
solarwinds
The Nine Gates Executive Outcomes
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Posted - 2007.05.12 18:38:00 -
[32]
Last time I checked, all races could PvP just fine as long as you understand the advantages and limitations to the ships and choose your skills and fittings carefully. Even Amarr has some good things going for it despite all the "buff Amarr" cries - choose whatever fits your playstyle the best, it'll allow you to have more fun in the long run.
Minmatar design is the most skill-intensive of all to fly well. Minmatar ships typically feature split weapon systems, which means a combination of turrets and launchers. They also have reasonable drone bays, and some ships have "utility" high slots for NOS/neuts, remote reps, etc. They also tend to have higher speeds than other races, meaning you need to train Navigation skills up to take full advantage of the Minmatar hit-and-run style of fighting. Webs are your biggest enemy. Some ships get bonuses to tracking and falloff, indicating a ship designed for autocannons. Others have damage and optimal bonuses, indicating an artillery ship. Some have lots of mid slots, indicating a shield tanker, others have a heavy low slot complement, allowing for a stout armor tank. Flexibility is key. They tend to have quick targetting with shorter lock ranges. Autocannons tend to have longer falloff range but less damage per second than blasters. Artillery tend to have a higher alpha strike damage than railguns. Neither weapon system requires any capacitor to fire, allowing for better use of the smaller overall capacitor size. Stereotypical ships which follow the normal Matari standard include the Jaguar and Vagabond, very fast ships that reply on substantial falloff range to allow them to engage at the edge of web range, using their speed and ability to run like hell to enhance their survivability.
Gallente have more focused training objectives. They are an armor tanking race, and many of their ships receive bonuses to active tanks (armor repairers). They have strong structure, which increases the effectivenes of damage control modules. Blaster ships are designed to get in close and hold the target down and unleash huge damage per second on their target. They rely heavily on drones, many ships also receive bonuses to drone damage and hitpoints and generally have the largest drone bays, and very rarely rely on missiles. Railguns are their long range weapon of choice, and have better rate of fire and optimal range than artillery. Blasters are made for extreme close range and have downright vicious damage per second, but at severely reduced range compared to autocannons. They have slightly slower lock times on average, but longer targetting ranges. They rely more on capacitor as their guns do require capacitor to fire. Stereotypical ships for Gallente include the Ishkur and Ishtar, drone carriers with strong tanking and blasters/NOS for close range DPS and cap sustenance.
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