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Jandice Ymladris
Caldari United Peoples' Defense Coalition
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Posted - 2007.12.31 11:19:00 -
[1]
Good day folks :) I`m currently training up my e-war skills and using the 4 races their frigates.
However at higher ships this isn`t doable; so I wondered wich race-ships suits e-war the most besides Caldari. Plan to train up 2 races to allow some flexibility. Caldari are a given; it`s even one of their strongpoints. but wondered what other race would fit? The Amarr have energycontrol (neuts; NoS; etc) The Minmatar got trackingdistruption & targetpainters And last the Gallente with dampeners & boosters
Have a hard time choosing wich of the 3 others would be a good choice.
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Polkageist
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Posted - 2007.12.31 11:37:00 -
[2]
i think it would be gallente, but not sure... im heavy newb, specially in ewar
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Xenon Star
Amarr Viscosity
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Posted - 2007.12.31 11:40:00 -
[3]
Edited by: Xenon Star on 31/12/2007 11:40:47 First of all tracking disrupts are amarr ;)
Secondly to answer ur question im gonna have to also say Gallente.
Sensor damps are still powerful, and u only need to train hybrid guns as a weapons system for both races if u choose.
Caldari are good for ecm, and have the scorpion which can be the bane of entire enemy fleets.
Gallente and Caldari are a good combination.
If u hate gallente like me, go amarr, coz a) we are l33t pwnzors and b) all ships need cap, and amarr can kill it nice and fast :)
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Heartstone
Jericho Fraction The Star Fraction
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Posted - 2007.12.31 11:44:00 -
[4]
Okay well with recent changes all non-Caldari EWar took a bit of a hit. Having siad that effective EWar is still possible from Non-Caldari sources as long as you are using the correct ships for the job and have some degree of skill.
Sensor Dampeners = Gallente. This have taken a bit of a hit with the recent patch introducing scripts. In bade mode they are pretty much a wasted slot unless used at extreme range where every km matters. With the range script they are still reasonably effective in stopping snipers from hitting you and forcing other ships to close in on you to maintain their lock. I personally still use them but I have noticed a certain drop off in effective use of them even in my Arazu rigged for Sensor Dampage. For reference I have maxed skills with these things.
Tracking Disruptors = Amarr. These again have been affected by the patch however most pilots only really used them to reduce tracking speed as it was considerably more effective to use Sensor Damps to reduce turret range by simply removing the ability to lock at range. So whilst these have been reduced in effectiveness they aren't quite as badly hit as Sensor Damps were. Again for reference I have IV IV in these modules and use them occasionally for some ships even now on non specialised ships in fact.
Minmatar = Target painter. LOL. What a load.
Now in addition to these each race has a second specialisation that goes hand in hand with their EWar. For Gallente this is Warp Disruption Range. This again has been affected a bit by the last patch. Not by reducing it's effectiveness but by introducing more ships capable of extended disruption range (EAS obviously but also with the Interceptor changes).
Minmatar has increased Stasis Web Range and whilst Target Painters are terrible the increased Stasis Web range is a very very nice ability. Well set-up Rapiers can really be a pain to an enemy.
The Amarr have their NOS and Neut and again this has been affected by a recent-ish change but the change is more about learning to use Neut and Nos together than it is making it less useful. A well set-up and knowledgeable Curse Pilot can shut down peopel fast. It is also worth noting that the Amarr Recons can also pack the most punch imo with their drones.
Hope this helps you out Jandice.
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Pinky Denmark
The Cursed Navy
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Posted - 2007.12.31 11:47:00 -
[5]
I would say train minmatar or gallente... As said above Gallente are generally rather powerfull when used correctly (damps are still strong and warp disruptor range is a real threat to anyone) and those webifiers on the minmatar will be usefull far into the new year unless CCP really nerfs the situation with speedships too fast to catch otherwise - I'm a nice guy!!
But hook me up with some pew pew, because I'm really bored... |
Jandice Ymladris
Caldari United Peoples' Defense Coalition
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Posted - 2007.12.31 12:40:00 -
[6]
Thanks alot for the advice. Might go for the Amarr as their e-war has a different approach wich is a nice change from the ecm-warfare of the caldari. Also thanks for correcting my mistake on trackingdisruption :)
So Amarr have the cap & trackingcontrol; seems they have a wide variety of e-war open to them. Sound good to me as I like to have a selection of things to do.
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Galsia Yovinda
Gallente Dec Me Please
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Posted - 2007.12.31 13:12:00 -
[7]
don't under estimate the boost from a target painter, may not seem like much but suddenly doing a good bit more damage to a ship due to a target painter helps a good bit (just ask anit-interceptor squads)
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Derek Sigres
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Posted - 2007.12.31 14:45:00 -
[8]
ECM has gotten nerfed a few times and it seems that the latest update dropped the jamming strength of multispecs by about 1/2 a point or so. It's gotten to the point actually that multispecs are almost only useful in caldari ships given that with good skills you're still losing 50+ cap a cycle and you may be able to achieve a jam strength of 5 or so with max skills and a few ECM upgrades.
That being said, of the EWAR in the game, ECM is the strongest but it requires the most commitment to the module. ECM drains a lot of cap and you need several modules to have a reasonable chance of keeping someone locked down. Damps are less useful after their downgrade but allow you to force a close fight, or at the very least increase the time that it's just you shooting. Damps have the advantage of being at least somewhat useful with just a single module on your ship (though it doesn't hurt to have several if you can fit them). NOS and Neuts are technically EWAR though in my book are either incredibly powerful or next to useless. You have to be up close to use them (whereas damps and ECM can be used at long range) and they don't technically stop anybody from doing anything. Instead they reduce endurance for what people are doing. Problem I see with them is it takes quite a few modules to achieve it's desired result (insufficent cap to tank/shoot/jam effectively) quickly and these modules take up high slots (where you could put things to hurt people instead). Of course, when used right a NOS/Neut boat can dramatically hasten a ship's doom in a way Damps and ECM can't.
To me though the various modules work best in concert with the other types. ECM benefits most from having a group whereas the rest can work adequately by themselves.
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James Lyrus
Lyrus Associates Enuma Elish.
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Posted - 2007.12.31 16:54:00 -
[9]
My recommendation if you're looking for versatility, is to cross-skill minmatar.
Caldari ships are unparallelled at neutralising other ships. Damps and tracking disruptors, are more... supplemental to a ship's primary role. ECMS _are_ the ship's primary role.
Minmatar ships are different. Their ewar is not one that stops another ship shooting you. (like damps, ecms or tds). Target painters are pretty mediocre - useful in some situations, but mostly not.
Long range webbers, on the other hand, are totally amazing, wonderful, and positively valued in a gang. Rapier and Huginn, in particular, are just plain amazing as gang support ships. The only problem you'll have is if you can fly both Falcons and Rapiers, is your gang will be fighting over which they'd rather have you flying.
To a certain extend, Pilgrim/Curse and Arazu/Lach do the same thing as the Falcon/Rook - neutralise damage capability - but I don't think anyone would disagree that they're worse at it than the specialised ECM ships. (But they do get other things they can do, where ECM ships are pretty much only ECM ships). -- Crane needs more grid 249km locking? |
Stuart Price
Caldari Havoc Inc Blood Blind
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Posted - 2007.12.31 18:24:00 -
[10]
Gallente recons complement Caldari ones well for a simple reason: Sometimes ECM will fail a cycle. An Arazu/Lachesis using damps with sig resolution scripts will smack an enemy lock time long enough for the failed cycle to end and another (hopefully successful) one to start. OR use range scripts to knacker enemy ECM ships up, since they'll usually be operating at maximum range. One damp on them will pretty much put them out the fight until they can reposition closer. "I got soul but I'm not a soldier" |
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Sergeant Chaos
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Posted - 2007.12.31 23:09:00 -
[11]
Edited by: Sergeant Chaos on 31/12/2007 23:09:12 edit: oops nm
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Jandice Ymladris
Caldari United Peoples' Defense Coalition
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Posted - 2008.01.01 10:55:00 -
[12]
Mmmm some interesting thoughts about E-war ships here. Thanks alot for the continued explanation ppl; gives me a better image of the various races & their E-war versatility. But this shows I have to read up way more about the various abilities before I make a final decision. Have to say; the eve-community is been very helpful to me with info. Haven`t encounters(barely) any noob-bashing as I was warned for. Thanks for that
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