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[Odyssey] Tech 1 Battleships - Amarr

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Author
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1581 - 2013-04-19 03:24:10 UTC
Ruze wrote:
What are we gonna do with all that extra cap on the geddon now?

that's easy, Nuets, lol, that's why they left it on there.
Naso Aya
Imperial Shipment
Amarr Empire
#1582 - 2013-04-19 03:37:52 UTC
Pelea Ming wrote:
Naso Aya wrote:
Pelea Ming wrote:

Aye, and yet by the new overall numbers, the Apoc should end up recieving the same effective 'cap boost' as the Abaddon... I'm simply arguing that neither goes far enough.
As for the resist nerf, again, I'm not arguing that any amarr ship should be left out of it if the rest are still nerfed, I'm arguing that the nerf itself is wrong.


You missed the part where the Apoc used to have 50% cap reduction use from lasers due to the buff- in that sense, the Apoc is worse off than the Abaddon, even after these laser changes.

No, I haven't. What you've missed is where someone pointed out that the Apoc needed a 0.49 higher regen to counterbalance the loss of that hull boost and then CCP Rise went back and added that much more cap regen to the hull.


I dunno how a .49 higher regen compensates for 50% of an entire rack of turrets...

Do you know where I could find the post? I thought CCP Rise said he was adjusting the cap regen just to make it possible to run level 4s, not because he felt the Apoc should be where it used to be.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1583 - 2013-04-19 03:47:31 UTC
Naso Aya wrote:
Pelea Ming wrote:
Naso Aya wrote:
Pelea Ming wrote:

Aye, and yet by the new overall numbers, the Apoc should end up recieving the same effective 'cap boost' as the Abaddon... I'm simply arguing that neither goes far enough.
As for the resist nerf, again, I'm not arguing that any amarr ship should be left out of it if the rest are still nerfed, I'm arguing that the nerf itself is wrong.


You missed the part where the Apoc used to have 50% cap reduction use from lasers due to the buff- in that sense, the Apoc is worse off than the Abaddon, even after these laser changes.

No, I haven't. What you've missed is where someone pointed out that the Apoc needed a 0.49 higher regen to counterbalance the loss of that hull boost and then CCP Rise went back and added that much more cap regen to the hull.


I dunno how a .49 higher regen compensates for 50% of an entire rack of turrets...

Do you know where I could find the post? I thought CCP Rise said he was adjusting the cap regen just to make it possible to run level 4s, not because he felt the Apoc should be where it used to be.

out of now 80 pages of posts, lol, honestly, I don't recall, but I'm pretty sure somewhere in the first third of the pages (probably?).
Hate to say it, but you'll have to just go back and reread just as I would to find where exactly it is at this point.
Pelea Ming
Royal Amarr Institute
Amarr Empire
#1584 - 2013-04-19 03:48:37 UTC
Also, I'm not saying I agree that a .49 higher regen is enough, either, just like I'm not saying the laser cap need reduction is enough for even the Abaddon. But I try to keep those specifics posted on the laser thread.
Naso Aya
Imperial Shipment
Amarr Empire
#1585 - 2013-04-19 03:59:30 UTC
Right right. I was just hoping you had it off the top of your head.

Anyways, the Abaddon has bonuses that are...good. Resist+Damage gives it an effectiveness of 10 turrets for the cost of 8...the equivalent of a 4% rof/level bonus without the rof cap usage increase. Combined with, as has been talked about plenty in the resistances page, a significant bonus to the effectiveness of Armor Repairers, the Abaddon is everything an Amarr ship could hope for. There can not be a better ship than the Abaddon, simply because of the fact that Amarr are 1) Bricks, and 2) Laser Platforms, and the Abaddon does both, best.

So that leaves the Apoc. Tracking isn't a bad bonus, and neither is optimal, but they're much more subtle bonuses for the most part than something that sticks out like damage, or tank. They depend on the kind of enemy you're fighting. Against smaller ships the Apoc is great, but in PvP, how many times do you get to pick what you fight when you're in a BS; even one that does have pretty good agility. Solo you'd be better off in the new Armageddon, and fleet the Abaddon.

In PvE, you can at least pick your fights, but drones are perfect for taking out frigates, and in level 4s there aren't too many. It honestly feels like a PvE boat, with the range bonus, but the difference isn't enough to justify (in my opinion) flying the Apoc over something like the Abaddon, that can put out 2 more turrets and still field the drone swarm for frigates. The Apoc, even if it's 100% cap stable firing lasers, will be left as a stepping stone to the Abaddon.
Veshta Yoshida
PIE Inc.
Khimi Harar
#1586 - 2013-04-19 07:18:25 UTC
Kagura Nikon wrote:
Just shut up man. You are just damaging the messag eyou want to transmit you are just makign ammar whinner s look stupid. You really thinks it makes any difference 35 pg or the inclusion of these extra 500 pG?...

Not sure what kind of schooling/behavioural adjustment/ you have had to consider applying correct math and logic to arrive at the truth to be damaging to a message and make a person look stupid, but you might want to have that looked at.Blink
You made a well defined claim, I disproved it. Nothing more, nothing less ..

500 extra raw grid translates into 625 after skill. That is half the requirement for a MWD, all the requirement for a 1600 plate or enough for 5 whole LSEII .. hardly a pittance to be brushed aside as irrelevant.

That said, the larger base grid of Amarr hulls benefit more from the % increases of the various fitting mods so fully fit the difference in the number of said mods almost evens out .. the big problem facing Amarr now is that we do not have the slots needed to reliably/viably run (Cap) our fits once we have blown the 2-3 on cramming everything in.

PS: Yes I may be biased, no person alive can with honesty say otherwise but since it was a direct response to a specific claim and not a random rant with unsubstantiated statements any bias I may have is beside the point and does not affect the truth of the matter.
Naso Aya wrote:
...The Apoc, even if it's 100% cap stable firing lasers, will be left as a stepping stone to the Abaddon.

That is a possible danger and a legitimate concern, but I think you underestimate the power of tracking. Abaddons with scorch may reach a phenomenal distance but unless focused fired the speedy cruiser/interdictor/interceptor will only have its shields dropped and thus given time to retreat whereas the superior tracking of the Apocalypse will allow it remove them from the field proper.
It is a good design idea, gives it a defined role without pigeon-holing it .. it will in fact be better off than the Abaddon in that regard as that poor thing will never make it out of the Blob Smile
Hulasikaly Wada
DO.IT
I.N.D.E.P.E.N.D.E.N.T
#1587 - 2013-04-19 07:52:27 UTC  |  Edited by: Hulasikaly Wada
Little Dragon Khamez wrote:
Hulasikaly Wada wrote:
Just kidding.....but !!!!!!

Cap stable with 2 +3% cap implants with 1 repper OR mwd off

( Yes, cap stable 1 LAR + MWD perma on )

[Apocalypse, new LOL way]
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Armor EM Hardener II
Armor Thermic Hardener II
Large Ancillary Armor Repairer, Nanite Repair Paste
Large Armor Repairer II

Republic Fleet 100MN Microwarpdrive
Cap Recharger II
Cap Recharger II
Cap Recharger II

800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L
800mm Repeating Artillery II, Hail L

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I


Hammerhead II x5
Warrior II x5


810 and more dps with comparable traking as heavy pulse lasers

Still able to pop frigates at 50km with t1 dps ammo

Perma 1000+ m/s .... to speed tank and to close range to apply more dps...

The Apoc have already the best cap, no need more
As already pointed, problems with cap and laser in in base cap use on cap UNbonused hulls
Leaving all laser cap bonus have to come in a combo on a total revision on those ( a middle 30-40% can work, some kind plus - some kind less ) , even with the proposed ( pretty welcomed ) change on cap use , stuff like conflagrations and tachyons still usable only on 3 ADVANCED ships ( those with 4 guns / +100% dmg = 8 guns with 50% cap reduction PLUS utility slots )


Hula



Cap stable whilst fitting the guns of my enemy, it's an abomination. Now try it again with a full rack of tachyons or mega pulse the answer to the problem should not be fit capless guns...


Posted this fit exacly to point out the cap required to fire lasers

Even if everyone lose VS Scorc , here stats do no look so bad compared to a HPL fit ( not the worst CAP nightmare )

Imo if i have to RISK be easily neuted AND need to fit ( and use , not an emergency item ) a large cap booster , laser need to have a strong base true advantage , BOTH on damage and application

IMO laser have to be able to be comparable and usable EVEN on other hulls , examples:
Torpedoes are usable for dps even on hull like Scorpions and rattlesnakes and sometimes preferrd on priorities over AC on typhons
Blaster are fittable for a base strong dps even on hull without bonus or mods
Artillery can be fitted on Abaddon for Alpha
Autocannon can be fitted for some dps with good application

Missing only Cruise missiles ( 20-30% buff incoming. still need launchers hardpoints ) and railguns that only hulls with 50% and more bonus on direct advantage on those make they usables ( Nagas have a God send set of bonus )

Lasers out of Amarr hulls are just a no-way and only comparable on those with a lot more of fitting/capacitor need


Hula
Tonto Auri
Vhero' Multipurpose Corp
#1588 - 2013-04-19 08:14:21 UTC
James Amril-Kesh wrote:
I don't really think the Abaddon needs to be changed. The resist bonus nerf isn't really THAT big of a deal for the Abaddon, and its cap is better than it was before with the changes to lasers.

So, just because it's a "Tier 3" ship, let's keep it as such and nerf other 2 even more?

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

Tul Breetai
Impromptu Asset Requisition
#1589 - 2013-04-19 11:31:08 UTC
Oh that's cool, Amarr doesn't have an 8L bs anymore... WAIT WTF

There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency.

Theia Matova
Dominance Theory
#1590 - 2013-04-19 11:46:16 UTC  |  Edited by: Theia Matova
CCP should really consider how stressful it is for capsuleer to train amarr ships. Currently you need V for at least 3 cap related skills to fly amarr ships good (controlled burst, energy management.. ). Also turret power consumption is much making it important for capsuleers to train fitting related skills that help with PWG and weapon system PWG use. I actually see that flying Amarr ships is actually harder to fly after these changes rather than making it easier. Also training time to increase due to energy consumption of guns will increase due loss of launcher slots also PWG need (at least for low skill levels that were/are forced to fit cruise launcher with beams).

Importance of PWG and Cap skills are risen. Yes it will be easier to get DPS with lasers. This means BS ships are more vulnerable for TD and cap neut.

Also changes for geddon seem not very good for me in sense it seems to get OP in PVP, its cheap hull and we will for sure get to see them soon in low / null camps. Its too different for amarr ship line and drones should have been left mostly for gallente.I had rather seen geddon as laser / missile / neut boat that had drone bay for medium drones, rather been Bhaalgorn at Bhaalgorn place and mod bhaalgorn to be the drone version since its pirate hull that should combine different faction technologies.

These changes means that those that liked to have launcher instead of 8th turret get to suffer. The skillpoints we have invested into cruisers / launcher are useless after the change.

I am not fan of odyssey changes, CCP seem to care only about meta game. Caldari gets buffs and it is simply made more difficult for players to start the game because skill level V importance is just emphasized. Consider if people today have 2-3months of patience to train BS while they are blowing their ships up.

I had already few friends trying the game but they turned away mainly because my skill level made too big difference and they felt they would never gain up to my level.

Odyssey is about many changes. For my personal taste for my skills and enjoyment for the game worse. It will also make at least amarr specific capsuleers training time longer. Due to increased PWG and cap use through 8th forced turret. It will make it harder for new players to find enjoyment of the game.

What amarr ships need:

  • optional launcher slots similar to minmatar: this gives amarr ships much needed flexibility with cap, PWG and damage type
  • less drones: drones are quite good but the reality is that many many people dislike this weapon system because the drone UI is crap, drones are dumb, it takes eternity for drones to apply damage, drones get destroyed and are quite costly
  • more PVE flexibility: now tengu/drake/cane are commonly prefered platforms in low sec pve because of their imba range, high damage, and good tank, and good speed
  • faster ability to make level IV missions semisafe: cap use and turret tracking vulnerability make amarr ship very vulnerable for PVE early on. Also armor tank is difficult to balance in pve so that its enough.


Amarr ships change into something I do not want to fly. I would like respec when odyssey hits.
Nova Satar
Pator Tech School
#1591 - 2013-04-19 12:04:16 UTC
Theia Matova wrote:
CCP should really consider how stressful it is for capsuleer to train amarr ships. Currently you need V for at least 3 cap related skills to fly amarr ships good (controlled burst, energy management.. ). Also turret power consumption is much making it important for capsuleers to train fitting related skills that help with PWG and weapon system PWG use. I actually see that flying Amarr ships is actually harder to fly after these changes rather than making it easier. Also training time to increase due to energy consumption of guns will increase due loss of launcher slots also PWG need (at least for low skill levels that were/are forced to fit cruise launcher with beams).


Imagine if you had to train all t2 missiles, navigation and all shield tanking skills in addition to your armour and turrets and cap. #minmatar
Kaarous Aldurald
Black Hydra Consortium.
#1592 - 2013-04-19 12:11:32 UTC
Quote:
It is a good design idea, gives it a defined role without pigeon-holing it


I agree entirely, giving the Apoc a tracking bonus is effing awesome, it creates a situation where two of the three Amarr BS can murderously put down smaller ships. The Apoc by being able to nail them with it's guns, and the Geddon by neuting them out within a potential 40km range. But this is pvp.

On the pve end of things, it does us little good to be able to pop rat frigates with an apoc if it can't fire more than thirty times in a row (sans cap injects). Because guess what, most L4s require you to fire a good bit more 30 times. It's actually 32 if my napkin math is right, but I don't have the cycle times for Mega Pulse in front of me right now.

Now, why is this a problem? Several reasons. First and foremost is, no other race has this problem in L4s. Their battle clock is based on their cargo holds, not their capacitor. Disparity of this significance is frankly insulting, and makes no logical sense.

Secondly because, in order to avoid this, our only solution is to severely gimp our fits with cap injectors and boosters (by severely, I mean dedicate most of our mid slots to this, pretty much all cap and one prop mod). Once again, no other race has such a "slot tax". This is further exacerbated by Amarr already having a slot tax leveled against them by our rather unreasonable fitting requirements for our guns. If there is such a thing as double-gimp, we are it.

Thirdly because the cap issues create an unreasonable barrier for entry to new players(characters) wanting to fly Amarr ships. I often have even found myself telling players that to fly most Amarr ships, and definitely to fly anything big, that without skills V and T2 guns, they are just meat. A low SP player is better off in literally anything but an Amarr ship. There is no reason for this, everyone who has tried to argue it against me has had their arguments boil down to "someone has to be last place". Roll

Now, here is another point of discussion I would like to have considered. Of the two fitting stats, is PG just plain more valuable than CPU? In which case, being tight on PG is an inherent disadvantage? It seems to me the answer is yes, but I must admit my own perspective on that is pretty Amarr oriented. What does everyone else think?

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#1593 - 2013-04-19 12:22:19 UTC
Naso Aya wrote:
Right right. I was just hoping you had it off the top of your head.

Anyways, the Abaddon has bonuses that are...good. Resist+Damage gives it an effectiveness of 10 turrets for the cost of 8...the equivalent of a 4% rof/level bonus without the rof cap usage increase. Combined with, as has been talked about plenty in the resistances page, a significant bonus to the effectiveness of Armor Repairers, the Abaddon is everything an Amarr ship could hope for. There can not be a better ship than the Abaddon, simply because of the fact that Amarr are 1) Bricks, and 2) Laser Platforms, and the Abaddon does both, best.

So that leaves the Apoc. Tracking isn't a bad bonus, and neither is optimal, but they're much more subtle bonuses for the most part than something that sticks out like damage, or tank. They depend on the kind of enemy you're fighting. Against smaller ships the Apoc is great, but in PvP, how many times do you get to pick what you fight when you're in a BS; even one that does have pretty good agility. Solo you'd be better off in the new Armageddon, and fleet the Abaddon.

In PvE, you can at least pick your fights, but drones are perfect for taking out frigates, and in level 4s there aren't too many. It honestly feels like a PvE boat, with the range bonus, but the difference isn't enough to justify (in my opinion) flying the Apoc over something like the Abaddon, that can put out 2 more turrets and still field the drone swarm for frigates. The Apoc, even if it's 100% cap stable firing lasers, will be left as a stepping stone to the Abaddon.

And yet, the only reason it wasn't used for that before was simply because it didn't have the "hard knock life" of the Abaddon for cap, for those of us who took the time to nail down our skills for it and even set up an implant set to support it, the Abaddon was still a better choice because it still survived things that the Apoc never could.

My main concern for the Abaddon specifically is that resist nerf when they aren't proposing to do anything to otherwise balance out it's loss of tank, it's becoming a brick made with more sand in the mix, and I'm worried it's going to crumble under the pressure.

As for the Apoc, they're trying to make it the kite/sniping ship of the BSs, and of course we're all pointing out that sniping isn't going to work when you can't properly fit it without too much PG mods and/or rigs fitted for Tachs, the only Beam that does compete with 425s or 1400s, whereas in regards to kiting... it's a BS, wtf!?!?

And of course, the ever continueing saga of, will these tweaks be enough for the cap issues since the majority of us feel that no they aren't.
Theia Matova
Dominance Theory
#1594 - 2013-04-19 12:27:12 UTC
Nova Satar wrote:

Imagine if you had to train all t2 missiles, navigation and all shield tanking skills in addition to your armour and turrets and cap. #minmatar

Minmatar are perfectly fine without armor tank trained. I have flown lot all minmatar BS:ses and all of them shield fit due shield tank is simply easier to reach than armor. In PVE minmatar are stupid to use armor anyway because most of the damage you get to deal with is kinetic and explosive == armor sucks. Also shield tank gives more damage output compared to armor.

I also have not really needed missile systems with minny BS:ses since tempest kicks ass with artys. I actually use the launcher slots to fit rapid standard missile launchers to gain edge over frigates to drop them quick with drones. I have never had problem with minnies having just turret and shield trained so I find this comment really void.

The fact that actually gives minmatar ability to choose between armor or shield and damage type make them very flexible and good in PVE and PVP environment. You should be able to fly against any npc mob type since you can tank against any type of damage and cause very wide variety of damage.
Theia Matova
Dominance Theory
#1595 - 2013-04-19 12:41:24 UTC
Nova Satar wrote:

Imagine if you had to train all t2 missiles, navigation and all shield tanking skills in addition to your armour and turrets and cap. #minmatar

Actually thank you for bringing this up.

If you consider the idiocy that we are facing in eve right now. Minmatar and Amarr are at war. You could say that Amarr are more than forced to tank with armor. Armor has sucky kinetic explosive resistance (bad against war faction). Minmatar however are quite flexible and can easily tank with armor giving them superior resistance against amarr.

All amarr ships have little med amount of meds to tank shield, lasers also make it so that you are unable to maintain cap regen for active or passive shield tank.

So Amarr are deeply troubled in terms of flexibility to every other race. Even gallente can easily armor / shield tank. And caldari well. Its enough easy to raise em / thermal damage resistance and get tank that works well for shield oh and missiles? Dynamic damage.

Where is Amarr ship flexibility!!
Where is the sense that Amarr have hole in defense agaisnt their arch enemy!?!
Tonto Auri
Vhero' Multipurpose Corp
#1596 - 2013-04-19 12:48:20 UTC  |  Edited by: Tonto Auri
Amarr ships have higher Ex/Ki resistance, than most other ships. Especially T2 variants. It's especially stupid easy to omnitank Amarr T2. As well as Minmatar T2. Seems like a draw for me.
Lasers are more powerful of a weapon, than most of other weapon in the game. Though, fitting is a concern. As well as cap use. The difference is the alpha strike. Which Amarr don't have. And what makes Minmatar more attractive, in general.
To sum it up, Amarr is not supposed to be flexible in first place. They are supposed to be competitive. Which is true for all races. And which needs attention. Not the spherical versatility in the vacuum.

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

Pelea Ming
Royal Amarr Institute
Amarr Empire
#1597 - 2013-04-19 12:49:21 UTC
Theia Matova wrote:
Nova Satar wrote:

Imagine if you had to train all t2 missiles, navigation and all shield tanking skills in addition to your armour and turrets and cap. #minmatar

Actually thank you for bringing this up.

If you consider the idiocy that we are facing in eve right now. Minmatar and Amarr are at war. You could say that Amarr are more than forced to tank with armor. Armor has sucky kinetic explosive resistance (bad against war faction). Minmatar however are quite flexible and can easily tank with armor giving them superior resistance against amarr.

All amarr ships have little med amount of meds to tank shield, lasers also make it so that you are unable to maintain cap regen for active or passive shield tank.

So Amarr are deeply troubled in terms of flexibility to every other race. Even gallente can easily armor / shield tank. And caldari well. Its enough easy to raise em / thermal damage resistance and get tank that works well for shield oh and missiles? Dynamic damage.

Where is Amarr ship flexibility!!
Where is the sense that Amarr have hole in defense agaisnt their arch enemy!?!

Dude, please, go back to your psychiatrist. Any race will always have a defense hole against a weapon that can change it's damage type.

Also, as a side note, Caldari BS can be effectively armor tanked if the pilot chooses to do so, it just means giving up the use of damage mods.
Tonto Auri
Vhero' Multipurpose Corp
#1598 - 2013-04-19 12:50:28 UTC
Tonto Auri wrote:
what makes Minmatar more attractive, in general.

Read: "for an uneducated pilot".

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

Theia Matova
Dominance Theory
#1599 - 2013-04-19 12:52:52 UTC
Pelea Ming wrote:
Any race will always have a defense hole against a weapon that can change it's damage type.

Also, as a side note, Caldari BS can be effectively armor tanked if the pilot chooses to do so, it just means giving up the use of damage mods.


I do not think you are reading or understanding. Yes there is a hole.. Minnies just have option and flexibility to choose where they have a hole. Amarr is the only race that is not able to cross fit shield tank.
Theia Matova
Dominance Theory
#1600 - 2013-04-19 13:44:17 UTC
Tonto Auri wrote:
Amarr ships have higher Ex/Ki resistance, than most other ships. Especially T2 variants. It's especially stupid easy to omnitank Amarr T2. As well as Minmatar T2. Seems like a draw for me.
Lasers are more powerful of a weapon, than most of other weapon in the game. Though, fitting is a concern. As well as cap use. The difference is the alpha strike. Which Amarr don't have. And what makes Minmatar more attractive, in general.
To sum it up, Amarr is not supposed to be flexible in first place. They are supposed to be competitive. Which is true for all races. And which needs attention. Not the spherical versatility in the vacuum.


This topic is about t1 hulls. I only brought generic aspect to show that changed that are planned for Amarr make them simply worse and vulnerable. Yes you get more turret damage but that I do not want.