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[Odyssey] Tech 1 Battleships - Amarr

First post First post First post
Author
Naomi Knight
Ministry of War
Amarr Empire
#1541 - 2013-04-18 17:09:43 UTC  |  Edited by: Naomi Knight
Quote:
Three years of rust .. grind them into dust!
this sounds so nice , i cant wait :D

Kagura Nikkon wrote:
You clearly shows how biased youa re and how you do not care for balance but for your preferred toys. Peopel liike you are the reason why we usually cannot get the develoipers to listen to the good ideas and argument, because people acting like you are just make worthles reading these forums!


ah the irony:D
Apostrof Ahashion
Doomheim
#1542 - 2013-04-18 17:18:30 UTC
Kagura Nikon wrote:

You really thinks it makes any difference 35 pg or the inclusion of these extra 500 pG?


I thinks so.

Yeah.
Keno Skir
#1543 - 2013-04-18 17:36:00 UTC
Abaddon... 1% armor resist per level...

I try to remain fairly constructive generally, but seriously what a load of bull. Remove the bonus entirely if your going to give us 5% for lvl5, give us something remotely worth having please.
Eckyy
Sebiestor Tribe
Minmatar Republic
#1544 - 2013-04-18 17:43:07 UTC
Keno Skir wrote:
Abaddon... 1% armor resist per level...

I try to remain fairly constructive generally, but seriously what a load of bull. Remove the bonus entirely if your going to give us 5% for lvl5, give us something remotely worth having please.


It's still a fantastic bonus, possibly still one of the strongest in the game even post-nerf.

What I'm concerned with is how the new Geddon has 11 lows + mids while the Dominix has 12 as well as an additional turret. I haven't run any numbers but it "feels" like the old Naglfar - one fewer low/mid because it has another high slot. A utility high is nowhere near equivalent to a low or mid slot.
Nikuno
Atomic Heroes
#1545 - 2013-04-18 17:49:44 UTC
Keno Skir wrote:
Abaddon... 1% armor resist per level...

I try to remain fairly constructive generally, but seriously what a load of bull. Remove the bonus entirely if your going to give us 5% for lvl5, give us something remotely worth having please.


They're REMOVING 1% from the resist bonus. That leaves 4%. Per level. Which is 20% at Lv5. Which is still really worth having.
Avald Midular
Doomheim
#1546 - 2013-04-18 17:57:25 UTC
Let's try to stay on topic about PG fitting and cap issues, whining about a resist nerf that is being swung across every race isn't really relevant in this thread.
Leskit
Pure Victory
#1547 - 2013-04-18 17:57:40 UTC
Mr Hyde113 wrote:
After all the feedback between this thread, the large energy turret thread, and the navy BC thread, it is still clear that Amarr are getting the worst end of all the new changes.

To Summarize:

---BS---

> Abaddon: -1% Resist/level. Hurts a ship that was never really overpowered. The new Megathron changes would have been sufficient to add variety to staple armour BS comps. Large energy turret changes help with cap usage a little, but not much.

> Apocalypse: -10% Laser Cap usage bonus, +7.5% Tracking. Gives the ship a tracking bonus which it really didn't need (never had tracking issues at long range). Takes away a cap usage bonus making the ship unviable for its role in both pvp and pve. Minor large energy turret fitting/cap usage changes help, but do not make up for loss of the -10%/level.

> Armageddon: -5% Laser ROF and -10% Laser Cap usage. +10% Drone Dmg/HP +10% Neut range. A radical redesign of one of EVE's most iconic and beloved ships. The loss of the Geddon as a cap friendly, 8 low slot, high dps laser boat hits Amarr hard, and instead gives it a vastly overrated drone and neut range boni which will quickly be realized to be sub-par. Fills a need that didn't exist and steps on the toes of the Dominix as well as Neut specialized ships. The gallente megathron now has 8 low slots, a claim that no Amarr BS can make now (racially out of line).


-----Non-BS-------

> Navy Harbinger: -10% Laser Cap usage, -25m3 drone bay, +7.5% tracking. Continues the tradition of making the Harbinger hull terrible relative to its racial counterparts. Claims to add flexibility but essentially accomplishes nothing except distracting from Amarr's tradition of Armour tanking laser boats. Amarr ships generally do not need more than 4 mids, and a 7/4/7 slot layout with a 10% armour HP bonus would have been more appropriate. Once again creates a situation of the Gallente counterpart (Navy Brutix) getting a more "Amarr" low slot heavy layout.


> Archon: -1% Resist/Level. Hurts solo/duo Triage Archon pilots A LOT. On a ship upon which the fate of many engagements has rested, the loss of 5% at lvl 5 punishes Pilots who have spent years maxing out SP and pilot skill into this ship. It performed its role well and the loss of the resists came as a part of a lazy CCP effort to buff active rep bonuses, by across the board nerfs to resists, without consideration to the Ship's actual balance level. Takes away another area that Amarr excelled at, narrowing the already narrow list of reasons to fly Amarr over Winmatar.


------Wall of QQ--------


Overall Amarr ships are getting worse across the board. Remedial measures such as the proposed fitting/cap changes to large energy turrets are pathetic and clearly highlight the problems CCP has created for itself in the poor quality of proposed changes.
Although CCP has done a good job addressing other areas/races like the Mega/Hyp, Raven, and cruise missiles, this will only add to the problems Amarr will face post-odyessy by increasing the performance gap that results from the above nerfs.

Amarr BS were solid Armour-Laser boats, each with its own specialized role. Taking away what made these ships Amarr instead of addressing the fitting issues that limited the Apoc/Geddon's usage will not fix anything. Add the useless Navy Harb, and the across the board -1% resist change, and we are left with a sub-par ship lineup that does not fit the racial flavor. Fewer low slots, more utility, more drones? These are things that were not the mainstay of Amarr ships, but were rather secondary traits, left for T2 and specialized hulls.

CCP's efforts to have ships acrosss hull classes fit a cookie cutter progression model is lazy, and is resulting in lackluster new hulls like the dragoon, becoming the template for classic models like the Geddon. The lack of meaningful feedback means that we will likley not see any major changes to these proposals before Odyessy, and I anticipate once all the changes hit, you will see significant hits to Amarr ship performance and usage. Newer Amarr pilots do not understand the scope and depth of how these changes corrupt the character of our race. Amarr has never been a easy race to fly, it has always been skill intensive and has always made fair sacrifices for what it excels in. The other races, especially Minmatar, have over the years become easier and easier to fly, while sacrificng little to nothing in retrun. With the latest changes, many Minmatar and Gallente ships will actually surpass Amarr in areas in which Amarr used to specialize. Is this really diversity?

I fear that the new path CCP has put Amarr on will just make the game bland, and reduce the need to crosstrain, giving each race a different colored version of the same thing, rather than letting each race excel at it's respective focus. There will be even fewer reasons to fly Amarr over their racial counterparts after Odyssey. To those that critcize older pilots for just being opposed to change, I would respond that we value meaningful change that fixes existing problems rather than changing the flavor of the race and adding more problems.

----TLDR----

Bad Amarr Changes are Bad. CCP is Lazy. Don't ruin our ships/race.



CCP, blanket changes are generally a very bad idea. Can we get some feedback from you over what you're thinking so far so we can tailor our responses better?
Leskit
Pure Victory
#1548 - 2013-04-18 17:58:43 UTC
Question CCP, Can we get some feedback from you over what you're thinking so far so we can tailor our responses better? Otherwise endless arguing isn't going to do much if it isn't having an effect.
Asmodai Xodai
#1549 - 2013-04-18 18:09:06 UTC
My post from "Large Energy Turrets" section. I think it is just as relevant here:

I'm pretty much a noob who recently teched into Amarr cruisers. I bought an omen (basic tier 1 cruiser) and 5 medium beam laser turrets. I could not fit the turrets without occupying pretty much every single low slot with a module to increase the powergrid.

A week or so later I bought a drake, never having flown anything but amarr. I had to spend a few hours teching heavy missle launchers and shield extenders and what not (again, never flew anything but Amarr). To my great surprise, I could fit full racks of heavy missle launchers, and also heavy assault missle launchers, and I could occupy all mids with shield extenders and shield hardeners. I could even occupy all lows with overdrive injectors and damage resistance modules, plus added 2 rig slots. No powergrid or capacitor enhancement was necessary.

So I graduated myself up to a battlecruiser of a race I had never flown, and even had to tech basic things like launchers and shield extenders just to fit the thing, and not only ended up with something that is far tougher and dishes out far more dps, but something that I can actually fly much better as well.

I can't even fly cap stable Amarr frigs, much less cruisers. But this Caldari ship is not only cap stable, it is better in every other way (it's even faster and more agile).

Anyone see anything wrong with this?

Amarr ships use up way too much grid and cap.
Avald Midular
Doomheim
#1550 - 2013-04-18 18:11:14 UTC
Mr Hyde113 wrote:
After all the feedback between this thread, the large energy turret thread, and the navy BC thread, it is still clear that Amarr are getting the worst end of all the new changes.

To Summarize:

---BS---

> Abaddon: -1% Resist/level. Hurts a ship that was never really overpowered. The new Megathron changes would have been sufficient to add variety to staple armour BS comps. Large energy turret changes help with cap usage a little, but not much.

> Apocalypse: -10% Laser Cap usage bonus, +7.5% Tracking. Gives the ship a tracking bonus which it really didn't need (never had tracking issues at long range). Takes away a cap usage bonus making the ship unviable for its role in both pvp and pve. Minor large energy turret fitting/cap usage changes help, but do not make up for loss of the -10%/level.

> Armageddon: -5% Laser ROF and -10% Laser Cap usage. +10% Drone Dmg/HP +10% Neut range. A radical redesign of one of EVE's most iconic and beloved ships. The loss of the Geddon as a cap friendly, 8 low slot, high dps laser boat hits Amarr hard, and instead gives it a vastly overrated drone and neut range boni which will quickly be realized to be sub-par. Fills a need that didn't exist and steps on the toes of the Dominix as well as Neut specialized ships. The gallente megathron now has 8 low slots, a claim that no Amarr BS can make now (racially out of line).


-----Non-BS-------

> Navy Harbinger: -10% Laser Cap usage, -25m3 drone bay, +7.5% tracking. Continues the tradition of making the Harbinger hull terrible relative to its racial counterparts. Claims to add flexibility but essentially accomplishes nothing except distracting from Amarr's tradition of Armour tanking laser boats. Amarr ships generally do not need more than 4 mids, and a 7/4/7 slot layout with a 10% armour HP bonus would have been more appropriate. Once again creates a situation of the Gallente counterpart (Navy Brutix) getting a more "Amarr" low slot heavy layout.


> Archon: -1% Resist/Level. Hurts solo/duo Triage Archon pilots A LOT. On a ship upon which the fate of many engagements has rested, the loss of 5% at lvl 5 punishes Pilots who have spent years maxing out SP and pilot skill into this ship. It performed its role well and the loss of the resists came as a part of a lazy CCP effort to buff active rep bonuses, by across the board nerfs to resists, without consideration to the Ship's actual balance level. Takes away another area that Amarr excelled at, narrowing the already narrow list of reasons to fly Amarr over Winmatar.


------Wall of QQ--------


Overall Amarr ships are getting worse across the board. Remedial measures such as the proposed fitting/cap changes to large energy turrets are pathetic and clearly highlight the problems CCP has created for itself in the poor quality of proposed changes.
Although CCP has done a good job addressing other areas/races like the Mega/Hyp, Raven, and cruise missiles, this will only add to the problems Amarr will face post-odyessy by increasing the performance gap that results from the above nerfs.

Amarr BS were solid Armour-Laser boats, each with its own specialized role. Taking away what made these ships Amarr instead of addressing the fitting issues that limited the Apoc/Geddon's usage will not fix anything. Add the useless Navy Harb, and the across the board -1% resist change, and we are left with a sub-par ship lineup that does not fit the racial flavor. Fewer low slots, more utility, more drones? These are things that were not the mainstay of Amarr ships, but were rather secondary traits, left for T2 and specialized hulls.

CCP's efforts to have ships acrosss hull classes fit a cookie cutter progression model is lazy, and is resulting in lackluster new hulls like the dragoon, becoming the template for classic models like the Geddon. The lack of meaningful feedback means that we will likley not see any major changes to these proposals before Odyessy, and I anticipate once all the changes hit, you will see significant hits to Amarr ship performance and usage. Newer Amarr pilots do not understand the scope and depth of how these changes corrupt the character of our race. Amarr has never been a easy race to fly, it has always been skill intensive and has always made fair sacrifices for what it excels in. The other races, especially Minmatar, have over the years become easier and easier to fly, while sacrificng little to nothing in retrun. With the latest changes, many Minmatar and Gallente ships will actually surpass Amarr in areas in which Amarr used to specialize. Is this really diversity?

I fear that the new path CCP has put Amarr on will just make the game bland, and reduce the need to crosstrain, giving each race a different colored version of the same thing, rather than letting each race excel at it's respective focus. There will be even fewer reasons to fly Amarr over their racial counterparts after Odyssey. To those that critcize older pilots for just being opposed to change, I would respond that we value meaningful change that fixes existing problems rather than changing the flavor of the race and adding more problems.

----TLDR----

Bad Amarr Changes are Bad. CCP is Lazy. Don't ruin our ships/race.



Well said, should be quoted on every page so it doesn't get buried here.
Asmodai Xodai
#1551 - 2013-04-18 19:27:44 UTC
By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.

I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.

Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"

Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.
Regolis
Imperial Academy
Amarr Empire
#1552 - 2013-04-18 19:36:05 UTC
Asmodai Xodai wrote:
By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.

I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.

Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"

Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.


There is the trouble .. CCP wants to take the cap use bonus off the ships and give Amarr another bonus .. fine good cheers

But that cap use bonus made the ships usable .. the problem is the insane amount of cap Amarr gun use

You CANNOT change the cap on the ships and the cap use bonus without seriously addressing lasers

-10% for pulse and -20% for beams isn't even half way good enough ..

Talk is they'll be looking into lasers or beam lasers or something like that ... I don't want to wait another 5 years while they "look" into it

The last great laser change wasn't even a laser change .. it was the reduction of EM resistance on ships.

The numbers don't lie .. look at Amarr ships versus any other and others are used 3 to 1 or more.
Pretty much means there is something seriously wrong with either the ships or their primary weapon type.
Apostrof Ahashion
Doomheim
#1553 - 2013-04-18 19:36:25 UTC
Asmodai Xodai wrote:
By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.

I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.

Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"

Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.


I actually like the bonus. It gives Amarr something unique and i didnt have problems with that, there are other ways to balance weapon system.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1554 - 2013-04-18 19:53:56 UTC
Asmodai Xodai wrote:
My post from "Large Energy Turrets" section. I think it is just as relevant here:

I'm pretty much a noob who recently teched into Amarr cruisers. I bought an omen (basic tier 1 cruiser) and 5 medium beam laser turrets. I could not fit the turrets without occupying pretty much every single low slot with a module to increase the powergrid.

A week or so later I bought a drake, never having flown anything but amarr. I had to spend a few hours teching heavy missle launchers and shield extenders and what not (again, never flew anything but Amarr). To my great surprise, I could fit full racks of heavy missle launchers, and also heavy assault missle launchers, and I could occupy all mids with shield extenders and shield hardeners. I could even occupy all lows with overdrive injectors and damage resistance modules, plus added 2 rig slots. No powergrid or capacitor enhancement was necessary.

So I graduated myself up to a battlecruiser of a race I had never flown, and even had to tech basic things like launchers and shield extenders just to fit the thing, and not only ended up with something that is far tougher and dishes out far more dps, but something that I can actually fly much better as well.

I can't even fly cap stable Amarr frigs, much less cruisers. But this Caldari ship is not only cap stable, it is better in every other way (it's even faster and more agile).

Anyone see anything wrong with this?

Amarr ships use up way too much grid and cap.

You are right. Not that the vast majority of loyal amarr pilots want our ships to be as easy to use as the Caldari and etc, mind you, we do take a certain level in perverse pride in how difficult it is to be successful with our ships... but the bar for this has been set too high for too long, and as can be seen by this thread, we have finally said enough is enough, CCP, you need to seriously address these issues.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1555 - 2013-04-18 20:02:10 UTC
Asmodai Xodai wrote:
By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.

I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.

Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"

Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.

I think you've misread the issue. It isn't that the majority want the cap bonuses to stay. We don't, it's stupid we have to give up a 'whatever' bonus on the hull just to be able to fit and use the weapons. It's that the fear is the aftermath will leave these ships woefully inadequate for the resulting net gain in cap drain, even factoring in the proposed 'fixes' to L energy turrets on it's own thread.
Asmodai Xodai
#1556 - 2013-04-18 20:07:48 UTC
Regolis wrote:

There is the trouble .. CCP wants to take the cap use bonus off the ships and give Amarr another bonus .. fine good cheers

But that cap use bonus made the ships usable .. the problem is the insane amount of cap Amarr gun use

You CANNOT change the cap on the ships and the cap use bonus without seriously addressing lasers


That's actually my point. The real problem is lasers (grid requirements, cap usage, etc). The symptom, which in fact makes the problem worse, is using up a bonus on a ship to address the issue (and it doesn't even address the issue well, as the issue remains).

Support fixing the actual problem - lasers. Then we can remove the stupid bandaid (cap bonuses) and get real bonuses for our ships.
Asmodai Xodai
#1557 - 2013-04-18 20:11:44 UTC
Pelea Ming wrote:

I think you've misread the issue. It isn't that the majority want the cap bonuses to stay. We don't, it's stupid we have to give up a 'whatever' bonus on the hull just to be able to fit and use the weapons. It's that the fear is the aftermath will leave these ships woefully inadequate for the resulting net gain in cap drain, even factoring in the proposed 'fixes' to L energy turrets on it's own thread.


Understood.

But I say remove the cap usage bonuses now. Then the ships will be truly unflyable. So fine - nobody should fly therm. Switch to winmatar or caldari or whatever. Let the usage statistics go to 0.

Then CCP will either be forced to address the issue, or have a 3 race game.

No pain, no gain.
Avald Midular
Doomheim
#1558 - 2013-04-18 20:53:45 UTC
Apostrof Ahashion wrote:
Asmodai Xodai wrote:
By the way, I've noticed that a lot of folks are complaining that cap hull (or role?) bonuses are going away.

I understand the reason people are complaining about this - because Amarr have cap usage issues. But in my opinion cap usage bonuses are a band-aid covering up a more fundamental problem with the race.

Cap usage bonuses SHOULD go away, because it is wasting a bonus that other races get 'for free.' That bonus should rightfully be a damage bonus, a range bonus, a tracking bonus, whatever. Instead, we get a bonus that lets us fit and use our weapon. "Yee-ha, whoop-tee do!"

Bottom line - SUPPORT removing cap usage bonuses, and also support fixing the fundamental problem, which is why such bonuses have to exist in the first place.


I actually like the bonus. It gives Amarr something unique and i didnt have problems with that, there are other ways to balance weapon system.


Unique is fine but it wasn't compensated with anything else so the Amarr ships that had it were usable but running around with 1 less bonus, and those that didn't could fire for 2 minutes and sit around waiting for cap.
Tonto Auri
Vhero' Multipurpose Corp
#1559 - 2013-04-18 20:57:39 UTC
Apostrof Ahashion wrote:
I actually like the bonus. It gives Amarr something unique


Unique?

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

Pelea Ming
Royal Amarr Institute
Amarr Empire
#1560 - 2013-04-18 21:40:31 UTC
Tonto Auri wrote:
Apostrof Ahashion wrote:
I actually like the bonus. It gives Amarr something unique


Unique?

Had to quote because the meme is both hilarious and all too accurate in this case :)