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Gallente (+Some Caldari Lovin)

First post
Author
Cpt Fina
Perkone
Caldari State
#181 - 2011-10-26 09:34:17 UTC  |  Edited by: Cpt Fina
Gypsio III wrote:

The problem is that AC-boats are better in solo and small-gang. The desired characteristics here are mobility, flexibility and DPS-projection. AC-boats have the speed to get tackles and to avoid being tackled, the range to apply DPS from outside web range, the combination of tracking and range to hit smaller ships, and the raw DPS and selectable damage types to be able to go up close and personal about as well as the Gallente boats. The Gallente niche is merely a "Plan B" of Minmatar, and frankly it's a pretty suicidal niche.


I'm not arguing that Gallente aren't doing the job that they're supposed to be doing the most effectively.

What I am saying is that even tho gallente were to be exceling in solo/small gang pvp – they could still very well be rare or even absent on that list.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#182 - 2011-10-26 11:58:57 UTC
Cpt Fina wrote:


I'm not arguing that Gallente aren't doing the job that they're supposed to be doing the most effectively.

What I am saying is that even tho gallente were to be exceling in solo/small gang pvp – they could still very well be rare or even absent on that list.


Oh, sure, I'm happy to accept that solo/very-small-gang ships are under-represented on that list, because they're being crowded out by fleet numbers. It's just that, despite this, I don't think that the list is giving a misleading picture of the value of blasters in those small-scale environments, because I believe that the most important abilities in those environments are are flexibility, mobility and damage projection, both of which AC-boats possess and blasterboats lack, getting only a fairly small raw damage advantage in return.

But if that analysis is correct, then I'm worried that the current attempts to balance blasters properly in those environments - easier fitting, more tracking, more DPS - will fail because they don't address AC-boats' critical advantages of mobility, flexibility and damage projection. But if we do make blasterboats more flexible and mobile with greater damage projection, then we've just made blasters into an AC knock-off and homogenised the weapon systems, which will annoy everyone. But that leaves only one alternative, of nerfing the other weapons systems... which will also annoy everyone.

I don't see any easy way out of this, unfortunately.
MeBiatch
GRR GOONS
#183 - 2011-10-26 14:46:46 UTC
did anyone see the data dump thread on GD? pretty much what ccp is doing is increasing base speed and agility for gal/caldari and giving rails a 10% boost to damage with reduced fittings and cap activation... as for blasters they are getting a 20% increase to tracking and reduced fittings/cap activation cost...

keep in mind this was a dump from sisi a week ago... so fingers crossed ccp will be doing much more to boost hybrids...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

XIRUSPHERE
In Bacon We Trust
#184 - 2011-10-26 20:58:34 UTC
Hey Phantom, thanks for shitting on my thread that had nothing to do with the changes specified here. Who pissed in your cornflakes.

The advantage of a bad memory is that one can enjoy the same good things for the first time several times.

One will rarely err if extreme actions be ascribed to vanity, ordinary actions to habit, and mean actions to fear.

Pattern Clarc
Citeregis
#185 - 2011-10-26 21:04:17 UTC  |  Edited by: Pattern Clarc
Cuko wrote:

I don't wonder why pilots are complaining. Solo pvp has always been a niche and a minority of pilots engage in that form of pvp. Close range pvp is hard mode and solo pvp is hard mode. Most pilots in-game don't want hard mode. I choose ships that enable me to engage other pilots in a myriad of dynamic situations, with the goal of destroying ships. If possible, with minimal losses.

Some find the best way to achieve that is in fleets. I agree that is the best way, but some pilots don't enjoy being in the crowd. The minority often does not matter. Having a whole race dedicated to a minorities play style is kind of funny/interesting.

I could be like most pilots I know and call you all fail, blobers, terrible pilots and whatever other l33t thing I can come up with. Or recognise that most changes that CCP has done does not really effect solo pvp. Having a whole race dedicated to solo pvp and solo pvper's is not needed.

Keeping Gallente the same will not hurt me in anyway and changing them might not either. What I do know is this. The problem for the other 90% ingame (I would say more like 97%) is close range pvp. Having a weapon system only able to operate @ close ranges. Is not helpful to fleet combat apparently. How do you change that? Make them useful in fleet combat...


Gypsio III wrote:

But if that analysis is correct, then I'm worried that the current attempts to balance blasters properly in those environments - easier fitting, more tracking, more DPS - will fail because they don't address AC-boats' critical advantages of mobility, flexibility and damage projection. But if we do make blasterboats more flexible and mobile with greater damage projection, then we've just made blasters into an AC knock-off and homogenised the weapon systems, which will annoy everyone. But that leaves only one alternative, of nerfing the other weapons systems... which will also annoy everyone.

I don't see any easy way out of this, unfortunately.


There are several routes which Gallente can be improved to aid with fleets:

Providing blasters with additional range - Turning them into pulse lasers would probably solve some of the gallente specific issues, whilst creating many more later on. Either way it isn't the solution to the specific problem people have been complaining about with that particular weapons system (speed, damage mitigation and tracking post web nerf are).

Better Railguns - Make them easier to fit, give them more damage, more damage at range, more tracking at short range. Rails should excel where the other contenders do not. The filling the gaps in what we do whilst providing room for new emergent fleet doctrines. This was addressed in the OP.

Tanking - after spending time in t3's and several amarr t2's, the value of a solid tank in any form of fleet regardless of weapons system should not be under estimated. I personally wouldn't think twice about exchanging active tanking bonuses for HP bonuses on the brutix and the hyperion. It's the kind of thing that would suddenly make me choose it over x y or z for 99% of the PvP I do (small to medium gangs). But I understand the majority of us don't want this either.

More utility - More grid, more CPU, more slots, more drones. The ability to out fit your opponent with a bunch of wildcards, fleet utility mods, damps, ECM, neuts whilst still getting the basics right (high tank, good resists and damage profile) - was one of the reasons why the Dominix has been, and is still one of the best small gang ships in the game, with successive nerfs a lot of that ability has been pealed away, but at it's heart is the ability to face different sizes classes of ships without reffting, thanks to it's drone bay. The Hurricane, with it's ample grid, hardpoint efficiency and generous slot layout is an other example, allowing dish out almost 10 turrets worth of DPS in 6 slots with spare high slots for neuts or overload sinks.. In a big fleet with lots of different types of ships this becomes less important, but in small to medium gang land the ability to do a number of things well at the same time is vital and this is one of the main reasons why blaster boats suck as poorly as they do.



A few additional points - If boosting blasters to the point of *awesome* fails, doubling down on drones (100% drone damage bonuses w/ limits to the size class of drones that would apply too) and retrofitting 25% of blaster ships to be drone focused, with potentially improved UI, could be a concept that should be discussed/explored.


MeBiatch wrote:
did anyone see the data dump thread on GD? pretty much what ccp is doing is increasing base speed and agility for gal/caldari and giving rails a 10% boost to damage with reduced fittings and cap activation... as for blasters they are getting a 20% increase to tracking and reduced fittings/cap activation cost...

keep in mind this was a dump from sisi a week ago... so fingers crossed ccp will be doing much more to boost hybrids...

Not impressed personally even though it's just an initial build. The agility nerf I think was a mistake. There in the right direction, but if this was a bartering process, I would have just walked away in "lolyeahright".


XIRUSPHERE wrote:
Hey Phantom, thanks for shitting on my thread that had nothing to do with the changes specified here. Who pissed in your cornflakes.

About 4 or 5 people have mentioned your oh so original idea in the last couple of pages. At least Phantom read your thread before pissing on it.

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

Tanya Powers
Doomheim
#186 - 2011-10-26 21:19:58 UTC  |  Edited by: Tanya Powers
ElCholo wrote:
Tanya Powers wrote:
Cuko wrote:
Solo pvp has always been a niche and a minority of pilots engage in that form of pvp. Close range pvp is hard mode and solo pvp is hard mode. Most pilots in-game don't want hard mode. I choose ships that enable me to engage other pilots in a myriad of dynamic situations, with the goal of destroying ships. If possible, with minimal losses


Dramiel

Cynabal

Machariel

Hurricane

Vagabond

Munin/Rapier

Tempest

Maelstrom

Each and every one of this ships can perfectly fit this comment. And I've chosen to forget some more we could add.

The main difference with Gallente line up? - those I've mentioned not only fit the comment but are also better than gallente " in a myriad of dynamic situations" and certainly offer more options to destroy ships while limiting losses because of their unique versatility and ability to fit almost every situation from close, mid to high range


An equally skilled Daredevil pilot will **** an equally skilled Dramiel pilot. Just sayin...


Fair enough, but let's put it right since it's "ONE" of those I've chosen to forget.

"Special Ability: 200% bonus to Small Hybrid Turret damage

Gallente Frigate Skill Bonus: 10% bonus to Small Hybrid Turret falloff per level
Minmatar Frigate Skill Bonus: 10% bonus to the velocity factor of stasis webifiers per level"

Speed, agility, web bonus and dmg projection since small hybrids don't have issues to hit stuff or apply dmg because no one works resists on that ship size but buffer.

Now the Dram pilot has on top of his speed and dmg selection/projection one of the best weapons out there the DD doesn't : enough drone bay to use ECM drones.

But it's fair enough, no one is intended to work/play alone so once the speed cpu pg of Dramiel is nerfed they will be close to balanced, but it's just my opinion.
XIRUSPHERE
In Bacon We Trust
#187 - 2011-10-26 21:45:02 UTC  |  Edited by: XIRUSPHERE
Oh hey thanks, I didn't even bother reading your thread after the first page of I want gallente to be OP, have my cake and ice cream and eat it too. I saw one reference similar to mine (today) but had absolutely no desire to lump in a simple idea with a bunch of untenable give me the world proposals that are months old and have garnered no attention.

Good luck though we can all dream.

The advantage of a bad memory is that one can enjoy the same good things for the first time several times.

One will rarely err if extreme actions be ascribed to vanity, ordinary actions to habit, and mean actions to fear.

Tanya Powers
Doomheim
#188 - 2011-10-26 21:49:59 UTC
Quote:
A few additional points - If boosting blasters to the point of *awesome* fails, doubling down on drones (100% drone damage bonuses w/ limits to the size class of drones that would apply too) and retrofitting 25% of blaster ships to be drone focused, with potentially improved UI, could be a concept that should be discussed/explored.


Indeed.

Since so many seem to have IRL convulsions at the single idea blaster get some more range...

Without reaching the 23Km op distance of large pulses why should gallente be stuck at 7? -why shouldn't that base op range reach the spike of 15km whatsoever and cut the fall of by 50% or even 75% ?

They would still be the closest range weapon system but seems everyone and his little saints are preaching this never happens, why so much hate? Lol

Then the idea of leaving blasters has they are and work on drones it's another fair route to follow.

The "all drones" debate displeases me because I just don't like it: drones have poor IA and interface, bad coding or have issues due to other mechanics, not even sure all the skills/mods bonus are applied so I'll not get in to that debate but are mostly used for the "afk" factor

The mix weapons/drones is already there for every one in every race so what could bring some flavour to gallente and make them have powerfull drones filling the gap with other races?

-Why not number of drones out x2 with no changes on drones

-Why not limit the drones size to the hull size but give them 100% (could be 20% per level or 25) base bonus to speed, tracking, hit points, dmg/rep AND warfare attributes

Could be some interesting route if the drones based hulls get some of it but not make them the fotom 10 drones out all sizes dmg type 100% dmg and whatever else.

I'm still a fervent defensor of blasters getting range and loose fall off has I am of giving rails what they're getting just right now on sisi: no more tracking penalty on ammo, weapon tracking bonus increased and dmg multiplier.
I guess T2 ammo will become really valuable in these circumstances and will increase significantly their effectiveness, wil it be enough? - has I said earlier, since they become competitive I'm all for it, not wanting the next fotom gun system for a penny.

Now for blasters I'm sad to see the ammo doesn't get rid of the tracking penalty or the hulls getting some 5% web effectiveness or 10% range Cry

Shmekla
I Have a Plan
#189 - 2011-10-27 06:51:27 UTC
Bump for OP.
I like almost everything in it.
Agree that it must be complex renew of blaster and ships.
I strongly agree that blaster (hybrids in general) should be best tracking guns, blaster boats should have superior agility and acceleration.
M1AU
Zappenduster Inc.
#190 - 2011-10-27 07:37:29 UTC
Tanya Powers wrote:
The "all drones" debate displeases me because I just don't like it: drones have poor IA and interface, bad coding or have issues due to other mechanics, not even sure all the skills/mods bonus are applied so I'll not get in to that debate but are mostly used for the "afk" factor

I'm also not convinced about these either because of the poor drones AI and UI. As these two didn't really change much over the last few years, I guess it will probably never happen.
Cpt Fina
Perkone
Caldari State
#191 - 2011-10-27 10:33:34 UTC
Gypsio III wrote:
It's just that, despite this, I don't think that the list is giving a misleading picture of the value of blasters in those small-scale environments, because I believe that the most important abilities in those environments are are flexibility, mobility and damage projection, both of which AC-boats possess and blasterboats lack, getting only a fairly small raw damage advantage in return.


If small scale engagements are rare then that must mean that ships lost in small scale engagements are rare which must mean that a list showing the most frequently lost ships doesn't truly reflect the popularity of a certain ship/race that are supposedily used in small scale engagements. This logic is pretty simple. It's like using a list of the most commonly sold car in a country and from that make an evaluation wether or not Ferraris are a proper luxury car or not.

bloomeh wrote:
I don't think agility has anything to do with acceleration. Agility is turning and mass is acceleration. I believe.


I had to look it up. Seems like agility (inertia modifier) is a part of how they compute acceleration:


It can also be written as:
T = I*M * 10^-6 * -ln (1 - Vt / Vmax)

Where:

T = Period to reach Vt, seconds.
I = Inertial Modifier, dimensionless.
ln = Standard mathematical function, Natural logarithm.
Vt = Target velocity, metres per second.
Vmax = Maximum velocity, metres per second.


http://wiki.eveonline.com/en/wiki/Acceleration
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#192 - 2011-10-27 12:03:49 UTC
Cpt Fina wrote:
Gypsio III wrote:
It's just that, despite this, I don't think that the list is giving a misleading picture of the value of blasters in those small-scale environments, because I believe that the most important abilities in those environments are are flexibility, mobility and damage projection, both of which AC-boats possess and blasterboats lack, getting only a fairly small raw damage advantage in return.


If small scale engagements are rare then that must mean that ships lost in small scale engagements are rare which must mean that a list showing the most frequently lost ships doesn't truly reflect the popularity of a certain ship/race that are supposedily used in small scale engagements. This logic is pretty simple. It's like using a list of the most commonly sold car in a country and from that make an evaluation wether or not Ferraris are a proper luxury car or not.


I said that I accepted the logic the first time you posted this argument. Smile

But that argument doesn't say that Gallente are better than Minmatar, or even "good", in solo or small-gang, it only tells us that the E-K list of popular ships is not useful for telling us how good Gallente boats are in those environments. I would argue that in solo/small gang, the favoured abilities are mobility, flexibility, the ability to avoid getting tackled and to apply DPS from outside web range. All of which fundamentally favour Minmatar. I believe evidence for this comes from Vaga/Deimos and Angel/Serpentis balance and popularity, and the rise of shield Canes and nano-Drakes at the expense of armour-Canes and HAM Drakes that operate inside web range.
Naomi Knight
Ministry of War
Amarr Empire
#193 - 2011-10-27 12:31:33 UTC
I hope lazy ccp balance team wont screw us with a lame placebo boost like +10% dmg for railguns and such.
They should know by now the problem is more complex than to fix it with a little attrib change.
They should redesing both the ships/hybrids so they are actually good at the roles they are meant to do and wont be outshadowed by opmatar in every situations.

I would prefer rails to loose much less dmg when they change close ammo to long range ammo ,this would make them able to do acceptable dmg at long range and dont outdmg other weapons at closer ranges. So ammos could be differentiated by other things than range/dmg only like tracing or something new like alpha dmg.
Also the hybrid gun tiers are so unbalanced , just compare 250mm rail vs dual 150mm the range loss is way too significant, the other gun types dont loose this much range just by using lower tier.
And ships with optimal bonus should get sensor range bonus too, why they need to fit 2 sensor booster just to be able to use their intended weapons to full extend, it makes no sense. It is like every laser ships should fit 2 cap batteries just to be able to shot.
m0cking bird
Doomheim
#194 - 2011-10-27 16:54:12 UTC
I've been using Minmatar ships since November 2007. Funny! I've never made a character without being able to fly Minmatar ships, along with Caldari, Gallente or Amarr.

After spending sometime trying to focus on Gallente play style exclusively, with my average style of intense game-play. I have to say, I'm starting to understand why so many hate Ecm as much as they do. Thing is! I've always been able to engage fleets that use falcons (shoot it) or just leave if they're fielded (Drake, Hurricane). Fully committing to an engagement, kited, immobilized by stasis webifiers and even worse a warp scrambler. Was not something I had to deal with alot above frigate level, unless I choose too.

The linear concept of specialising in close range engagements, with in a dynamic enviroment is R3TARDED. Once another factors are introduce into a engagement @ multiple ranges beyond your ability to project damage. Mobility supiror to your own and relative effective hit points. You're @ a great disadvantage. Mind you, increasing one factor alone would increase your survival rate greatly (increasing damage projection). Increased mobility alone will not diminish your survival rate if you must commit to a engagement, with the proliferation of ecm (drones), neutralizer and the number of pilots in-game (ganks or blobs).

Increasing defense alone. Is not very beneficial either. I'll use active defense setups as an example for this. With certain ships and setups. A pilot is able to engage multiple pilots, without the aid of another pilot. How much this scales has alot to do with setups and incoming damage. Unfortunately, other factors can be introduced into a situation. That cannot be solved by defense of incoming damage alone (ecm, neutralizer). Not to mention, there's a limit to the amount of incoming damage a ship can mitigate actively.


(Mind you, I could limit my losses in close range engagements by being more conservative and flying frigates. Even so, I think I would only be able to limit my losses to 1:4 (above frigates). Instead of 1:1 or less. This is in contrast to mobile pvp where I could do 1:10, while being alot more reckless.)


It has been clear to me for awhile. Ships specialised or limited to close range engagments do not scale well outside of frigate class of ships.

As the player base increases. Solo pvp will become more difficult because their just more pilots, which means more and larger fleets. Which would effect gallente ships negatively. Ships that lack mobility will not be obsolete, in my opinion. In fact ships specialising in close range engagements are not broken. They're just not as viable as ships that are able to project damage and maintain mobility. Losses are alot greater and engage-able targets are limited (just not good comparatively).

When I think about this. I often believe it reflects poorly on what I believe 'skill' is. I'm not sure how skillfull I must be if infact I noticed where the game was moving and I did; Adapted to the changing enviroment and choose the ships that were more suited to it. In effect, I choose easy mode over hard mode.

To sum this all up. This is not about blasters. This is about a concept. Close range pvp is very hard compared to more mobile tactics. When I look @ a class where this style of engagement works best (frigates). I asked myself why that is. Frigate effective hit points are relatively low compared to the amount of damage most frigates are capable of projecting and applying. If CCP were to scale this, then effective hit points of battlecruisers would be lower and damage would be the same (for the most part). Medium blasters would have a significant increase in optimal and falloff.

Look! Most things on the frigate level is relatively the same, with damage being substantially high. Frigate engagements end quickly. Fast enough for numbers not to matter as much, because things explode long before back up arrives. Can CCP scale this?

Gypso now understands what I've been saying for awhile now. Pilots may not like the Idea of mirroring Auto-cannons in anyway, but that is what has to be done. Engaging in close range engagements is not impossible, but it's very hard (not including frigate engagements). So, most will avoid this style of pvp and do. Personally I'll be going back to the more mobile style of engaging. Losses do matter for someone who solo pvp's. Losing ships consistantly is hard to keep up with (isk wise). Flying ships that minimize losses and increases engagable targets is prefered.


-proxyyyy
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#195 - 2011-10-27 17:35:53 UTC
m0cking bird wrote:
Engaging in close range engagements is not impossible, but it's very hard (not including frigate engagements). So, most will avoid this style of pvp and do.


Close-range engagements become much easier to attain if you're in a fast ship. But the fast ships that should be suited to close-range fights currently also have the range to be able apply DPS from outside close range, so they simply don't need to go to close-range.

This game would be a hell of a lot more balanced if the falloffs on ACs and blasters were switched. AC-boats would have the speed to avoid unfavourable engagements and to choose favourable ones; blasterboats wouldn't be left a floundering irrelevancy. Won't happen though.
Tanya Powers
Doomheim
#196 - 2011-10-27 18:36:02 UTC  |  Edited by: Tanya Powers
Shmekla wrote:
Bump for OP.
I like almost everything in it.
Agree that it must be complex renew of blaster and ships.
I strongly agree that blaster (hybrids in general) should be best tracking guns, blaster boats should have superior agility and acceleration.


In paper they are, always in paper those numbers are higher for hybrids than every other weapon system.

This is why CCP can't or doesn't know how to fix it. Because once each gun type is fitted and dmg/tracking mods fitted + ammo then you see hybrids have the worst or the second worst tracking.

Add: crap ammo, ammo penalty, dmg mods =low slots, not enough mids to fit the required mwd+web+scram+cap injector AND add TC's

Then you can figure fast why shield brutix mega or hype can be deadly at close range:3 or 4 mfs 2 or 3 Te's

This brings another discussion, but related to, the whole concept of rails/blaster+boats+armor tanking is clearly failing.
Dro Nee
#197 - 2011-10-27 21:05:52 UTC
m0cking bird wrote:
Stuff........


+1 for good post.

I think it is worth stating that the ability to GTFO if/when things go wrong plays a significant role in the engagement envelope of a ship and, therefore, a significant role in ship preference. Evidence of this can be seen stretching back for as long as I have been playing... RSD, Nano, Falcon, Nano-Lite, Logoffski/docking games, etc. You allude to this, so I am not saying anything new or contradictory.... just think it bears repeating.

I do, however, wonder if fights at the frig level are really as immune to commitment phobia as it appears you think. The frigs with the most GTFO factor are typically favored over the frigs that do not have those options; old school crows, rail-ranis, Drams, N.Slicers are all examples of frigs that not only used range to decrease the amount of HP necessary but also stood a better than average chance of bailing out when things went pear shaped.

If your theory about frig DPS:EHP is accurate, I wonder if the idea that blasters need significant increases in dmg isnt strengthened. Decreased time exposure means decreased chances that ECM drones, nuets, buddies can effect the outcome of a fight. Combine the mitigation of risk that comes from MOAR DPS along with the fact that more DPS also increases range (though not linerally) and you have blasters closer to AC range as well as being monsters in the short game.*

This is a sub-optimal fix, and one that probably requires more delicacy than CCP and Players have shown in the past, but as you and others have pointed out: The problem is complex and would entail tweaks across races/platforms... which would not be readily accepted.

*I am assuming that the SISI cache tracking boosts go into effect
MeBiatch
GRR GOONS
#198 - 2011-10-27 21:10:47 UTC  |  Edited by: MeBiatch
more dps is a good thing when you have such a limited range to use the weapons... but i think a big boost to blasters could be found in a giant increase to alpha (with a reduced rof to compensate)... that way you are "still" doing great dps (10%increase) but also when you do hit you are doing ung-dly alpha (50%) more... which would make blasters alot more desierable imo...


Bird thing... well with boosted close range tech II ammo for rails and its negative affects being removed plus a 10% increase in base damage... would rails not be the mid range option for gallente?

i still want 8 tech II ammos for hybrids.. 4 for caldari playstyle
4 for gallente playstyle...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Alticus C Bear
University of Caille
Gallente Federation
#199 - 2011-10-27 22:13:31 UTC
I agree regarding the ammo, I will take a flat boost to weapon tracking but really thought an ammo rebalance would see the use of more ammo types.

I having playing around with fitting tools and with the fitting reductions you can get some good fits even for the Thorax, Deimos and it definitely helps with fitting 425’s on the battleships. Still struggle to fit any hybrid rigs on top though.

I am unsure about the whole speed agility nerf thing, the Deimos speed change was listed at around 20m/s which makes a good amount of difference but for the rest of the ships gaining 5/10 m/s just does not seem like a good trade especially since you still gimp your speed if you fit armour rigs.

The cap change makes a surprising difference and should really help keep those microwarpdrives running. I may even be tempted to carry lead for emergencies with its reduced cap usage it could really help keep the guns running when pressured by neuts.

Renge Ukyo
Doomheim
#200 - 2011-10-28 08:53:10 UTC  |  Edited by: Renge Ukyo
I'll be honest, this is my first MMO. I chose Gallente not realizing that there was infact a MASSIVE amount of research that should have been done prior to selecting a race to fly. Being a low SP player sucks, but being a a low SP Gallente player is like being a flying space vagina in a **** village. I personallly can't wait to see these changes. Maybe I'll finally be able to HIT something...

I have tried a variety of tanks and I routinely find that I'm either to soft, can't buffer enough, or can't rep enough to withstand much for very long, where as a ship like a Drake or a Cane can withstand me just fine.

I hit like a girl at range, and up close you can't hit the broad side of a barn (if you can get close ...). I never understood why the blasters can't get into range or why they can't hit anything when they are in range.

I've also wondered why Drones don't seem to do enough damage. Seems like if you were a Drone Race you'd have bandwidth for days and Drone Control Units wouldn't be restricted to only your races cap ships. If you can't get quality, the age old solution is ofcourse quantity... seems like a fair trade to me?

But all in all, I am pleased with the suggested tweaks and I think the Assault Warfare Links are a fantastic Idea. I'm very much looking forward to not being ashamed of being a strictly Gallente pilot.


Thank you for looking into this =)