Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Jynx'D
Heaven's Lost Property Negative-Feedback
421
|
Posted - 2014.12.08 07:13:00 -
[1] - Quote
It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd.
Read all the juicy PC news at The Jinx'd Daily
|
Iron Wolf Saber
Den of Swords
17993
|
Posted - 2014.12.08 07:24:00 -
[2] - Quote
Amarr are always going to have superior number of armor slots.
Amarr are also more likely to have superior endurance and superior resistances as well.
They are weakest in engagement ability and speed.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Viktor Hadah Jr
Negative-Impact
6341
|
Posted - 2014.12.08 07:26:00 -
[3] - Quote
Because lore.
Also you are thinking of it to PC focused. Min heavy is pretty good a mowing down noobs in pubs.
NEG1
[Event] Dust Hunger Games
PC, ISK,EVE, Corp Services
|
Jynx'D
Heaven's Lost Property Negative-Feedback
422
|
Posted - 2014.12.08 07:31:00 -
[4] - Quote
...
So **** balance cause lore?
yea.... no. and the amarr sentinel engagement ability is superior to all. It's EHP will make sure to plow through each and every infantry in it's way.
Read all the juicy PC news at The Jinx'd Daily
|
Sgt Kirk
Fatal Absolution
8725
|
Posted - 2014.12.08 07:36:00 -
[5] - Quote
Did someone say a bonus to Repair Modules!?
CCP holds the Caldari's hand so this doesn't happen again.
|
Vitharr Foebane
Terminal Courtesy Proficiency V.
2028
|
Posted - 2014.12.08 07:37:00 -
[6] - Quote
errr the current Amarr slot layout is the same slot layout from pre 1.8 so suck it trebek...
Amarr: Assault V, Scout V, Sentinel V, Commando V, Logistics IV
I place my faith in my God, my Empress, and my Laz0r
|
Jynx'D
Heaven's Lost Property Negative-Feedback
423
|
Posted - 2014.12.08 07:39:00 -
[7] - Quote
Vitharr Foebane wrote:errr the current Amarr slot layout is the same slot layout from pre 1.8 so suck it trebek... errr, that doesn't make it any less dumb.
and repairs are a situational use - while resistance to HMG and more armor is pretty much useful all the time.
Why was this decision made? Lore is a poor excuse.
Read all the juicy PC news at The Jinx'd Daily
|
I-Shayz-I
I----------I
5218
|
Posted - 2014.12.08 07:55:00 -
[8] - Quote
Players skilled into gallente sentinels just because of the 4th low slot, and would tank it just like an Amarr sentinel.
Two high slots also made the Amarr favorable for forge gunning, being the all around best suit to use for any type of heavy play.
Now each race has a specific style and isn't stepping on the other's toes. Also, Amarr should always have the most lows.
If the Amarr sentinel got a 2/3 layout again we would have to give the assault a 4/4 layout, and the scout a 3/3 layout in order for things to make sense.
7162 wp with a Repair Tool!
|
Viktor Hadah Jr
Negative-Impact
6341
|
Posted - 2014.12.08 07:56:00 -
[9] - Quote
I would not mind a 2/3 Amarr sent maybe even prefer it 2 comp damage mods would **** **** up.
NEG1
[Event] Dust Hunger Games
PC, ISK,EVE, Corp Services
|
Imp Smash
Molon Labe. General Tso's Alliance
459
|
Posted - 2014.12.08 08:05:00 -
[10] - Quote
Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd.
Minmatar's flanking ability makes it a great assault like heavy suit, especially in maps with lots of rooms with obstacles to slip around. Cal is the same but for playing defense.
Gal is better at open area offense than Amarr. Amarr is better for open area defense.
Also, isn't the Amarr resistance to projectile weapons (HMG) only for their shields? I forget.... |
|
Jynx'D
Heaven's Lost Property Negative-Feedback
423
|
Posted - 2014.12.08 08:20:00 -
[11] - Quote
Imp Smash wrote:Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd. Minmatar's flanking ability makes it a great assault like heavy suit, especially in maps with lots of rooms with obstacles to slip around. Cal is the same but for playing defense. Gal is better at open area offense than Amarr. Amarr is better for open area defense. Also, isn't the Amarr resistance to projectile weapons (HMG) only for their shields? I forget.... Amarr has resistance to HMG to there armor. which they start with 720+. Gal has no resistance, has around 650 armor.
The shield resistance to HMG works in favor for the Gal - having a bit more. But when you take into account Amarr armor has resistance to HMG - it gives the amarr a huge edge in HP. And now not only does amarr have the highest based health - but can stack 4 slots worth of armor. AND has a lot more stamina.
Gal - it has 1 more rep and 1 low slot. Low slot is almost completely useless on a heavy. Cal gets away with it because it has 4 - just stack the shield. But damage mods are useless. They aren't adding anything substantial to your DPS like a shield extender would to your survivability.
So the gal is low stamina - can't keep up in armor, shield stacking isn't keeping up with armor stacking that has passive resistance as-well, and damage mods aren't worth the CPU/PG spent...
it's superior rep is just completely useless - just like the suit itself.
Read all the juicy PC news at The Jinx'd Daily
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5683
|
Posted - 2014.12.08 08:50:00 -
[12] - Quote
Jynx'D wrote:Imp Smash wrote:Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd. Minmatar's flanking ability makes it a great assault like heavy suit, especially in maps with lots of rooms with obstacles to slip around. Cal is the same but for playing defense. Gal is better at open area offense than Amarr. Amarr is better for open area defense. Also, isn't the Amarr resistance to projectile weapons (HMG) only for their shields? I forget.... Amarr has resistance to HMG to there armor. which they start with 720+. Gal has no resistance, has around 650 armor. The shield resistance to HMG works in favor for the Gal - having a bit more. But when you take into account Amarr armor has resistance to HMG - it gives the amarr a huge edge in HP. And now not only does amarr have the highest based health - but can stack 4 slots worth of armor. AND has a lot more stamina. Gal - it has 1 more rep and 1 low slot. Low slot is almost completely useless on a heavy. Cal gets away with it because it has 4 - just stack the shield. But damage mods are useless. They aren't adding anything substantial to your DPS like a shield extender would to your survivability. So the gal is low stamina - can't keep up in armor, shield stacking isn't keeping up with armor stacking that has passive resistance as-well, and damage mods aren't worth the CPU/PG spent... it's superior rep is just completely useless - just like the suit itself. Gallente gets 10% to projectile damage.
Quit saying they don't resist the HMG.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
thehellisgoingon
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2014.12.08 09:05:00 -
[13] - Quote
Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd.
Amarr is slow as all hell. The Gal sentinel is got the power now. Anyways I respec into amarr. 1344 armor on that proto sentinel. Proficiency 5 in my hmg. 1 complex damage mod. 4 logis. Welcome to the s**t show
|
castba
Rogue Instincts
672
|
Posted - 2014.12.08 10:42:00 -
[14] - Quote
Sgt Kirk wrote:Did someone say a bonus to Repair Modules!? All Gal suits should have this. It should be a racial thing IMO
"When everything is OP, nothing is" - CCP Ratatti
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5683
|
Posted - 2014.12.08 11:03:00 -
[15] - Quote
Hilariously a bricked galsent has higher average EHP than a bricked amarr.
Don't remember where but some nerd did the math.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
|
DarK KNigHT007
Ostrakon Agency Gallente Federation
3
|
Posted - 2014.12.08 12:13:00 -
[16] - Quote
Breakin Stuff wrote:Jynx'D wrote:Imp Smash wrote:Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd. Minmatar's flanking ability makes it a great assault like heavy suit, especially in maps with lots of rooms with obstacles to slip around. Cal is the same but for playing defense. Gal is better at open area offense than Amarr. Amarr is better for open area defense. Also, isn't the Amarr resistance to projectile weapons (HMG) only for their shields? I forget.... Amarr has resistance to HMG to there armor. which they start with 720+. Gal has no resistance, has around 650 armor. The shield resistance to HMG works in favor for the Gal - having a bit more. But when you take into account Amarr armor has resistance to HMG - it gives the amarr a huge edge in HP. And now not only does amarr have the highest based health - but can stack 4 slots worth of armor. AND has a lot more stamina. Gal - it has 1 more rep and 1 low slot. Low slot is almost completely useless on a heavy. Cal gets away with it because it has 4 - just stack the shield. But damage mods are useless. They aren't adding anything substantial to your DPS like a shield extender would to your survivability. So the gal is low stamina - can't keep up in armor, shield stacking isn't keeping up with armor stacking that has passive resistance as-well, and damage mods aren't worth the CPU/PG spent... it's superior rep is just completely useless - just like the suit itself. Gallente gets 10% to projectile damage. Quit saying they don't resist the HMG.
yes well said man ............................. but i have a doubt that in skills they dont say resistance to weapons ( projectiles and hybrids ,,etc ) increase per level.just press triangle on the sentinels skills and see it ur selves
|
Jynx'D
Heaven's Lost Property Negative-Feedback
443
|
Posted - 2014.12.08 18:57:00 -
[17] - Quote
DarK KNigHT007 wrote:Breakin Stuff wrote:Jynx'D wrote:Imp Smash wrote:Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd. Minmatar's flanking ability makes it a great assault like heavy suit, especially in maps with lots of rooms with obstacles to slip around. Cal is the same but for playing defense. Gal is better at open area offense than Amarr. Amarr is better for open area defense. Also, isn't the Amarr resistance to projectile weapons (HMG) only for their shields? I forget.... Amarr has resistance to HMG to there armor. which they start with 720+. Gal has no resistance, has around 650 armor. The shield resistance to HMG works in favor for the Gal - having a bit more. But when you take into account Amarr armor has resistance to HMG - it gives the amarr a huge edge in HP. And now not only does amarr have the highest based health - but can stack 4 slots worth of armor. AND has a lot more stamina. Gal - it has 1 more rep and 1 low slot. Low slot is almost completely useless on a heavy. Cal gets away with it because it has 4 - just stack the shield. But damage mods are useless. They aren't adding anything substantial to your DPS like a shield extender would to your survivability. So the gal is low stamina - can't keep up in armor, shield stacking isn't keeping up with armor stacking that has passive resistance as-well, and damage mods aren't worth the CPU/PG spent... it's superior rep is just completely useless - just like the suit itself. Gallente gets 10% to projectile damage. Quit saying they don't resist the HMG. yes well said man ............................. but i have a doubt that in skills they dont say resistance to weapons ( projectiles and hybrids ,,etc ) increase per level.just press triangle on the sentinels skills and see it ur selves
Amarr Sentinel Bonus:
3% armor resistance to projectile weapons per level. 2% shield resistance to hybrid - railgun weapons per level.
Gallente Sentinel Bonus:
3% armor resistance to hybrid - railgun weapons per level. 2% armor resistance to projectile weapons per level.
So Gal also receives a smaller resistance - but the point pretty much still stands. You don't ever pick Gal over Amarr for pretty much any reason. Damage mods are completely worthless, and unless you stack 4 on a forge, not advisable.
Read all the juicy PC news at The Jinx'd Daily
|
Atiim
Titans of Phoenix
14209
|
Posted - 2014.12.08 19:00:00 -
[18] - Quote
I think they should have the same layouts, like they did with the Assaults.
The 1st Matari Commando
-HAND
|
KING CHECKMATE
Opus Arcana Covert Intervention
6151
|
Posted - 2014.12.08 19:03:00 -
[19] - Quote
Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd.
Suck it up Amarrian Traitor/Gallente lover.
Amarrian Born. State Patriot.
|
Thumb Green
Raymond James Corp
1894
|
Posted - 2014.12.08 19:21:00 -
[20] - Quote
Interestingly enough the Amarr basic frame has the old 2/3 slots, at least it did last time I checked a couple weeks ago.
[RYJC]
|
|
TYCHUS MAXWELL
The Fun Police
671
|
Posted - 2014.12.08 19:22:00 -
[21] - Quote
I-Shayz-I wrote:Players skilled into gallente sentinels just because of the 4th low slot, and would tank it just like an Amarr sentinel.
Two high slots also made the Amarr favorable for forge gunning, being the all around best suit to use for any type of heavy play.
Now each race has a specific style and isn't stepping on the other's toes. Also, Amarr should always have the most lows.
If the Amarr sentinel got a 2/3 layout again we would have to give the assault a 4/4 layout, and the scout a 3/3 layout in order for things to make sense.
No, just no, we used to have:
Amarr = High shields and armor low speed and regen/rep.
Gallente = lowest shields and highest armor.
Caldari = highest shields and lowest armor.
Minmitar = lower shields and armor with higher speed and regen/rep.
Now we have:
Amarr/Gallente = near identical layouts, because Amarr iz teh armor tanks!!!
Caldari = highest shields and lowest armor
Minmitar = lower shields and armor with higher speed and regen/rep.
And thanks to this and really badly thought out data mining as adjustments:
ScR is performing as it should because its on par.... even though it should underperform because only one race is vulnerable to them while 3 races are vulnerable to CR/RR...
AR is being buffed over time because it underperforms... because again only one race was vulnerable to AR.
What this results in: Less and less shield tanking as time goes by from Caldari Medium/Heavies as AR and ScR rip right through them at insane speeds because hey... they don't do good against all teh armor tankz!!!
Inconsiderate Data Mining is inconsiderate. Statistically CR/RR should be outperforming while ScR and AR should be underperforming because instead of having multiple races dependant on shield tanking only one race needs it.
Amarr should have less armor than Gallente with slightly less shielding then the Minmitar. They should have an even slot layout just like the minmitar where on odds they favor a low slot over the minmitar's high slot favor. They should be the slow moving dual brick tanks with low shield regen and rep. Instead, we have two armor tank races because Amarr is teh armor tankz!!! Okay cool, well then the whole system needs to be reworked because +2 base armor rep for gallente at the cost of a lot of shields really? Really?! There also needs to be a heftier difference between the heavies as it stands a gallente could have comparable shields and armor as the Caldari and stack armor reps to outweigh any potential benefit the 200-300 more shields a Caldari sentinel may have compared to 2x or 2.5x armor sentinels can have in armor. Because anyone who thinks 60 shield per second that gets stopped by 0 damage (Yes literally if a forge gun AOE hits near you or a red berry fires a militia AR from 150 meters and you take no damage your shields will stop ticking) from ticking and only ticks fast when completely depleted is on crack. I'd take 35 armor rep and 15 shield recharge any day over 60 shield regen and 12 armor rep (assuming the cal sentinel spends a low slot on a complex armor rep.) You can get more damage mods on a Caldari sentinel for forges by stacking nothing but damage mods in your highs but a Gal sentinel with a damage mod and armor rep will be far more balanced as that Cal sentinel will fold like paper under pressure. That's not even considering the fact that any armor sentinel can get a logi and just stack armor plates. If Caldari sentinels stack extenders that sets their delays to such a screwy rate that I can't see them being anything more than **** fits.
****'s all fubar because the game is being balanced around the Meta instead of by design. But that's at least always been happening in Uprising... don't know about beta.
Right now of all the damage profiles statistically, Rail tech should be outperforming all damage types because their weaponry is -10 shield and +10 armor. Amarr and Gallente are armor tanks by design so CR and Rail weapons would both get a lot more kills however Rail weapons would take the lead on account of the fact that the minmitar favor shield tanking (sort of, but not really because shields get trashed right now by the ever buffing AR variants and the ScR bullshit.) If all weapons are performing on par right now then shield based weapons are overpowered. Why? Because only a fraction of the community is running shield tanks right now.
If amarr had their base shields buffed and their armor ticked down a notch and their slot layout similar to the minmitar while favoring lows over highs on odd numbers we would then effectively have 2 races that can dual tank instead of just one. This will make shield weapons more viable as more shield suits would be on the field. It also, will probably highlight how far out of whack the standard ScR and BAR are currently due to the over reliance on kill numbers without considering what they were killing. |
Iron Wolf Saber
Den of Swords
17994
|
Posted - 2014.12.08 20:49:00 -
[22] - Quote
Jynx'D wrote:...
So **** balance cause lore?
yea.... no. and the amarr sentinel engagement ability is superior to all. It's EHP will make sure to plow through each and every infantry in it's way.
More like balance because we need 4 play styles to fit the demands of lore. If you don't like the idea of armor regen tanking that the gallente should enjoy then go amarr.
CPM 1
Omni-Soldier, Forum Warrior
\\= Prototype Forge Gun=// Unlocked
|
Cody Sietz
Random Gunz RISE of LEGION
4178
|
Posted - 2014.12.08 20:52:00 -
[23] - Quote
Iron Wolf Saber wrote:Amarr are always going to have superior number of armor slots.
Amarr are also more likely to have superior endurance and superior resistances as well.
They are weakest in engagement ability and speed. Yet Gallente only get a slightly higher base rep then the Amarr...
"I do agree with you there though. shudders"
-Arkena Wyrnspire
|
TYCHUS MAXWELL
The Fun Police
671
|
Posted - 2014.12.08 21:33:00 -
[24] - Quote
Iron Wolf Saber wrote:Jynx'D wrote:...
So **** balance cause lore?
yea.... no. and the amarr sentinel engagement ability is superior to all. It's EHP will make sure to plow through each and every infantry in it's way. More like balance because we need 4 play styles to fit the demands of lore. If you don't like the idea of armor regen tanking that the gallente should enjoy then go amarr.
Well according to Dust right now I must assume Amarr and Gallente spaceships are the same statistically with very minor differences. |
Bright Cloud
Namtar Elite Gallente Federation
619
|
Posted - 2014.12.08 21:45:00 -
[25] - Quote
Jynx'D wrote:It makes no sense. Amarr gets resistance to HMG - right? Plus more base armor? A what, 50 or so shield difference? and way more stamina?
It used to be pretty balanced, choose Minmatard heavy for flanking and speed, Caldari for AV, and Gal and Amarr competed for HMG heavy. Amarr would typically be slightly better at facing other heavies - but Gal could be more versatile with 4 lows. And with Gal low stamina - 4 kats on it wouldn't overwhelm everyone. Stacking 4 armors would keep it up with amarr who still had 3 lows plus a good amount more base armor.
But now?
Amarr is just the choice suit for heavies. Caldari is still the AV heavy pick choice - but Minmatard is doomed.
With resistance to HMG, 4 lows to stack armor, reps, speed, or hack - and good stamina - why would you pick any other heavy?
With gal it made sense - but Amarr? It's just OP.
What data could you of possibly gotten to make this decision? It seems absurd. Because REASONS! GNAAARGH!
Bright is the opposite of dark! Who would have thought of that?!
|
Jynx'D
Heaven's Lost Property Negative-Feedback
448
|
Posted - 2014.12.08 21:48:00 -
[26] - Quote
Iron Wolf Saber wrote:Jynx'D wrote:...
So **** balance cause lore?
yea.... no. and the amarr sentinel engagement ability is superior to all. It's EHP will make sure to plow through each and every infantry in it's way. More like balance because we need 4 play styles to fit the demands of lore. If you don't like the idea of armor regen tanking that the gallente should enjoy then go amarr. you need to buff the hell out of regen if that is what Gal is supposed to be - Amarr is better at it too with 4 complex reps. .... .....
Read all the juicy PC news at The Jinx'd Daily
|
Sterone 1ere Ligne
Prima Gallicus
0
|
Posted - 2014.12.11 11:49:00 -
[27] - Quote
Jynx'D wrote:Iron Wolf Saber wrote:Jynx'D wrote:...
So **** balance cause lore?
yea.... no. and the amarr sentinel engagement ability is superior to all. It's EHP will make sure to plow through each and every infantry in it's way. More like balance because we need 4 play styles to fit the demands of lore. If you don't like the idea of armor regen tanking that the gallente should enjoy then go amarr. you need to buff the hell out of regen if that is what Gal is supposed to be - Amarr is better at it too with 4 complex reps. .... .....
Game, set and match. |
Vitantur Nothus
Nos Nothi
1120
|
Posted - 2014.12.11 13:28:00 -
[28] - Quote
Jynx'D wrote:**** balance ...?
****, indeed. Perhaps once the titans are balanced against the rest of us, then we can worry about balancing them against one another. |
castba
Rogue Instincts
681
|
Posted - 2014.12.11 15:12:00 -
[29] - Quote
Racial bonuses to certain lore -friendly modules would be nice
"When everything is OP, nothing is" - CCP Ratatti
|
Alex-ZX
Valor Coalition Red Whines.
72
|
Posted - 2014.12.11 15:21:00 -
[30] - Quote
Iron Wolf Saber wrote:Amarr are always going to have superior number of armor slots.
Amarr are also more likely to have superior endurance and superior resistances as well.
They are weakest in engagement ability and speed.
Or at least that is what he says...... Gallentians should have beast rep amounts and well, they don't have it. After a little analysis about it, ccp always give amarrians the "best" stuff ( maybe because they sux) I also didn't like that move, it was more balanced before, now I see amarr sentinels 24/7 with over 1100 hp, lol
*Alex's modified ZX-030 HMG
Luis' modified VC-107 CR
Alex's modified VC-107 SMG* Owner of this beasts
|
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |