacitor issue needs to be there, but I think a cap recharge bonus would be far better as it would open up a lot of options in both PVE and PVP.

A cap usage bonus would be a glorious buff for Amarr ships, but it wouldn't really convince anyone to use lasers. I used the Vengeance and Sacrilege as examples of non-laser-using cap-bonused ships that are quite powerful. With a cap recharge bonus, there is just more reason to fly an AC-Maller, or a neut-Maller, as it could tank/burn far better. Perhaps that change scares me as the idea of a cap-bonused Armageddon is one I will probably have nightmares about.

If you're not seeing the Vengeance and Sacrilege on the field, you're looking in the wrong places. They're there. (Especially the Venge, that thing is everywhere)

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

Gitanmaxx
Viziam
Amarr Empire
#39 - 2012-04-06 15:58:20 UTC
John Nucleus wrote:
Petrus Blackshell wrote:
Bubanni wrote:
Change it to a cap recharge bonus... :)

The Vengeance and Sacrilege have that already. It is one of the reasons they are so ungodly powerful: you have to get really lucky with a neut to turn off their afterburner/point/web, and they are even cap stable with a single repper running. Do you really want all Amarr ships to be able to do that?

Also, lasers are perfectly fine being balanced via cap. They have by far the best damage projection of any weapon system (because ~Scorch~) and if they track and stay at their optimal range with any other ammo, they will outdo all other weapon systems in DPS.

Amarr ships already get two bonuses. Deal with it.

(Yes, I do actually fly Amarr ships, and aside from stuff like the Omen and Prophecy, they are fine.)


The cap reduction bonus is from a time when lasers were superior to other weapon system. That's a long time ago and they aren't anymore, the bonus needs to be reevaluated.



This.

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.
Gitanmaxx
Viziam
Amarr Empire
#40 - 2012-04-06 16:01:32 UTC
Zverofaust wrote:
Are you really arguing that Amarr need a buff? If so, please kindly skill yourself.



no I'm not. Not every change anyone talks about is a buff.

I'm asking for the way lasers are balanced by requiring any ship that fits them to use up one of it's two ship bonuses to be looked at and reevaluated.