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Efour
Amarr Imperial Shipment
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Posted - 2006.11.26 11:21:00 -
[31]
Just train projectiles and never ever look back. How that works out in Kali? I have no idea.
Amarr is the only race i know that can be guarteed to lose a 1 vs 1 if they use their own racial weapons on ships that dont have a massiv laser bonus.. and even then its EM/thermal not exactly unpredictable.
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Bekador
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Posted - 2006.11.26 11:31:00 -
[32]
Edited by: Bekador on 26/11/2006 11:32:48 Edited by: Bekador on 26/11/2006 11:32:01 TUX statement from 22.11.06 about Amarr:
It is a bit one dimensional race. I don't think the way to fix it is to have them borrow some other race speciality but we have been discussing giving Amarr some oomph. It won't happen in Kali 1 though, more on this later.
Linkage
I still have faith in Tux and CCP and so I will continue to train Amarr.
Amarr isn¦t versatility, it¦s brute force. An old amarrian proverb says: If you cant beat it, use a bigger laser and thicker armor (and not smaller chips).
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Yaro
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Posted - 2006.11.27 11:02:00 -
[33]
i was ammar for the past 3 years...but then, i got fedup, cause there R no solo pvp ships, exept curse (which is made out of paper anyway), so I trained gallente...
I like to solo in my Astarte, cause, guess what, it has 4 !!! meds, which r needed these days.
So, i would suggest, but CCP anyway wouldn listen, that all 3 med slot/cap dependant ships should get the slots changed to 4 med slot layout (by sacrificing 1 low or 1 high slot, just to balance things out)
It's not a "whine" post.
3 meds r good for ratting, missioning...but for pvp WE NEED 4 meds: 1 afterburner or mwd, cap injector, webber and scrambler !!!!
so ammar "r" fun only for missions runners or npc-ers, just because Amarr ships use no ammo....
brrr
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Frools
The Priory Shroud Of Darkness
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Posted - 2006.11.27 11:29:00 -
[34]
Originally by: ParMizaN Of course you can create out of the box ships for amarr. I was pointing out though that for nearly all of .... snip.... worst of the "good" 'ceptors behind the crow, taranis and claw. Mal is good for tackling, pretty much what it is designed for so no real point arguing that.
qft!
(except stuff about abaddon fitting, easiest ship to fit imo, geddon is a ***** to fit tho )
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Garia666
Amarr adeptus gattacus Lotka Volterra
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Posted - 2006.11.27 11:56:00 -
[35]
i agree on BS wise. there is not much you can do .. you just have to be a bit crazy an do strange things and setups.
however the arbitrator is a very cool ship. a 3 gang of arbi`s is good fun. 1 ecm 1 tackle 1 disrupter .. is enough to fight allot of people. ->My Vids<- CCP= More skilz more moneh! |

Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.11.27 12:10:00 -
[36]
Originally by: Aramendel
Originally by: Mar Idoun in terms of backstory Amarr aren't versatile.....It sucks that a lot of people feel the need to use projectiles on Amarr, but that's adapting for you.
You cannot really argue for one point because of RP reasons and then just drop another point which makes utterly no sense from a RP viewpoint. It's either both or neither.
It's either keep the low versatibility of amarr ships and fix lasers so using them on tanking setups is viaable, so the race is true to its background -or- give the race more versatibility because the strengths which are supposed to make up for that weakness do not really exist for it anymore.
I would keep the low versatibility of amarr and increase their firepower and tanks.
amarr ships are 1-trick poneys that only shine when used in gangs.
sure there are some few that do not follow that rule (arbi + their T2 versions), but in general, my view of amarr ships are fleet juggernauts and sustained direct fire support ships that leave the tackling for their gang mates. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons 
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Wild Rho
Amarr Black Omega Security
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Posted - 2006.11.27 12:16:00 -
[37]
Edited by: Wild Rho on 27/11/2006 12:17:24
Originally by: Mass Debate I do. I just don't see why Amarr have to be at the bottom of the pile for versatile ships.
You've missed the whole point.
Amarr ships are, by design and "rp philosophy" not meant to be versatile. They are straight up damage dealers and tankers and are meant to be the best in that area.
If you want versatility go with another race instead of trying to twist the Amarr into somthing they're not.
I have the body of a supermodel. I just can't remember where I left it.
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Deathbarrage
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Posted - 2006.11.27 13:50:00 -
[38]
problem with everyone talking about the curse/pilgrim is that these aren't really amarr if you look closely they're EXACT gallente-wannabe's
(ishtar, domi, vexor, eos)
the fun factor is lacking at everything but these ships
That's not right imho
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JoeT
Amarr Short Attention Span
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Posted - 2006.11.27 14:10:00 -
[39]
Originally by: ParMizaN
Originally by: Turix Amarr is fun - fly a pilgrim and curse in solo/small gang pvp for a while and come back and say Amarr isnt fun.
Pilgrim and curse are practically the only viable solo ships and hence a bit of an exception. With the megathron, domi, tempest etc you get to play around a bit and have weird setups and speed, ecm, nos etc, but thats pretty **** hard to work with amarr and impossible to work as well as any others.
I have to say one of the amarr hacs is very good, and cheap. just dont look at the zealot :) --- If i'm posting on the forums, it's mostly cause i'm at work :D
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Tarnish Katharr
GoonFleet GoonSwarm
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Posted - 2006.11.27 14:33:00 -
[40]
I can fly Gallente and Minmatar ships yet I always find myself coming back to Amarr in the end. Its true that Amarr ships in general lack versatility but for some of us that is all part of the appeal. You need use your head to defeat your foes, to work around the lack of mids and learn to work with your friends. Your friends will have to get used to seeing you at the top of all the killmails and wondering why your ship is the only one left flying at the end of a fight when everyone else blew up.
See my sig as well, though I'm flying a Prophecy around these days and rediscovering my love of this ship. Can't wait until tomorrow and the 20% agility boost.
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Ysolde Xen
Minmatar Liberal Trading Co Electus Matari
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Posted - 2006.11.27 14:54:00 -
[41]
Well for what it's worth, I find Amarr ships to be more fun to fly than Caldari. For a start you have to be a bit more tactical with limited med slot options so it's not the snooze-fest that the missile/shield boats are.
-----
It's not a crap ship, you're just flying it all wrong. |

Swirler
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Posted - 2006.11.27 15:07:00 -
[42]
Fit a Large Smart Bomb to kill their drones. Amarr ships need to work hand in hand with drones. Use a high slot drone module to extend their range. Use a mix of webbing and scrambling drones, or ECM and scrambling drones. Fit a MWD, Webber, ECCM mod yourself. Good Luck!
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LordChaos
Amarr Celestial Apocalypse Insurgency
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Posted - 2006.11.27 15:32:00 -
[43]
I agree Amarr ships need some love and only usable ships are Curse/Pilgram/Zealot/Geddon(best BS ever)
and btw i can solo with my geddon pretty dam easy
but what makes the geddon good is the drones really, tech2 berserkers ftw
Apoc is awesome fleet battleship but thats probably it or fit it with Other races weapons it be good too
Prophecy is not bad
and the new ships Harbinger is going to own
the Abbadon im not sure about it yet
Amarr have the 2nd coolest looking ships after gallante lol :) The Master Of Chaos |

DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2006.11.27 16:11:00 -
[44]
Fly a pilgrim and then say amarr aren't fun 
DE
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DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2006.11.27 16:37:00 -
[45]
Originally by: Swirler Fit a Large Smart Bomb to kill their drones. Amarr ships need to work hand in hand with drones. Use a high slot drone module to extend their range. Use a mix of webbing and scrambling drones, or ECM and scrambling drones. Fit a MWD, Webber, ECCM mod yourself. Good Luck!
lol scrambling drones?
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Nir
Knights Of the Southerncross
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Posted - 2006.11.27 16:50:00 -
[46]
Originally by: DarkElf Fly a pilgrim and then say amarr aren't fun 
DE
Thats all we flippin' well have though, the Arbitrator. ONE ship and its offspring hardly make up for countless 3-4 medslot abominations. And technically its not even an Amarr ship. 
Personally I don't give two shiney ****s about versatility as long as we make up for it in other areas. I wish Amarr were the heavy hitting, hard tanking, balls-to-the-wall race like they're supposed to be. They're not even close to that description. And unless something is done about things like peak cap recharge on Amarr ships, they never will be.
EM/Thermal damage of energy turrets is the least of our worries.
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DarkElf
Caldari DJ's Exotic Dancers Escorts
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Posted - 2006.11.27 16:58:00 -
[47]
Originally by: Nir
Originally by: DarkElf Fly a pilgrim and then say amarr aren't fun 
DE
Thats all we flippin' well have though, the Arbitrator. ONE ship and its offspring hardly make up for countless 3-4 medslot abominations. And technically its not even an Amarr ship. 
Personally I don't give two shiney ****s about versatility as long as we make up for it in other areas. I wish Amarr were the heavy hitting, hard tanking, balls-to-the-wall race like they're supposed to be. They're not even close to that description. And unless something is done about things like peak cap recharge on Amarr ships, they never will be.
EM/Thermal damage of energy turrets is the least of our worries.
same way it has been for nearly 2 years. nothing new. amarr will get their love one day no matter how many of these threads go up. do what every other amarr pilot does...
train gallente 
DE
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