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Tharak Meuridiar
The Empyrean Agency
109
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Posted - 2013.07.05 05:31:00 -
[1] - Quote
As someone who primarily flies Amarr ships on EVE, their weapons and drop-suits simply do not feel like part of the same race to me. One of my primary reasons for going Amarr is that for the most part, Amarr is a race that doesn't need ammo. When using lasers with t1 crystals your ammo is unlimited and you never have to reload. With t2 crystals you almost never have to reload and a tiny little frequency crystal will last as long as a huge stack of ammo. Of course as any Amarr pilot can tell you, our weapons eat through capacitor.
But Amarr tech has the unique feel that given the time to recharge you can fight with it indefinitely.
Recharging Our Ammo
I'm assuming the ammo Amarr weapons eat through is actually energy cells needed as there isn't a ship's capacitor powering the weapon. So what I would like to see is a high slot module that is some form of miniature capacitor for your dropsuit or an upgrade for the one I assume it already has. Adding this module would make it so your emptied energy cells are actually recharging. Basically any energy based weapon (scram rifle/pistol, laser rifle, and forge gun) slowly regenerate ammo over time based on the strength of your capacitor modules.
A Little Perk for Amarr
For those not aware all Minimatar suits get a little perk that makes them regenerate 1 armor per second. The same as a militia armor rep module. Amarr suits and weapons are rarely used so why not give them a little perk? Give Amarr suits the equivalent of a militia cap upgrade for free.
Now Amarr tech really feels Amarr.
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Gigatron Prime
The.Primes
92
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Posted - 2013.07.05 09:34:00 -
[2] - Quote
I forward this motion!
Well also, leveling the appropriate weapon skills adds max ammo anyways to the SR so I guess in a sense it's an energy cell upgrade? It sounds more like a max ammo module you want which can be applied to all races. I don't think we need that though.
Amarr do need more things that make it feel Amarr. I would rather do away with ammo altogether. |
Tharak Meuridiar
The Empyrean Agency
116
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Posted - 2013.07.05 09:41:00 -
[3] - Quote
Gigatron Prime wrote:I forward this motion!
Well also, leveling the appropriate weapon skills adds max ammo anyways to the SR so I guess in a sense it's an energy cell upgrade? It sounds more like a max ammo module you want which can be applied to all races. I don't think we need that though.
Amarr do need more things that make it feel Amarr. I would rather do away with ammo altogether.
Eh, I kind of like ammo as long as it recharges. It's like in EVE, overdo it, and you run out of capacitor.
If they did away with reloads though... that would be pretty nice. But it would require a rebalancing of all Amarr weapons. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4684
|
Posted - 2013.07.05 09:42:00 -
[4] - Quote
As a scrambler and amarr logi user, I would love this. Also forge gun is just basically a railgun, doesn't count.
+1 to the OP |
matsumoto yuichi san
SVER True Blood Public Disorder.
14
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Posted - 2013.07.05 13:44:00 -
[5] - Quote
this would be pretty decent, especially for the LR since you need to fire long bursts to kill anyone you have no ammo fairly fast, if it regenerated that would make it much better as an option amarr still need other tweaks but that would be cool :) |
Cyrille Fodeux
Ostrakon Agency Gallente Federation
12
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Posted - 2013.07.05 15:13:00 -
[6] - Quote
I support this. There has to be done another thing to Amarr suits too: They must become Armor Tankers! |
Mobius Wyvern
BetaMax. CRONOS.
2159
|
Posted - 2013.07.05 15:24:00 -
[7] - Quote
Tharak Meuridiar wrote:As someone who primarily flies Amarr ships on EVE, their weapons and drop-suits simply do not feel like part of the same race to me. One of my primary reasons for going Amarr is that for the most part, Amarr is a race that doesn't need ammo. When using lasers with t1 crystals your ammo is unlimited and you never have to reload. With t2 crystals you almost never have to reload and a tiny little frequency crystal will last as long as a huge stack of ammo. Of course as any Amarr pilot can tell you, our weapons eat through capacitor.
But Amarr tech has the unique feel that given the time to recharge you can fight with it indefinitely.
Recharging Our Ammo
I'm assuming the ammo Amarr weapons eat through is actually energy cells needed as there isn't a ship's capacitor powering the weapon. So what I would like to see is a high slot module that is some form of miniature capacitor for your dropsuit or an upgrade for the one I assume it already has. Adding this module would make it so your emptied energy cells are actually recharging. Basically any energy based weapon (scram rifle/pistol, laser rifle, and forge gun) slowly regenerate ammo over time based on the strength of your capacitor modules.
A Little Perk for Amarr
For those not aware all Minimatar suits get a little perk that makes them regenerate 1 armor per second. The same as a militia armor rep module. Amarr suits and weapons are rarely used so why not give them a little perk? Give Amarr suits the equivalent of a militia cap upgrade for free.
Now Amarr tech really feels Amarr.
Getting way too complicated, man.
This isn't EVE. |
Nocturnal Soul
Immortal Retribution
37
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Posted - 2013.07.05 15:51:00 -
[8] - Quote
Mobius Wyvern wrote:Tharak Meuridiar wrote:As someone who primarily flies Amarr ships on EVE, their weapons and drop-suits simply do not feel like part of the same race to me. One of my primary reasons for going Amarr is that for the most part, Amarr is a race that doesn't need ammo. When using lasers with t1 crystals your ammo is unlimited and you never have to reload. With t2 crystals you almost never have to reload and a tiny little frequency crystal will last as long as a huge stack of ammo. Of course as any Amarr pilot can tell you, our weapons eat through capacitor.
But Amarr tech has the unique feel that given the time to recharge you can fight with it indefinitely.
Recharging Our Ammo
I'm assuming the ammo Amarr weapons eat through is actually energy cells needed as there isn't a ship's capacitor powering the weapon. So what I would like to see is a high slot module that is some form of miniature capacitor for your dropsuit or an upgrade for the one I assume it already has. Adding this module would make it so your emptied energy cells are actually recharging. Basically any energy based weapon (scram rifle/pistol, laser rifle, and forge gun) slowly regenerate ammo over time based on the strength of your capacitor modules.
A Little Perk for Amarr
For those not aware all Minimatar suits get a little perk that makes them regenerate 1 armor per second. The same as a militia armor rep module. Amarr suits and weapons are rarely used so why not give them a little perk? Give Amarr suits the equivalent of a militia cap upgrade for free.
Now Amarr tech really feels Amarr.
Getting way too complicated, man. This isn't EVE.
It kinda is because its based in its universe |
Mobius Wyvern
BetaMax. CRONOS.
2160
|
Posted - 2013.07.05 15:58:00 -
[9] - Quote
Nocturnal Soul wrote:Mobius Wyvern wrote:Tharak Meuridiar wrote:As someone who primarily flies Amarr ships on EVE, their weapons and drop-suits simply do not feel like part of the same race to me. One of my primary reasons for going Amarr is that for the most part, Amarr is a race that doesn't need ammo. When using lasers with t1 crystals your ammo is unlimited and you never have to reload. With t2 crystals you almost never have to reload and a tiny little frequency crystal will last as long as a huge stack of ammo. Of course as any Amarr pilot can tell you, our weapons eat through capacitor.
But Amarr tech has the unique feel that given the time to recharge you can fight with it indefinitely.
Recharging Our Ammo
I'm assuming the ammo Amarr weapons eat through is actually energy cells needed as there isn't a ship's capacitor powering the weapon. So what I would like to see is a high slot module that is some form of miniature capacitor for your dropsuit or an upgrade for the one I assume it already has. Adding this module would make it so your emptied energy cells are actually recharging. Basically any energy based weapon (scram rifle/pistol, laser rifle, and forge gun) slowly regenerate ammo over time based on the strength of your capacitor modules.
A Little Perk for Amarr
For those not aware all Minimatar suits get a little perk that makes them regenerate 1 armor per second. The same as a militia armor rep module. Amarr suits and weapons are rarely used so why not give them a little perk? Give Amarr suits the equivalent of a militia cap upgrade for free.
Now Amarr tech really feels Amarr.
Getting way too complicated, man. This isn't EVE. It kinda is because its based in its universe That doesn't mean that all ideas from one translate perfectly to the other. |
Tharak Meuridiar
The Empyrean Agency
121
|
Posted - 2013.07.05 16:43:00 -
[10] - Quote
Mobius Wyvern wrote:Getting way too complicated, man.
This isn't EVE.
Ok let me simplify it for you...
Me think they shud make thingy to recharge ammo on Amarr boomsticks.
Come for free with Amarr shiny skin. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
5054
|
Posted - 2013.07.11 06:29:00 -
[11] - Quote
Still a very cool idea |
Gigatron Prime
The.Primes
267
|
Posted - 2013.07.19 05:58:00 -
[12] - Quote
All hail the Amarr!! CCP has read and recognized this thread but I'm not sure if they're going to do anything about it.
They say Amarr tech in DUST shouldn't feel exactly like EVE, but by god, that's why we chose Amarr in DUST silly!!
Because we want a different variation of Amarr in DUST reminiscent of EVE!!
In fact, most of your die hard playerbase is FROM EVE |
bacon blaster
BIG BAD W0LVES Eternal Syndicate
77
|
Posted - 2013.07.19 06:48:00 -
[13] - Quote
This game needs to be balanced. For the Amarr to have unlimited ammo, it needs to be counter balanced, either by having vicious heating problems, or by having reduced damage. Either way, there would be MUCH bitching and griping.
That said, I wouldn't mind if they made Amarr suits more armor based. What they could do to help make them so would be to provide a bonus that negates some of the movement penalty on plates, or some such. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
640
|
Posted - 2013.07.19 07:44:00 -
[14] - Quote
Well Cmdr Wang responded to this. Pretty much said, "Too lazy, it's fine how it is." |
Bettie Boop 2100190003
A.N.O.N.Y.M.O.U.S. League of Infamy
56
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Posted - 2013.07.19 11:14:00 -
[15] - Quote
So what you are saying is that you would like a weapon that, when you run low/out of "ammo" you can "hide" and it regenerates. Sounds great to me as long as there is NO WAY to get your "ammo" back faster and you must wait for it to regenerate. Makes life so much easier for people killing you, "That Amar dude is hiding, he cant have much ammo left, easy target!".
Im not a huge fan of the idea, but Im ok with it because so many people will go for it and my KDR will go up killing the people with out ammo. |
J-Lewis
Edimmu Warfighters Gallente Federation
231
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Posted - 2013.07.21 21:27:00 -
[16] - Quote
Amarr should be EXACTLY like Amarr in EVE; that's why they're AMARR.
Same for every other bloody race; if you're not going to go the whole nine yards with the whole "different windows into the same universe" vision, why bother making it the same IP at all?! You can change a lot of things, but racial identity - a huge part of the IP - is a huge no-no!
Yes, racial identity is important! It's the entire reason there's a perpetual war between empires in New Eden! Why should Amarr be bound by something as primitive as mags? They're lasers, with batteries.
Not having to reload would be loyal to New Eden lore; use heat instead to simulate "reload time". However, the ammunition (battery power in this case) should still depend on an energy source: Either a nanohive or Amarr suit with the relevant bonus (equivalent to EVE's "10% per level to laser capacitor use" on certain Amarr ships).
Example: A timer similar to shield delay before heat starts dissipating on scrambler type weaponry; you can either let it cool passively, or use the reload key to execute a 'safe' heat dump.
This goes for all races; suits should complement the weapons and philosophies of that race. |
Iron Wolf Saber
Den of Swords
6365
|
Posted - 2013.07.21 22:59:00 -
[17] - Quote
Suit reactors are nowhere near as powerful as the vehicle reactors. On average though amarr have more bullets than most other comparable weapons and they're still energy based weapons. Neutron beams and Lasers. |
Kinky Burrito
A.N.O.N.Y.M.O.U.S. League of Infamy
97
|
Posted - 2013.07.22 08:33:00 -
[18] - Quote
When it comes down to redesigning the role bonuses for equipment, I would love to see a PG/CPU reduction for uplinks. It hard out there for Amarr logis trying to run this stuff, and as I understand uplinks are supposed to be Amarr tech. |
Your Absolut End
Neanderthal Nation
130
|
Posted - 2013.07.22 11:22:00 -
[19] - Quote
Cyrille Fodeux wrote:I support this. There has to be done another thing to Amarr suits too: They must become Armor Tankers!
correct, but only when armor is finally buffed!
all in all I really like OP's idea. I think we should still be able to profit from nanohives.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
758
|
Posted - 2013.07.22 11:23:00 -
[20] - Quote
Your Absolut End wrote:Cyrille Fodeux wrote:I support this. There has to be done another thing to Amarr suits too: They must become Armor Tankers! correct, but only when armor is finally buffed! all in all I really like OP's idea. I think we should still be able to profit from nanohives. Perhaps Amarr specific nanohives that buff recharge speed. I know PIE would benefit from that since we don't use anything that isn't Amarrian |
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