
James Raven
|
Posted - 2006.06.05 13:21:00 -
[1]
Here's a little bit of information that you might find useful, and would be wishing you had known before you started training down a certain path most likely. It's just a quick overview of what I believe each race's ships to be focused around according to my own experiences with them. Again, this is just my own thoughts.
Gallente are your extreme ranged combat specialists. They use Hybrid turrets, much like the Caldari, but are more geared to using them than support weapons, even though they have a few ships that make the support weapons shine, just as the Caldari do. (Support weapons, btw, are missiles and drones.) Blasters are short ranged hybrids that deal insane amounts of damage in short spans of time. These are the Eve version of a shotgun to the face. They have about the same effect. =p Railguns are the exact opposite. Not as much damage, but the range when maxed out is the longest you can get on a non-capital weapon (those weapons are friggin huge and require boatloads of skills, so they don't count) and still have some shred of accuracy and damage. For railguns, we're talking 200km+ ranges after you get T2 weapons.
Caldari are more electronic specialists, having superior shields and crazy high CPU which is able to support lots of Electronic Warfare modules to disable enemies. If you want to sit back and laugh as the enemy tries to target you but just recieves static, then these guys are probably going to be your favorite race. Their shield tanking abilities are second to none, so they can sit for a long time and just absorb damage while still being a fairly good DPS machine with the combination of missiles and hybrids.
Minmatar ships are all about hit-n-run tactics. Get in, hit hard, hit fast, and get out before they know what hit them. That isn't to say that they can't take the return fire, but they're best known as being the first into combat due to higher than average speeds and lighter ships. They aren't slouches in terms of damage with projectile turrets, either. Good all around fighters.
Amarr are the guys that sit in the middle of a battlefield and let 17 ships pound on them and just shrug off the damage due to crazy strong armor. Their laser weapons are about the best in terms of medium ranged damage, plus they have the advantage of changing range on the fly with the short reload times of swapping out laser crystals.
Based on your stated want to cause chaos to the enemy fleet through indirect methods (damage dealing being direct, all others being indirect), you'll want to look into Caldari ships and EW skills. As far as weapons, you'll probably want some skills in the Missile launcher trees, as the good Caldari EW boats also use Missiles fairly well.
Now, if you want to stick with the sexy design of Gallente ships, I'd say just go all out for damage dealing as that's what they do the best. Train up Gallente Frigate to 4, then get Small Hybrid Turret to 4, and start working on the gunnery skills that increase firing rate, tracking speed, and other things for all turrets, and then bam, in no time at all, you'll be putting out crazy DPS.
If you want more indepth info, I'd be glad to give you some points. Just shoot me an eve mail in game. ----------- I stick to my word. If I say you can go, then you can go. I honor my word. So should you. |