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Zduhac Aldent
ROC Academy ROC.
3
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Posted - 2015.11.15 20:46:12 -
[1] - Quote
Ok guys lets write here Pros / cons and description of four main faction because i cant find anything like this on net. I will start with one i know best-Gallente. So Gallente are mainly drone and/or hybrid turrets users armor tanked Drones have high dps and get you free high slots you can use for anything from neuts to reppers for spider tanking. Drones are OP since i think they deal most dmg at their range (classic mmo range vs dmg stuff like longer the range lower the dmg ) but problem is they need some time to arrive to target and they can be shot and destroyed,dont use ammunition Hybrids have highest dps on paper but have lowest range so sometimes its hard to utillize them to full potential,but those are blasters,rails have higher range but lower dps ofc,use ammunition
Hope you will help me complete this thread for other factions and ofc you can add something to mine gallente description or correct it |
ergherhdfgh
Imperial Academy Amarr Empire
930
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Posted - 2015.11.15 20:57:10 -
[2] - Quote
Any race can fly any other race's ships so there is no difference in what race you are. If you are talking about a racial ship line up it's really personal choice. I would not get too hung up on what everyone else says and then just try everything out. You'll figure out what you like and then focus on that. |
Zduhac Aldent
ROC Academy ROC.
3
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Posted - 2015.11.15 21:00:39 -
[3] - Quote
ergherhdfgh wrote:Any race can fly any other race's ships so there is no difference in what race you are. If you are talking about a racial ship line up it's really personal choice. I would not get too hung up on what everyone else says and then just try everything out. You'll figure out what you like and then focus on that.
you did not quite get me did you? i though you guys can help me write description for all 4 main factions on their pros cons uses and stuff like that im not asking you to write go ammar they are best just write objective description of each one so new players who are choosing starting or they want to cross train know what they are looking for and know what to expect. "And you say try everything then decide" Im not asking for me i already have my eve life planed out way ahead this is mostly for newer characters |
ergherhdfgh
Imperial Academy Amarr Empire
930
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Posted - 2015.11.15 22:02:28 -
[4] - Quote
I stick by what I said. That is my advice for any new player be it you or someone else.
You are asking me to help you do something that I think is counter-productive.
A lot of other games have large differences between the races and often factions that you have to choose and be stuck with. We have a hard enough time as it is "curing" new players of that. Aside from RP stuff there is no difference between the races.
The racial ship line ups have been largely homogenized to the point that there are not that many differences. Most of the differences that do exist boil down to personal preference and I honestly think people just need to try them.
When you frame it the way that you are taking about you make new players think that it's some huge commitment and that they'll be stuck in some role if they don't do it right from the beginning and none of that is true. |
ShahFluffers
Ice Fire Warriors Snuffed Out
8944
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Posted - 2015.11.15 22:09:45 -
[5] - Quote
reserved
How did you Veterans start?
The Skillpoint System and You
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Azda Ja
BUMP POW
4535
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Posted - 2015.11.15 22:11:00 -
[6] - Quote
Never not Vherokior.
Grrr.
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ShahFluffers
Ice Fire Warriors Snuffed Out
8944
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Posted - 2015.11.15 22:30:52 -
[7] - Quote
Zduhac Aldent wrote:Ok guys lets write here Pros / cons and description of four main faction because i cant find anything like this on net. I am going to go on a limb and assume you mean racial ship lines.
If you are talking about the character racial lines... then I can only say there is no distinction between any of them beyond appearance, starting system, and a few days worth of skills.
(note: you are in the Newbie Q&A forum... you kinda have to specify here because a lot of broad questions on many subjects like this are routinely asked)
Zduhac Aldent wrote: 1. So Gallente are mainly drone and/or hybrid turrets users armor tanked 2. Drones have high dps and get you free high slots you can use for anything from neuts to reppers for spider tanking. 3. Drones are OP since i think they deal most dmg at their range (classic mmo range vs dmg stuff like longer the range lower the dmg ) but problem is they need some time to arrive to target and they can be shot and destroyed,dont use ammunition 4. Hybrids have highest dps on paper but have lowest range so sometimes its hard to utillize them to full potential,but those are blasters,rails have higher range but lower dps ofc,use ammunition
1a. Let me rephrase that for you; Gallente ships are intended to be armor tankers with emphasis on hybrid weaponry (blasters specifically) and a strong drone-centric ship line. However, you can just as easily shield tank Gallente ships due to their generous mid-slots. 2a. Drones have moderate damage potential. Their real strength comes from their semi-autonomous nature (not affected by de-buffs aimed at the host ship) and their flexibility on the battlefield (lights, mediums, heavies, sentries). "Utility drones," outside of massive swarms, are fairly useless (exception: ECM drones). As for the extra high-slots... in theory this is correct. However drone ships typicall have less fitting slots, CPU, and Powergrid to fit equipment (relative to their in-class peers). 3a. No. They are not. They can be easily blown up, outrun, or out-tracked by competent pilots. I am going to go on a limb and assume you have been hearing people talking about sentry drones. Those things are only really overpowered using a particular tactic. 4a. Correct. However, once you start using Tech 2 blasters and their Tech 2 ammo (particularly Null ammo) it becomes less difficult to use blasters.
For the other races... here is an old write-up I did that is still kinda valid.
Amarr - ships tend to be tankier and slower than their class counterparts in addition to having having a larger than normal capacitor to draw power from. Some Amarr ships tend to be somewhat inflexible in terms of what you can do with them (sometimes being better suited for gang/fleet support than running solo)... other Amarr ships are "jacks of all trades" with a plethora of options and a "trick" they can be fitted for (ex. a Prophecy can fit turrets, missiles, or support modules in addition to using drones... but regardless of its configuration it is usually a very tanky ship). Amarr almost exclusively favor armor as their means of defense.
Gallente - not as tanky as Amarr ships, but not as bulky either. They can usually burn forward in a straight line very well but tend to lack the agility to turn quickly. Some ships excel in "brawler" type setups while others are a bit more flexible in terms of what they can do given their more "spread out" fitting slots. This race is defined mostly by its weapon systems of choice; hybrids and drones. Gallente are primarily armor tankers but because of their aforementioned "spread out" fitting slots it is not uncommon to see them using shields.
Minmatar - while possessing some of the least "beefy" of ships in terms of tank, Minmatar ships tend to be some of the most agile. Many of their ships put extra emphasis on fast, skirmish tactics while others are a fair bit more flexible in terms of fitting setups. Minmatar don't have any specific preference for tanking style (though, there are exceptions to this) and so they can be found using shields or armor for defense.
Caldari - Think "shield version" of the Amarr. Many Caldari ships can a bit slow and cumbersome while others are one trick ponies" that do their trick very, very, VERY well. Most Caldari ships feel at home engaging from range and/or in groups.
How did you Veterans start?
The Skillpoint System and You
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M'pact
Extreme Agony The Wraithguard.
66
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Posted - 2015.11.16 21:14:23 -
[8] - Quote
Four very useful pages, giving the exact info the OP wants...
Amarr
Caldari
Gallente
Minmatar
When I finally do make an impact on this universe, it will reverberate across the entirety of it, and no one will be able to truthfully claim they don't know me.
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Until then, I'll just sit quietly over here, minding my own business...
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Hasikan Miallok
Republic University Minmatar Republic
1645
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Posted - 2015.11.16 22:14:25 -
[9] - Quote
Easy:
Minmatar: Duct Tape and Chewing Gum
Caldari: Business is Business
Amarr: Fanatics and Religious Nutters
Gallente: 6 months ago I could not even spell inteligents and now I is one |
Tau Cabalander
Retirement Retreat Working Stiffs
5525
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Posted - 2015.11.16 22:34:37 -
[10] - Quote
One thing to keep in mind is that originally the races were meant to counter each other.
This has largely been removed, and continues to be removed, over many balance passes, to make them all pretty much the same.
Example:
Amarr vs. Minmatar * Siege (slow and heavy armor buffer tank) vs. hit-and-run skirmish tactics (shield and less armor). * Heavy capacitor dependence vs. no capacitor dependence. * Turrets used only within optimal with virtually no falloff vs. turrets used primarily in falloff. * EM & thermal damage (great against shields) vs. explosive & kinetic damage (great against armor). * Control engagement range (webifiers) vs. variable engagement range (target painters). |
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Dirk Magnum
KarmaFleet Goonswarm Federation
515
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Posted - 2015.11.18 01:29:01 -
[11] - Quote
Tau Cabalander wrote:One thing to keep in mind is that originally the races were meant to counter each other.
This has largely been removed, and continues to be removed, over many balance passes, to make them all pretty much the same.
For better or ---> WORSE <--- this is indeed the case. One positive effect that this probably has however is that fewer people try to base their training around FOTM ships only to complain when the FOTM gets balanced. Current FOTM ships (SOE and Mordu) require two races of skills anyway, so even then you still have to cross-train.
Don't cross-train so much in your early days that you only have two or three levels in the skills you need to fly what you want, but rather try skilling some things that seem interesting up level 4 and just feel them out. If you don't like it, you only lost a couple days, and you can always come back to it later.
tldr cross-train and don't chase FOTMs.
-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á "LIVE FAST DIE."
- traditional Minmatar ethos [citation needed]
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