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Niklas
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Posted - 2006.03.16 00:52:00 -
[1]
Im 6 days from being able to fly the amarr dread and I cant wait. Being a long time amarr man with a love of lasers, this is a dream come true. But as I started looking closer at the different races dreads it looks like the Amarr dread is alittle gimped when compared to others.
Amarr dread has 3 turrets, (only dread limited to 3 primary weapons)
Caldari dread, 3-launchers, 1-turret. Missles always hit :-) the lasers dont.
Minmatar dread, 2-launchers, 2-turrets. good overall mix.
Gallente Dread, 3-turrets, massive bonuses to drones. best ship to counter small and lg ships.
Now im used to having a limited flexability in amarr ships but they usually have good firepower and tanking, which i LOVE, So why is the Amarr dread gimped with only 3 turrets. I believe this should be increased to 4 turrets to put it inline with the other ships, i dont believe that 4 turrets would unbalance it, but if you do please tell me why.
I have not used dread's before so if you notice something Im overlooking, please give me your opinions. Just please stay on topic :-)
Also any ideas on outfitting the ship would be appreciated.
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Netto
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Posted - 2006.03.16 00:56:00 -
[2]
Should use it for a POS assault and then come back to the table.
Netto
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Shayla Sh'inlux
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Posted - 2006.03.16 00:58:00 -
[3]
Quote:
Caldari dread, 3-launchers, 1-turret. Missles always hit :-) the lasers dont.
Caldari one has 4 highslots for starters. Minus one for Siege Module and there you go.
Citadel Torps suck. Lasers don't.
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Tiuwaz
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Posted - 2006.03.16 00:59:00 -
[4]
dig deeper
all but minmatar one have 4 highslots, which means 3 slots for dmg and 1 slot for siege module
minmatar has 5 high slots but split layout and the worst tanking of all dreads
if anything you could argue that the gallente dread with its massive drone bonus has an advantage on top of having 3 turrets, but then i dont know its initial damage output, but i heard it has the worst dmg output against pos of all dreads
(there was thing with Phoenix having the worst dmg output because the sig radi of the pos were too low, not sure if they fixed/changed that yet)
all in all dreads are pretty balanced and amarr one has a big advantage as he doesnt need ammo like the others
Originally by: Oveur ****! Lets nerf it!
To the nerfmobile!
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Meiron
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Posted - 2006.03.16 01:02:00 -
[5]
Since dreadnoughts are such huge, slow ships, and they're designed to be deep in hostile space engaging a POS, I'd say never having to restock your ammo is a pretty significant advantage.
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Niklas
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Posted - 2006.03.16 01:05:00 -
[6]
ok thats what i love about the game, been playing since jun of 03 and i missed the damn seige mods stupid noob!
my statements are retracted and thank you for showing me the light
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