Karn Velora
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Posted - 2010.12.22 13:30:00 -
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As Amarrians are the most turret-centric of all races, we are the most heavily reliant on uh... drones. Makes sense, I know, but yea. Drones are "the ****". Drones V, and onwards to Drone Interfacing is a great investment, multiplying their damage by a "crapload". The bigger your weapons get, the more you rely on the drones to mop up all the crap you can't even dream to hit with your turrets. Any ship, cruiser or bigger, should have at least 5 drones in the air, more or less all the time.
Truly dominating the scene in an Amarrian ship also puts some heavy use into "non required skills". Capacitor skills, being once. With lasers, reppers, afterburner... you chew through cap like a junkie through a pharmacy.
Gunnery skills. There's loads of gunnery skills that aren't required to fit the weapons, but will improve their performance tremendously. Higher tracking, damage, range, cap efficiency...
Navigation skills. Widely neglected, but... if you fly a beam-boat, especially versus smaller ships, speed may be worth the investment. It'll keep the enemy at range, chasing you, so you can pop them. If they get close, you can actually start to chase them (and then they try to head out to their orbit distance, going *straight*, giving up a clear shot with the beams right up his wazzoo. Pop. ) Needless to say, navigation skills will also make you more agile, speedy, cap efficient, warp out faster, etc - and that's great. More speed means more possibilities to outmaneuver larger ships, to see to it that they don't get any clear shots on YOU. Navigation is more important than people like to think.
Also, missions take a bit of tactics. Identifying the targets that need to be taken care of first. Frigates may not be the most dangerous targets but: at range you CAN hit them, and if you wipe them out quick, you will not experience close combat. The cruiser's won't chase you down that quickly.
May also be worth looking into refitting the ship for each mission. No reason to tank explosive damage if you are facing serpentis pirates. Add armor hardener(s) specific to counter the enemies you will be facing.
And of course, some experience doesn't hurt. Turrets need some understanding of angualar velocity and tracking to get good mileage. It pays to learn how to fly the ship to maximise your chance of getting clear shots on the enemy.
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Tbh though... I was running a destroyer for level 2s and had a lot of fun doing it. :) It's a bit "squishy" though, so personally I'd scrap the close range pulses, in favor of really long range beams, and an afterburner to make sure the enemy stays far away.
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