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falcinious
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Posted - 2007.06.13 06:22:00 -
[1]
I currently am trained mostly for caldari but Ive been wanting to try out another race of ships. What im trying to decide is if I should go for amarr or gallente. Im leaning towards gallente but im not sure what path to choose.
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Daedalus DuGalle
Gallente University of Caille
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Posted - 2007.06.13 07:25:00 -
[2]
Gallente = Current flavor of the month (along with Minmater, depending on who you ask). A bit too good at PvP.
Amarr = Simple in concept (point and shoot), hard to use (dude, where's my cap??), only good in PvP at very high skill levels.
Originally by: Janu Hull Nothing says gritty cynicism like a 1 ISK note wedged between a pair of silicone enhanced knockers.
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cal nereus
Caldari School of Applied Knowledge
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Posted - 2007.06.13 07:45:00 -
[3]
I've chosen to pilot Gallente ships. My decision was partly influenced by the Gallente bonus to drones, and the Amarr problem with cap, but really the deciding factor was the physical appearance of some of their ships. =D Oooh, shiny.
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Edania
Caldari Ordo Adeptus Astartes
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Posted - 2007.06.13 08:13:00 -
[4]
a factor in my choice to go amarr as secondary is that if i need to go grind standing somewhere i can take 1 ship with its cargo bay essentially empty and blow stuff up without the logistical nightmare, same if i chose to go into 0,0 solo i dont need a huge freeking wagon train behind me carrying my ammo.
basically amarr ships can completly bypass the need for logistics at the expense of being damned difficult to get good with.
Quote: my Clone was excelent, i just had too many skillpoints
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Peter Tjordenskiold
SecuWay SECUWAY.
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Posted - 2007.06.19 13:28:00 -
[5]
One of the best tanks ingame is the Dominix, with 2 T2 repper. With the new T2 sentry drones this ship is a first choice for small ganking groups.
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Krissam
Caldari Danish Space bees
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Posted - 2007.06.19 15:46:00 -
[6]
i went for gallente ships aswell, mostly for drones, but also for teh lookz :P
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Mifter Hogdido
Amarr The 0ri
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Posted - 2007.06.19 16:19:00 -
[7]
Originally by: Krissam i went for gallente ships aswell, mostly for drones, but also for teh lookz :P
Us Amarrian pilots, our ships have the looks. And its "the" by the way not "teh" whatever in hell that means. Its "the" by the way, not whatever the made up use of letters "teh" means. |
vostok
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Posted - 2007.06.19 16:39:00 -
[8]
Originally by: Mifter Hogdido
Originally by: Krissam i went for gallente ships aswell, mostly for drones, but also for teh lookz :P
Us Amarrian pilots, our ships have the looks. And its "the" by the way not "teh" whatever in hell that means.
you really bothered to say just that? at least give your opinion on the topic
anyways, i fly gallente atm, loving doing missions in the mega. but to tell the truth i wish i had gone amarr. gallente do more damage but your seriosly limited on range, i mean with amarr oh he sits at 30km, thats a bit far for these crystals... *click* as far as the cap goes, i dont understand how amarr pilots have trouble with their capacitors unless they're noobs. i run my megathron's tank and guns forever with a T2 fitting. and BTW blasters use more capacitor than lasers unless your using a ship without bonuses.
if you compare stats on the armageddon and the megathron, you'll really wonder what is going on with the megathron, more grid, more lows, same drone bay. not to mention no ammo usage and an optimum range that can be changed ont he fly.
of course this all depends on what level you plan to be opperating the ship at and what you want to use the ship for. and for the record amarr ships dont have to be simple point and shoot for pvp, try a neut/nos fitting maybe throw a large smartbomb in for drones... will shut down other amarr and gallente ships in seconds
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Gorken
Caldari State War Academy
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Posted - 2007.06.20 00:08:00 -
[9]
Originally by: Peter Tjordenskiold One of the best tanks ingame is the Dominix, with 2 T2 repper. With the new T2 sentry drones this ship is a first choice for small ganking groups.
For some reason.......your head is floating. or is it just me? http://www.infowars.com/print/Secret_societies/bush_Sab_photo.htm |
Not Bait
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Posted - 2007.06.20 01:47:00 -
[10]
Originally by: Mifter Hogdido
Originally by: Krissam i went for gallente ships aswell, mostly for drones, but also for teh lookz :P
Us Amarrian pilots, our ships have the looks. And its "the" by the way not "teh" whatever in hell that means.
And it's "We Ammarian pilots" not "Us Ammarian pilots", whetever teh hell that means.
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Silvana Starbreeze
key tech limited
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Posted - 2007.06.20 11:43:00 -
[11]
Originally by: Edania a factor in my choice to go amarr as secondary is that if i need to go grind standing somewhere i can take 1 ship with its cargo bay essentially empty and blow stuff up without the logistical nightmare, same if i chose to go into 0,0 solo i dont need a huge freeking wagon train behind me carrying my ammo.
Same goes for a Nosdomi (if you`re not too stupid and loose drones)
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JoeT
Amarr Short Attention Span Nex Eternus
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Posted - 2007.06.20 12:38:00 -
[12]
Amarr for now, amarr for ever
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Alrione
Amarr New Eden Freelancers NxT LeveL
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Posted - 2007.06.20 14:28:00 -
[13]
At the moment I went for Gallente, purely because Im a drone user. But Im planing on getting Amarr shis after that --------------------------------
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2007.06.20 14:54:00 -
[14]
Imo Gallente are very good for solo pvp and the likes. For missions and gang pvp I love Amarr for no ammo use and medium range gank damage =) -
-- Sound in EVE |
Tragoth
Caldari Umbral Revolutions
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Posted - 2007.06.21 01:24:00 -
[15]
PVE amarr is a pain in the ass for just about any mission NOT involving drones/sanshas/bloodraiders. Except for a select few specialty ships, Amarr ships mostly use energy turrets. Unfortunately, energy turrets are restricted to EM/Thermal damage, they also possess the only ammo in the game (radio) that does a single damage type (EM).
Energy Turrets use up about 3 times the cap as hybrids which (this is an opinion) have better damage types (Kin/Therm), they cost the more grid (a lot more) than hybrids, but less CPU. Projectile turrets, which can do any of the 4 damage types and use no cap and use less grid/cpu than lasers, are the third type of turret, just for reference.
Amarr have no real missile boats (which are nice for pve), and have no real drone boats (exception exist in the case of specialty ships), though some Amarr ships do have moderate drone bays, its certainly nothing to write home about.
All and all, after flying Amarr for pvp and pve (I wanted to be different back in the day since everyone in my corp flew Caldari), Amarr is a pain to pve with effectively, in pvp they do a little better though, and a lot of Amarr tech2 ships are rather nice
To be perfectly honest if I knew back when I started what I know now, I would have trained Gallente or Minmatar ship skills to V instead of Amarr.
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Zuril Nair
Gallente Black Eclipse Corp Band of Brothers
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Posted - 2007.06.21 02:29:00 -
[16]
Go Gallente, if you are on the fence.
Why? Caldari used to be part of Gallente. Okay, okay, the roleplay aspect isn't the best reason. Really, it's that there are several good Caladari ships that have Hybrid bonsuses. And, there are several T2 Gallente ships that have missiles bonuses. You'll get more skill overlap with Gallente than Amarr.
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Zoltaris
COLSUP Tau Ceti Federation
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Posted - 2007.06.21 04:01:00 -
[17]
You really should consider Gallente as the 2nd race, go amarr later if you want as a 3rd race, but as Caldari and Gallente both use Hybrids turrets, you will have less skills to train in gunnery to use both races efficiently -----
> Amongst the Top 10 |
vostok
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Posted - 2007.06.21 04:26:00 -
[18]
Originally by: Tragoth PVE amarr is a pain in the ass for just about any mission NOT involving drones/sanshas/bloodraiders. Except for a select few specialty ships, Amarr ships mostly use energy turrets. Unfortunately, energy turrets are restricted to EM/Thermal damage, they also possess the only ammo in the game (radio) that does a single damage type (EM).
Energy Turrets use up about 3 times the cap as hybrids which (this is an opinion) have better damage types (Kin/Therm), they cost the more grid (a lot more) than hybrids, but less CPU. Projectile turrets, which can do any of the 4 damage types and use no cap and use less grid/cpu than lasers, are the third type of turret, just for reference.
Amarr have no real missile boats (which are nice for pve), and have no real drone boats (exception exist in the case of specialty ships), though some Amarr ships do have moderate drone bays, its certainly nothing to write home about.
All and all, after flying Amarr for pvp and pve (I wanted to be different back in the day since everyone in my corp flew Caldari), Amarr is a pain to pve with effectively, in pvp they do a little better though, and a lot of Amarr tech2 ships are rather nice
To be perfectly honest if I knew back when I started what I know now, I would have trained Gallente or Minmatar ship skills to V instead of Amarr.
ok i dont know where your getting this info on cap usage...
ok looking at equivilent guns... personally i dont know too much about lasers but it looks to me like you would be using dual heavy pulse lasers for PVE and most gallente mission runners in a mega will use ion blasters. lets compare stats:
Ion Blaster Cannon I 1750 power 47 cpu 14 activation energy 6.75 rof 5km optimal 2.8125 damage mod 8km falloff 0.046 rad/s tracking
Dual Heavy Pulse Laser I 1500 power 40 cpu 25 activation energy 6.08s rof 18km optimal range! 2 damage mod 6km falloff 0.03 rad/s tracking
now the capacitor usage on the dual heavy pulse... would be a lot higher if only it were being used on a ship without bonuses to cap usage. personally when i fly a ship i like to be good at flying it, and i dont think people without relavent skills can complain. but you are getting at least a 40% reduction in your cap usage for those lasers on the arma or apoc, lets compare the cap usage now... (ignoring the gunnery skills that affect everything because it affects both guns and thus cancels out)
ion blaster cannon I - 2.07 cap per second
dual heavy pulse I - 2.46 cap per second (skill level 4) 19% more
dual heavy pulse I - 2.06 cap per second (skill level 5)0.5% less
and this is without going into detail about how much better amarr capacitors are to gallente ones.
as far as the power is concerned, your guns use less and the amarr tier 1 BS has more grid than the gallente tier 3, so no complaints there please.
the major difference i see is that the pulse lasers are best suited for medium range combat, which is where most PVE combat happens, not to mention you can change your range to suit what you want to shoot.
as far as drone bays are concerned, the only BS other than the dominix to have a half decent drone bay is the typhoon, amarr really arent hard done by, you at least have the arma, which is better than what the caldari have for drones (which are hell in missions BTW). and again, missile boats, nobody has missile boats except for the caldari, minmatar have some lovely half and half ships -.- really easy to fly those.
this really looks like a case of the grass is greener ont he other side, amarr look easier to fly from a gallente point of view and gallente look easier to fly from an amarr point of view. i dont think theres a problem with ships in eve, sure i'de like to see a bigger grid on the hyperion, but that doesnt stop it from being a good ship. i think the main problem is the ships are ballanced, they just do different things. just learn to fly your ships the way they were meant to be flown already...
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Tragoth
Caldari Umbral Revolutions
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Posted - 2007.06.21 05:06:00 -
[19]
Originally by: vostok stuff
Have you ever tried to use pulse lasers in PVE? Or just Lasers in general? They are terrible.
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vostok
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Posted - 2007.06.21 05:19:00 -
[20]
Originally by: Tragoth
Originally by: vostok stuff
Have you ever tried to use pulse lasers in PVE? Or just Lasers in general? They are terrible.
have you ever tried using blasters on a target more than 10km away, thats terrible. and sitting there while your heavy drones kill a 900k bounty BS because its sitting at 30km from you... it takes ages, and yes i could chase it down however... do you enjoy salvaging when the wrecks to your ships are spread over around 150km... because thats what happens.
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Gorken
Caldari State War Academy
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Posted - 2007.06.21 19:19:00 -
[21]
Originally by: vostok
have you ever tried using blasters on a target more than 10km away, thats terrible. and sitting there while your heavy drones kill a 900k bounty BS because its sitting at 30km from you... it takes ages, and yes i could chase it down however... do you enjoy salvaging when the wrecks to your ships are spread over around 150km... because thats what happens.
I know this is a pain in the ***, but sometimes it works out better to bookmark wrecks that are "too" far away. Then warp out to a planet, moon, whatever, then use WTZ to warp back in to your bookmarked wreck. I hate having to do this as sometimes I'm impatient too, though it does cut down on time.
http://www.infowars.com/print/Secret_societies/bush_Sab_photo.htm |
Crawler
Gallente Solar Wind
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Posted - 2007.06.25 07:55:00 -
[22]
i favor amarr simply because i have learned how to make a stable setup. my abaddon got a 6 minute life span on full power. and my absolution is pretty much unable to get below 50%
the gallente ships will lun out of ammo at some point way before the amarr runs out of cap.
you can expand the caps life by being clever in you use of crystals. you can save 45% just by using standard crystals
this only holds true if you got a good setup _____________________________________________ yawnnnnn |
Sanzorz
Amarr EVEfan.dk
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Posted - 2007.06.26 07:37:00 -
[23]
Originally by: Crawler i favor amarr simply because i have learned how to make a stable setup. my abaddon got a 6 minute life span on full power. and my absolution is pretty much unable to get below 50%
the gallente ships will lun out of ammo at some point way before the amarr runs out of cap.
you can expand the caps life by being clever in you use of crystals. you can save 45% just by using standard crystals
this only holds true if you got a good setup
Yup. I managed to fit my mission Abaddon for 24/7 tanking though. It can keep on burning 8 lasers, 1 repper, 1 DCU and 2 hardners forever. I can use the AB too, but then it starts to run down in cap...very slowly :-P
I haven't had much trouble with being Amarr. The only reason I'm cross traing Caldari a bit, is to use the Nightmare when I get one. Lasers dosen't eat that much cap if you just skill alot + they reach for a decent distance. --- Currently flying a PvE geared Crusader and Prophecy |
Ashaz
Mindstar Technology United Confederation of Corporations
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Posted - 2007.06.26 12:20:00 -
[24]
Originally by: Peter Tjordenskiold One of the best tanks ingame is the Dominix, with 2 T2 repper. With the new T2 sentry drones this ship is a first choice for small ganking groups.
er. that's a bit too much. sure it can tank. but saying it's "the best tanks ingame", when there are ships like the hyperion, abaddon and raven...
But if you do find a domi setup that can tank over 1000 dps without getting sweaty, please do tell me about it iDrone |
Ashaz
Mindstar Technology United Confederation of Corporations
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Posted - 2007.06.26 12:24:00 -
[25]
Originally by: Silvana Starbreeze
Originally by: Edania a factor in my choice to go amarr as secondary is that if i need to go grind standing somewhere i can take 1 ship with its cargo bay essentially empty and blow stuff up without the logistical nightmare, same if i chose to go into 0,0 solo i dont need a huge freeking wagon train behind me carrying my ammo.
Same goes for a Nosdomi (if you`re not too stupid and loose drones)
or unless your router starts fecking about. I lost 10 ogres in 15 minutes when ratting once, cause I dropped connection midfight >.< iDrone |
Silverkin
Crime Brothers
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Posted - 2007.06.26 15:40:00 -
[26]
Despite amarr being able to do all that fun stuff with the cap you should still go with gallente because they're more fun to fly.
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Dahak2150
Chaos Monkeys
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Posted - 2007.06.26 20:07:00 -
[27]
Edited by: Dahak2150 on 26/06/2007 20:06:36
Originally by: vostok
ok i dont know where your getting this info on cap usage...
ok looking at equivilent guns... personally i dont know too much about lasers but it looks to me like you would be using dual heavy pulse lasers for PVE and most gallente mission runners in a mega will use ion blasters. lets compare stats:
Except you didn't compare equivalent guns. Dual heavies are the essential equivalent to electron blasters, not ions. They are closer in damage done and fitting, along with falloff.
Going with the 50% range ammo because neither affect capacitor usage, and the amarr cap reduction at 40%. Let's be honest, the number of people with the BS skill less than or equal to 4 is much greater than those at level 5. Nor should maxed skills be required to compete.
Dual heavy DPS - 15.8 Cap/s - 4.1 Cap/s with ship - 2.47
Electron DPS - 18.7 Cap/s - 1.9
Ion DPS - 20 Cap/s - 2.07
Neutron DPS - 21.3 Cap/s - 2.31
We see that Electrons offer 18.4% more DPS for 77% of the cap usage of Dual Heavies, and Ions 27% more DPS for only 84% of the cap usage. As a side note, Neutrons offer 35% more DPS for 94% of the cap usage.
One could argue that superior optimal offsets this, but the arbitrary range limit imposed by most webifiers, and the fact that Dual Heavy tracking (even post-rev II) remains inferior even to Neutrons negates this.
On an equal tier basis, pulses offer less damage, more cap usage, lower tracking, smaller falloff, more skewed damage types and higher fitting than their hybrid counterparts. The only thing going for pulses is their improved optimal. ----------------
Originally by: "Cyberus" cause its has no sence anyway your brains is simply wont accept that anyway.
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Corwain
Gallente Zero Team
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Posted - 2007.06.26 21:53:00 -
[28]
Originally by: Ashaz But if you do find a domi setup that can tank over 1000 dps without getting sweaty, please do tell me about it
2x Heavy Diminishing Power System Drain I 2x Medium Diminishing Power System Drain I 2x Medium Unstable Power Fluctuator I
100MN MicroWarpdrive II 2x Medium Electrochemical Capacitor Booster I w/ 800s Warp Disruptor II Fleeting Propulsion Inhibitor I
2x Large Armor Repairer II Armor Explosive Hardener II Armor Kinetic Hardener II Armor Thermic Hardener II Energized Adaptive Nano Membrane II Damage Control II
Rigs : Auxiliary Nano Pump I \ Auxiliary Nano Pump I \ Nanobot Accelerator I \
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