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[Odyssey] Tech 1 Battleships - Amarr

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Author
Tonto Auri
Vhero' Multipurpose Corp
#2781 - 2013-05-16 09:28:53 UTC
Unit757 wrote:
Quote:
Don't try to fool me. It does not and will never work. You weren't using Armageddon before, and you won't be using it after changes, except in some VERY, VERY special situations, that call for neuts and neuts alone.


ahahahahahahaha, try harder noob. Check my killboard,

Oh, we got a killboard masturbator :D How nice...

Quote:
Quote:
How about you do the same? I mean, shut the **** up. I have no incentive to go to test server. Armageddon can't work even on paper, I don't see, how suddenly it could work in game. Unless you fit artillery on it, of course.
Not to mention, I don't want to have anything to do with these changes. My subscription expires Jun 6, and I won't be extending it. Because there's nothing left for me to do. No ships to fly, no activity to enjoy. Scanning is turnmed into boring grind, Amarr ships turned into crap, both visual and performance vise. I could roll Gallente, but I was flying them for over 3 years and they no longer give me satisfaction.


Oh, ok. But your an expert on Amarrian ships because you read about them in a forum topic,

I fly only Amarr ships. Only non-amarr hulls in my hangars is a Noctis and... erm, Ares? Yes, I think it is.

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

raawe
Imperial Shipment
Amarr Empire
#2782 - 2013-05-16 11:13:46 UTC  |  Edited by: raawe
So after 140 pages only thing that has been changed is apoc cap recharge and noting else?! Seems you can really tell by the length of the BS balance threads what race is most broken.... Rise, is there a chance for a bonus change on amarr ships? (especially in the cap/tank department) Can you clearly say what CCP plans with amarr race in general. Let's simplify things and say minmatar ships are the fastest, caldari ships do constant dps at great range, gallente close range face melters, active armor tankers, amarr buffer/rez?
Bouh Revetoile
In Wreck we thrust
#2783 - 2013-05-16 11:16:57 UTC
Tonto Auri wrote:
Shade Alidiana wrote:
Seems this thread isn't constructive. Everyone points the same concerns and issues again and again and again.

Erm? You call obvious issues, that people point over and over again, isn't constructive? What would you call constructive, then? Exalted happiness in every post?

Obvious issue doesn't exists. Constructive would need actual arguments, pointing the imbalance relative to other ships (actually fitted and with a real scenario set up for the comparison).

He is right in fact : whiners here are whining since page 30 because their pve ship cannot fit for cap stability on top of better performances than others races gunships.

The concern of the viability of beams is actually problematic, but it have been said a lot already : the problem is huge because you can't make tachyon easy to fit or you kill railguns, and beams, with the buff of the laser thread, should now fit and be used more comfortably.

Yet, people still cry because that's not enough for them. That's not constructive because there is no argument.

In fact, the base of the problem is to think that laser ships should be as good at pve than minmatar or caldari ships with beams. That's way too restrictive to be a valid concern. On the same level, gallente should whine for their blaster ships to be as good as the others with blasters so their range should be increased (and the sad truth is that they are actually asking for this).

The problem is that such a pve focused balance would only lead to homogenization. PvE being the fight between a human and a machine, there is always one best way to fool the AI, and one tool will be better than all the others. The solution is then not in the ships&modules but in the NPC&AI themselves.

The problem is that whiners here are not asking for balance, like in "amarr should be able to do pve", but homogenization, like in "amarr should be able to do pve *this way like the others*".

So, unless you can *prove* that amarr ships are subpar compared to the others, using them in their own way -- which mean they have no niche, or a too small niche (fleet pvp is not a small niche, and if a ship is very good at this, that is actually enough, because a lot of ships have a lot less living space) -- you are only crying.
Skia Aumer
Planetary Harvesting and Processing LLC
#2784 - 2013-05-16 12:52:21 UTC
Bouh Revetoile wrote:
So, unless you can *prove* that amarr ships are subpar compared to the others, using them in their own way -- which mean they have no niche, or a too small niche (fleet pvp is not a small niche, and if a ship is very good at this, that is actually enough, because a lot of ships have a lot less living space) -- you are only crying.

What niche is left for Abaddon?
Jerick Ludhowe
Internet Tuff Guys
#2785 - 2013-05-16 12:57:49 UTC  |  Edited by: Jerick Ludhowe
Skia Aumer wrote:
Looks like this nerfed Abaddon is now completely outperformed by the new Navy Geddon as a brawler. The price difference is not that huge to justify - 300 mil vs 200 mil.
It should gain more grid to be able to fit Tachions, I'd suggest. That way it becomes a versatile combat BS, optimal at med range.


OMG a navy ship out brawling a standard t1? This post of yours has got to be a troll...

Also, you're not looking at the cost of the navy geddon AFTER the changes which is rather fail. Base cost of geddon goes up which will increase the navy geddon's price tag. Also, I would not at all be surprised if the lp cost of navy BS is normalized which would further spike the cost of the navy geddon... Chances are the navy geddon will be around 450m post patch and after the market stabilizes.

All in all, your 100m isk difference comparison is bad, almost as bad as you comparing a t1 bs to a navy BS... Oh yeah, and you somehow missed the fact that the navy geddon does NOT have a resistance bonus which effects logi tank...

Navy geddon getting +200 drone bay is a bit ******** tho. I'm hoping it's a copy pasta fail rather than a dev fail.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#2786 - 2013-05-16 13:13:45 UTC
The Djego wrote:
Topperx wrote:
R.I.P Amarr BS for PvE.
Have to get a paladin fast.

Maybe no, in fact... If only you could fix the nearly useless gleam crystal... with something better (little less cap usage for example in exchange of tracking penalty ? Or maybe a little damage ?), so the new BS + the new large lasers would be a correct alternative to the actual BS.

Point of view PvE, after Odyssey :
- Armageddon : better going Gallente guys...
- Apocalypse : pulse fit nearly dead (just try EFT with BS Skill at 1, and look your cap : good bye afterburner and goodbye 1 TC : so not enough range and speed to catch BS rat at 50km with high dps crystal). Go to beam fit... OOOOhhhhh bad news without damage bonus.
- Abaddon : a little downgrade but the new lasers system will improve the cap consumption (I am afraid not enough to compense in overall effectiveness versus rat).

Amarr BS are only competitive (and just competitive) with Blood and Sansha rats. This is already a good reason to not fly amarr for PvE. With the new BS, just do something else... Better shield tank em and thermal than doing mosquito damages.
Gallente drone boat way ? Drone are a pain to use versus elite rat (too much dps loose at getting your drones back every 10 seconds).


You need 2(like 4 compared to 2 now) more slots for cap on a Apoc for L4 now. That is exactly the difference like you have it with the abaddon with this changes for L4 and you get 1 med slot worth in tracking for it. It isn't a big deal. The abaddon is one of the most effective T1 BS for doing L4 in amarr space and the cap changes makes it a lot better for it.


Topperx wrote:
I guess i will go caldari for PvE, like everybody, from now. They were great.With Odyssey, "godlike" is not enough strong to qualify their navy versions.


This is probably the best option for you.


yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.
Bouh Revetoile
In Wreck we thrust
#2787 - 2013-05-16 13:19:36 UTC
Skia Aumer wrote:
What niche is left for Abaddon?

The one it already have : fleet pulse laser ship. On top of it, you can add armor artillery ship, and there will be fleet beam ship, eventhough nobody believe in the last one, fitting posted in this thread or the laser one showed that a good mega beam fit is possible, fitting and capacitor wise.
Lugalzagezi666
#2788 - 2013-05-16 13:34:14 UTC
Skia Aumer wrote:
What niche is left for Abaddon?

Obviously it is fitting other races weapon systems or spending most time of the fight slowboating from one wreck to another and looking for cap boosters.

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#2789 - 2013-05-16 13:54:51 UTC
raawe wrote:
So after 140 pages only thing that has been changed is apoc cap recharge and noting else?! Seems you can really tell by the length of the BS balance threads what race is most broken.... Rise, is there a chance for a bonus change on amarr ships? (especially in the cap/tank department) Can you clearly say what CCP plans with amarr race in general. Let's simplify things and say minmatar ships are the fastest, caldari ships do constant dps at great range, gallente close range face melters, active armor tankers, amarr buffer/rez?


Amarr would be projection and tank.
But it sounds to me as if they will only address the cap issues through a laser re balance but that will take a few months at the earliest to complete. :(

'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

The Djego
Hellequin Inc.
#2790 - 2013-05-16 14:16:32 UTC  |  Edited by: The Djego
Pelea Ming wrote:

yea, no.
I tested the Abaddon out for L4s with the changes.
Previously, with slot 6 and slot 8 5% cap implants, it was taking 3 CCC rigs, 3 cap rechargers, and a cap power relay for it to run 2 HS, 2 Imp Nav L reppers, 1 1600 plate, 1 eanm, and 2 mission spec'd energized resist plates, and was only cap stable if either not running 1 repper, or shutting off half it's turrets to be able to run both reppers (which was needed in quite a few sites due to having to rely on drones to kill off scram ships while tanking the incoming DPS which otherwise would have killed it) with BS V giving it 25% resist bonus.
With the changes, while it's gaining 10% less cap draw on the pulses, it's immediately having to give that extra cap up (plus a little more) in exchange for a Reactive Hardner to balance out the resist loss, thus forcing it to keep 3 CCC, 3 Cap Rechargers, and a Cap Power Relay, with the exact same requirements behind keeping it cap stable, but now you may want to split your turret stacks 4/1/3, as if you have to run the dual reps for too long, you'll need to turn off that 5th turret to not shut down from cap loss.


The problem is mostly that you think fitting 2 large reppers, a ton of cap mods and only two heat sinks on a Abaddon would result in a effective L4 BS, or the Abaddon should somehow work with a setup like this. This will cripple any BS in the game, not just Amarr hulls. Putting the setup on the BS with the biggest cap use on purposes seams like you handicap yourself for no particular good reason. If you have issues with your ship fittings, I would look into S&M first to get sorted out.

For reference, I fit it like this and you often can fit a 4. Heat sink instead dual EANM to speed up missions.

[Abaddon, L4]
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Imperial Navy Heat Sink
Beta Reactor Control: Capacitor Power Relay I
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Corpum A-Type Medium Armor Repairer

Gist B-Type 100MN Afterburner
Cap Recharger II
Tracking Computer II, Optimal Range Script
Tracking Computer II, Optimal Range Script

Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L
Mega Pulse Laser II, Imperial Navy Multifrequency L

Large Energy Locus Coordinator II
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation I


Hammerhead II x5
Hobgoblin II x5

With ab and rep off, the old Abaddon was stable at 42% cap and the new one is at 47%, about 3.5 cap per second less on my fitting and a hole lot more on yours if you don't fit discharge rigs.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Line Khagah
Imperial Academy
Amarr Empire
#2791 - 2013-05-16 15:15:36 UTC
I tested many fitt for the Armageddon (Odyssey)
in full neutrality, neutrality + gun, buffer tanking, active tanking and missing around 500-2000 PG,
on all fitt


the base PG should rather be around 15500
Tank Talbot
Imperial Academy
Amarr Empire
#2792 - 2013-05-16 15:48:12 UTC
Bouh Revetoile wrote:
Tonto Auri wrote:
Shade Alidiana wrote:
Seems this thread isn't constructive. Everyone points the same concerns and issues again and again and again.

Erm? You call obvious issues, that people point over and over again, isn't constructive? What would you call constructive, then? Exalted happiness in every post?

Obvious issue doesn't exists. Constructive would need actual arguments, pointing the imbalance relative to other ships (actually fitted and with a real scenario set up for the comparison).

He is right in fact : whiners here are whining since page 30 because their pve ship cannot fit for cap stability on top of better performances than others races gunships.

The concern of the viability of beams is actually problematic, but it have been said a lot already : the problem is huge because you can't make tachyon easy to fit or you kill railguns, and beams, with the buff of the laser thread, should now fit and be used more comfortably.

Yet, people still cry because that's not enough for them. That's not constructive because there is no argument.

In fact, the base of the problem is to think that laser ships should be as good at pve than minmatar or caldari ships with beams. That's way too restrictive to be a valid concern. On the same level, gallente should whine for their blaster ships to be as good as the others with blasters so their range should be increased (and the sad truth is that they are actually asking for this).

The problem is that such a pve focused balance would only lead to homogenization. PvE being the fight between a human and a machine, there is always one best way to fool the AI, and one tool will be better than all the others. The solution is then not in the ships&modules but in the NPC&AI themselves.

The problem is that whiners here are not asking for balance, like in "amarr should be able to do pve", but homogenization, like in "amarr should be able to do pve *this way like the others*".

So, unless you can *prove* that amarr ships are subpar compared to the others, using them in their own way -- which mean they have no niche, or a too small niche (fleet pvp is not a small niche, and if a ship is very good at this, that is actually enough, because a lot of ships have a lot less living space) -- you are only crying.


Where there is ample smoke their is ample fire. I think you are being too flippant in dismissing player upset so readily as whines and crying. Just because you don’t yet personally see the issues as having merit doesn’t make them wrong. I do think however getting to the heart of the matter is hard with so much smoke.

The fact you want to divide ships into PVE or PVP usage so readily is an issue in viewpoint that I feel will put you at odds with far too many other players and their desires for play. You can’t balance a ship entirely around one or the other without ruining the game for some one. I preferred it when ships where balanced around a combat method and against each other be it close range, long range, general combat, logistics, probing, or EWAR, with players then encouraged to “go find their own game use” for the ship be it a PVE or PVP activity. The racial differences in ship philosophy provided enough spice that they never felt homogenized and the various hulls useful for a variety of tasks. That’s not true anymore and they have a right to be angry when so many play styles have been affected.

Your comments regarding the Naval Armageddon help exemplify this issue. It has been shoved into “a smaller niche that’s too well defined” rather than balanced around an improved combat role. The huge signature radius will limit it to a usage outside of blobs (where its too easily sniped) and push it into solo (like missioning) and small gang activities where the drone bay and sustainable cap will be of immense benefit. Remove the sig and drone bay it starts to lose its niche.

You see, in order to meet their (CCP’s) stated design objective (Original Post) in the battleship rebalance and make sure that each race has a ship to fill a role their focus on narrow, more defined “niches" has required them to abandon making Naval versions improvements of their T1 counterparts because they can’t fill those missing roles otherwise. If they had stuck to designing around combat method for lack of better terms everyone could have been satisfied more readily and Naval hulls continued in the tradition of just improvements.

The hand tried to be too sweeping perhaps in this revision. I can’t help but worry that might be a bad thing on the larger scale in time.

The laser weapon issue is bigger than this thread and the core problems larger than just fitting. A simple change such as adding some variety and equal value to the secondary damage type perhaps with degrading stock crystals could keep laser weapons useful in combat doctrines in a age of play where resistance fittings too easily render them useless to the point of seeing them abandoned. Abaddon pilots should never prefer artillery. Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo.
Tonto Auri
Vhero' Multipurpose Corp
#2793 - 2013-05-16 16:58:13 UTC
Short version: EVE is no longer a sandbox. It's a niche game with clearly separated "tank/healer/DPS" ship roles. Step left, step right from the defined pattern, and you are screwed.

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

Skia Aumer
Planetary Harvesting and Processing LLC
#2794 - 2013-05-16 17:05:44 UTC
Bouh Revetoile wrote:
Skia Aumer wrote:
What niche is left for Abaddon?

The one it already have : fleet pulse laser ship. On top of it, you can add armor artillery ship, and there will be fleet beam ship, eventhough nobody believe in the last one, fitting posted in this thread or the laser one showed that a good mega beam fit is possible, fitting and capacitor wise.

For pulse lasers they are too slow to get in range and too short to hit from distance. No one uses Hellcats these days, they are replaced with Foxcats. And considering a nerf to resistance bonus - it's even worse.
Artillery on amarr ship... I know it works, but it's very clumsy - 200 DPS on a battleship is a waste of battleship.
So looks like the mega beams are the only viable choice now. It could be much better with tachyons though, but yet it works more or less fine.
Bouh Revetoile
In Wreck we thrust
#2795 - 2013-05-16 17:09:45 UTC
Tank Talbot wrote:
The laser weapon issue is bigger than this thread and the core problems larger than just fitting. A simple change such as adding some variety and equal value to the secondary damage type perhaps with degrading stock crystals could keep laser weapons useful in combat doctrines in a age of play where resistance fittings too easily render them useless to the point of seeing them abandoned. Abaddon pilots should never prefer artillery. Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo.

And by "everyone else" you must mean "minmatar" I guess, because hybrid weapons are completely useless against half the T2 ships in the game and half useless against all the others...

But this ammo debate is actually a lot more constructive than a lot of the whines of the 70 previous pages.

As for ships role and diversity, the problem is that if you don't care about global balance, you risk to end with useless ships. As much as the tiericided ships can be designed for a specific role, they still have ample room for custom role players can invent. The thing is only that people aren't yet used to the new ships.

As for pve, what I have trouble with is that amarr ship are already capable of doing pve, and they will still be able to do it. What I said was that you cannot balance ships against pve on a global scale, because pve is one dimensional, so you would end with very similar ships. Amarr ships are already able to do pve, they only do it the amarr way, which one is not the best way for pve because amarr ships are designed for everything but what you would need in pve : they don't care about endurance, because they are geared toward fleet, hence the lack of room for armor reper and the cap hungry weapons. The problem is that we need such ships in the game, because they allow for so many other things.

In the end, the Armageddon, as hated as it can be from amarr fanatics, is the best pve machine amarr could dream of.

And finaly, the smoke is nothing but people complaining about the natural drawbacks of amarr ships and weapons. Before requesting such thing, IMO, you need evidence of an actual serious problem.

@Skia : the decline of hellcat is only a meta problem. I think hellcat are still a very solid choice for short range high dps doctrines.
ExAstra
Echoes of Silence
#2796 - 2013-05-16 17:20:49 UTC
Tank Talbot wrote:
Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo.
You realize the Gallente are stuck with Thermic/Kinetic right? Also Amarr get way better T2 armor resists than Gallente =\

However, I partially agree with the rest of your points. Lasers need small touch ups, though I think the new fitting requirements are a huge step in the right direction. Capacitor is mostly fine, lasers also get the benefit of instant range changes and the most glorious ammo, Scorch.

The Abaddon should never be cap stable, in my opinion. As for the Apocalypse, from what I've played around in it on SiSi I've enjoyed it very fondly. The tracking bonus makes it quite a bit better at the shorter ranges, although this IS slightly an odd choice considering the ranges it prefers to engage at with its optimal range bonus.

I think the "new breed" of Amarr drone pilots are going to really appreciate the new Armageddon though, for what it's worth that the older Armageddon pilots are losing.

Save the drones!

Samas Sarum
Imperial Academy
Amarr Empire
#2797 - 2013-05-16 17:54:56 UTC
Bouh Revetoile wrote:

In the end, the Armageddon, as hated as it can be from amarr fanatics, is the best pve machine amarr could dream of.


Unless they're capable of dreaming of a Dominix, even so drones are bad times all around for most L4's (too much dps lost to drawing them back to drone bay when aggressed) and Incursion groups wouldn't dream of accepting you. So not sure what PvE it is you're speaking of.

Bouh Revetoile wrote:

And finaly, the smoke is nothing but people complaining about the natural drawbacks of amarr ships and weapons. Before requesting such thing, IMO, you need evidence of an actual serious problem.


CCP Rise has already admitted as such so you can stop defending the status quo so much.
Samas Sarum
Imperial Academy
Amarr Empire
#2798 - 2013-05-16 17:56:12 UTC  |  Edited by: Samas Sarum
ExAstra wrote:
Tank Talbot wrote:
Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo.
You realize the Gallente are stuck with Thermic/Kinetic right? Also Amarr get way better T2 armor resists than Gallente =\

However, I partially agree with the rest of your points. Lasers need small touch ups, though I think the new fitting requirements are a huge step in the right direction. Capacitor is mostly fine, lasers also get the benefit of instant range changes and the most glorious ammo, Scorch.

The Abaddon should never be cap stable, in my opinion. As for the Apocalypse, from what I've played around in it on SiSi I've enjoyed it very fondly. The tracking bonus makes it quite a bit better at the shorter ranges, although this IS slightly an odd choice considering the ranges it prefers to engage at with its optimal range bonus.

I think the "new breed" of Amarr drone pilots are going to really appreciate the new Armageddon though, for what it's worth that the older Armageddon pilots are losing.


To be fair, 99% of Amarr in PvP will be using Scorch which is almost entirely EM damage while it's my understanding Gallente have a good mix of Kin/Therm.

Also I will never call the laser capacitor's "mostly fine" as long as Mega-Beams take the same amount of cap as Tachyon's which is 300% that of Rails given their relative popularity in the current metagame and performance with each other. As long as this is the case, no one will touch beams over Scorch. I trust CCP Rise realizes this and will consider it in their upcoming rebalance. As soon as the Napoc can take Scorch out to 90+km I think the laser rebalance will come even sooner.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#2799 - 2013-05-16 18:22:16 UTC
mmm... Amarr are too reliant on scorch . solutions
- nerf scorch a little and switch its damage so its a little more therm
- buff other crystals
- maybe add a T3 ammo type to all weapon systems that give a nice in-between of long range and short range ammo with a slight boost to tracking aswell. a jack of all trades ammo type.
so in crystals it would be a mix of Faction multi-scorch-conflag.

'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

ExAstra
Echoes of Silence
#2800 - 2013-05-16 18:27:50 UTC
Samas Sarum wrote:
ExAstra wrote:
Tank Talbot wrote:
Just fitting EM / Therm resists alone resists ships should never trump an entire ship line up and their weapon of choice when everyone else in the galaxy can just change ammo.
You realize the Gallente are stuck with Thermic/Kinetic right? Also Amarr get way better T2 armor resists than Gallente =\

However, I partially agree with the rest of your points. Lasers need small touch ups, though I think the new fitting requirements are a huge step in the right direction. Capacitor is mostly fine, lasers also get the benefit of instant range changes and the most glorious ammo, Scorch.

The Abaddon should never be cap stable, in my opinion. As for the Apocalypse, from what I've played around in it on SiSi I've enjoyed it very fondly. The tracking bonus makes it quite a bit better at the shorter ranges, although this IS slightly an odd choice considering the ranges it prefers to engage at with its optimal range bonus.

I think the "new breed" of Amarr drone pilots are going to really appreciate the new Armageddon though, for what it's worth that the older Armageddon pilots are losing.


To be fair, 99% of Amarr in PvP will be using Scorch which is almost entirely EM damage while it's my understanding Gallente have a good mix of Kin/Therm.

Also I will never call the laser capacitor's "mostly fine" as long as Mega-Beams take the same amount of cap as Tachyon's which is 300% that of Rails given their relative popularity in the current metagame and performance with each other. As long as this is the case, no one will touch beams over Scorch. I trust CCP Rise realizes this and will consider it in their upcoming rebalance. As soon as the Napoc can take Scorch out to 90+km I think the laser rebalance will come even sooner.

I will admit I wasn't aware that Mega Beams had the same cap requirements as Tachyons. Tachyons are way nicer for sniping though, imo. Railguns are kind of incredibly lame and most agree on that.

You are correct that hybrids mix thermic/kinetic fairly evenly (55/45 or 50/50 depending on ammo) but your comment about "every other race gets to pick damage types" is baloney because Gallente and Caldari (minus missile boats) can't. Which means a vast amount of ships in the game can't do it.

Save the drones!