
Wrayeth
Shiva Morsus Mihi
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Posted - 2007.05.06 17:19:00 -
[1]
The PvP attributes you've listed are somewhat off, since fitting skills are extremely important and secondary attributes' effect on training time is far less than the primary.
Instead of
Perception Willpower Intelligence Memory Charisma
I would go for
Perception Intelligence Willpower Memory Charisma
In regards to what race to fly for solo and small gang PvP, here's some info on what the races are good at:
Amarr have limited mobility, strong tanks, and strong offensive firepower. Their slot layouts generally favor linear setups, not versatility, making them limited in many respects. That said, they do what they're designed to do pretty well. They're excellent ships in gangs, but have issues when flying solo due to limited mobility. Amarr fight most effectively at medium to long range. The Amarr philosophy of warfare is based on lasers, armor, and focused fire.
Caldari are also mobility-challenged and generally have strong tanks, but their firepower is low to middling. Their missile boats make up for this with the ability to switch damage types, though only the raven can do this with full effect (the kinetic bonus on all other missile boats severely limits their damage switching ability). Caldari also have decent versatility, with numerous midslots to fill with electronic warfare if the pilot is willing to sacrifice his tank. Low mobility again limits this race's solo ability, but they can be devastating in gangs. Caldari fight most effectively at medium to long range, though the missile boats are quite decent at short range as well. The Caldari philosophy of warfare is based on superior range, electronic warfare, and focused fire.
Gallente have good mobility and tanks that can vary from average to ridiculously strong, depending on the ship, and also have the greatest firepower in the game. They generally have more midslots than Amarr--though significantly less than Caldari--on most of their ships, lending them a decent amount of versatility. On the drone ships, however, which don't have to fit onboard weaponry unless the pilot chooses to do so, the versatility factor goes through the roof. Gallente are excellent for solo work and also quite useful in gangs (the former with blasters, the latter with rails). Gallente fight most effectively at short range with blasters or drones, but are also quite effective at medium to long range with rail guns. The Gallente philosophy of combat generally equates to "get up right into your opponent's face and destroy him with superior firepower".
Minmatar ships have excellent mobility, tanks that run the gamut from paper-thin to extremely strong, and have medium-ish damage output (on most ships) combined with the ability to switch damage types (not as great as Caldari's, but still useful). The versatility factor varies from ship to ship--on some, the ship can fit out in many different ways, but on others the ship is straightjacketed into a cookie-cutter fitting. The extreme mobility of Minmatar ships makes them well-suited to solo play, but they're also quite useful in gangs. Matari ships as a whole don't have a range preference--some are well-suited for short range combat with autocannons, some are built for long range combat with artillery, and some can choose to do either, depending on setup. The Matari philosophy of combat is to use their speed and versatility to overcome their opponent. (Humorous side note: they're very good at running away from anything they can't kill.)
All in all, I'd say the best choice for PvP at the moment would be Gallente, though Minmatar aren't too far behind. -Wrayeth n00b Extraordinaire
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