| Author |
Topic |
 CCP Wrangler

 |
Posted - 2008.01.30 16:56:00 - [ 1]
|
 Caol Minmatar |
Posted - 2008.01.30 17:06:00 - [ 2]
<3 Amarr |
 Fulmen Amarr Failed Diplomacy
|
Posted - 2008.01.30 17:08:00 - [ 3]
Edited by: Fulmen on 30/01/2008 17:08:16Boost Amarr!!! oh wait, you are!  We've (us whiny Amarr) been waiting for this so long, I bet that no matter what you do, it will be antclimactic. However, any change is better than no change, so keep up the good work. |
 Zarch AlDain Hematite Rose
|
Posted - 2008.01.30 17:14:00 - [ 4]
Simple and effective, a much better change than the previous EANM one!
I approve of the idea of making a few changes and then evaluating them rather than rushing in all guns blazing too - and it's nice to see NPCs getting some lovin' (by reducing player resistances) as they have had a hard time with rigs and hp buffs.
|
 Kyoko Sakoda Caldari Veto. Veto Corp |
Posted - 2008.01.30 17:15:00 - [ 5]
Actually doesn't seem like that bad of an idea. ^_^ |
 Caligulus Legion of Lost Souls
|
Posted - 2008.01.30 17:16:00 - [ 6]
Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage. |
 ExcellciuM Unknown Research Ventures
|
Posted - 2008.01.30 17:16:00 - [ 7]
Nerf amarr, boost caldari  I guess this is good news for all those amarr players out there. |
 Xioden Acap Navy of Xoc Wildly Inappropriate. |
Posted - 2008.01.30 17:19:00 - [ 8]
Originally by: Caligulus I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
By introducing explosive damage crystals! Although thats kind of pointless since explosive is the shield tankers highest resist anyway, and once your past that they more or less melt anyway regardless of what you shoot them with. |
 CCP Zulupark

 |
Posted - 2008.01.30 17:19:00 - [ 9]
Originally by: Caligulus Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do. |
 ExcellciuM Unknown Research Ventures
|
Posted - 2008.01.30 17:22:00 - [ 10]
Edited by: ExcellciuM on 30/01/2008 17:26:41 Originally by: CCP Zulupark
Originally by: Caligulus Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do.
Maybe whilst your messing with caldari shield tanks you could modify the Nighthawks weird armour resistances and move them to shields. I also love how this boost to ammar is a direct nerf to shield tanks... great... wasnt the idea to boost a few things not nerf other things? |
 Elmicker Wreckless Abandon |
Posted - 2008.01.30 17:30:00 - [ 11]
Stealth minmatar boost.
Minmatar's most common damage type: Explosive.
Minmatar's most damaging ammo: EMP.
Won't help amarr much, though. They still can't fit ships worth a damn or fire for longer than a minute or two. |
 Athena Attom The Scope
|
Posted - 2008.01.30 17:31:00 - [ 12]
In before Cosmo 'whine a lot' Raata |
 ExcellciuM Unknown Research Ventures
|
Posted - 2008.01.30 17:32:00 - [ 13]
I think i prefered the blog about the roids tbh. |
 Elmicker Wreckless Abandon |
Posted - 2008.01.30 17:34:00 - [ 14]
Oh, i also forgot to mention the whole "We're ignoring the issue and just doing a massive gameplay mechanic change in the hope it'll solve itself."
Here's a tip, free of charge.
The initial carrier blog was following this strategy. The mineral compression nerf followed this strategy. Scripts follow this strategy.
None of the above achieved their objective. Perhaps it's time to directly address the mechanics that're broken? You know, like, switching em/therm around and lowering cap use? |
 CCP Zulupark

 |
Posted - 2008.01.30 17:35:00 - [ 15]
Originally by: Elmicker
Won't help amarr much, though. They still can't fit ships worth a damn or fire for longer than a minute or two.
I can hardly agree with that. It's quite easy to PVP fit a mean Amarr ship. I suggest you check out the changes on SISI. |
 Athena Attom The Scope
|
Posted - 2008.01.30 17:35:00 - [ 16]
Originally by: CCP Zulupark
Originally by: Caligulus Raven base resistances
- Before changes
Shields EM - 0%, Exp - 60%, Kin - 40%, Therm - 20% Armor EM - 60%, Exp - 10%, Kin - 25%, Therm - 45%
- After changes
Shields EM - 0%, Exp - 50%, Kin - 40%, Therm - 20% Armor EM - 50%, Exp - 10%, Kin - 25%, Therm - 45%
I fail to see how modifying the explosive damage resistance on the raven increases Amarr damage.
We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do.
Yes just like the 5 fighters idea. Logic + CCP = failed idea. What exactly did you listen to with regards to peoples whining? Just damage types? Cap, fitting, etc. Still not touched; damage poorly attempted at fixing. |
 Mika Meisk Caldari |
Posted - 2008.01.30 17:35:00 - [ 17]
Nice too see that you have reached the tinkering stage. I don't really get why you decreased the explosive resistance on the zealots armor though?
This is nice and all and its good you take small steps. But you will take a closer look at the t1 cruisers of amarr using lasers, as well as the other "gimp"-mobiles as well I hope?
//Mika |
 Zaphroid Eulthran Minmatar Imperial Visions
|
Posted - 2008.01.30 17:36:00 - [ 18]
So Amarr arnt doing enough damage.. so make everything else weaker?
This only affects Amarr vs Player ships unless you plan on reducing npc resistances as well.
Also this "solution" hurts those people who do shield tank (like me) when lasers never had much of a problem vs shields. Not only does it make shields more vunerable to lasers it makes them more vunerable to everything else as well.
You had the problem nailed, so why this off the wall solution? |
 CCP Zulupark

 |
Posted - 2008.01.30 17:38:00 - [ 19]
Originally by: Elmicker Perhaps it's time to directly address the mechanics that're broken? You know, like, switching em/therm around and lowering cap use?
I think it's general consensus that one of the underlying problems for Amarr is that base EM resistances are too high. As I said, we're not adverse to more changes but we want to see how these changes pan out before we commit to doing even more changes. |
 Miyamoto Shigesuke Jugis Modo Utopia THE KLINGONS |
Posted - 2008.01.30 17:42:00 - [ 20]
|
 Mika Meisk Caldari |
Posted - 2008.01.30 17:43:00 - [ 21]
A question as well:
Have you a design goal for amarr, as you stated they are supposed to gank and tank.
For battleships this methodology is actually rather ok. The slow lumbering beasts combined with large optimal range offsets the capuse and the dps compared to other races.
On the cruiser level, amarrs extra optimal doesn't really have any effect since amarr cruisers can't control range, they are too slow to outpace the other nimble and fast cruisers, and amarr long range weapons are the shortest range of all the long range weps. Have you given this any though?
//Mika |
 Elmicker Wreckless Abandon |
Posted - 2008.01.30 17:45:00 - [ 22]
Originally by: CCP Zulupark I can hardly agree with that. It's quite easy to PVP fit a mean Amarr ship. I suggest you check out the changes on SISI.
Hahaha, joke, right? Unless you have (contrary to the dev blog) changed fitting costs, it's still going to take 2-3x PG mods to get a decent fleet fit out of any one of the BSes. The tier 2 BS is still utter kack due to it only really having 1 bonus and no tank OR gank bonus. I could go on, but i'm not qualified to talk on amarr ships, i don't fly them often. I'll leave it to goumindong. He'll be along shortly. So, as you think this is the best solution. What was the reasoning against swapping em/therm on the guns and lowering fitting costs? While this would still have left EM as the least useful damage type, it would actually have made Amarr useful in the mean time. The problem with EM damage being useless lies not in the racial armour resists, but in the fact 90% of pvp fits are armour tankers. You SHOULD be looking at the spread of utility modules across low/med slots. You should be encouraging people towards shield tanks, not just beating the entire game with a nerf bat as you have in your last couple of pathetic attempts at "fixing" what you see as broken. |
 Chronos VIII Amarr Mortis Angelus
|
Posted - 2008.01.30 17:50:00 - [ 23]
Sorry Zulu, but to me you havent really put much thought into this "boost". It doesnt adress any amarr problems but stealth boosts minmatar  Chronos |
 CCP Zulupark

 |
Posted - 2008.01.30 17:50:00 - [ 24]
Originally by: Elmicker
Hahaha, joke, right? Unless you have (contrary to the dev blog) changed fitting costs, it's still going to take 2-3x PG mods to get a decent fleet fit out of any one of the BSes. The tier 2 BS is still utter kack due to it only really having 1 bonus and no tank OR gank bonus. I could go on, but i'm not qualified to talk on amarr ships, i don't fly them often. I'll leave it to goumindong. He'll be along shortly.
You're talking about a very limited way of fitting a ship. Also, I said in the blog we were looking at some Amarr ships. There will be a blog shortly about how/what ships we've balanced. Originally by: Elmicker
So, as you think this is the best solution. What was the reasoning against swapping em/therm on the guns and lowering fitting costs? While this would still have left EM as the least useful damage type, it would actually have made Amarr useful in the mean time.
Every race has "its" damage type. For Amarr that's EM. It just wouldn't make much sense to effectively remove one damage type from the game instead of trying to make it useful again. Also, what would then happen to EM drones and EM missiles? Originally by: Elmicker
The problem with EM damage being useless lies not in the racial armour resists, but in the fact 90% of pvp fits are armour tankers. You SHOULD be looking at the spread of utility modules across low/med slots. You should be encouraging people towards shield tanks, not just beating the entire game with a nerf bat as you have in your last couple of pathetic attempts at "fixing" what you see as broken.
Thank you. We'll take that into consideration. |
 Francis Inch Amarr Lightyear Inc
|
Posted - 2008.01.30 17:54:00 - [ 25]
Originally by: CCP Zulupark
Originally by: Elmicker Perhaps it's time to directly address the mechanics that're broken? You know, like, switching em/therm around and lowering cap use?
I think it's general consensus that one of the underlying problems for Amarr is that base EM resistances are too high. As I said, we're not adverse to more changes but we want to see how these changes pan out before we commit to doing even more changes.
I definately agree this is the major factor in the equation, but there are still a number of fitting issues with Amarr - too many of the beams are too harsh on grid to fit and make comparable set ups to the ships of other races. A little attention to these at the same time, or at least phased in shortly after would, in my view, solve much of it. While everyone would always love more mid slots, I can see why this would lose the flavour of the ships and if I could fit less powergrid upgrades to boost my damage, then I'd be be comfortable with the tanking vs EW trade off that Amarr face, or maybe even look to fitting some sensor boosters etc. As it is, I can hardly fit some of the guns on their own, let alone in a balanced set up, which is not as significant an issue for most other races weapons. All in all though, this is a great step forward and it's nice to see CCP not nibbling at the edges of it just to avoid upsetting other race players - the resists were the major issue and it's right that they are addressed without tweaking something that could tilt the balance in an unknown direction. |
 Alexander Knott Ars ex Discordia GoonSwarm |
Posted - 2008.01.30 17:55:00 - [ 26]
Originally by: CCP Zulupark We have to maintain a balance between shield tanking and armor tanking. Only taking away resistances from the armor would tip the scale quite a bit and removing 10% from Explosive resistance on shields seems the logical thing to do.
If armor tanking is overwhelmingly more popular than shield tanking, why is this true? It would seem that the player base has spoken on which form of tanking it feels is superior. |
 Goumindong Amarr Merch Industrial GoonSwarm |
Posted - 2008.01.30 17:58:00 - [ 27]
You should re-run your numbers on the resistance numbers on the new Zealot. Either they are wrong, or you nerfed it for no good reason[but didnt nerf the t2 minnie resists]
You are hearing a lot of complaints about Amarr DPS in general, but the people making that complaint are wrong. The problems with Amarr are specific to the design of lasers and the mechanics of tanking. These mechanics mean that amarr have one good laser ship type[passve tank + lots of damage], and anything that doesnt meet those requirements sucks. They suck because lasers arent meant to be short range weapons and active tanking is meant for battles where short range weapons are best.
For instance, even with the high EM resistance on Armor there wasnt much problem with the Abaddon or Armageddon. And now they are getting upwards of a 10% effective damage increase on armor.
But there were problems with the Omen and Maller and Prophecy and Punisher and Zealot, and absolution, and 10% more DPS on armor doesnt fix these ships.
Not to mention the t2 tanking changes[Ex/EM were already the best damage to deal against the majority of t2 ships, this has now been expanded].
But at the same time, you didnt fix the disproportionate amount of boost that Minmitar get from their tech 1 racial resistance bonus[its less now, but its still 20%]
By far, the largest problem with Amarr is not EM damage against armor[though scorch might have a tiny bit too large em slant, it has its advantages]. By far, the largest problem with Amarr is there are only three really good laser ships. The Geddon, the Abaddon, and the Harbinger. Two of these are bascially the same ship but one has 4% less dps and 20% more hit points. And then the Harbinger which again does pretty much the exact same thing, exept can fire its guns longer?
P.S. did you also consider that this boosts minmitar because part of their weakness was the "necessity"[in quotes, because it kinda is and kinda isnt] to change ammo in order to get decent damage on shields and they still take a hit. This reduces that effect.
Did you consider that the optimal omni tank will never include any hardeners because plates and extenders are simply that much better[and probably ought to be]
Yuck.
|
 John Quicksilver Caldari The Caldari Confederation
|
Posted - 2008.01.30 17:59:00 - [ 28]
Any chance this change will come with a fix for tier 1 battlecruisers? |
 Elmicker Wreckless Abandon |
Posted - 2008.01.30 18:00:00 - [ 29]
Edited by: Elmicker on 30/01/2008 18:01:02 Originally by: CCP Zulupark You're talking about a very limited way of fitting a ship. Also, I said in the blog we were looking at some Amarr ships. There will be a blog shortly about how/what ships we've balanced.
I am, because as i said, i'm not qualified to talk about amarr ship fittings - i don't have the same experience in them as i do in gallente, caldari and minmatar. If you really want another example, you can take, for example, the zealot (or any one of the other cruiser gunboats). Amarr philosophy is a strong passive tank, a large effective range (through high optimal, med falloff and high tracking) and high raw, unsustainable DPS. In the BS theatre, this excels. MP BS are still excellent gang ships, especially the geddon and abaddon, as they have ~50km effective range of engagement, a load of HP and good raw damage for a time. In the cruiser theatre, this is useless. Cruisers, under current game mechanics, must rely on speed and maneuverability to survive. This renders any moderate range bonuses (such as the one on the zealot) pretty useless. The engagement flows too quickly. However, the ship lacks the utility and raw dps (4 turrets D:) to be able to do what it needs to do. Originally by: Elmicker Every race has "it's" damage type. For Amarr that's EM. It just wouldn't make much sense to effectively remove one damage type from the game instead of trying to make it useful again. Also, what would then happen to EM drones and EM missiles?
And it didn't make much sense to nerf mineral compression, carriers and T1 loot, but you still went ahead and did it anyway. EM being less useful as a damage would not matter if the race was more playable. It'd give you more time to assess the specific amarr ships in the new environment, and then perhaps reintroducing a more complex mechanic for the buff of EM as a damage. As for EM drones and missiles - well. Drones don't matter anyway. Even after this change, the gallente and minmatar drones are far preferable. The minmatar ones especially, seeing as you've just nerfed explosive resists. EM missiles do actually see use, on the Khanid ships which recieve EM damage bonuses. The only reason they dont see more widespread use is because of the caldari racial kinetic bonus. It's fairly common for EM to be the lowest resist by ~10% on both shield and armour. An excellent source of opinion so far is the SHC thread on this, where the general consensus so far (one i share) is that this boosts minmatar more than it boosts amarr. |
 DigitalCommunist November Corporation |
Posted - 2008.01.30 18:01:00 - [ 30]
I like this change, just because you pointed out that its got more to do with people using armor tanks than shield tanks in EVE. And I also like that you reduced shield explosive too, because it would have been easy to do nothing given the problem I just mentioned. I fly Zealot a lot and its amazing how long those shields last against an enemy firing explosive ammo. Active explosive shield tanking modules and active EM armor tanking modules might be more useful too. Right now they're kinda nice if you're NPCing.
I'd also like to suggest the following ideas for making shield tanks more common in EVE:
- introduce new HIGH SLOT warp disruptor that requires more powergrid and cap, but gives -2 at 25% more range - make one for frigate, one for cruiser and one for battleship - switch the medium and low slots of the Muninn around; atm both minnie HACs armor tank, and terribly - but at least the vaga has speed - consider giving shield modules the highest overloading bonuses - make low slot signal amps comparable to mid slot sensor booster - consider adding natural shield recharge to the boost amount and giving PDUs a lower HP bonus but higher recharge bonus
Sensor booster and warp disruptor are pretty necessary for pvp ships, so if you can solve that its going a long way. Minmatar ships should be able to do both, but the majority are still armor tankers which I feel is wrong.
Anyways, good changes.
The Amarr specific stuff would have to do with reducing Medium Beam grid usage a lot. They should be an easy fit on Retribution and possible on Crusader with one MAPC fitted. Medium Pulse fittings are annoying too, but not as much.
The other problem is swapping crystals. I know you can't do this with an overhaul but lasers have the shortest falloff. It requires you to swap crystals a lot if you want the most out of your guns. You need to be able to switch all crystals at once with a single click.
Other than stuff like that, I really don't see a problem with Amarr ships. |