
General Apocalypse
Amarr Dark-Rising Fallen Souls
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Posted - 2007.05.16 05:20:00 -
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Originally by: Chavu
Originally by: Almarez
Originally by: Clarissa McDougall Why do lasers use so much cap?
Errr... how about no ammo (except maybe tech 2 crystals, and they last for ages) and the ability to switch between different ranges of ammo in a second or less?
EM damage is the best against shields (most ships have 0 base resist) and thermal is the second best against both shields and armour. As for people being able to predict what type of damage - well, don't Gallente and Caldari (blasters and rails) have the same problem with their guns?
As for Minmatar ships, most of them have split weapon system systems and only one bonus - or at best one bonus per system. I offer the Typhoon as an example. And projectiles have the worst DPS. And reloading artillery will drive you insane. And autocannons chew through ammo like there's no tomorrow. And and and...
All race's ships and weapons have their advantages and disadvantages. This is by design.
Have you ever actually flown an Amarr ship?
Changing between crystals doesn't take 1 or 2 seconds. It can take much longer. Also, since accuracy falloff is terrible for lasers, you are constantly having to change between crystals, all the while not doing any damage.
Yes you are right most shields have 0 base EM. Thing is any smart shield tanker will have 1 or 2 EM hardeners and most people armor tank so there the base resist is 60% minimum.
While I agree that split weapons and tanking is a bit rough, Minmitar ships are probably the most effective in game at the moment. Can be completely invulverable to NOS, can vary damage types with both missles and turrets, have EW ability with med slots.
No offense cause I openly welcome criticism, but please do some research before you post.
I have seen this EM damage sucks arguement over and over and over again from Amarr. Do you have any proof tyhat EM damage is worse than any other type of damage? Because I've thought about it and I'm calling BS on that.
First Amarr say that everyone uses EANMs so everyones EM armor resistance is high, but then you say that everyone uses EM shield hardeners. So you are saying that no one uses Invuln fields or armor hardeners? Are you guys sick in the head? You think everyone hardens for EM/Therm (Amarr) damage and forgets everything else? That'd be a HUGE reason that Amarr are overpowered, not needing a boost.
I fly Minmatar and I have HUGE problems with shield tanks, if I find a Drake I just leave it be, because I don't want to spend 10 mins breaking that tank. And guess what, contrary to popular belief, EMP damage doesn't even have 1/2 of its damage being EM. I WISH I could do EM damage. I once use my gank 425mm II Muninn vs a Sacrilege, it was depressing, I couldn't dream of breaking that tank. EMP/PP is such a joke on autocanons, yay I get to go into web range where my mass and speed advantages will really shine now!
In fact I would go so far as to say that most people given the chance would harden for Kinetic damage since Caldari, Blasters and Autocannons all do Kinetic damage.
I see the Harbinger and Abaddon as awesome ships, despite what people said pre-release.
Amarr has some legit complaints: cap usage on lasers, tracking on lasers and not enough turret slots. 1-2 mid slots on t2 frigs also seems very silly to me, that should be changed imo.
-Most of the Amarr problems are cap related and if that was tweaked I think Amarr would be fine.
-Most of the Amarr whiners have no understanding of game mechanics, like this above poster asking for the best Optimal and Falloff ranges on guns. Falloff does not work like a lot of people think.
As someone that can fly all the Races (excep for capitals) i can say that the Munnin is NOT a gank ship it's a arty platform . And you fail at traking / optimall /falloff - you post gives you away.
BTW: Try giving the next drake t2 arty love whit PP you'll warm all guns and get a nice alpha to break the tank
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