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[Odyssey] Tech 1 Battleships - Amarr

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Author
Tonto Auri
Vhero' Multipurpose Corp
#1421 - 2013-04-17 16:14:08 UTC
Guys, can you please keep bitching about spherical PvP in vacuum in some other thread? Please.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Regolis
Imperial Academy
Amarr Empire
#1422 - 2013-04-17 16:32:07 UTC
Lets for 1 minute take Tachyons out of the equation and look at the reality of Beam and Pulse lasers by themselves breaking the cap of Amarr ships ...
Ok .. so we have the 2nd worst agility (Caldari is the worst)
2nd worst speed (Caldari again is the worst)
damage mods take our tanking slots
our damage resistance is being nerfed
our capacitors can't support our guns let alone supporting active repping or a MWD

So help me out here ... what am I as Amarr getting for almost unplayability of Amarr battleships ...

Let's see ...
1)Taking the iconic Amarr battleship .. the Armageddon and making it a drone boat ...
2)No Amarr battleship with 8 low slots...


Look I realize that every race has "issues" .. no one is asking for perfect ships ... we are asking for the devs to be reasonable
Having to choose between firing your guns or using your tank isn't viable
Bouh Revetoile
In Wreck we thrust
#1423 - 2013-04-17 16:34:27 UTC
Kaarous Aldurald wrote:
You need to realize that Amarr addressing issues in Amarr threads does not invalidate the legitimate issues that gallente and railguns do have. We are asking for the inexplicable inadequacies in our race to be addressed, we are not asking for gallente to be nerfed.

I'm not whiing about gallente. I only think that all races have a right to exists. You are asking for things which may relegate other races to uselessness.

And yes, it happen that gallente were, until a year ago, in a far worse place than amarr ever was in all the history of the game.

The tiericide is not meant to buff all ships, but to give a niche to each of them.

Abaddon is already one of the best ships in the game, and the resistance bonus nerf won't change anything to that fact, so why should it be buffed like crazy by lowering the cap use of lasers like crazy ? Most arguments here only aim at fixing the natural drawback of amarr ships, only for the sake of it ; because of a perceived unfairness.

Balancing amarr mean that the other ships are still useful, just keep that in mind please. The whole picture. Races are not isolated, and ALL ships interact together. Gallente ships, caldari ships, minmatar ships AND amarr ships. If you make a ship good at something, another ship won't be good anymore at this thing. That's how niches work.
Bouh Revetoile
In Wreck we thrust
#1424 - 2013-04-17 16:36:56 UTC
Regolis wrote:
Lets for 1 minute take Tachyons out of the equation and look at the reality of Beam and Pulse lasers by themselves breaking the cap of Amarr ships ...
Ok .. so we have the 2nd worst agility (Caldari is the worst)
2nd worst speed (Caldari again is the worst)
damage mods take our tanking slots
our damage resistance is being nerfed
our capacitors can't support our guns let alone supporting active repping or a MWD

So help me out here ... what am I as Amarr getting for almost unplayability of Amarr battleships ...

Let's see ...
1)Taking the iconic Amarr battleship .. the Armageddon and making it a drone boat ...
2)No Amarr battleship with 8 low slots...


Look I realize that every race has "issues" .. no one is asking for perfect ships ... we are asking for the devs to be reasonable
Having to choose between firing your guns or using your tank isn't viable

The real question to ask is "do amarr BS need a buff ?"

Your comparison is pointless is they don't, because that mean that despite all the weak point you listed, the strong points you ocluded are strong enough to compensate !
Regolis
Imperial Academy
Amarr Empire
#1425 - 2013-04-17 16:50:53 UTC
Bouh Revetoile wrote:

The real question to ask is "do amarr BS need a buff ?"

Your comparison is pointless is they don't, because that mean that despite all the weak point you listed, the strong points you ocluded are strong enough to compensate !



the "buff" that Amarr ship need is a viable capacitor ...
Bouh Revetoile
In Wreck we thrust
#1426 - 2013-04-17 16:59:47 UTC
Regolis wrote:
Bouh Revetoile wrote:

The real question to ask is "do amarr BS need a buff ?"

Your comparison is pointless is they don't, because that mean that despite all the weak point you listed, the strong points you ocluded are strong enough to compensate !



the "buff" that Amarr ship need is a viable capacitor ...

The question was "why ?"

The answer seem to be "because projectiles and missiles are capless, so it is unfair", but this reason is childish, at best.
Naso Aya
Imperial Shipment
Amarr Empire
#1427 - 2013-04-17 17:06:16 UTC  |  Edited by: Naso Aya
Bouh Revetoile wrote:
Regolis wrote:
Bouh Revetoile wrote:

The real question to ask is "do amarr BS need a buff ?"

Your comparison is pointless is they don't, because that mean that despite all the weak point you listed, the strong points you ocluded are strong enough to compensate !



the "buff" that Amarr ship need is a viable capacitor ...

The question was "why ?"

The answer seem to be "because projectiles and missiles are capless, so it is unfair", but this reason is childish, at best.



Apparently you haven't been reading the thread.

It's not because projectiles and missiles are capless.

It's because our cap lasts for three minutes WITH BOOSTERS.

It's because in PvE, we can't fit boosters, and are forced to dedicate 3+ slots to having just enough cap to tank things- with all skills at level 5.

And it's worse the less skills you have.

It's because pulse lasers are the only viable lasers on Amarr ships at the moment, and some of us think beams are prettier.

How are those reasons for why the Amarr need a cap bonused ship, or a buff to capacitor? Or the ability to fly their ships with PWG. The Gallente, Minmatar and Caldari can all fly their ships however they want. So why can't the Amarr fly their ships, as Amarr pilots ought to- guns blazing, and actually managing capacitor as opposed to just not having any.
Bouh Revetoile
In Wreck we thrust
#1428 - 2013-04-17 17:20:03 UTC
Naso Aya wrote:
How are those reasons for why the Amarr need a cap bonused ship, or a buff to capacitor? Or the ability to fly their ships with PWG. The Gallente, Minmatar and Caldari can all fly their ships however they want. So why can't the Amarr fly their ships, as Amarr pilots ought to- guns blazing, and actually managing capacitor as opposed to just not having any.

Just look at the stats of other ships before whining maybe ? Considering T1 ships, the Hyperion can barely fit 425mm railguns, and shield boosters use way more cap than even a rack of tachyon.

You cannot extract a caracteristic of a ship, and compare it to the other ships without considering all the other caracteristics. The Abaddon have a resist bonus, which mean it need less modules to tank than another one, or it can overtank more easily to pulse its reper less often. Just look at the whole ship and compare it to the others, and if you want a capless garbage, look for a drake and passive tank it if afk missioning is your thing.

As for beams, the problem is scorch with mega pulse. The solution is either to buff ALL LR turrets (or you make imbalances), or to nerf scorch. If none of these are acceptable, then you should change the way you look at beams : these weapons have a really good dps at shorter ranges, competitive with scorch if you forget the tracking, but have a way longer max range than pulse. The problem is that this advantage is pointless in missions because of the rats being at 50km max. Hence, another solution is to make rats shoot from farther than 50km !

Look at the damn whole picture please !
Endo Pryde
Gold Ring Enterprises
#1429 - 2013-04-17 17:35:08 UTC
I like the direction these changes are going in, and I'm ESPECIALLY looking forward to the Sentry Drone +micro jump drive Geddon Big smile

However I have two quick opinions:

Armageddon - Consider swapping one high slot for a low slot, to make the layout 6-4-8, and then lowering the powergrid even more so it has trouble fitting 6 heavy neuts without a RCU in one of the lows. Historically the Dominix has had an incredible tank, while still remaining effective with neuts but we never see drone DPS fits because there aren't enough low slots to support a tank with Drone damage mods. I would like to see the drone damage build become stronger while the builds that prioritize neut/tank over drones become weaker.

Apocalypse - I actually disagree with the tracking bonus. Although it is definitely nice, other people have already pointed out that this ship will have serious trouble powering the guns and a tank at the same time. Amarr will see a big drop in its Laser-Battleship-PVE ability.

Consider this option: you could add an ammo type (or module, or rig) that increases the damage, or range, or tracking speed of the weapon but also steeply increases its capacitor use. Then you could have the Apocalypse retain its cap use bonus, and it would gain a bigger benefit from simply having that bonus. I do not think that Active armor tanking will be viable for either of the Amarr laser battleships
Regolis
Imperial Academy
Amarr Empire
#1430 - 2013-04-17 17:38:52 UTC
Bouh Revetoile wrote:


Look at the damn whole picture please !



I did ... at which point you accused me of wanting a "buff" because I was being childish ...

Take 2 steps back and try to realize what is actually going to happen with these changes

Nerfed damage resists on the "brick" battleship ..

Total revamp of the only 8 slot amarr battleship

and complete nerf to the mission running ship

But but but pulse laser ... scorch pulse scorch

Hey big picture remember? Pulse lasers are just about balanced .. thats WHY everyone uses them ...

Beam lasers are broken ...

Capacitor levels are not viable with Beam lasers and barely viable with pulse lasers

Naso Aya
Imperial Shipment
Amarr Empire
#1431 - 2013-04-17 17:42:47 UTC
Wrong wrong wrong wrong, right about scorch.

T1 hyperion can fit 425 railguns pretty easily. You might make sacrifices, but it feels like that's one of the redeeming qualities of Railguns/blasters- they're easier to fit than the laser/artillery counterparts. Open EFT, look at fitting a hyperion with 425 rails, vs fitting an Abaddon with Tachs. Or compare the current state of 425s to Beam II's (which won't ever be used until the real laser rebalance)

I think you missed my point- the only way to tank an Abaddon right now is like a drake, because the lasers sure as hell don't leave room left over in the capacitor for anything else!

Lasers use up much more than your shield booster, unless you're fitting an X-L, which is by definition an oversized module, UNLIKE THE TACHYONS, which remain in "Large" category. If Tachyons were changed to X-L, a lot of people would stop complaining, but they're either mis-labeled, or imbalanced right now.

As for beam lasers themselves, they have competitive damage (read: worse), worse tracking, and a longer max range where the damage quickly falls off after the scorch threshold. Just to put this in perspective, Imp Navy Multifreq in Beam II's outdamages the long range scorch crystal, but the scorch crystal outreaches and out-tracks the multifreq. And it out-reaches/tracks gleam. And once you're outside scorch range, the damage falls off rather quickly, though still dealing more than rails. (note, rails have a much longer absolute range)


This thread is starting to tick me off. If we compare Amarr ships to Amarr ships, we're accused of not looking at the whole picture. If we compare Amarr ships to another race's ship, we're accused of homogenizing and attempting to make lasers capacitor free.
Avald Midular
Doomheim
#1432 - 2013-04-17 17:48:48 UTC
Bouh Revetoile wrote:
Naso Aya wrote:
How are those reasons for why the Amarr need a cap bonused ship, or a buff to capacitor? Or the ability to fly their ships with PWG. The Gallente, Minmatar and Caldari can all fly their ships however they want. So why can't the Amarr fly their ships, as Amarr pilots ought to- guns blazing, and actually managing capacitor as opposed to just not having any.

Just look at the stats of other ships before whining maybe ? Considering T1 ships, the Hyperion can barely fit 425mm railguns, and shield boosters use way more cap than even a rack of tachyon.


You're just plain wrong. Please check your work before you crap on every single legitimate issue in this thread....

Tachyons II - 7.6 GJ/s x 8 = 57.6 GJ/s
Large Shield Booster II - 40 GJ/s

Nobody even expects to run a full mission with a shield repper running full time nor expects to be cap stable, and Amarr pilots are expected to fit a weapon that uses 25% more cap per second while also hoping to active armor tank?

Hyperion - 16000 base PG + 25% Eng L5 = 20000
6 x 425 Railgun II = 6 x 2079 (with AWU L5) = 12474

So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch since running Tach's takes 102% of Abaddon's and Apoc's PG even with new changes. This isn't anything resembling balance.
Bouh Revetoile
In Wreck we thrust
#1433 - 2013-04-17 18:48:21 UTC
Avald Midular wrote:
So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch since running Tach's takes 102% of Abaddon's and Apoc's PG even with new changes. This isn't anything resembling balance.

Ok, so because it's not explicitely written on tachyon that they are oversized, here some info about them : they do 20% more damage and have 30% more tracking than 425mm railguns for less than 10% less range. That mean that unless you shoot farther than 150km, they do more damage than the best long range weapon.

Here why their PG and cap use are so big.
Naso Aya
Imperial Shipment
Amarr Empire
#1434 - 2013-04-17 18:56:34 UTC
Bouh Revetoile wrote:
Avald Midular wrote:
So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch since running Tach's takes 102% of Abaddon's and Apoc's PG even with new changes. This isn't anything resembling balance.

Ok, so because it's not explicitely written on tachyon that they are oversized, here some info about them : they do 20% more damage and have 30% more tracking than 425mm railguns for less than 10% less range. That mean that unless you shoot farther than 150km, they do more damage than the best long range weapon.

Here why their PG and cap use are so big.


You forgot they have 40% more PWG even with these latest changes, and 270% more cap use than rails.

And 30% more tracking (aurora gives -75%) and 20% damage are supposed to compensate for a 270% difference in cap use? Give me a break.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1435 - 2013-04-17 19:18:27 UTC
Avald Midular wrote:
This came up in the Large Energy Turret thread. Let's ignore for a second the sad fact that the other 8T BS, the Maelstrom, has the same powergrid as the Abaddon when the Abaddon's supposed to use higher PG fit weapons and supposedly fit an armor tank somewhere in there, while the Mael receives more CPU to support it's shield tank.

Why does the Mael receive the SAME cap recharge rate and only 5% less cap total when the Abaddon is supposed to support 8 Scorches (lets just use this terminology from now on, there's no point in saying lasers even with the latest slight energy adjustments). The Mael's weapons use ZERO cap but get the same cap recharge?

How does this remotely resemble balance?

^^^^ This.
Avald Midular
Doomheim
#1436 - 2013-04-17 19:23:41 UTC
Bouh Revetoile wrote:
Avald Midular wrote:
So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch since running Tach's takes 102% of Abaddon's and Apoc's PG even with new changes. This isn't anything resembling balance.

Ok, so because it's not explicitely written on tachyon that they are oversized, here some info about them : they do 20% more damage and have 30% more tracking than 425mm railguns for less than 10% less range. That mean that unless you shoot farther than 150km, they do more damage than the best long range weapon.

Here why their PG and cap use are so big.


We aren't asking for those disadvantages to completely disappear. We are asking for them to be actually fittable without taking a module tax for a PG and cap mod (that no other race needs) just to be able to fire our weapons for 3 minutes.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1437 - 2013-04-17 19:30:06 UTC
Sturmwolke wrote:
Tonto Auri wrote:

Armageddon
Attack BS, 7/4/8, 6T, 50/75 (50/100 ?) drones
7% RoF increase
5% MWD cap penalty reduction


Not sustainable and more than likely you'll have to sacrifice a slot to compensate for the cap handicap ... just like the current Abaddon.
The idea of MWD bonus on a laser boat makes little sense.

Tonto Auri wrote:

Apocalypse
Combat BS, 8/3/7, 8T
10% optimal bonus
5% damage bonus


I like this one. The optimal + damage bonus combo synergizes well and is something which any Amarr BS could use well ... on any hull.
This will give them the proper punch to be competitive.

Tonto Auri wrote:

Abaddon
Combat BS, 8/4/6, 8T, 6L, 125/XXX drones
Slightly better capacitor regen, than of the previous two.
+10% to drone damage, hit points and mining yield per level
+4% to armor resistances per level


No. Just no. The Abaddon is NOT a drone boat. Period. You like your strawberry, I prefer chocolates.
6 lows is total blasphemy for an Amarr ship of the line. Minimum 7 lows for any decent mix of tank and firepower for armor boats (disregarding hull bonus).



When you look at the BS lineup for all 4 races, there is a pattern.

Caldari + Amarr = specialised EW capability, moderate-low damage, good tank.
Minmatar + Gallente = no EW, high damage, decent-low tank.

Nothing wrong per se, however, FW and worldshaping throws a spanner into the concepts by grouping Caldari/Amarr vs Minmatar/Gallente. See the nail that sticks out?
To balance out the virtual disparity, the EW role change should go towards the Gallente rather than Amarr (yes, that means a Gallente boat that neuts Smile)
The racial leanings towards ECM, TD, Painter and Neut all forms of EW need to be rethought.

On another tack, putting diversity at risk (i.e increasing homegeneity) having EW, DPS and Utility roles for each empire may be worth exploring.
To minimize or prevent overlap, you can shuffle the various bonus combinations or create new unique ones.

Honestly, I expect that with the suggested buffs going out to Cruise Missile Launchers, that Amarr and Gallente hulls both will see a marked decrease in use in all these PvP fleets that CCP is claiming the resist nerfs and these tiericide changes are supposed to fix. "Oh, we want to see a decrease in alpha fleets"... but what I'm seeing is that it's going to shift the paradigm away from Alpha vs slowcat to Alpha vs Cruise fleets. Caldari is supposed to be moderate to low damage? And yet they are going to be doing noticeably higher DPS then anything but short range blaster boats at whatever range they want to fit for with these new Cruise Launchers.

I mean, I'm looking over this thread yesterday and today after dropping it for awhile to focus on the laser thread for several days, and I see a damned [i[great[/i] improvement from the vast majority in posting actual reasons and suggestions for what is wrong instead of all those "Rawr, rage, angst!" posts we were getting slammed with... and not only have the Devs flat out told us unless Sisi testing suggests otherwise, they aren't going to change anything, but they have also apparently decided to just stop bothering with these threads anymore (note the utter lack of response to any of them since Saturday despite ample time to check up on them).

I'm about ready to just have a few tears for my beloved Amarr Battleships, and instead focus on what I can do with the Legion and the Navy Harb, as that's apparently what we are being told to go and play with now if we want laser boats outside of blob fleets.
Tonto Auri
Vhero' Multipurpose Corp
#1438 - 2013-04-17 19:56:18 UTC
Avald Midular wrote:
So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch

Expected? I though, this word was pronounced as "forced".

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

James Amril-Kesh
Viziam
Amarr Empire
#1439 - 2013-04-17 21:22:59 UTC
Bouh Revetoile wrote:
Avald Midular wrote:
So if by "BARELY" you mean has 7326 PG left after fitting a full rack, then yea. Again Amarr are expected to run Scorch since running Tach's takes 102% of Abaddon's and Apoc's PG even with new changes. This isn't anything resembling balance.

Ok, so because it's not explicitely written on tachyon that they are oversized, here some info about them : they do 20% more damage and have 30% more tracking than 425mm railguns for less than 10% less range. That mean that unless you shoot farther than 150km, they do more damage than the best long range weapon.

Here why their PG and cap use are so big.

So it's perfectly fine then that no battleship of Amarr can actually fit a full rack of these without ridiculous concessions?
Meaning that even with these benefits, nobody ever uses them? Ever?
Come on now, stop trolling. You know exactly what the problem is.

Enjoying the rain today? ;)

Tonto Auri
Vhero' Multipurpose Corp
#1440 - 2013-04-17 21:33:07 UTC
I wonder, when someone recall neutron blasters.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison