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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:12:00 -
[1]
Okay so people have been going on about the fact that the laser cap reduction on amarrian ships is not really a bonus.. but i relised today that it is!
the fact that lasers are the most powerful none- pointblank range weapons in the game combined with the fact that only us amarr pilots can use them i think gives us a little bit extra.. combined with our ships ultra cap+ tanking means we got a good deal as far as Eve goes. ---

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Deitre Cibrus
Defile.
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Posted - 2007.02.16 18:17:00 -
[2]
mmkay -----------
Originally by: Santiago Cortes Please don't derail your own thread.
What is this sig missing? Pretty colours? -Conuion Not true! Has plenty -Deitre |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:19:00 -
[3]
Originally by: Deitre Cibrus mmkay
wanna elaborate on that? ---

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Draem
Caldari New Age Solutions
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Posted - 2007.02.16 18:21:00 -
[4]
We can't change damage type. If we could, we *may* be able to rival the Raven for missions.
"Listen to the Amarr a little while. They converted me, and now everything makes sense!" |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:22:00 -
[5]
the power + rof of our guns gives us an edge over unsuspecting foes... if anything i would like to see a new recon for each race and amarr to have a gun boat ---

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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.02.16 18:43:00 -
[6]
My problem with lasers has nothing to do with damage, cap use, or fittings.
I just want to know why laser tracking is so bad. Yes I know why, but pulse laser range isnt exactly awe inspiring these days. _________________________ ~Thor Xian, Material Defender
Got Corp? |

Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2007.02.16 18:43:00 -
[7]
My problem with lasers has nothing to do with damage, cap use, or fittings.
I just want to know why laser tracking is so bad. Yes I know why, but pulse laser range isnt exactly awe inspiring these days. _________________________ ~Thor Xian, Material Defender
Got Corp? |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:45:00 -
[8]
mmm well if you pilot a geddon.. most people run 2 damage mods.. i try to use 1 damage mod 1 tracking mod myself. ---

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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:45:00 -
[9]
mmm well if you pilot a geddon.. most people run 2 damage mods.. i try to use 1 damage mod 1 tracking mod myself. ---

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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 18:48:00 -
[10]
I'll choose a muninn any day and pop your zealot with pp. Lasers gone to **** 1y ago and still are ****. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 18:48:00 -
[11]
I'll choose a muninn any day and pop your zealot with pp. Lasers gone to **** 1y ago and still are ****. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:50:00 -
[12]
mhmm then i'll hunt you down in my pilgrim and giggle as your rattatata guns bounce off my ultra shiney sneaky armour.. ---

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Humpalot
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Posted - 2007.02.16 18:50:00 -
[13]
Edited by: Humpalot on 16/02/2007 18:50:45 Well even the Devs think Amarr are in need of some luvin per this Tuxford Blog.
That said the cap "bonus" some ships get on laser turrets only allows Amarr to be somewhat on par with other races.
Other issues with Amarr:
- Particulary susceptible to NOS attacks (and there is hardly a PvP setup that doesn't incorporate NOS). A NOS Domi can bleed an Amarr BS dry in no time and STILL be able to inflict serious damage with its drones all the while running a multi-rep tank. Raven can use all its cap for repping while flinging missiles at you forever.
- Particulary susceptible to tracking disruptors. Indeed tracking disruptors pretty much castrate most Amarr ships. Amarr ships have very little versatility since they are mostly gunboats. Yes there is a drone cruiser and a hybrid missile/gun faction BS out there but with no bonuses and half your offense or more gone an Ibis (I know I'm pushing it with that...just saying) with tracking diruptors can neuter an Apocalypse or Geddon. Sure you could say the same is true for any race that fields a gun boat but then they all have reasonable alternatives available to them. Amarr largely do not.
- ECM particularly effective. Same as above. Missiles have FoF, drones once started will continue their attacks even if the mothership is locked down. What do Amarr have?
- Only have EM and Thermal damage types available. With Omni tanks this really hurts. In theory Amarr should kill shields but with EANM and such out it is very difficult for Amarr to bust up an armor tank and a shield tank will pay attention to shield resists (heck, a simple damage control mod slaps around 50% on to the shields across the board). Every other race has greater options here. Add that EANM is passive and those ships that use no cap to fire weapons don't even have ot burn cap to run their tank and can focus almost exclusively on all the cap going to multiple reppers. In PvE it is just silly for Amarr ships to go up against Angel Cartel missions so they lose opportunity to mess around there where every other race can make a go of it. They are so-so versus most other NPC factions (except I forget the one that is vulnerable to EM where Amarr wold do particularly well).
- Amarr have more cap? Great...it gets eaten really fast with weapons and tank running. Try firing Pulse Lasers on an Abaddon and watch how fast it kills its cap. Shocking really. Then add in that Cap Boosters are commonplace so even races that do not have a huge cap just refill it. Yes Amarr can do the same but it means the lower cap of other ships is not such a big handicap.
- I have seen others mention the PG fitting reqs for Amarr guns are somewhat over the top but I forget the details and don't feel like doing all the math right now.
- IIRC Amarr are supposed to be masters of the "middle ground" fight (say 20-60 km). How many PvP fights take place in the middle ground? Most people are either set for a close in gank or sniping. The time spent in the middle ground is not long (usually). This might be ok if Amarr could reasonably dictate range but apart from Caldari (to whom range matters little with missiles untill you get very long range) Amarr are very slow. They do not possess stellar snipers or stellar knife fighters (I suppose a Gankageddon might get on the knife fighter list but there is much better to be had for that [Blasterthron for instance]).
Bottom line is there are almost no Amarr ships using lasers that aren't beat out handily by ships of other races. It is not that Amarr ships are "bad". They are just generally outclassed more often than not by other ships.
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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 18:53:00 -
[14]
Originally by: Tisanta mhmm then i'll hunt you down in my pilgrim and giggle as your rattatata guns bounce off my ultra shiney sneaky armour..
Arbitrator hull ships do not use lasers. You lose by default in this discussion. Energy weapons are the problem, not the ships. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 18:56:00 -
[15]
mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position. ---

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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 19:01:00 -
[16]
Originally by: Tisanta mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position.
My dear, i've been playing this game longer than I can remember. Abaddon with 8 tachyons II = 600 cap drain per volley. Your arguments end here. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Humpalot
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Posted - 2007.02.16 19:01:00 -
[17]
Originally by: Tisanta mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position.
No but I do have an Abaddon and use it mostly for PvE stuff. It has 8 Beams on it (named I forget) along with 3 cap rigs and 2 cap rechargers. Add in a 6 slot tank and it is all I can do to hold cap with just one repper running (it goes down but slowly thankfully). I cannot imagine what Tachs would do to that but I am interested to hear the details as it sounds promising.
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 19:04:00 -
[18]
Edited by: Tisanta on 16/02/2007 19:02:36
Originally by: Exiled One
Originally by: Tisanta mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position.
My dear, i've been playing this game longer than I can remember. Abaddon with 8 tachyons II = 600 cap drain per volley. Your arguments end here.
My dear.. huh.. anyway you can get roughly 20 vollys off without going into cap charges.. and cap on that ship is pretty good anyway
and as for damage... ohohoh! 70km range hitting 200 per shot every 5ish seconds... hehe makes things explode:P ---

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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 19:06:00 -
[19]
Originally by: Tisanta
Originally by: Exiled One
Originally by: Tisanta mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position.
My dear, i've been playing this game longer than I can remember. Abaddon with 8 tachyons II = 600 cap drain per volley. Your arguments end here.
My dear.. huh.. anyway you can get roughly 20 vollys off without going into cap charges.. and cap on that ship is pretty good anyway
You're talking pvp, include 1 heavy nos on you, 1x lar II + hardeners running. Do the math and you will be out of cap in 1 to 2min. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 19:08:00 -
[20]
mmm that isnt the only build for an abaddon mind you.. even if it is the hardest hitting ship in the game bar capitals..
there is also the duel rep tank with 3 rep amount rigs 85% resists that can tank a carrier perminantly with 4 nos 4 guns going all at once :) ---

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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 19:11:00 -
[21]
This is either a joke thread or the op is a retarded troll. Ignore this thread at all costs. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 19:13:00 -
[22]
Originally by: Exiled One This is either a joke thread or the op is a retarded troll. Ignore this thread at all costs.
explain this. ---

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Exiled One
Amarr Imperial Shipment
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Posted - 2007.02.16 19:33:00 -
[23]
Originally by: Tisanta
Originally by: Exiled One This is either a joke thread or the op is a retarded troll. Ignore this thread at all costs.
explain this.
Your arguments came to: my abaddon can tank a carrier/titan/dread/yourbrother. A muninn can tank 5 amarr bs. A domi can kill 2 abaddons solo. 3x Sensor damps can effectively disable a cap ship. There is no devs in bob.
Either post real arguments or **** off. Signature removed as it fails to comply with the rules. Also, please think of the epileptics :) -Ivan K
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Riho
Red Wrath Exquisite Malevolence
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Posted - 2007.02.16 19:50:00 -
[24]
Originally by: Exiled One I'll choose a muninn any day and pop your zealot with pp. Lasers gone to **** 1y ago and still are ****.
ofc when u have 92% base EM resist on ur ship... what is like WTF
Great being Gallente... aint it ? ----------------- <------ Hijack free space :) ----------------- |

Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 19:53:00 -
[25]
Originally by: Riho
Originally by: Exiled One I'll choose a muninn any day and pop your zealot with pp. Lasers gone to **** 1y ago and still are ****.
ofc when u have 92% base EM resist on ur ship... what is like WTF
hence.. my solution being the pilgrim:D ---

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Morreia
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Posted - 2007.02.16 20:04:00 -
[26]
I personally really like amarr ships althpugh i do occasionally find them a weeny bit lacking in damage to others and have never flown anything bigger than a cruiser with them.
I do think though that as someone said a while bakc, smart bombs could be an interesting second weapon system to amarr - work when jammed, can choose damage types. THey would have to make it so that smart bombs don't hurt ur mates though otherwise they would never be used.
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Talthrus
Sharks With Frickin' Laser Beams Mercenary Coalition
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Posted - 2007.02.16 20:05:00 -
[27]
Originally by: Tisanta Edited by: Tisanta on 16/02/2007 19:02:36
Originally by: Exiled One
Originally by: Tisanta mmm i agree with most of that last posters veiws... but obveously you have never flown an abaddon with 8 tachyon II 6 slot tank and speed enough to run around the battlefeild choosing your fight position.
My dear, i've been playing this game longer than I can remember. Abaddon with 8 tachyons II = 600 cap drain per volley. Your arguments end here.
My dear.. huh.. anyway you can get roughly 20 vollys off without going into cap charges.. and cap on that ship is pretty good anyway
and as for damage... ohohoh! 70km range hitting 200 per shot every 5ish seconds... hehe makes things explode:P
Do me a favor and actually test out that setup on the test server. It's laughable how quickly you run out of cap even with Aurora in. Also I was hitting BS for ~130 damage a gun. Unless their tank was an utter joke they could tank my Abaddon no problem. Don't even get me started on Gleam either ... ----------------------
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 20:07:00 -
[28]
that setup isnt only designed for long range combat... multifreq works very nicley in fleet combat ---

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Almarez
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Posted - 2007.02.16 20:10:00 -
[29]
So while some ships get an rof and damage bonus, or damage and something to help tank, we get a bonus that helps us not die so quickly. Let's be honest, when ships can attack and tank with no cap use and lasers suck cap so fast, laser using ships are at a huge disadvantage.
Amarr get few med slots and yet we almost always have to take one up with a cap injector (which is very powergrid intensive btw) or at least cap recharger. So we have to sacrifice speed or tracking or something else useful just to keep the ability to shoot. And what do you say of the ships that don't have this bonus, like the Abaddon, which has huge cap issues.
Let's be honest, lasers are hurting and need some "umph" which we were told would come but never told what or when it would be.
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Tisanta
Amarr Dragonfire Intergalactic Crusaders of Krom
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Posted - 2007.02.16 20:14:00 -
[30]
well nos is an amarrian weapon.. pilgrim,curse,bhaalgorn.. so why not use it.. 20-25km is about the range amarrian weapons opperate at if im correct.. that is the distance at which battleship nos works at too.. ---

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