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Deva Blackfire
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Posted - 2006.06.03 08:42:00 -
[1]
Edited by: Deva Blackfire on 03/06/2006 08:43:24 Letifer:
check prices for Aurora L and Gleam L - this is fleet setup ammo not some multi and radio stuff.
Also it in not only CPU+PG issue but rather CPU+PG+CAP. And when cap comes into equation autocannons win over all amarr guns - because of similiar/better fitting, comparable damage but leaving you with enough cap to help you with tank.
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Deva Blackfire
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Posted - 2006.06.03 09:15:00 -
[2]
Edited by: Deva Blackfire on 03/06/2006 09:17:23 T2 crystals DO use up. They last abt 1000 shots (id prefer myself to have 100 shots at 1/10 price to be honest).
As for ACs etc - ill need to launch quickfit and check it myself but dont have time for that atm. Just checked overal damage for megapulses/800mm+gyro atm.
As for switching: unfortunately as laser user i have to switch crystals almost all the time thx to crap faloff where you can operate on one type of ammo in one engagement (difference is in T2 ammo i believe but im not good with t2 projectile ammo types)
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Deva Blackfire
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Posted - 2006.06.04 10:33:00 -
[3]
Aramendel:
clicking right-right on crystal change is less risky. I already managed to aggro whole plex while i was changing ammo because i lagged and left clicked on gun.
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Deva Blackfire
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Posted - 2006.06.06 06:17:00 -
[4]
Edited by: Deva Blackfire on 06/06/2006 06:20:28 Additional to this list: - Khanid problem needs to be sorted out (ie: find the role they should have).
Vengeance, Malediction, Sacri, Heretic - you can ALWAYS find a ship that can do their work better (and even do more damage at the same time//be faster etc O_O)
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Deva Blackfire
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Posted - 2006.06.08 08:14:00 -
[5]
Originally by: Methuselar
That's what make Amarr sux since Amarrians are mostly pure gunners.
Muahahhaha - MWDing armageddon with full rack of heavy pulses (with ROF bonus). Me wants one of those toys :D
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Deva Blackfire
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Posted - 2006.06.08 08:41:00 -
[6]
Edited by: Deva Blackfire on 08/06/2006 08:41:50 Letifer:
I hope you know that megapulse t2 with multi has optimal of 15km and it barely hits targets moving at 150m/s at this optimal (dont remember exact value - im not in game atm to check). If target gets a bit closer then you start to see *miss* *miss* *miss*.
And with 15km range getting that *bit* closer is... well - too easy. One MWD/2x AB boost from enemy ship and suddenly megapulses dont hit at all.
Also one more q: do you fly amarr ships? Want to be sure...
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Deva Blackfire
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Posted - 2006.06.08 18:43:00 -
[7]
Wonder - if all ppl say that "amarr are ok" then why i dont see em so often in actual combat? All i see is some apoc/geds in fleet combat... after that - nothing.
I rarely see zealots/mallers/prophs - saw more curses/pilgrims than those ships combined in last 1-2 months...
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Deva Blackfire
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Posted - 2006.06.13 19:10:00 -
[8]
caldari?!?
Sader is a Carthum design -> pure Amarr
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Deva Blackfire
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Posted - 2006.06.24 23:57:00 -
[9]
As T2 crystal BPO owner i must oppose you in that one :) J/k :)
Honestly t2 crystals should have LESS shots (abt 100) and the number of units produced be raised 10x (so price may drop 10x).
Then at least some ppl could afford to use them in fleet engagements (as it is now Aurora L costs more than t2 tachy).
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.07.25 22:04:00 -
[10]
Train for lazors :) Sooner or later they will be useful again :)
And back on topic: also fix abaddon ;p
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.07.26 01:40:00 -
[11]
Guess you are blind... search for emoticon at the end of my text next time.
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.07.26 13:03:00 -
[12]
To be honest the only ships from amarr line i'd like to be changed now are Khanid boats. As i see t1 amarr line consists of lazor+tank boats (with some exceptions like inquisitor/arbitrator). Also atm most t2 ships follow this trend (except for curse/pilgrim/purifier).
Maybe its time to give amarr some diveristy? Khanid missile boats (as in Sarmaul's Khanid mk2)?
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.07.26 13:48:00 -
[13]
I just lost my hopes for anything more diverse in amarr line. If CCP ever adds missing amarr frigate it will be lasers+tank or tank+laser (or both on same ship but not both at once...).
I dunno if it is really that hard to add some flavour to amarr line. Caldari have EW+rails+missiles, Gallente: drones+blasters+rails (i know both are hybrids but ships using them usually have specific bonuses), Minimi: both types of tank (shield and armor), guns, missiles, speed (on some of ships ofc). Amarr: guns (if i add tank here i may as well add tank to gally and caldari cause they tank as well). For some time i tought second thingy will be drones (arbi, large geddon drone bay, pilgrim and curse) or missiles (khanids having way more missile launchers than amarr ships).
But as of late: khanids were turned into... guns and last hope for amarr drone boat has... guns! Thats something new for amarr which noone suspected :)
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.07.27 15:29:00 -
[14]
Originally by: gu o
On another note... the abba might not be that bad. I meen It will do gank or tank well. at lvl 5 battleship it would be like shooting 16 lasers...even with 80% em that would lay the hurt down.
Plz learn maths :( 8 guns/0,75 rof = 10,6 guns So its like 10,6 gun not 16...
As for cap: atm it is worse than base (without bonus) apoc cap... (5,1/sec compared to 5,14 or 5,19... dont remember now). Lvl5 apoc gets 25% more ofc.
(no i dont want discuss abt abby here, just correcting some mistakes)
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.03 18:52:00 -
[15]
Originally by: Aramendel
Because other races have a 25% damage mod while amarr have a -50% cap bonus. Higher base damage (aka "built in damage mod") + no ship damage bonus vs Lower base damage + ship damage bonus.
Now fun part! Mount 150mm autocannons and gatling lasers on punisher. Check that you use like 3pg and 12 cpu with autos and abt 15pg/9cpu with gatlings (t2 guns, my fitting skills actually).
And whats funnier: autos outdamage gatlings :) Dude, where is my "built in" damage mod? (and why i use more cap?).
I checked all guns this way - most problems are with frig guns. When you get to cruiser guns lasers are a bit better (like 5-8% more dps) but suck a lot of cap.
When i went to BS guns only megapulses were "uber" compared to autocannons. Still - megapulses (perfect skills) ate 22cap/s (apoc generated 27-29cap/s dont remember now) - so it left 5-7cap/s to play with (yeah you need CPRs). When i put autos on i got 27-29cap/s to play with and could put even 2 gyrostabs in lows thus upping my damage to megapulse level. (megapulses would still need 2 CPRs and still would have less cap left to play with).
Yeah - pulses have longer range but most combats take place at max 20km (scramble range) - so who needs 45km optimal with scorch?
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.03 19:36:00 -
[16]
Sorry i didnt give exact numbers but 1st i checked everything at my skill level (only upped projectiles to my energy turret levels) and then checked maxed skills for cap usage (was too tired to do more maths).
But yep - that was the problem. ACs fit perfectly on maller leaving a LOT of spare grid. Even if you use focused pulses vs 425mm autos (heaviest cruiser ones i think) autos take just a little more grid, a little less cpu but leave a lot of CAP to play with.
And the biggest difference is actually in frig guns - thats why sader IMO sucks compared to claw. Max skilled both ships have pretty similiar damage output (claw with rocket launcher etc) but... claw can fit heavier plate no problem and he can use all his cap for tackling gear, where sader not only must use smaller plate or none at all (you can try energized membranes but CPU on sader dies quickly) and eats o lot of cap.
And i wont comment on wolf vs retri cause it is just... stupid. Wolf's damage is pretty similiar to retri but it is much faster and has... *gasp* 2 midslots. Only + for retri is higher natural armor (easily fixed on wolf by using plate... you have a lot of spare grid to play with.
Also jaguar vs vengeance shows how ****ty khanid ships are. I tried mimicking other race setups with khanid ships and every time it was either too weak tank or not enough damage (yep: jag with 4 mids can dish same damage as veng or even more, has more mids so can go for much better tank... and is WAY faster)...
Meh... guess no more whining for me for today - i reached my limit ;p
And solution? Drop laser fitting req's to comparable lvls with autocannons (we STILL use cap). With 150mm t2 being 2/6 and gatling t2 6/4 (and gatling being MUCH weaker) it is retarded. Either up PG on autos to 3-4 or drop on gatlings to 4-5 (and all ppl know that it is MUCH easier to get spare CPU on frigs than spare grid).
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.03 21:06:00 -
[17]
Originally by: Nicocat Aren't there lenses that turn the lasers into mostly thermal, or do they carry such abhorrent penalties that nobody uses them?
Yes they have. Up to 50/50. Also if you read what i wrote on this page you will see that small projectile guns have better damage than small lasers with comparable fitting requirement. Yes - medium pulse lasers have one of highest damages from frig guns, but also have WAY higher fitting requirements (abt 2x more than a bit worse 200mm autocannon). And they still use up cap like crazy.
So... we get weapon that has same or lower damage than projectiles (like gatling/dual pulse vs 150/200mm autocannon), higher fitting requirements, more cap usage, and where minimi pump up that damage EVEN higher we get... cap reduction. Sth is really wrong here.
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.04 12:34:00 -
[18]
Fix:
fitting on some lasers/amarr frigs (fixing fittings would help a lot)/khanids
If we can fit guns no prob i can live with EANM t2.
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Deva Blackfire
DAB RAZOR Alliance
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Posted - 2006.08.08 00:50:00 -
[19]
Weirda - which amarr ships do you OFTEN use for pvp?
(for me it will be: sader/pilgrim/curse/heretic - and heretic/sader only because im 100% amarr specced - would change them to claw/sabre any day)
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