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space bear
Gallente Farbotz
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Posted - 2011.02.02 14:39:00 -
[1]
Edited by: space bear on 02/02/2011 14:40:11
Originally by: Eighties Special Congrats on page three! (...) That could almost be boiled down to the fact that Gallente have a flawed design paradigm. They've got the shortest-ranged weapons coupled with a tanking mechanic that leaves them in many of the slowest ships in the game. (...)
Sounds like a good chunk of head engineers of the gallente spaceship industry really needs to be fired out and replaced by competent ones... Trust privates...
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space bear
Gallente Farbotz
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Posted - 2011.02.02 20:30:00 -
[2]
Originally by: Swynet
Originally by: TV Evangelist Gallente are WAAAY op with high dps blaster ships. This is largely because armor tanking compliments blaster setups SO WELL! Blasters The damage of blasters is so far and away better than lasers or autocannons that it MORE than makes up for their range advantage. Lasers and AC's are further hampered by the prevalence of NULL ammo.
Railguns Railguns get the advantage of having SPECTACULAR dps AND volley damage. All the while benefiting from SPIKE ammo which gives a HUGE range advantage to gallente!
Armor Tanking Armor tanking really helps with the philosophy of use for gallente. Combined with a MWD it gives them unmitigated KENYAN speed towards their target, TONS of low slots left for damage mods, as well as HUGE amounts of EHP to give it time to deal it's OP blaster damage with no way for the target to escape the onslaught due to OP webs.
This cannot be tolerated any longer.
This is wy you guys are incredebly stupid.
You are trying to convince yourself and not admit the evidence.
Let me give you a good advice ubber player, get in your myrmidon and shield tank with and put a full rack of autos T2 and them come here say again that rails and armors ships are fine.
Getin a mega and full rack it with T2's arty's, shield buffer, then go out snipe some stuff. You see the difference?
You don't? Men your helpless.
hmmm... he was sarcastic, me thinks 
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space bear
Gallente Farbotz
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Posted - 2011.02.04 11:01:00 -
[3]
Edited by: space bear on 04/02/2011 11:07:34 Edited by: space bear on 04/02/2011 11:02:01
Originally by: Skex Relbore (...)
My experience in these threads is that the vast majority of those claiming that Gallente are fine, either have little or no killboard history to back up their claims or their killboards show them as not actually flying much in the way of Gallente hulls.
For example Lilith Velkor who has very impressive killboard, but if you actually look at the ships she's flown for the last 3 months the only hybrid user on the list is the Navy Comet which is one of the few examples of a blaster boat done right (lots of dps good slot layout as well as fast and rugged enough to get into effective range in addition to a generous drone bay)
I don't think anyone has claimed that a highly skilled pilot can't make Gal hulls work nor that they are completely useless (they excel at docking games) But the quarterly economic report shows in very concrete objective terms at just how much of a disadvantage Gal hulls really are.
With the notable exception of the Nyx Gallente are poorly represented in the actual used statistics. One can talk all you want about skills and FOTM but the reality is that FOTM becomes FOTM for a reason. The corollary is that the under-representation of other ships is an indication of their short comings.
The problems that Gallente face are manifold, Their lack of speed particularly considering that they are supposed to be armor tankers means that they are generally unable to close range to apply dps compared to their competition.
Amarr faces a speed issue as well but they have enough range that it simply isn't a problem for them in the same way it is for Gallente. A Minmatar or Caldari ship can't kite around inside disruptor range with impunity from damage against them as they can with a Gallente ship.
Arguments claiming that Gal benefit from gang mates fail as well thanks to the fact that their generally inferior engagement envelope means that they are constantly motoring around trying to get in range of a hostile ship meanwhile the laser, missile and projectile ships are laying down a lesser but constant stream of dps.
Then even if one does manage to get into range to apply that wonderful theoretical dps the poor tracking on blasters means that you won't be getting anywhere close to that level of facemelt when actually at optimal without the use of webs.
Now the argument of "use webs" runs smack into another design flaw. For an active tanked ship that uses cap dependent weapons you need 3 slots minimum for Prop mod, Point and a cap booster to run all that stuff. That means you really need a minimum of 4 mid slots for a decent blaster ship to get all that plus a web. At this point you run into the problem that with 4 mids its probably better to shield tank anyway to gain better speed/agility as well as to free up low slots for tracking and damage mods (which is what we end up doing on the Brutix and Hype most the time)
Blasters should have the best tracking period. If you can get into range you should be able to hit equal sized targets without a web.
As it stand today Gallente (and to an lesser extent Caldari) hulls are at an extreme disadvantage do mainly to the flaws in their weapon systems.
Very good points here, not much else to add. Thank you sir
Edit: YEEAHHH! Page 5 
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