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Dirf Olep
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Posted - 2007.02.14 01:58:00 -
[1]
I've read alot of posts/threads on here and half of them end up with people talking about how Amarr need to be buffed alot or a little.
I've flown Gallente ships for a good year, and only started flying Amarr the past two weeks. I honestly like the Amarr ships better then the Gallente so far.
So my question is.... What is the problem with Amarr that i've heard so much about?
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Divine Misconception
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Posted - 2007.02.14 02:02:00 -
[2]
Geddon goes pew pew pew, with the best of them. Don't let the whiners tell you otherwise
Geddon's pew pew pew, will get you at the top of almost any fleet killmail
I like the Tempest better, but geddon is very good DPS ship. -------------------------------- Coke Habit. |

Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2007.02.14 02:03:00 -
[3]
Nobody's whining about PvE (well, almost nobody anyway), but about PvP. Typical "recent" tanks include Explosive hardner + DC + EANM(s), increasing EM resists to insane values on pretty much any ship that armortanks. Amarr having their main damage EM (and almost exclusive damage for longer range crystals), they end up pretty shafted in effective damage dealt.
That is the gist of it anyway. _ MySkills | Module/Rig stacknerfing explained |

Eoa Flos
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Posted - 2007.02.14 02:24:00 -
[4]
My opinion is that either the "problem" people have with Amarr are the memories/stories of the prior time when Amarr ships and lasers were very, very powerful or, which I think is more likely, they simply haven't trained the appropriate skills high enough to see just how nice Amarr stuff can be.
I'd also like to point out that Veto Corp's videos always feature plenty of Amarr ships in action, and they're hardcore PvPers.
Also, Amarr ships have certain roles they fill very nicely. For instance, since they generally have fewer med slots than other races, they do great in group combat, but, depending on the ship, not always that great solo. But even then, I believe that with the right skills and mods, as well as experience on the pilot's part, most any ship can be used well.
Yes, there's the whole thing about "natural EM resists are high on armor, oh noes!", but with more training and experience, Amarr are just fine.
Besides, we also have some neat-o hybrid ships like the Recon ships, and certain T1 ships that have missiles or drones to mix 'n' match with the full-out lasers and armor of the rest.
There's my 2 ISK.
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Viktor Tessela
Digital Renegades
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Posted - 2007.02.14 02:47:00 -
[5]
For me, it comes down to the fact that every other race has a racial special that allows them to vary their damage heavily (Gallente get drones, minmatar get projectiles, caldari get missiles). Amarr, meanwhile, do EM damage with some secondary thermal. Aside from the arbitrator and its T2 variants, no drone ships. Half of our T2 ships are this weird 'retarded offspring of Caldari and Amarr' mix. All that, plus lasers take up disgusting amounts of cap in exchange for easily warded against damage in PVP.
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mallina
Caldari Infinitus Odium Curse Alliance
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Posted - 2007.02.14 02:59:00 -
[6]
the problem with amarr(or more specifically laserboats) is that you need an insane amount of SP to compete against other races with them. IF you get such SP, then you wont see a problem. your lasers will pewpew, your cap will hold, your armor will remain in one piece as your enemies explode screaming "WTF NERF LASERS"
...if on teh other hand you dont have that SP, you'll cry as your guns seem to bounce off anything remotely resembling an armor tank whilst nuking your cap faster than that dual rep tank you're attempting to run, before you get eaten alive by that 2 month old noob in a nosdomi because you have no cap to do anything, despite that injector.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.02.14 03:36:00 -
[7]
Originally by: mallina the problem with amarr(or more specifically laserboats) is that you need an insane amount of SP to compete against other races with them. IF you get such SP, then you wont see a problem. your lasers will pewpew, your cap will hold, your armor will remain in one piece as your enemies explode screaming "WTF NERF LASERS"
...if on teh other hand you dont have that SP, you'll cry as your guns seem to bounce off anything remotely resembling an armor tank whilst nuking your cap faster than that dual rep tank you're attempting to run, before you get eaten alive by that 2 month old noob in a nosdomi because you have no cap to do anything, despite that injector.
Except the part about Amarr being any better with high SP as any other race with high SP. They do gain the largest benefit from tech 2 weapons, but the difference between that gain and minmatar or gallentes gain is slight at best due to the heavy EM favor on scorch, the lack of high damaging tech 1 minmatar ammo, and the strength of void with the lower optimal penalty than anti-matter with no other downside besides tracking[which they all have, and blasters being only slightly behind autocannons in tracking] ---------------------------------------- Thou Shalt "Pew Pew" |

Mr Peanut
STK Scientific INVICTUS.
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Posted - 2007.02.14 04:00:00 -
[8]
Edited by: Mr Peanut on 14/02/2007 03:57:39 Edited by: Mr Peanut on 14/02/2007 03:56:54 IMO, the main problems with Amarr:
1. EM damage sucks, considering that most of EVE's ships armor tank.
2. Lasers can't vary their damage types. (I know that hybrids can't either, but railguns have the best range and blasters have the best damage of any weapons.)
3. Lasers take tons of capacitor to operate. Missiles and projectiles don't. We are robbed of one bonus by the 10% reduction is laser capacitor use per level in order to compensate for this. The "built in damage bonus" of lasers doesn't work so well with EM damage and the terrible tracking of pulse lasers. The only thing that lasers are better at than any other weapon type is using beams with short-range crystals (thermal damage).
4. We have a lot of Khanid ships that are mainly only useful in PvP as tacklers. Examples are the Malediction, the Vengeance, and the Sacrilege. Not all Khanid ships are this way, but many are. (DON'T CHANGE MY CURSE!!!) Also, like many minmatar ships, many Khanid ships have split weapons systems and lend themselves slightly towards shield tanking. However, the Khanid ships usually lack the mid-slots to shield tank properly and still fulfill its crazy tackler role. Search "Khanid Mk. II" or something along those lines for more info.
5. Our BS keep getting outclassed in PvP. The Abaddon does awesome damage, but it can run into capacitor problems. Capacitor is key in long fights. With the introduction of tier 3 BS, the Apoc is completely outclassed in PvP. Finally, the Geddon is the only tier 1 (cheap) BS that is a good sniper, but the Megathron and Tempest are tier 2, and don't cost very much more now days.
6. The tracking on pulse lasers is awful.
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Almarez
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Posted - 2007.02.14 05:04:00 -
[9]
The problem with Amarr...well let me tell you.
1) Limited damage types and the insanely high resistances to the main damage type on the armor of all ships. This is especially true for T2 Minmitar ships. There is one that has like base 92.5 EM resistance on armor. This gives you basically one damage type, thermal, which is the secondary damage type of lasers.
2) Short range lasers (pulse) have terrible tracking. They are mid-ranged weapons but because of number 3 they are usually useless.
3) Limited flexibilty with few med-slots and not enough base speed to maintain mid-range required to make pulse lasers effective.
4) Downgrading to the next lowest gun to make them fit is a huge downgrade that usually leaves you hurting on the dps.
Of these, I think 1 and 3 are the worse problems.
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CrimsonSky
Amarr Imperial Dreams Curatores Veritatis Alliance
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Posted - 2007.02.14 07:31:00 -
[10]
The problem with Amarr, in my opinion, is that they get nothing to make up for their lack of versatility.
"But again, EVE is much less focused on combat and dangerous encounters than other online RPGs"-Gamespot.com |

Warrio
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Posted - 2007.02.14 09:32:00 -
[11]
Dirf: Please type the word 'Amarr' into the search function and look up all the old threads on this topic. No need to give the 'I can't fit a ship for PvP' crowd yet another place to vent their frustrations.
Originally by: Ginger Magician Your corp and the other will be war declared in the next 24 hrs and destroyed. |

Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.02.14 09:39:00 -
[12]
Originally by: Viktor Tessela For me, it comes down to the fact that every other race has a racial special that allows them to vary their damage heavily (Gallente get drones, minmatar get projectiles, caldari get missiles). Amarr, meanwhile, do EM damage with some secondary thermal. Aside from the arbitrator and its T2 variants, no drone ships. Half of our T2 ships are this weird 'retarded offspring of Caldari and Amarr' mix. All that, plus lasers take up disgusting amounts of cap in exchange for easily warded against damage in PVP.
first you comjplaina bout a problem then you complain about the solution to that problem!
Khanid ships give you the versatility you asked for, they give you change to vary part of your damage type
Do you really expect to get a varied damage type with the same insade crude DPS that amar laser do? pfff compare how much crude dps a raven get when compared to a geddon.. or atempest comapred to an abbadon.
You want varied damage type you will have to live with less dps as everyone else.
If brute force doesn't solve your problem.. then you are not using enough!! |

Natasha Kerensky
The Company Interstellar Starbase Syndicate
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Posted - 2007.02.14 09:54:00 -
[13]
Originally by: Viktor Tessela For me, it comes down to the fact that every other race has a racial special that allows them to vary their damage heavily (Gallente get drones, minmatar get projectiles, caldari get missiles). Amarr, meanwhile, do EM damage with some secondary thermal. Aside from the arbitrator and its T2 variants, no drone ships. Half of our T2 ships are this weird 'retarded offspring of Caldari and Amarr' mix. All that, plus lasers take up disgusting amounts of cap in exchange for easily warded against damage in PVP.
the problem with amarr(or more specifically laserboats) is that you need an insane amount of SP to compete against other races with them. IF you get such SP, then you wont see a problem. your lasers will pewpew, your cap will hold, your armor will remain in one piece as your enemies explode screaming "WTF NERF LASERS"
Quote: ...if on teh other hand you dont have that SP, you'll cry as your guns seem to bounce off anything remotely resembling an armor tank whilst nuking your cap faster than that dual rep tank you're attempting to run, before you get eaten alive by that 2 month old noob in a nosdomi because you have no cap to do anything, despite that injector.
Prior to these two posts I felt that Amarr whiners were just that: whiners. But after reading these three paragraphs I can definately see why a boost is definately in order ASAP.
I remember suggesting that base em resists on all ships may help fix this problem
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Eoa Flos
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Posted - 2007.02.14 09:58:00 -
[14]
Originally by: Kagura Nikon
Originally by: Viktor Tessela For me, it comes down to the fact that every other race has a racial special that allows them to vary their damage heavily (Gallente get drones, minmatar get projectiles, caldari get missiles). Amarr, meanwhile, do EM damage with some secondary thermal. Aside from the arbitrator and its T2 variants, no drone ships. Half of our T2 ships are this weird 'retarded offspring of Caldari and Amarr' mix. All that, plus lasers take up disgusting amounts of cap in exchange for easily warded against damage in PVP.
first you comjplaina bout a problem then you complain about the solution to that problem!
Khanid ships give you the versatility you asked for, they give you change to vary part of your damage type
Do you really expect to get a varied damage type with the same insade crude DPS that amar laser do? pfff compare how much crude dps a raven get when compared to a geddon.. or atempest comapred to an abbadon.
You want varied damage type you will have to live with less dps as everyone else.
Thank you! Some sanity on the forums exists!
I wouldn't say we have "insane crude dps", but still, I think the Devs know what they're doing and things are quite balanced enough.
And what's wrong with taking more time to train? It just means Amarr takes a bit more commitment and patience to training up things. Why is that a bad thing?
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Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.02.14 10:55:00 -
[15]
The so called build in damage bonus does not exist anymore, that was in the old golden days.
so the true problem is the cap use bonus, it is not justified anymore, and we still have it, if you halved cap use (that puts them in line with blasters) and replaced the cap use bonus with anything else, people would stop complaining.
at least i would, then i would actually be happy about amarr... 
someone said something about raven dps, but forgets the lack of tracking, same dps AT ANY range, and power to vary damage type... hey, sure that sucks bad... guess no one flyes caldari for just that reason...
It's great being Amarr isn't it. |

Ryysa
North Face Force
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Posted - 2007.02.14 10:57:00 -
[16]
Switch EM and Thermal damages on lasers - voila :)
N.F.F. Recruitment |

ITTigerClawIK
Amarr PIE Inc.
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Posted - 2007.02.14 11:09:00 -
[17]
Ok shall i just give you the quick and easy solution to ALL of our amarr probelms hu?
Increase the Thermal and Em dmg up to insanely high levels.... there we go...make lassers Hugely more powerfull to basicly nullify that high EM and Therm resists to standard levels and there ya go... solved with no fuss now just wait for CCP to do summit... least they coudl do for takeing away our ECM ( i was NOT happy what so ever after that nerf CCP )

Sig (partially) nerfed. Only one image allowed, and that one image has to be under 400x120, and below 24,000 bytes. -Conuion Meow ([email protected])
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Diehard Si
UK1 Zero Myriad Alliance
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Posted - 2007.02.14 11:11:00 -
[18]
Throw NOS on an amarr ships and its worse than any other race. Caldari and minmatar can still fire without cap, Gallente will struggle a bit more but have drone boats ( eg the domi ) which can still be effective.
Amarrs main thing is supposed to be large armour and good tanking abilities. But the weapons kill so much cap that this reduces the effectiveness of it's repping completely.
The only amarr ship i still fly now and then is the arbitrator, and thats cos I don't put lasers on it. --------------------------------------
Lets face it, people that use the word 'noob' are blatantly either 12 or with more friends on the internet than in real life! |

Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.02.14 11:12:00 -
[19]
Originally by: Dristra The so called build in damage bonus does not exist anymore, that was in the old golden days.
so the true problem is the cap use bonus, it is not justified anymore, and we still have it, if you halved cap use (that puts them in line with blasters) and replaced the cap use bonus with anything else, people would stop complaining.
at least i would, then i would actually be happy about amarr... 
someone said something about raven dps, but forgets the lack of tracking, same dps AT ANY range, and power to vary damage type... hey, sure that sucks bad... guess no one flyes caldari for just that reason...
yes it does exist! Ammar guns do more damage than any other gun! Put ammar tychyons on a dominix and 1400MM in another dominix. The Tychyon one will out dps the other by a significant ammount (yes tychyons need more PG, but ammar ships do have far more PG than minmatar ones for exaclty that).
Rysa got almost right. I think a single crystal with inverted thermal and EM like80 % thermal for 0% range modifier) would solve the issue
If brute force doesn't solve your problem.. then you are not using enough!! |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.14 11:15:00 -
[20]
Originally by: Ryysa Switch EM and Thermal damages on lasers - voila :)
that wont work because it will still have 8 thermal 7 em.. for such ammo so either way it doesnt make a differnce and to add to the thread..
Amarr is fine how it is yes mallina was right in stating that we need alot of sp to pilot well which is true since you need lvl 5 ship commands to use lasers to their full but other than high SP requirments.. amarrian ships are the kings in combat.. being the last ships standing ect.. not only do they last longest but they hit hard as hell with tachyon II and enough PG to fit a full rack of nos/neuts it means they can wreck anyones almighty fitting.
as people currently tank armour mostly EANM boosts EM resistance through the roof and this makes it harder for our guns to acheive.. but when you look at the actualy figures rather than assuming just because it's base is high that the result will be high its not true in many cases ( other than minmitar... damn those 92.5% resists!).
take for example a domi with 2 eanm II and a dcu II and an explosive hardner.. the EM resistance will only be around 75-79% as will the others.. which begs the question what makes lasers so poor?
having flown amarrian, gallente, and minmitar ships i have to say amarr is the better race... with decent tanking and the ability to unleash huge damage means they are ontop when it comes to combat.. being able to tank long enough for your mates to arrive is a very nice asset to have. ---

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |

Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.02.14 11:19:00 -
[21]
Originally by: Diehard Si Throw NOS on an amarr ships and its worse than any other race. Caldari and minmatar can still fire without cap, Gallente will struggle a bit more but have drone boats ( eg the domi ) which can still be effective.
Amarrs main thing is supposed to be large armour and good tanking abilities. But the weapons kill so much cap that this reduces the effectiveness of it's repping completely.
The only amarr ship i still fly now and then is the arbitrator, and thats cos I don't put lasers on it.
try simply focusing more on passive armor, like 2x 1600 plates with 2 EANmII and DCU II 1 rep. Ships that use cap heavily need to use passive buffers not try to out rep enemy...
others also have their cap problems. Gallente also use lots of cap. Minmatar must always use mWD ( a matar ship without MWD is dead meat) and that cuts 25% cap and using it two cycles tog et to correct range already leave us with only 60% of our cap to rep.
Ammar phylosophy is Sit there.. and be a stone with huge laser firing capabilities! Its a role! If you try to fill minamtar role you will loose, but same way if you try to make a tempest fill that role it will loose.
Absolutely nothing is more scary to my malestrom than an ammar battleship.
If brute force doesn't solve your problem.. then you are not using enough!! |

Ryysa
North Face Force
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Posted - 2007.02.14 11:21:00 -
[22]
Drone boats tank better.
The reason, why I said to swap EM/Therm is if you look at some of the amarr T2 crystals, where EM is more dominant.
If it was swapped around, then for example: Scorch M would do 18 therm 4 EM and conflag would do 16 therm 14 em.
Thermal damage on average is very nice to be doing. This combined with the fact that lasers have the higher natural dps at med and long range than other guns, would give a lot of reason for using them more.
It would be a slight boost.
I don't think amarr need a very heavy boost, geddon/abso/zealot with a slight boost would start very heavily dominating gang mid-range engagements, instead of AC barrage users, and rightfully so.
N.F.F. Recruitment |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.14 11:30:00 -
[23]
Originally by: Ryysa Drone boats tank better.
find me a drone boat that can tank a carrier and ill agree with you :).. though it cant be designed to tank a carrier it must be designed to do combat. ---

Please resize image to a maximum of 400 x 120, not exceeding 24000 bytes, ty. If you would like further details please mail [email protected] - Cortes |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.02.14 11:40:00 -
[24]
A t2 fitted nanodomi/phoon can tank a carrier indefinately.
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Dristra
Amarr Shadows of the Dead Aftermath Alliance
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Posted - 2007.02.14 12:37:00 -
[25]
Originally by: Kagura Nikon
Originally by: Dristra The so called build in damage bonus does not exist anymore, that was in the old golden days.
so the true problem is the cap use bonus, it is not justified anymore, and we still have it, if you halved cap use (that puts them in line with blasters) and replaced the cap use bonus with anything else, people would stop complaining.
at least i would, then i would actually be happy about amarr... 
someone said something about raven dps, but forgets the lack of tracking, same dps AT ANY range, and power to vary damage type... hey, sure that sucks bad... guess no one flyes caldari for just that reason...
yes it does exist! Ammar guns do more damage than any other gun! Put ammar tychyons on a dominix and 1400MM in another dominix. The Tychyon one will out dps the other by a significant ammount (yes tychyons need more PG, but ammar ships do have far more PG than minmatar ones for exaclty that).
Rysa got almost right. I think a single crystal with inverted thermal and EM like80 % thermal for 0% range modifier) would solve the issue
the tacyon is a oversized weapon, its a third artillery gun, and so should out dps the second minmatar one (btw, the 1400 is the lowest dps artillery of its class)
the maealstrom has more pg than the abbadon...
the tacyons are close to impossible to fit without sacrificing low slots.
have you even looked at pulses?
It's great being Amarr isn't it. |

Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.02.14 12:56:00 -
[26]
Try to fit 1400 Tech 2 on a tempest without using a low slot also... yes the maelstrom has a ridiculowsly high PG, but that is cause it was clearly made to use fallof rigs to increase the range of the guns to effective fleet combat range.
and 1400 are only lower dps at high skill levels, at lower levels with low skils damage bonus the 1400 is better.
And stop with this tier 3 BS. Even tuxford compares the tychyon with the tier 2 of other races.
If brute force doesn't solve your problem.. then you are not using enough!! |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
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Posted - 2007.02.14 13:08:00 -
[27]
Rigs are not really an argument there - you could also argue that the aba is "made" to use cap effeciency rigs for it's lasers.
Also, even so (with max skills) a 1400mm with 3 weapon rigs needs the same grid as an tach, there is still the issue of the tank grid use. A LAR2 needs about 2000 more grid than a shield booster.
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Ms Freak
Amarr NCN Corp Chaos Incarnate.
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Posted - 2007.02.14 13:10:00 -
[28]
Edited by: Ms Freak on 14/02/2007 13:09:33 Edited by: Ms Freak on 14/02/2007 13:08:50
Originally by: Tisanta
*Snip*
as people currently tank armour mostly EANM boosts EM resistance through the roof and this makes it harder for our guns to acheive.. but when you look at the actualy figures rather than assuming just because it's base is high that the result will be high its not true in many cases ( other than minmitar... damn those 92.5% resists!).
take for example a domi with 2 eanm II and a dcu II and an explosive hardner.. the EM resistance will only be around 75-79% as will the others.. which begs the question what makes lasers so poor?
*snip*
I am completeley amarr spec'd, im not far from command ships and will continue into carrier/etc. Amarr are a nice race they do well at mission running and the Cruse/Pilgrim/Zealot/Absolution are all very good ships.
There are 2 things to note here tho:
1) Those are all T2 ships requiring some serious training time and SP investiment to make good, having lvl 3 skills just dont stand up to much when you only get 1 bonus on your ships.
2) As you mentioned in your post the EM resists of an EANMII+DCUII ship will be somewhere in the region 79% with lvl 4 compensations. The REASON this is bad is not because it's that high it's because no-other race have 1 dmg type perma-tanked.
Let me explain a bit more:
Lets say for example we take a standard BS resists:
EM/Exp/Kin/Therm 60/10/25/40
Before we have added any modules the amarr are already dealing (on average) 50% less damage between the two types due to natual resists.
Lets take galentte for example, Kin, Therm, They are dealing (assuming blasters/rails) about 32/33% less (average) damage due to natural resists.
You can see where this would go with minmatar or caldari, they can pick and choose and most PVPers i know use Therm/Exp/Kin combinations, some use Exp/Kin, some Kin/Therm. So this would vary from setup to setup but at optimal average it would be about 17/18% natual resist.
Now we add 2 EANMII and a DCU, We can assume lvl 4 compensations for this as any passive PVPer will likley have lvl 3/4 skills.
Our new values look like:
STD: EM/Exp/Kin/Therm 60/10/25/40
EANM II EM/Exp/Kin/Therm 69.6/31.6/43/54.4
2 EANM II EM/Exp/Kin/Therm 76.9/48/56.68/64.86
DCUII + 2 EANM II EM/Exp/Kin/Therm 80.59/56.3/63.61/70.48
From the above it is obvious that you now have a natural resistance to Lasers with 80.5% and 70.5% resistances.
Giving and average 75% resistance to Laser damage, and 65/66% against Galentte damage. Again i won't go into minmatar or caldari as they could be hitting with anything, assuming they hit for the best possible output (Exp/Kin) you have a average resist of 59/60%.
Now its entirely possible that people would fit 1EANM,1Exp,1Kin,1Thermal hardener, bringing your resistances to a more equal level which would obviously benefit the amarr and go against every other race.
The problem with amarr is complex and not just limited to resistances of your target. In short my opinion is a combination of these things results in amarr being the underdog race:
1) Natual EM+Therm resists coupled with the use of EANM+DCU. 2) Average cap size / recharge for such a cap dependant race. 3) Lack of versatility. 4) Huge SP requirements for the PVP capable Amarr Ships. 5) 1 Useless bonus on all (well 95%) of the ships
Amarr down need a major "boost" they just need a bit of "tweaking". Giving amarr ships more cap and replacing the cap bonus with a damage bonus would fit it. So would reducing EM+Therm bounsus on hardners, so would increasing amarr cap size alot, there are multiple solutions it's just a case of which one CCP think is the most appropriate and least disruptive.
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Ms Freak
Amarr NCN Corp Chaos Incarnate.
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Posted - 2007.02.14 13:11:00 -
[29]
Originally by: Kagura Nikon Try to fit 1400 Tech 2 on a tempest without using a low slot also... yes the maelstrom has a ridiculowsly high PG, but that is cause it was clearly made to use fallof rigs to increase the range of the guns to effective fleet combat range.
and 1400 are only lower dps at high skill levels, at lower levels with low skils damage bonus the 1400 is better.
And stop with this tier 3 BS. Even tuxford compares the tychyon with the tier 2 of other races.
Try fitting T1 Tachs on an Apoc? 
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Kagura Nikon
Minmatar MASS HOMICIDE FREGE Alliance
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Posted - 2007.02.14 13:18:00 -
[30]
Originally by: Ms Freak
Originally by: Kagura Nikon Try to fit 1400 Tech 2 on a tempest without using a low slot also... yes the maelstrom has a ridiculowsly high PG, but that is cause it was clearly made to use fallof rigs to increase the range of the guns to effective fleet combat range.
and 1400 are only lower dps at high skill levels, at lower levels with low skils damage bonus the 1400 is better.
And stop with this tier 3 BS. Even tuxford compares the tychyon with the tier 2 of other races.
Try fitting T1 Tachs on an Apoc? 
tried to check that you hasve more low slots to spare with PG modules?
If brute force doesn't solve your problem.. then you are not using enough!! |
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