
ShahFluffers
Ice Fire Warriors
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Posted - 2011.08.19 22:57:00 -
[1]
All races have their pros and cons... it really depends on what weapons/tanks/tactics you prefer.
Minnie ships are typically favored in solo, small, and medium sized engagements due to their speed, mobility, and high "alpha" abilities (i.e. they deal high volley damage which is good against targets that are being repped). Their guns also use no capacitor power. The downsides with Minnie ships are that their respective tanks tend to be a bit lacking compared to other races, they are quite skill intensive overall (Minnie ships have the ability to utilize shields, armor, turrets, missiles, speed, and/or some combination of all of the above) and their general over-reliance on speed (a Minnie ship that is scrammed and webbed is a dead Minnie ship).
Amarr are favored for medium to large engagements in part due to their large tanking abilities, ranged "short range" weapons, high damaging weapons (they deal about 10 to 15% less overall DPS than blasters), and little need for ammo. The downsides with Amarr ships are that they are slow, tend to be lacking in versatility (many Amarr ships are "one trick ponies"), are very dependent on capacitor to run their weapons, and only deal in EM and Thermal damage (which many ships are a bit strong against).
Caldari are similar to Amarr in many respects in that their ships are a tad on the slow side and can field some pretty impressive tanks and DPS, but in shield and missile form respectively. Some of their ships are also VERY good in their specialty, outclassing other ships within it (ex. The Caracal is one of the few cruisers other than the Rupture that instills fear into frigate pilots). The Caldari also have ships which have bonuses for ECM, which is HIGHLY effective in small and medium sized engagements. The downsides with Caldari are that, like the Amarr, some of the ships in their line-up tend to be a bit limited in terms of versatility... to the extent where some of their ships can only do one, maybe two, things really well but nothing else. Other problems they suffer from lie in their weapon systems. Missiles have to fly out to their target before the DPS is applied, leaving them at a bit of a disadvantage in ranged combat, and hybrid weapons in general are outclassed by projectiles (Minnie weapons) and lasers (Amarr).
Gallente have turned out to be the proverbial "Jack of all Trades." Their droneboat line-up in particular embodies this line of thinking, using bonused drones to deal significant DPS while the the ship itself focuses on either utility or survivability. Their blaster line-up, when used properly, is capable of dishing out mind-boggling DPS at close range. Both lines of ships can be fitted a number of ways to a given situation... employing decent armor tanks, decent shield tanks, or decent speed. The problem with Gallente ships lies, again, in their "Jack of all Trades" style and their weapon systems. They can armor tank, but nowhere near the levels that the Amarr can. They can shield tank, but not as good as the Caldari can. And they can be fast, but not as fast as Minmitar ships can be. And they usually can only do one of these things at a time. Drones are like missiles in that they need to get into range of the target before applying DPS, but unlike missiles in that they are destructible and can be left behind in the "heat of the moment" (effectively leaving you with no DPS ability in some cases). Hybrids also have issues in that blasters (short range) have trouble applying their damage unless they are literally jammed up the tailpipe of the target. Railguns (long range) are the exact opposite in that they have enormous range but little damage dealing ability. Both Blasters and Railguns are reliant on capacitor the same way lasers are. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |