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Random
Amarr Rampage Eternal Ka-Tet
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Posted - 2007.01.12 01:24:00 -
[1]
Edited by: Random on 12/01/2007 01:21:12 Well there is nothing wrong with amarr atm, they give nice damige and have grate tank. They still lack in the EW department, but Amarr are suposed to be hig damige/huge tank speciliced. Only real problem they have is there constant CAP need, but all the races have there drawbacks, and imo cap intensive is easly managble. Ive been a amarr pilot from the begining of this game and i know alot about amarr ships, they work fine atm.
BUT!!!
There are few modules out there with some of the RMR skills that are realy dealing amarr ships a hevy blow, and now i will explain. Amarr ships and amarr energyturrets in general are werry good. Nice range/tracking and in general hig damige. Shure they rely hevely on optimal range, but all wepons have drawbacks. The biggest dravback to amarr damige atm are the new popular tanking modules and skillz that come with them. After RMR few new items where changed and new skillz came to suport them.
For example Befor RMR a normal armor tanked bs usly had 3 slots for harners, and used 1 Exp haner (+50%) 1 Kinetick harner (+50%) and 1 Thermal harner (+50%) resistance. Do to hig normal resistance to emp (60-70%) werry few used EM harners. But now with modules like Energized adaptive nano TII and the skillz that can bring them to 25% resistance to all damige automatickly tank against EMP damige also, for example 2-3 slots on EAN TII can bring a normal bs EM resistance to 80-85% resistance.
At the same time Damige controles got boosted, and aditionaly to the shiled/armor resistance bonus, ships got 50-60% hull resistance. (and not to mention TII multyspecktral harners TII for shiled)
The problem is that before RMR amarr ship damige was able with its EMP intensive damige to rely on the fackt that shiled wuld prly have 0% resistance, armor 60% resist and hull 0% resist, and thus do hig damige, but now its looking more like this
Shiled 10-50% resist Armor 80-85% resist Hull 50-60% resist
In other words, Amarr ships are still fine, and they still can do there job, but there are modules out there that are hugely nerfing there lack of damige alternetives.
That is all Ram Random
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Aeaus
Tabula Rasa Systems The Star Fraction
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Posted - 2007.01.12 01:28:00 -
[2]
Heh, I wouldn't even bother trying now. The 95% of people who do not fly Amarr like to come to the board, and especially arguements for boosting amarr with their cold-war Gankageddon memories and flame how Amarr is just fine. The fact that half our primary damage is now tanked vs non before is logically countered with a "lol lasers rawk," response in the eyes of most of the people that will post in this thread.
Tanking Survivability Calculator
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.01.12 01:28:00 -
[3]
Random hits the english language wrecking it to the stoneage.
Kinda agree amarr dont have many problems on paper,but once you add in people and their mods the ships turn to poo. __________________________________________ Yes it is great being amarr. |

Kldraina
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Posted - 2007.01.12 01:54:00 -
[4]
I think the problem with Amarr is the environment in which they are fighting. Amarr do best at mid range combat, which is rather rare. They also do best against shields, and from what I've read, armor tanks are more common than shield tanks (unless you're hunting Caldari).
Most combat is either point blank (the Gallente specialty) or long range (the Caldari specialty). |

ScreamingLord Sutch
Hand in Mouth
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Posted - 2007.01.12 02:00:00 -
[5]
Originally by: Kldraina
or long range (the Caldari specialty).

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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2007.01.12 02:33:00 -
[6]
Originally by: Kldraina or long range (the Caldari specialty).

-[23] Member-
Listen to EVE-Trance Radio! (DSTrance channel ingame) |

Kldraina
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Posted - 2007.01.12 02:43:00 -
[7]
According to flavor text and ship bonuses, the Caldari are supposed to focus on eliminating the enemy from a distance. That's why I call long range the Caldari specialty. Though I suppose in actual practice, it tends to be the domain of the Minmatar. |

Kunming
Outcasts
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Posted - 2007.01.12 02:48:00 -
[8]
Originally by: Kldraina According to flavor text and ship bonuses, the Caldari are supposed to focus on eliminating the enemy from a distance. That's why I call long range the Caldari specialty. Though I suppose in actual practice, it tends to be the domain of the Minmatar.
Caldari had nothing to do with long range until the Rokh came into play... before that outranging your enemy was a minmatar thing.
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
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Sweet Pea
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Posted - 2007.01.12 03:04:00 -
[9]
Laser CRYSTALS is what requires adjustment as well as the capacitor usage of lasers. Amarr ships are fine, they have a very balanced layouts and bonuses, they just lack a bit of variety.
The EM component of damage is the part that needs to be adjusted. Crystal thermal component needs to be increased while retaining EM damage as a equal or secondary part of the Crystals damage.
Overall Amarr is not that bad off, they just need a adjustment to compensate for the recent changes to the game. These changes have reduced the effectiveness of amarr weapon choices.
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2007.01.12 03:05:00 -
[10]
Originally by: Kunming
Originally by: Kldraina According to flavor text and ship bonuses, the Caldari are supposed to focus on eliminating the enemy from a distance. That's why I call long range the Caldari specialty. Though I suppose in actual practice, it tends to be the domain of the Minmatar.
Caldari had nothing to do with long range until the Rokh came into play... before that outranging your enemy was a minmatar thing.
Beofore the rohk came out, Caldari ships outranged everybody in there class counterparts except for battleships.
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Ashira Twilight
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Posted - 2007.01.12 03:34:00 -
[11]
My amarr pirate alt got tech 2 medium energy turrets earlier this week, and has been using focused medium pulse IIs with conflag, and I must say I am not impressed. I decided early last month that I would get him into a harbinger because his vengeance just wasn't cutting it anymore with all the drakes running around. The only drakes I've been able to take down, have been badly fit ones running active setups with no injector and such...
I haven't been able to try Heavy Pulse IIs yet, because the price went up so much. I doubt I'll be able to use them though, since I'd have to remove my plate and pull some cpu out of my butt to fit them.
I made the character knowing amarr was the "gimped" race, and picked it just for that reason. I had read all the forum topics(whines) on the subject, but nothing could prepare me for the reality of being amarr.
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goodby4u
Logistic Technologies Incorporated Free Trade Coalition
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Posted - 2007.01.12 07:10:00 -
[12]
Originally by: Kunming
Originally by: Kldraina According to flavor text and ship bonuses, the Caldari are supposed to focus on eliminating the enemy from a distance. That's why I call long range the Caldari specialty. Though I suppose in actual practice, it tends to be the domain of the Minmatar.
Caldari had nothing to do with long range until the Rokh came into play... before that outranging your enemy was a minmatar thing.
You know the merlin,corm,moa and ferox have optimal range bonuses to rails?Just because people usually dont use the bonus doesnt mean its not there. __________________________________________ Yes it is great being amarr. |

Saria Mysdrial
Amarr AWE Corporation Intrepid Crossing
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Posted - 2007.01.12 08:12:00 -
[13]
Edited by: Saria Mysdrial on 12/01/2007 08:09:03
Originally by: Ashira Twilight using focused medium pulse IIs with conflag
They're really, really bad. The Heavy Pulse IIs are much better. Yes, you may have to lose a plate, but the damage output increases by a lot.
Sad, but true. |

Hellseer
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Posted - 2007.01.12 09:43:00 -
[14]
Amarr are broken in a lot of different ways... For one, we lack real ship bonuses. IMO, and anybody with any sense of logic understands that the, "bonus to energy turret capictator use" is obviously a bonus that should never be in game. The fact that lasers NEED that bonus, or would be extremly gimp otherwise says everything.
Solution - give each Amarr ship an extra bonus among that, or fix laser cap consumption.
Or raise EM/Thermal damage of all crystals by 25%-50%. It's just pathetic how easy, and how many people tank against lasers.
Or maybe raise the chances of lasers being able to score "wrecking hits" for each level in the ship skill. Maybe by 2.5% per level.
Or maybe give different damages for critical hits. I.E, in game it would say, "Your Heavy Modulated Beams score a direct hit on the enemies "insert ship system", causing "x amount of explosive/kinetic damage". Then for each level raised for the ship skill - would increase either the damage, or the chances of these hits occuring.
Get rid of missle slots too ; ) I'd rather take turrets any day, any time, anyway hehehe.
Some Amarr ships are great though, and I will never play an other race no matter how gimp we get. But sometimes I don't feel that Amarr fill all the roles as we are suppose to... Maybe it's not even Amarr themselves that are broken, just other factors of the game.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.01.12 10:13:00 -
[15]
If anything, the [REV] changes have made Amarr a MUCH better race. And introducing SPR IIs would make them even better :)
WHY THE HECK ?
Simple. Two things, really.
Amarr has THE most awesome anti-shield weapons. Also, shield tankers tend to be slower as armor tankers, and with a bigger sig (not always, but as a general rule). The PASSIVE shield tanking got a pretty decent boost in [REV], so more people WILL be using it. Ergo, Amarr gets to shoot at targets with weakest base resists vs strongest damage types.
Two, because we now have capacitor rigs, which combined with the existing Amarr slot layout makes for a fierce (potential) capacitor recharge rate, so even the Abaddon could perma-run its heavy lasers (agreed, with next to no active tank, but then again you have a huge buffer anyway).
So basically, Amarr have it MUCH better now compared to pre-Rev EVE, I even dare say better as minmatar right now. And the introduction of SPR IIs would mean even MORE shield tanks, which, needless to say, would be even BETTER for Amarr. _ My skills | Mod/Rig stacknerfing explained |
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