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[Odyssey] Large Energy Turrets

First post First post First post
Author
Bouh Revetoile
In Wreck we thrust
#261 - 2013-04-15 21:27:13 UTC
Avald Midular wrote:
I agree completely. The key part is "close to fittable"..... that still isn't fitable (102% of PG of the Abaddon and Apoc) and still requires a PG module that no other race has to waste a module slot on.

Most arty fits require an ACR rig. Neutron blasters fit are only possible with shield fit on cruiser hulls (and still very hard). 250mm railguns are unfitable on gallente ships without PG mods. 425mm railguns fits are very hard on CPU on gallente BS.

And the performances of these weapons are not even close to what tachyon beam give.

Tachyon are tier 4 weapon ! As I said, they are even better than railguns ! If they were easy to fit, they would obsolete all other weapons !

And reading that Mega Pulse are barely on line with other turrets makes me cry. Some people will never see their beloved thing good as long as it won't be completely and obviously OP.

Avald Midular wrote:
Are you taking into account the Rokh doesn't have a damage bonus but a range?
I'm doing the comparison with real ships. But indeed, the Rokh don't have a damage bonus. It take a Naga to have better performances than Tachyon : a bonus to both range AND damage on the highest range weapon.

The thing is that railguns are supposed to be THE long range weapon. Take this to them, and they are definitely useless. Beam already have tracking and damage at short long range.
Naso Aya
Imperial Shipment
Amarr Empire
#262 - 2013-04-15 21:31:44 UTC  |  Edited by: Naso Aya
Bouh Revetoile wrote:

I'm not saying pulse are not broken, but currently, you can fit Tachyon on an Abaddon with 3 ACR (with 2 plates, MWD & Heavy cap booster) ; with 10% less PG required, you need one less ACR. That put the Tachyon Abaddon to the level of fitting of the 1400mm Maelstrom. Yet, Tachyon with multifreq are more powerful than Mega Pulse with Gamma !! And even at longer range, they do the same or more (depend on the fit) than a Rokh ! Of course the Rokh still have its insane tank, but that's rather effective.


Okay, there are three separate comparisons here: the Tachyon to the 1400mm Artillery, and the Tachyon to the Mega Pulse, and the Tachyon+Abaddon with the Rokh.

Artillery has Alpha. We know that's why its strong, anyone who tries to argue it's the damage per second is lying through their teeth. Tachyon's don't have that strength. A Tachyon's strength is in the damage per second, and here's the important part: at range. An Aurora Tachyon reaches 120 km optimal, without any bonuses. Not that anyone ever uses Aurora, but continuing on.

This second part I honestly can't tell if you're trolling or not. Comparing Gamma and Multi is like comparing apples with cherries; yes they're red, and round, and even fruits, but they have different roles. Put multi in both, and all of a sudden it's a much more accurate comparison. As for damage application...those of you with pyfa/EFT can go put in gleam in a Tachyon (75% tracking increase) and Scorch in a mega pulse. At all skills level 5, I'm showing Tachyon with .02 rad/sec...with the scorch (30% tracking reduction) at .03. A pretty big difference to my eyes. But don't worry, in an Abaddon, I'm getting that the Gleam does about 80 more damage per second, which is good, because the scorch has a range of 45+10, and the gleam is sitting at 17+25, with even worse tracking. So scorch/gleam is balanced, somewhat, except for the whole tracking part of things.

Lastly, the Rokh's insane tank is why rails probably aren't exaclty where they're supposed to be, but in a helluva lot better shape than lasers. With the biggest rails equipped, the Rokh has quite a PWG buffer- I'm not an expert on shield tanking, but more buffer is always better, especially for ships that don't have that much mobility. Which is every battleship ever.

None of this addresses the cap issue though, which is that we're getting a nerf. This amounts to a 10% decrease in cap usage for the Abaddon, and a 20% in beams for the Abaddon, but for the Apoc, it's getting worse than it was before. At least the Abaddon is expected to be flying around in a group, but we need a bigger change to cap than "just" 20%, if the Apoc is ever going to fall into being a successful Attack Battleship.
Bouh Revetoile
In Wreck we thrust
#263 - 2013-04-15 22:41:47 UTC
Naso Aya wrote:
This second part I honestly can't tell if you're trolling or not. Comparing Gamma and Multi is like comparing apples with cherries; yes they're red, and round, and even fruits, but they have different roles. Put multi in both, and all of a sudden it's a much more accurate comparison. As for damage application...those of you with pyfa/EFT can go put in gleam in a Tachyon (75% tracking increase) and Scorch in a mega pulse. At all skills level 5, I'm showing Tachyon with .02 rad/sec...with the scorch (30% tracking reduction) at .03. A pretty big difference to my eyes. But don't worry, in an Abaddon, I'm getting that the Gleam does about 80 more damage per second, which is good, because the scorch has a range of 45+10, and the gleam is sitting at 17+25, with even worse tracking. So scorch/gleam is balanced, somewhat, except for the whole tracking part of things.

So, first, comparing Multifreq with Gamma is apple to orange, but then, gleam to scorch is fine ? Come on ! All this frequency cristals have a range modifier with them !

What I mean with Tachyon multifreq being better than Mega Pulse with Gamma is that Tachyon outdps Mega Pulse at ALL ranges beyond mega pulse multifreq ! You remember Mega Pulse are a short range weapon right ? Of course Mega Pulse have better tracking, they are a short range weapon. Yet, Tachyon have the best tracking of any LR turrets.

In the end, Tachyon are a *very* versatile weapon when you consider all the ranges it can operate at and still be very competitive, if not the best.

Cap use and fitting are the *only* barrier preventing Tachyon to be the ultimate long range weapon. No BS weapon is better than them beyond 20km.

As for the Apoc, it will have a better capacitor than the Abaddon, hence less cap problems than the Abaddon. If the Abaddon worked before, the Apoc will work.
Kaarous Aldurald
Black Hydra Consortium.
#264 - 2013-04-15 22:49:02 UTC
Quote:
As for the Apoc, it will have a better capacitor than the Abaddon, hence less cap problems than the Abaddon. If the Abaddon worked before, the Apoc will work.


Totally, utterly wrong. I dare you to tell me you did missions or incursions in an Abbadon.

The Apoc is, and likely still will be, the mission boat. Cap is life for PvE. So what?, make it fit yet another cap booster? How much mid slot tax is enough?

Because as this stands, Amarr has no more mission boat. Abaddon was never in consideration. Apoc is now no longer usable thanks to cap (unless you think usable means dragging a remote cap transfer ship with you), unless you like having no mid slots leftover. And Armageddon is no longer viable thanks to the "Primary all drones!!!" rat AI.

Amarr is really being backed into a corner here with this latest sweep of changes. It's a complete wonder that we don't whine louder than the Gallente do, especially considering how that seems to get results.

"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.

Naso Aya
Imperial Shipment
Amarr Empire
#265 - 2013-04-15 23:26:32 UTC  |  Edited by: Naso Aya
Bouh Revetoile wrote:


Cap use and fitting are the *only* barrier preventing Tachyon to be the ultimate long range weapon. No BS weapon is better than them beyond 20km.



You're right, I shouldn't have compared Gleam to Scorch, because comparing any crystal to Scorch, Scorch "wins". Scorch only loses at close range because of the lack of tracking. I'm not entirely sure how to convince you of this, because it's something Amarr pilots feel as they fit and fly their ships- you don't WANT to fit beams because nothing quite compares to the power that is a scorch crystal.

Be careful when you say "No BS weapon is better than Tachyons"- because Artillery, obviously, has higher alpha, while rails have a longer range. Tachyons end up in the middle, somewhere. In fact, based off numbers, 1400 Artillery needs a buff, because of it's limited range and has the lowest damage per second of the three systems. Missiles, I think can be agreed upon are the one PvP weapon that is worse off than lasers at the moment, and I think it's right that CCP address the missiles before lasers.

I don't think lasers should be cap free. I think they should remain firmly more cap intensive than Rails, and I think that CCP is trying to make things more balance.

But, really, it boils down to the fact that the Armageddon is gone, and the Apoc isn't what it was. Both the new turret ships are required to supply the cap to 8 turrets. Currently, with these most recent iteration of changes, the Apoc will use up 50 cap per second firing Tachyons. 50.56, according to my math, which is probably wrong (someone smarter than me can correct me).

Fine, whatever. Let's assume it's worth it on any ship to drop no less than four slots (2 for powergrid, 2 for capacitor) for a PvP ship to fire Tachyons. Lets look at regular Tech II beams.

Tech II beams only use up 48 cap per second! Hooray! Such a massive change from the Tachyons! And, in fact, DPS wise pull about 10% less cap, 10% less damage, and use 15% less powergrid. But beam lasers, inspite of being fitable over Tachyons, and having similar (tachyons do track better) tracking, beams aren't used. Ask PL or NC. about beam abaddons and you'll be laughed out of the building.

But let's look at the glory of all Amarr, Pulse lasers, just to get a comparison, and what it is these changes really do, because for all the talk of Tachyons and and beam lasers, that's a distraction from what will actually be used, as much as I might want to fit something else on my ship. (I really don't have a choice)

So, the math says, that a multifrequency/tech II fitted gun will now only use up 33 cap/sec! Wow! That's less than a large armor repairer! And...425 railguns, which use the most cap in the game of a hybrid gun, those only cost a...what? 18.4 cap/sec? Hmmm.

It boils down to, changing the cap change to 37.5% turns the numbers into as follows:
Tachyons: 40 cap/sec (still more than a tech II armor rep)
Beam Lasers: 38.1
Mega Pulse Lasers: 26.9

These are respectable numbers. Hell, look at the absolute smallest caliber of large laser with a 37.5 reduction on cap use. Dual Heavy Pulse Lasers (Haven't seen a fit using them, tbh) use up 4.3 cap/sec, times 8, multiplied by .635, bippity bopitty bo, they use 15% more cap then railguns. (21.8 cap/sec for those interested)

You're worried about Tachyons being overpowered, we're worried about being able to fly our ships. As I said, the reason I push Tachyons is for some variation to the ever present scorch- keep in mind, Tachyons won't replace rails or Artillery- they fall in between. But being able to fit them... that'd be nice.

37.5% cap reduction would be nice, until that laser re-balance. Pretty please, CCP?

EDIT: Also, when we say tachyons are hard to fit, we're talking 102% PWG, you know that right? Maels have 500 leftover fitting all artillery, and Rokhs have over a thousand PWG leftover fitting rails. As long as it's 99.999% most of us will be happy with the Tachyons, I think.
Naso Aya
Imperial Shipment
Amarr Empire
#266 - 2013-04-15 23:28:24 UTC  |  Edited by: Naso Aya
I keep mishitting quote. Instead of edit.
Doctor Ape MD
Imperial Academy
Amarr Empire
#267 - 2013-04-16 01:09:27 UTC
Although this is a step in the right direction, it is not enough. I know I will be steering beginning mission runners away from Amarr ships for the time being.

It seems to me that even with max cap skills and implants Amarr pilots will still be running out of gas in many level 4 missions. Fitting options for mission runners will be reduced to all mids full of recharges and boosters with a CPR or two in the lows, making no room for modules that make life easier (ABs, webs, etc) and the use of cap boosters (and the size of charges in small cargo holds) will just be an added irritant that the other empire ships will not have to deal with.
GLP4X
The Scope
Gallente Federation
#268 - 2013-04-16 03:00:24 UTC
progodlegend wrote:
progodlegend wrote:
Not enough with the battleship guns. Currently the massive cap need for these guns is keeping amarr battleships from being used again. Amarr already suffer from having completely predictable and easy to tank damage types ("they are forming a-hacs? just tank em/thermal, gg we win").

But the battleship guns cap need almost make amarr concepts unviable. I know that a lot of people have always mentioned how the amarr are at a disadvantage because most of their ships are missing a bonus (10% reduction in cap need for guns, where instead they could have a useful bonus like every other ship in every other race). The truth of the matter is, you just can't run an Amarr concept without that bonus, unless you make serious fitting decisions to reduce the cap need of your guns.

The most popular amarr concepts of the past 3 years have been Zealots, Abaddons, and Armageddons. Zealots and Armageddons both get a -10% reduction in cap need for guns, and even then, I can tell you from personal experience that the Armageddon still ran out of cap boosters quite quickly in any fight lasting longer than 5-10 minutes. Then you have the Abaddon, for which the most successful iteration of this concept had to use TWO TECH 2 RIGS just to make the guns cap need managable, and make the ship last more than 5 minutes.

[Abaddon, PL hellcat]
1600mm Reinforced Rolled Tungsten Plates I
Armor Thermic Hardener II
Armor Kinetic Hardener II
Armor Explosive Hardener II
Damage Control II
Heat Sink II
Heat Sink II

Prototype 100MN Microwarpdrive I
Heavy Capacitor Booster II, Cap Booster 800
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 Anti-EM Pump I
Large Energy Discharge Elutriation II
Large Energy Discharge Elutriation II



Without the rigs, the Abaddon just eats through cap boosters in 5 minutes or less, turning the abaddon into a small gang ship at best. There are times when the ship would work without the two gun rigs, but usually it was just because alliances or FC's were using it inefficiently and not firing their guns all the time.

The fact of the matter is, there is a huge upswing in cap need for all BS sized modules compared to cruiser sized modules. Look at the difference between a 10mn microwarp drive and 100mn micro warpdrive. The 10mn MWD takes 13.5 cap per second, while the 100mn MWD takes 54.1 cap per second. Most BS get double the cap recharge rate of their cruiser cousins, but many BS modules take 3-5x the amount of cap as cruiser modules.

The main point is, the abaddon shouldn't need two rigs dedicated to reducing their gun's cap need just to last more than 5 minutes in a battle (including cap boosters). It's terribly unbalanced and it's part of the reason people have stopped using hellcats.


Bump.

To update this I'm going to point out the problem with Amarr battleship guns using more numbers and maths.

Using all level 5 skills, a Neutron blaster II uses 2.2 cap per second (shooting antimatter), while a Mega Pulse Laser II (shooting multifrequency) uses 6.5 cap per second. That's essentially 3x as much. With the proposed 10% reduction in cap use, they will be using 5.85 cap per second. On an abaddon, a full rack of pulse lasers shooting either multifrequency or scorch (the only two crystals they use) will still take up 46 cap per second after the proposed changes. Shooting just it's guns, WITH NO OTHER MODULES ON. If that Abaddon has an MWD fit (giving it a -25% reduction in cap, a standard fitting choice though) the cap on that abaddon will last for 3 minutes 14 seconds. How long does it last now? 2 minute and 42 seconds. Congratulations, you have given a ship 35 extra seconds of just using it's guns, not counting any other active modules.

The cap requirements for amarr battleship guns are absurd, and are not fixable by just a 10% reduction in pulse lasers. The change needs to be significant. A realistic change would be bringing the cap requirement for mega pulse lasers down to just above double the neutron blaster requirement (which would take up 4.4 cap per second with all level 5 skills instead of 6.5 cap per second). If i'm correct, that means bringing the base cap requirement for pulse lasers down from 40 to 25 cap, or a 37.5% reduction. I know that sounds like a massive reduction, but the amount of cap used is still huge, as with a rack of 8 guns, it still will take 35 cap per second to just run it's guns, which is a good bit more than it's natural recharge. But at least, with decent cap booster management you can fight for longer than 5 minutes.

tl;dr:

To sum up both posts. The cap requirement changes for battleship sized lasers are pathetic and don't do anything. Amarr battleships suck because they either need a -10% cap reduction bonus to function(a wasted bonus, basically any ship with this bonus only gets one real bonus), or they need to make massive fitting decisions to reduce cap need for their guns. Specifically I'm focusing on pulse lasers, as they are the most used guns for Amarr. You need to have a significant reduction in the cap need for Pulse lasers, 37.5% is my recommendation, because it brings mega pulse lasers to just above double the cap requirement of Neutron blasters, which is their closest cousin. Anything less than 35% is basically not a change at all.


Well said.
Veshta Yoshida
PIE Inc.
Khimi Harar
#269 - 2013-04-16 05:30:13 UTC
I am really starting to get annoyed by that gimmick Nulli and I bet my patience is better than CCP's .. you sure you are not aiming that gun at your own foot?Smile

Re-iteration of previous:
With racial flavour for the large part being put out to pasture, something unique should be added to pedestal ships (Navy hulls + BS) of the various navies.
Amarr's cap issues can be solved by giving a rolebonus saying 2x all effects of batteries. Doubles as increased defense against neuting (still don't know why the races eWar are designed to work best against themselves Lol) which is preventing Amarr hulls from making much of an impact on the small scale due to lack of mids for fight-control.
A single large T2 battery would then (at atrocious fitting cost, but we can take it!) add 2 (bonus)*700 (battery)*1.25 (skill) = 1750 raw cap which should be enough to make ends meet.
McBrideCZ
Industrial Mining and Mayhem
Sigma Grindset
#270 - 2013-04-16 06:43:42 UTC
Yes, YES! YESSS!!!

When we are in the Large Lasers rebalance, could you please do something with Tachyons? :)
James Amril-Kesh
Viziam
Amarr Empire
#271 - 2013-04-16 07:03:41 UTC
Veshta Yoshida wrote:
(at atrocious fitting cost, but we can take it!)

No we ******* can't. Especially not the Apoc.

Enjoying the rain today? ;)

Ayla Crenshaw
Ministry of War
Amarr Empire
#272 - 2013-04-16 07:36:01 UTC
At this point we need actual hand-on feedback from SiSi to discuss the issue more. There's only so far you can go with theorycrafing and napkin math.

I just hope they won't call it quits after throwing us this one little bone and leave lasers alone for another few years.
Veshta Yoshida
PIE Inc.
Khimi Harar
#273 - 2013-04-16 10:13:49 UTC
So, assuming the reluctance from CCP to lower cap cost to cover the hole made from bonus removal stems from threat of toff-race use, why not go the other way .. double/triple the effect of the elutriation rigs and keep the weapon cap reduction low.
Can still go off-race, but fitting and rig requirements to make it work will prevent abuse and the real users get to save a rig or two for the situations where logistics are unavailable/scarce.

Combined with a light increase in base cap stats of affected hulls and we are set for a perfect continuation of the great Amarr tradition of chopping off extremities to make things click.
Mra Rednu
Oyonata Gate Defence Force.
#274 - 2013-04-16 10:37:13 UTC
Bouh Revetoile wrote:

In the end, Tachyon are a *very* versatile weapon when you consider all the ranges it can operate at and still be very competitive, if not the best.

Cap use and fitting are the *only* barrier preventing Tachyon to be the ultimate long range weapon. No BS weapon is better than them beyond 20km.



Is just a shame you can't fit them on any useful BS fit.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#275 - 2013-04-16 10:48:37 UTC
Jureth22 wrote:

*snip*


interesting/valid points

but people don't just fit amarr battleships for pvp

a pve based fit may include some CCC rigs and or low/mid-slot cap rechargers, which changes the capacitor profile of the hull.
Bouh Revetoile
In Wreck we thrust
#276 - 2013-04-16 11:46:40 UTC  |  Edited by: Bouh Revetoile
random amarr pilot wrote:
races shouldn't be the same, but laser weapons being harder to use than other weapons because of capacitor and PG is unfair ; please, fix it.


Also,
Mra Rednu wrote:
Is just a shame you can't fit them on any useful BS fit.
Maybe learn to make tradeoff...

People look more and more reluctant to make trade off with these rebalance ; all seem to need to be easy...
Kaarous Aldurald
Black Hydra Consortium.
#277 - 2013-04-16 12:31:40 UTC  |  Edited by: Kaarous Aldurald
Bouh Revetoile wrote:
random amarr pilot wrote:
races shouldn't be the same, but laser weapons being harder to use than other weapons because of capacitor and PG is unfair ; please, fix it.


Also,
Mra Rednu wrote:
Is just a shame you can't fit them on any useful BS fit.
Maybe learn to make tradeoff...

People look more and more reluctant to make trade off with these rebalance ; all seem to need to be easy...


Well, I had a long post written chewing you out for that inane statement, but the forum ate it.

So I will just say that it is asinine to have only one race with a slot tax just to be able to fit their guns. It would be like having Winmatar have to fit Hull extenders because their guns reduce their base hitpoints.

If Amarr had inherently more powerful ships than anyone else just from their base hulls, then maybe their ridiculous midslot tax would make sense, but they don't. We are par at best. We pretty much require most skills at V to even compete. This is the hallmark of an unbalanced race.

"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
#278 - 2013-04-16 13:11:38 UTC
Avald Midular wrote:
Kaarous Aldurald wrote:
marVLs wrote:
Too smalAttention

Give it:
- 20% for pulses
- 25% for beam
- 15% beam PG


And for the entire laser spectrum, not just large. I said it in an earlier thread, shortly before this "buff" was announced. (btw, it's not really a buff, it's a slight lessening of the drastic nerf the Amarr BS line is taking)

The only thing good about lasers is Scorch. If you actually look at it in proper comparison to the other weapons systems it is a joke. Because with lasers, you aren't comparing pulses to rockets/autocannons/blasters. You are comparing those three things to Scorch.

Give us a reason to fit these damn cap sucking guns or make them suck less cap. Because a non sustainable weapon system is both totally unrealistic, and a very anti fun mechanic, especially when we get no concrete benefit for fitting cap sucking guns. And either way, give us better crystals!


This cannnot be said enough. Giving Amarr the same cap recharge as every other race and only slightly (~5%) more total cap almost begs the player to use nothing but Scorch. This ignores the fact that Tach's can't physically be fit on any of the BS's without a PG module even with the new changes (this makes Amarr the only race to have this problem). Amarr has higher PG weapon fits AND is still expected to armor tank with the negative value of PG leftover after guns but still receives the same PG as every other race, great design choice CCP.

You can say "well lets see what happens when these changes hit SISI" but that isn't really necessary. Fitting anything but Scorch on a BS is idiotic given the current numbers and still requires a cap booster, SISI won't change that.

Pelea Ming
Royal Amarr Institute
Amarr Empire
#279 - 2013-04-16 13:14:30 UTC
Kaarous Aldurald wrote:
Here is another thing. Amarr remains the only race that has a functional "battle clock", of how long we can actually fight without any external forces effecting our cap. And heaven help you if you wanted to tank alongside that.

No other race has such things.

Imagine the sheer volume of whine if ammunition suddenly took up enough cargo space that you could only fire for 5 minutes. Imagine if any other race were told that they couldn't have their proper number of midslots because they HAVE to fit cap injectors.

It wouldn't fly for a minute. Hell, look at the Gallente BS thread, that took them what? 48 hours to flip on those changes? Less? Why are we second class citizens?

Blatantly quoting to populate more on the thread.
Bouh Revetoile
In Wreck we thrust
#280 - 2013-04-16 13:31:30 UTC
Kaarous Aldurald wrote:
If Amarr had inherently more powerful ships than anyone else just from their base hulls, then maybe their ridiculous midslot tax would make sense, but they don't. We are par at best. We pretty much require most skills at V to even compete. This is the hallmark of an unbalanced race.

I disagree.

Oh, I forgot arguments ! Here they are :
- considering damage application, amarr are the best race when you are more than one : you have either godly tank or godly damage projection. Only caldari compete on that matter, but armor tank still offer inherent advantages over shield.
- everyone require most skill at V to compete, depending on the situation. Lasers are indeed cap and PG hungry, but gallente direly need their speed superiority, and their weapons are not cap free either. General advice is to avoid 1v1 brawl unless you have very good skills, but that apply for any race, not only amarr.
- Amarr ship do have the most resilient ships in the game, just from their base hull. Laser have the second best damage projection, just behind missiles, and not far from them, just from their base stats. What do you want more ? If these caracteristics don't please you, look for another race. Yes, I know, they won't have golden ships with lazorzz.

The only place amarr ever lacked was soo pvp, and that's by design ; yet, they always managed to do it. Now, they are better than ever, with arguably the best cruisers and BC. Their BS where often considered the best of the game, and they will most probably stay in their position, as the Armageddon is the drone boat a lot of gallente pilots ever dreamt to fly, and the Abaddon is still equal to itself ; the Apoc will be what the old Armageddon was, but arguably better. Amarr frigates, if not top dog because of their lagging capacities in 1v1 are still very reliable. What's left ? The eternal "problem" of capacitor and PG... Despite these problems, amarr never were in as bad shape as any other races, ever. So is it really a problem ? I doubt it.

IMO, these beam tweak are the death of railguns.

RIP railguns, you had good two years. See you in four years.