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[Odyssey] Tech 1 Battleships - Amarr

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Author
James Amril-Kesh
Viziam
Amarr Empire
#1341 - 2013-04-16 14:30:16 UTC  |  Edited by: James Amril-Kesh
It doesn't matter whether it's per-gun or for the whole rack. I don't understand why you're making the distinction, but if you're trying to make some point about the relative strength of a per-gun bonus vs. the whole rack, please stop. They're exactly the same thing.

So no, 10% is not enough (and 20% is not enough for beam), especially considering one could get 50% total cap reduction before on the Apoc and it still required cap mods/rigs.

Enjoying the rain today? ;)

Ruze
Next Stage Initiative
#1342 - 2013-04-16 15:46:58 UTC  |  Edited by: Ruze
James Amril-Kesh wrote:
It doesn't matter whether it's per-gun or for the whole rack. I don't understand why you're making the distinction, but if you're trying to make some point about the relative strength of a per-gun bonus vs. the whole rack, please stop. They're exactly the same thing.

So no, 10% is not enough (and 20% is not enough for beam), especially considering one could get 50% total cap reduction before on the Apoc and it still required cap mods/rigs.


That's what he's trying to point out. You guys are arguing the same point. Not rack/individual, but individual versus individual per level.

The previous bonus was 10% per gun, PER LEVEL, meaning a max of 50% cap reduction per gun.

The new bonus will be 10% per pulse per gun, or 20% per beam per gun. That's a max of 10/20% cap reduction per gun.

In case you didn't notice, that means we'll lose roughly 30-40% bonus.

I think he feels that this loss of bonus will be something we can manage.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

James Amril-Kesh
Viziam
Amarr Empire
#1343 - 2013-04-16 15:59:09 UTC
I don't. The cap use bonus was what made the Apocalypse attractive for many players. Without it it's going to be very difficult to manage. Particularly since this change really doesn't do a whole lot to make the one role the Apoc could really shine in possible. It's just going to be shuffled off to a corner and forgotten. There's nothing special about it.
The ship needs more cap, more cpu, and more powergrid.

Enjoying the rain today? ;)

Ranger 1
Ranger Corp
Vae. Victis.
#1344 - 2013-04-16 17:54:42 UTC
Well, the first step has been taken with the cap use and fittings reduction. They just can't go too far in that direction and keep lasers defacto limited to Amarr hulls.

We got a small cap regen increase on the Apoc, but perhaps that can be taken a little bit further as well. They just have to take care not to give Amarr too many unintended advantages due to that, active tanking and Nos use come to mind.

Hopefully a workable balance can be found between these two approaches, as I have to admit I absolutely hated the generic Amarr cap use reduction bonus. It really limited the capability and flexibility of the whole line of ships.

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

Ruze
Next Stage Initiative
#1345 - 2013-04-16 18:08:47 UTC
Ranger 1 wrote:
Well, the first step has been taken with the cap use and fittings reduction. They just can't go too far in that direction and keep lasers defacto limited to Amarr hulls.

We got a small cap regen increase on the Apoc, but perhaps that can be taken a little bit further as well. They just have to take care not to give Amarr too many unintended advantages due to that, active tanking and Nos use come to mind.

Hopefully a workable balance can be found between these two approaches, as I have to admit I absolutely hated the generic Amarr cap use reduction bonus. It really limited the capability and flexibility of the whole line of ships.


Why is it so wrong to give certain Amarr hulls a third 'cap use' bonus in that direction? This keeps lasers on their intended hulls, this is specific to certain ships which would be assigned as pure laser boats, and it keeps us from manipulating a higher cap regen for other nefarious purposes.

The limitation, you mention, was because it took the place of other bonuses, because for some reason it was doctrine that if we got a cap use reduction, that was all the bonus we needed. If it was a generic addition, however, much as a 99% reduction to powergrid for cover ops cloaks, or the like ...

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Regolis
Imperial Academy
Amarr Empire
#1346 - 2013-04-16 18:36:12 UTC
Hyperion
Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron
Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix
Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Abaddon
Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse
Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon
Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Maelstrom
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest
Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon
Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Rokh
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven
Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion
Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

User friendly chart of Capacitors for you guys ... draw your own conclusions ...
IMO it looks like they pretty much mean to remove Amarr from PVP straight out by making their ships unable to support their
weapon systems.



Ruze
Next Stage Initiative
#1347 - 2013-04-16 18:38:00 UTC
Regolis wrote:
Hyperion
Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron
Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix
Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Abaddon
Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse
Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon
Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Maelstrom
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest
Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon
Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Rokh
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven
Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion
Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

User friendly chart of Capacitors for you guys ... draw your own conclusions ...
IMO it looks like they pretty much mean to remove Amarr from PVP straight out by making their ships unable to support their
weapon systems.





Can we have a similar chart for average use of weapon systems on those ships?

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1348 - 2013-04-16 18:47:07 UTC
Regolis wrote:
Hyperion
Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron
Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix
Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Abaddon
Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse
Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon
Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Maelstrom
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest
Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon
Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Rokh
Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven
Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion
Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

User friendly chart of Capacitors for you guys ... draw your own conclusions ...
IMO it looks like they pretty much mean to remove Amarr from PVP straight out by making their ships unable to support their
weapon systems.



it looks like the apoc should be the base cap stats for all amarr ships.
The Rokh/mega and Hyperion clearly need better stats considering the cap usage of blasters and armour reps

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Ranger 1
Ranger Corp
Vae. Victis.
#1349 - 2013-04-16 18:52:20 UTC
Ruze wrote:
Ranger 1 wrote:
Well, the first step has been taken with the cap use and fittings reduction. They just can't go too far in that direction and keep lasers defacto limited to Amarr hulls.

We got a small cap regen increase on the Apoc, but perhaps that can be taken a little bit further as well. They just have to take care not to give Amarr too many unintended advantages due to that, active tanking and Nos use come to mind.

Hopefully a workable balance can be found between these two approaches, as I have to admit I absolutely hated the generic Amarr cap use reduction bonus. It really limited the capability and flexibility of the whole line of ships.


Why is it so wrong to give certain Amarr hulls a third 'cap use' bonus in that direction? This keeps lasers on their intended hulls, this is specific to certain ships which would be assigned as pure laser boats, and it keeps us from manipulating a higher cap regen for other nefarious purposes.

The limitation, you mention, was because it took the place of other bonuses, because for some reason it was doctrine that if we got a cap use reduction, that was all the bonus we needed. If it was a generic addition, however, much as a 99% reduction to powergrid for cover ops cloaks, or the like ...

Well, if Amarr got an additional bonus there would be no end to the riots demanding the same number of bonuses for all races.

This would be followed immediately thereafter by Amarr pilots complaining that one of their bonuses is taken up with that annoying cap use bonus to be able to fire their guns.

A fairly vicious cycle. Smile

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

Regolis
Imperial Academy
Amarr Empire
#1350 - 2013-04-16 18:55:54 UTC
Battleship guns and cap usage

Neutron Blaster Cannon 1
Cap per shot / rack of 8 : 12.74 / 101.92

425mm Railgun 1
Cap per shot / rack of 8 : 21 / 168

Mega Pulse Laser 1
Cap per shot / rack of 8 : 40 / 320

Mega Beam Laser 1
Cap per shot / rack of 8 : 65 / 520

Tachyon Beam Laser 1
Cap per shot / rack of 8 : 95 / 760

I didn't bother using cap per second as they don't work that way .. these are the weapons that use cap
single shot and rack of 8 ..
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1351 - 2013-04-16 18:57:49 UTC
if only projectiles used cap too it wouldn't be quite so bad

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Ruze
Next Stage Initiative
#1352 - 2013-04-16 19:06:19 UTC  |  Edited by: Ruze
Regolis wrote:
Battleship guns and cap usage

Neutron Blaster Cannon 1
Cap per shot / rack of 8 : 12.74 / 101.92

425mm Railgun 1
Cap per shot / rack of 8 : 21 / 168

Mega Pulse Laser 1
Cap per shot / rack of 8 : 40 / 320

Mega Beam Laser 1
Cap per shot / rack of 8 : 65 / 520

Tachyon Beam Laser 1
Cap per shot / rack of 8 : 95 / 760

I didn't bother using cap per second as they don't work that way .. these are the weapons that use cap
single shot and rack of 8 ..


Here is a bigger breakdown, for individual guns, of what the pulse and beams would be:

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s

After Proposed Changed (-10 % cap need for large pulse, -20% cap need for large beam)

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 28 GJ / 7.20s / 3.89GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 52 GJ / 9.00s / 5.77GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 76 GJ / 12.50s / 6.08GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 22.5 GJ / 6.08s / 3.7GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 36 GJ / 7.88s / 4.57GJ/s


Note: Barring any really bad math, which I am known for.

So to Edit the reply:

Neutron Blaster Cannon 1
Cap per shot / rack of 8 : 12.74 / 101.92

425mm Railgun 1
Cap per shot / rack of 8 : 21 / 168

Mega Pulse Laser 1
Cap per shot / rack of 8 : 36 / 288

Mega Beam Laser 1
Cap per shot / rack of 8 : 52 / 416

Tachyon Beam Laser 1
Cap per shot / rack of 8 : 76 / 608

Still CONSIDERABLY more cap per shot, even with the proposed changes.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Ruze
Next Stage Initiative
#1353 - 2013-04-16 19:10:23 UTC
I'm going to figure up blasters and railguns right now. Be back with figures.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Ruze
Next Stage Initiative
#1354 - 2013-04-16 19:22:21 UTC
Final breakdown between Gallente and Amarr, both armor tanked and cap using weapons:

Gallente

Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8 GJ/s
Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02 GJ/s
Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51 GJ/s

Railguns
Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79 GJ/s
425mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.2 GJ/s
350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.11 GJ/s

Blasters
Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.50s / 1.31 GJ/s
Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45 GJ/s
Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 7.88s / 1.12 GJ/s

Amarr

Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86 GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22 GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6 GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11 GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08 GJ/s

After Proposed Changed (-10 % cap need for large pulse, -20% cap need for large beam)

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 28 GJ / 7.20s / 3.89 GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 52 GJ / 9.00s / 5.77 GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 76 GJ / 12.50s / 6.08 GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 22.5 GJ / 6.08s / 3.7 GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 36 GJ / 7.88s / 4.57 GJ/s




Barring error in math on my part (ship information is not mine, but borrowed), while the capacitor and cap regen on our ships are comparable (difference of .3 to 2.0 cap per second), the weapon usage is greatly different (roughly 4-5.0 cap use per second).

That's just basic math. Not arguing ammo use, which is better at active armor repping, etc.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Regolis
Imperial Academy
Amarr Empire
#1355 - 2013-04-16 19:32:07 UTC
Amarr

Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Gallente

Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Minmatar

Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Caldari

Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

Amarr Weapons

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s


Gallente Weapons

Blasters
Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.5s / 1.3GJ/s
Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45GJ/s
Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 5.87s / 1.61GJ/s

Railguns
Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79GJ/s
350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.1GJ/s
450mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.19GJ/s

Stole your data Ruze and added the Gallete stuff to it
Avald Midular
Doomheim
#1356 - 2013-04-16 20:05:47 UTC
Regolis wrote:
Amarr

Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Gallente

Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Minmatar

Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Caldari

Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

Amarr Weapons

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s


Gallente Weapons

Blasters
Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.5s / 1.3GJ/s
Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45GJ/s
Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 5.87s / 1.61GJ/s

Railguns
Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79GJ/s
350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.1GJ/s
450mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.19GJ/s

Stole your data Ruze and added the Gallete stuff to it


Given the obscene amount of cap usage relative to other races, expecting them to also armor tank but then only giving them roughly the same amount of cap (and LESS than some lulz) and recharge as other races who use ZERO cap to fire or 1/3 that of energy weapons is indefensible in my opinion.

Exactly how are we supposed to mission run or pvp for more than 5 minutes? I look forward to Scorch price increases.
Ranger 1
Ranger Corp
Vae. Victis.
#1357 - 2013-04-16 20:10:50 UTC  |  Edited by: Ranger 1
Avald Midular wrote:
Regolis wrote:
Amarr

Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Gallente

Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Minmatar

Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Caldari

Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

Amarr Weapons

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s


Gallente Weapons

Blasters
Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.5s / 1.3GJ/s
Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45GJ/s
Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 5.87s / 1.61GJ/s

Railguns
Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79GJ/s
350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.1GJ/s
450mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.19GJ/s

Stole your data Ruze and added the Gallete stuff to it


Given the obscene amount of cap usage relative to other races, expecting them to also armor tank but then only giving them roughly the same amount of cap (and LESS than some lulz) and recharge as other races who use ZERO cap to fire or 1/3 that of energy weapons is indefensible in my opinion.

Exactly how are we supposed to mission run or pvp for more than 5 minutes? I look forward to Scorch price increases.

I have a feeling that part of that comes from the philosophy that Amarr will be typically a buffer tanking race (or receive remote reps), meaning they don't need to funnel cap into an active tank... which obviously doesn't work well for mission runners in particular.

Edit: Or really anything PVP related other than large fleet engagements.

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Avald Midular
Doomheim
#1358 - 2013-04-16 20:17:19 UTC
Ranger 1 wrote:
Avald Midular wrote:
Regolis wrote:
Amarr

Abaddon Capacitor amount / recharge rate / cap per second : 6375 / 1250s / 5.1
Apocalypse Capacitor amount / recharge rate / cap per second : 7000 / 1002s / 6.99
Armageddon Capacitor amount / recharge rate / cap per second : 6200 / 1087s / 5.7

Gallente

Hyperion Capacitor amount / recharge rate / cap per second : 7200 / 1250s / 4.8
Megathron Capacitor amount / recharge rate / cap per second : 5800 / 1087s / 5.02
Dominix Capacitor amount / recharge rate / cap per second : 6000 / 1087s / 5.51

Minmatar

Maelstrom Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Tempest Capacitor amount / recharge rate / cap per second : 5400 / 1154s / 4.68
Typhoon Capacitor amount / recharge rate / cap per second : 5400 / 1087s / 4.97

Caldari

Rokh Capacitor amount / recharge rate / cap per second : 6000 / 1250s / 4.8
Raven Capacitor amount / recharge rate / cap per second : 5500 / 1160s / 4.74
Scorpion Capacitor amount / recharge rate / cap per second : 5500 / 1087s / 5.06

Amarr Weapons

Beams
Dual Heavy Beams I + II activation / rate of fire / cap per second : 35 GJ / 7.20s / 4.86GJ/s
Mega Beams I + II activation / rate of fire / cap per second : 65 GJ / 9.00s / 7.22GJ/s
Tachyon Beams I + II activation / rate of fire / cap per second : 95 GJ / 12.50s / 7.6GJ/s

Pulse
Dual Heavy Pulse Laser I + II activation / rate of fire / cap per second : 25 GJ / 6.08s / 4.11GJ/s
Mega Pulse Laser I + II activation / rate of fire / cap per second : 40 GJ / 7.88s / 5.08GJ/s


Gallente Weapons

Blasters
Electron Blaster Cannon I + II activation / rate of fire / cap per second : 5.88 GJ / 4.5s / 1.3GJ/s
Ion Blaster Cannon I + II activation / rate of fire / cap per second : 9.8 GJ / 6.75s / 1.45GJ/s
Neutron Blaster Cannon I + II activation / rate of fire / cap per second : 12.74 GJ / 5.87s / 1.61GJ/s

Railguns
Dual 250mm Railgun I + II activation / rate of fire / cap per second : 10.5 GJ / 5.85s / 1.79GJ/s
350mm Railgun I + II activation / rate of fire / cap per second : 15.4 GJ / 7.31s / 2.1GJ/s
450mm Railgun I + II activation / rate of fire / cap per second : 21 GJ / 9.56s / 2.19GJ/s

Stole your data Ruze and added the Gallete stuff to it


Given the obscene amount of cap usage relative to other races, expecting them to also armor tank but then only giving them roughly the same amount of cap (and LESS than some lulz) and recharge as other races who use ZERO cap to fire or 1/3 that of energy weapons is indefensible in my opinion.

Exactly how are we supposed to mission run or pvp for more than 5 minutes? I look forward to Scorch price increases.

I have a feeling that part of that comes from the philosophy that Amarr will be typically a buffer tanking race (or receive remote reps), meaning they don't need to funnel cap into an active tank... which obviously doesn't work well for mission runners in particular.

Edit: Or really anything PVP related other than large fleet engagements.


So you cripple Amarr fitting across the entire BS line in order to force a buffer tank? Doesn't sound like a good design choice.
Bouh Revetoile
In Wreck we thrust
#1359 - 2013-04-16 20:24:49 UTC
Can anyone tell me in which area of the galaxy amarr ships aren't among the best for any task you may need them ?
Avald Midular
Doomheim
#1360 - 2013-04-16 20:30:51 UTC
Bouh Revetoile wrote:
Can anyone tell me in which area of the galaxy amarr ships aren't among the best for any task you may need them ?


We're specifically talking about Amarr BS's and the changes, please troll somewhere else.