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DeadDuck
Amarr Infinite Improbability Inc Mostly Harmless
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Posted - 2007.08.05 14:23:00 -
[91]
Edited by: DeadDuck on 05/08/2007 14:26:21 Amarr have dozens of ships and see people whinning about the changes the are aimed at 5-6 ships saying Amarr have to train missiles now ??? 
Easy dont fly them if you dont want to train missiles !!! Any way like they were before, almost nobody used to fly them.
In my case I'm very excited with the prospective that I can now still defend my self even if I'm nossed, neutralized or tracking disrupted and can make it with all the kind of damages I want to do.
Tank you Sarmaul for the excelent idea and CCP for actually implement it 
Anyway with all the recent changes in Amarr: the tracking boost, the khanid boost, the NOS nerf ( yes it was the biggest boost amarr had in game, except for the curse pilots ), the Geddon cpu upgrade and the Zealot PG upgrade, I can say that we are now fine.
AMARR VICTOR
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Erim Solfara
Amarr House of Solfara
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Posted - 2007.08.05 14:56:00 -
[92]
Originally by: DeadDuck Edited by: DeadDuck on 05/08/2007 14:26:21 Amarr have dozens of ships and see people whinning about the changes the are aimed at 5-6 ships saying Amarr have to train missiles now ??? 
AKA, Half the Amarrian Tech 2 ship line up.
Originally by: DeadDuck
Anyway with all the recent changes in Amarr: the tracking boost, the khanid boost, the NOS nerf ( yes it was the biggest boost amarr had in game, except for the curse pilots ), the Geddon cpu upgrade and the Zealot PG upgrade, I can say that we are now fine.
So EM and Thermal damage against high resist omni tanks was never a problem then? Cos you've not mentioned anything about damage in that list.
A new tool in the fight for balance? |

Shiken Kan
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Posted - 2007.08.05 16:17:00 -
[93]
my main issue is with the new heretic, as everyone that wants to fly that kind of ship already sits in a flycatcher. should really have a laser option imo, especially as there's no 2nd dictor for laser amarrs.
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Tsukiko Ishida
Amarr Emanation Of Malevolent Outcries
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Posted - 2007.08.05 17:20:00 -
[94]
Originally by: Shiken Kan my main issue is with the new heretic, as everyone that wants to fly that kind of ship already sits in a flycatcher. should really have a laser option imo, especially as there's no 2nd dictor for laser amarrs.
If there was a true Amarr Inderdictor, it would have only one or two mid slot's, which would make it almost useless.
The changes are OK except for the Damnation, it should have 6 HAM slots instead of 5. All in all, I would have rather seen drones fill the gap for Amarr. They could have been used to replace the missing mid slots and damage types.
FAILEDÖ |

Garia666
Amarr T.H.U.G L.I.F.E
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Posted - 2007.08.05 17:21:00 -
[95]
lets hope any dev reads this posts and actualy get to know what amarr is about..
->My Vids<- |

Washell Olivaw
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Posted - 2007.08.05 18:20:00 -
[96]
From the backstory:
Quote: Khanid Kingdom The Khanid Kingdom, also known as the Dark Amarr, was founded a few centuries ago when the last Amarr Emperor was chosen. Khanid was one of the royal heirs at the time and, in accordance with tradition, should have killed himself after failing to become emperor. This Khanid refused to do and splis his vast domains from the Amarr Empire. The empire retaliated, but only managed to conquer some of the vulnerable outer regions from Khanid. The Kingdom still upholds many of the tradition of Amarr society, but has also wholeheartedly embraced the customs of others, mainly the Caldari. Many visitors to the Kingdom feel like it is a surreal mix of the Amarr and Caldari empires.
Quote: Khanid Works One of the first things that Khanid II did after separating from the Amarr Empire was to set up a company capable of building a brand new space fleet to deter the Amarrians from invading.
Quote: Royal Khanid Navy The Royal Khanid Navy consists of ships designed by the Dark Amarrians themselves, with a bit of help from the Caldari, which the kingdom has always held good relations with.
Let's hope the opponents read this post and actually get to know what Khanid is about..
Quote: Everybody has a photographic memory, some people just don't have film.
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Sheriff Jones
Amarr Space Perverts and Forum Warriors United Cult of War
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Posted - 2007.08.05 18:31:00 -
[97]
Well, can't remember if i said these ponts in this thread(as there's been a few!), but here goes:
Interdictor is a problem, there's now a mandatory added training time for it. Yes, you need missiles to fly it. Yes, it takes more then 30mins to be efficient.
The removal of 5 ships. Yes it is an issue, to those who fly "pure" amarr. It may not seem as a big issue, especially to those amarr who HAVE the missile skills, but it can be quite a timesink to those who don't have them and/or are starting up. Without missiles, those ships are "out of use" when before they were, albeit not good, but still a possibility.
But this, as said by the defenders of this change, "isn't an amarr boost. Different issue." Quite right. In good and bad. So let's not say it is.
Main "fear" here is that now Amarr will train missiles to use these "uber" boats, then come the whines from other races, then after the amarr pilots HAVE trained the missile skills, come the nerfs and these ships turn into "bad" ships again.
To recap:
Interdictors are now mandatory missile boats. Need a laser one. This is an extra timesink since it's a change to existing(key element) ships. This IS a nerf to those who want Amarr to stay as "pure" amarr, since amarr never were that much of a missile race. This might lead into a bigger problem.
I'm not saying this change is bad, time will tell, but there are issues that make it "not a 100% good idea".
So yeah, i have a problem with being serious, but it's the almost smallest problem i have. |

Garia666
Amarr T.H.U.G L.I.F.E
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Posted - 2007.08.08 13:04:00 -
[98]
bump for those who have missed it..
->My Vids<- |

Serj Darek
Minmatar Mentally Unstable Enterprises
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Posted - 2007.08.08 13:22:00 -
[99]
Amarr is dead! Long live Amarr!
First!
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Roidpwning101
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Posted - 2007.08.08 13:23:00 -
[100]
I LIKE RICE :D
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Cutie Chaser
Gallente
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Posted - 2007.08.08 13:35:00 -
[101]
Whats the problem here exactly?
Everyone has 2 weapon systems except Amarr. Now you have to as well. The previous 4 years you've had only being forced to train 1 skill was just a bonus.
Now your skill training is more in line with other races. Now you can do multiple types of damage.
Sounds fair to me.
*** Thats a Templar, the amarr fighter. Its a combat drone used by carriers. |

MOCC3
Labteck Corporation LTD. Libertas Fidelitas
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Posted - 2007.08.08 13:46:00 -
[102]
All I'm going to say is this....I thought Ammar ships suxed (Curse/Pilgram) But after taking out a Saci on Sisi.. Ubber Tank and Ok DPS. So Ammar guys be happy that yawl got a decent ship coming your way. Arrrrrrrrrrrrrrrrrrr 0.0 Bring frends and alot of money (I love E-bay buyers) --NOT-- |

Garia666
Amarr T.H.U.G L.I.F.E
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Posted - 2007.08.09 19:57:00 -
[103]
Originally by: MOCC3 All I'm going to say is this....I thought Ammar ships suxed (Curse/Pilgram) But after taking out a Saci on Sisi.. Ubber Tank and Ok DPS. So Ammar guys be happy that yawl got a decent ship coming your way.
if your caldari yes.. It takes along while untill you can decently shoot lasers.. Now half amarr tech II ships will be missle spammers?
->My Vids<- |

Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 20:24:00 -
[104]
Originally by: Cutie Chaser Whats the problem here exactly?
Everyone has 2 weapon systems except Amarr. Now you have to as well. The previous 4 years you've had only being forced to train 1 skill was just a bonus.
Now your skill training is more in line with other races. Now you can do multiple types of damage.
Sounds fair to me.
As Amarr you also need good drone skills. Everyone says Amarr only has to train lasers, but to be efective with several amarr ships you also need drones.
You saying Amarr only has to train Lasers bc only a couple ships use drones, is like saying Gallente only need to train Hybrids bc they only have a couple ships that use drones.
If anything now amarr have to train Missiles/Drones/Lasers to use all the amarr ships. I already have 4 mil in Drones and 10 mil in Gunnery now to use 1/2 the amarr ships ill need to get 5+mil in missiles. Yay another 4-5 months of training to use a bunch of ships whose weapon systems suck.
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2007.08.09 20:30:00 -
[105]
But everyone benefits from having good drone skills. A pilot without good drone skills isn't a very good pilot in most larger ships. ------------
Improvize. Adapt. Overcome. |

Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 20:58:00 -
[106]
Originally by: FT Diomedes But everyone benefits from having good drone skills. A pilot without good drone skills isn't a very good pilot in most larger ships.
I was more specifically saying amarr has 3 ships that are Drone ships. (Pilgrim Curse Arbitraitor) Gallente have 6 (Eos Ishkur Vexor Ishtar Dominix Myrmidon) Caldari have 0 Mimataar have 0
Now amarr will have 3 drone ships 5 Missile ships and the rest Laser.
No other race is that skill intensive. This will make amarr more skill intensice than any other race but still have crappier weapon systems all around. _________________________________________
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Lisento Slaven
Amarr Vendetta Underground Rule of Three
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Posted - 2007.08.09 21:07:00 -
[107]
How do you play the game for 4 years and completely avoid other weapon systems/repair systems/ships because you don't "want" to use them?
Are you training amarr dread 5 and amarr carrier 5 or something?
I started out as Amarr, branched into Caldari, then branched into Minmatar (perfect line of progression, armor + turret, missile + shield, then turret + missile + armor + shield ships). I am certainly welcoming the MK II changes.
And why do you keep saying the Maller is a beam ship for the line of progression? You say Beam ship -> Missile ship as the skill progression but I know practically no one who uses beams on the Maller.
Lasers being broken is no reason to complain about why the Khanid ships are getting more of an emphasis on missiles. They're getting that because they're khanid ships. That's why. Gives the entire race a bit of flexibility that it needed.
You don't have to use the ships either. Just like people don't have to use the Arbitrator because of its emphasis on drones + nos or the inquisitor for its emphasis on missiles. ---
Put in space whales!
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Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 21:57:00 -
[108]
Edited by: Zaethiel on 09/08/2007 21:59:53
Originally by: Lisento Slaven How do you play the game for 4 years and completely avoid other weapon systems/repair systems/ships because you don't "want" to use them?
Are you training amarr dread 5 and amarr carrier 5 or something?
I started out as Amarr, branched into Caldari, then branched into Minmatar (perfect line of progression, armor + turret, missile + shield, then turret + missile + armor + shield ships). I am certainly welcoming the MK II changes.
And why do you keep saying the Maller is a beam ship for the line of progression? You say Beam ship -> Missile ship as the skill progression but I know practically no one who uses beams on the Maller.
Lasers being broken is no reason to complain about why the Khanid ships are getting more of an emphasis on missiles. They're getting that because they're khanid ships. That's why. Gives the entire race a bit of flexibility that it needed.
You don't have to use the ships either. Just like people don't have to use the Arbitrator because of its emphasis on drones + nos or the inquisitor for its emphasis on missiles.
The point of not cross training all 4 races is so that you can properly train your skills to the max. I have lvl 4 in all laser specs and lvl 5 in all other gun skills. Lvl4 fighters lvl 4 dread lvl 4 carrier lvl 4 command ships lvl 4 hac lvl 4 recon lvl 4 logistics lvl 5 heavy drones lvl 5 energy management lvl 5 energy operation lvl 3-4 in most EW specs like turret destabilization to name a few skills.
I currently have 37 mil sp with 51 Lvl 5 skills.
And i wasnt just saying Lasers suck i was saying that HAMs suck. The tech I Hams arent that bad but Tech II Hams are completely useless. Heavy missiles are by far superior. Its just another example of CCP giving amarr the worst weapon system in its class once again. _________________________________________
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Enortiz
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Posted - 2007.08.09 22:15:00 -
[109]
Edited by: Enortiz on 09/08/2007 22:16:40 khanid mk 2 rocks.
I dont understant why people are whining about missiles skills. Half of the t2 ships are still lasers,fly them if you dont like missiles. Besides,minmater have to train guns and missiles as well,same for caldari, and they have to do it for there t1 ships as well,not only for the t2 ones.
And training those skills doesnt take long.
I`m really happy with khanid mkII.
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Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 22:24:00 -
[110]
Edited by: Zaethiel on 09/08/2007 22:26:10 Mostly Because: #1 They are taking away 5 ships and turning them into Amarrs 3rd Weapon category making Amarr the most skill intensive race, which surpasses Mimataar.
#2 Lasers still use the most cap of all turrets plus do the worst damage type. So of the 3 Turrets they are the worst.
#3 The 2 of the new ships are HAM users and atm HAMs are the worst of all the missiles. Tech 1 Heavy do slighty les damage for far more range. Tech II Heavies do alot more damage at greater range. Tech 2 Light missiles do more damage than the long range HAMs for farther range and better stats. Rage HAMs are basically the same thing as Torpedoes except with shorter range and far less damage.
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Gawain Hill
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Posted - 2007.08.09 22:42:00 -
[111]
Originally by: Zaethiel *snip* Rage HAMs are basically the same thing as Torpedoes *snip*
see the uber boost khanid ships are gettin? 
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Trind2222
Amarr Celestial Pillagers
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Posted - 2007.08.09 22:50:00 -
[112]
I don't know what problem is you needed missiles before the change on most khanid ships except the command ship. So you are complaining on ships that needed missiles before?
I have not tested the changes but hope they are good.
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Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 23:00:00 -
[113]
Originally by: Trind2222 I don't know what problem is you needed missiles before the change on most khanid ships except the command ship. So you are complaining on ships that needed missiles before?
I have not tested the changes but hope they are good.
Khanid ships have some misile launcher hardpoints pre MKII but that doesnt mean anyone relly used them. Most were fitted with NOS. Every race has ships with Missile Harpoints that doesnt mean anything. No Amarr ships had missile bonuses and no amarr ships were missile ships thus no one needed missile skills to fly any amarr ship.
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Drazin DawnTreader
The Elear
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Posted - 2007.08.09 23:04:00 -
[114]
The Malediction always had the EM missile bonus. But thats just splitting hairs now.
Yes the ships have always had launcher slots... if you didn't choose to use them, thats your perogative. But 'technically' you should have had some training in missiles to make use of them for certain setups. Now you have more reason to become a well-rounded pilot with more tricks up your sleeve.
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Trind2222
Amarr Celestial Pillagers
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Posted - 2007.08.09 23:12:00 -
[115]
Originally by: Zaethiel
Originally by: Trind2222 I don't know what problem is you needed missiles before the change on most khanid ships except the command ship. So you are complaining on ships that needed missiles before?
I have not tested the changes but hope they are good.
Khanid ships have some misile launcher hardpoints pre MKII but that doesnt mean anyone relly used them. Most were fitted with NOS. Every race has ships with Missile Harpoints that doesnt mean anything. No Amarr ships had missile bonuses and no amarr ships were missile ships thus no one needed missile skills to fly any amarr ship.
You know that nos will be using cap after the change we all know we need much cap to fire the guns the only ship that might uce capacitor booster is the sacrilege whit out gimpig the tackle setup.
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Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.09 23:33:00 -
[116]
Edited by: Zaethiel on 09/08/2007 23:33:46 As for HAMs. With max skills on a Cerberus (which has the same damage bonus' as the new SAC missile wise; the Velocity and Flight time bonuses differ.) All done with a target moving 450 m/s and a 150 sig radius.
Long range Tech II HAM vs Tech I Heavy.
[ 120 | 43] Heavy Assault Missile Launcher II [50xTerror Javelin Assault Missile]Terror Javelin Assault Missile Rate of fire : 3.378 sec Explosion Radius : 93.75 Explosion Velocity : 1125.0 Missile Velocity : 10414.6875 Flight Time : 18.0 sec Range (meters) : 187464.375 Chance to hit : 100% Velocity Penalty : 0.0% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 146.1 + 0.0 = 146.1 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 43.3 + 0.0 = 43.3
[ 100 | 48] Heavy Missile Launcher II [40xScourge Heavy Missile]Scourge Heavy Missile Rate of fire : 6.334 sec Explosion Radius : 93.75 Explosion Velocity : 1125.0 Missile Velocity : 11158.59375 Flight Time : 22.5 sec Range (meters) : 251068.359375 Chance to hit : 100% Velocity Penalty : 0.0% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 257.8 + 0.0 = 257.8 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 40.7 + 0.0 = 40.7
Tech I Heavy vs Tech I HAM [ 120 | 37] Heavy Assault Missile Launcher II [50xTerror Assault Missile]Terror Assault Missile Rate of fire : 3.305 sec Explosion Radius : 93.75 Explosion Velocity : 1125.0 Missile Velocity : 5062.5 Flight Time : 6.75 sec Range (meters) : 34171.875 Chance to hit : 100% Velocity Penalty : 0.0% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 171.9 + 0.0 = 171.9 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 52.0 + 0.0 = 52.0
[ 100 | 41] Heavy Missile Launcher II [40xScourge Heavy Missile]Scourge Heavy Missile Rate of fire : 6.197 sec Explosion Radius : 93.75 Explosion Velocity : 1125.0 Missile Velocity : 8437.5 Flight Time : 22.5 sec Range (meters) : 189843.75 Chance to hit : 100% Velocity Penalty : 0.0% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 257.8 + 0.0 = 257.8 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 41.6 + 0.0 = 41.6
Tech II Heavy Fury vs Tech II HAM Rage
[ 120 | 37] Heavy Assault Missile Launcher II [50xTerror Rage Assault Missile]Terror Rage Assault Missile Rate of fire : 3.305 sec Explosion Radius : 150.0 Explosion Velocity : 375.0 Missile Velocity : 3375.0 Flight Time : 9.0 sec Range (meters) : 30375.0 Chance to hit : 100% Velocity Penalty : 16.67% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 171.9 + 0.0 = 171.9 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 52.0 + 0.0 = 52.0
[ 100 | 41] Heavy Missile Launcher II [40xScourge Fury Heavy Missile]Scourge Fury Heavy Missile Rate of fire : 6.197 sec Explosion Radius : 93.75 Explosion Velocity : 1125.0 Missile Velocity : 6750.0 Flight Time : 13.5 sec Range (meters) : 91125.0 Chance to hit : 100% Velocity Penalty : 0.0% Signature Penalty : 0.0% Shield One Shot Damage (EM+TH+KI+EX) : 0.0 + 0.0 + 300.8 + 0.0 = 300.8 Damage / sec (EM+TH+KI+EX) : 0.0 + 0.0 + 48.5 + 0.0 = 48.5 _________________________________________
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Leandro Salazar
The Blackguard Wolves
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Posted - 2007.08.10 01:35:00 -
[117]
Originally by: Zaethiel
Originally by: FT Diomedes But everyone benefits from having good drone skills. A pilot without good drone skills isn't a very good pilot in most larger ships.
I was more specifically saying amarr has 3 ships that are Drone ships. (Pilgrim Curse Arbitraitor) Gallente have 6 (Eos Ishkur Vexor Ishtar Dominix Myrmidon) Caldari have 0 Mimataar have 0
Now amarr will have 3 drone ships 5 Missile ships and the rest Laser.
No other race is that skill intensive. This will make amarr more skill intensice than any other race but still have crappier weapon systems all around.
So much BS. Every ship larger than a cruiser needs good drone skills to work well. Every single one of them. That some Gallente and Amarr ships actually get a bonus to something that is mandatory for almost every ship is a bonus to those races and not a weapon type you need to learn specifically for those races. Of course since you are one of these silly spec guys with 37 mil SP all in one area (the sheer waste makes me want to kill kittens) you prolly think that you can't use an Arbie effectively unless you have drone interfacing and gallente drone spec 5... 
So disregarding drones which ANYONE has to train in order to not suck, Amarr have to train lasers and now missiles, and armortank. Caldari have to train missiles and rails, and shieldtank. Gallente have to train hybrids and armortank. Minmatar have to train missiles, projectiles, armortank and shieldtank. Who has it hardest again?
Oh and nerf Gallente they have it too easy 
There is no 'n' in turret There is no 'r' in faction There is no 'a' in Scorpion There is no 'e' in Caldari There is no makeup in rogue drones |

Zaethiel
Murder-Death-Kill Triumvirate.
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Posted - 2007.08.10 03:19:00 -
[118]
Originally by: Leandro Salazar
Originally by: Zaethiel
Originally by: FT Diomedes But everyone benefits from having good drone skills. A pilot without good drone skills isn't a very good pilot in most larger ships.
I was more specifically saying amarr has 3 ships that are Drone ships. (Pilgrim Curse Arbitraitor) Gallente have 6 (Eos Ishkur Vexor Ishtar Dominix Myrmidon) Caldari have 0 Mimataar have 0
Now amarr will have 3 drone ships 5 Missile ships and the rest Laser.
No other race is that skill intensive. This will make amarr more skill intensice than any other race but still have crappier weapon systems all around.
So much BS. Every ship larger than a cruiser needs good drone skills to work well. Every single one of them. That some Gallente and Amarr ships actually get a bonus to something that is mandatory for almost every ship is a bonus to those races and not a weapon type you need to learn specifically for those races. Of course since you are one of these silly spec guys with 37 mil SP all in one area (the sheer waste makes me want to kill kittens) you prolly think that you can't use an Arbie effectively unless you have drone interfacing and gallente drone spec 5... 
So disregarding drones which ANYONE has to train in order to not suck, Amarr have to train lasers and now missiles, and armortank. Caldari have to train missiles and rails, and shieldtank. Gallente have to train hybrids and armortank. Minmatar have to train missiles, projectiles, armortank and shieldtank. Who has it hardest again?
Oh and nerf Gallente they have it too easy 
You can get by flying alot of ships on mediocre drone skills, but you will be at a serious disadvantage flying around a Curse with combat drone 2 and drone scout op 4. Whereas you can fly a Cerberus without drone skills use some ECM drones on that Drake. EAsily fly Mimataar Recons and HACs without high drone skills. As for Gallente drone ships you need drone interfacing 4-5 with tech II light medium and for the EOS and Dominix Heavy II make them super effective.
My caldari alt has 800k in drone skills bc well Caldari and drones is pretty useless.He just has tech II mediums and i stopped there; whereas myself flying Curses has 4 mil sp in drones some of that is in fighters and the rest in tech II drones. _________________________________________
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Lisento Slaven
Amarr Vendetta Underground Rule of Three
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Posted - 2007.08.10 03:55:00 -
[119]
For clarification on certain topics could someone post the following information (with skills calculated in):
Damage of HAM's Damage of Heavy Missiles Damage of Standard Missiles
Arguments I've seen against Khanid ships getting the HAM's is because of the "crap damage" of HAM's compared to standards and heavy's (usually the t2 variants are involved at some point), that the ships don't go in line with "Amarr" (they're khanid though so whatever...they've never been 100% amarr to begin with), and that the lasers suck some how made it's way into this thread as if that has something to do with this.
Also someone mentioned Amarr were the most skill intensive. No they are not. Minmatar require shield, missile, armor, turret, and drone skills to be effective. Right now you only need turret, drone, and armor skills for Amarr. Only a few ships for the Minmatar let you slack off in certain area's (Tempest can get away with no missiles and NOS/Neuts for example).
I want to see the calculations on the HAM's though because I honestly do want to know how much damage they'll be doing for 0 cap. ---
Put in space whales!
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Siakel
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Posted - 2007.08.10 04:06:00 -
[120]
Edited by: Siakel on 10/08/2007 04:06:18
Originally by: Lisento Slaven For clarification on certain topics could someone post the following information (with skills calculated in):
Damage of HAM's Damage of Heavy Missiles Damage of Standard Missiles
Arguments I've seen against Khanid ships getting the HAM's is because of the "crap damage" of HAM's compared to standards and heavy's (usually the t2 variants are involved at some point), that the ships don't go in line with "Amarr" (they're khanid though so whatever...they've never been 100% amarr to begin with), and that the lasers suck some how made it's way into this thread as if that has something to do with this.
Also someone mentioned Amarr were the most skill intensive. No they are not. Minmatar require shield, missile, armor, turret, and drone skills to be effective. Right now you only need turret, drone, and armor skills for Amarr. Only a few ships for the Minmatar let you slack off in certain area's (Tempest can get away with no missiles and NOS/Neuts for example).
I want to see the calculations on the HAM's though because I honestly do want to know how much damage they'll be doing for 0 cap.
Mmmm.... I'm not sure how often Minmatar actually use missiles. They love to tack it on as an entire tree they have to train, but, Naglfar aside (I know, their caps definitely are the most SP-intensive) I don't actually see Minmatar using missiles on anything but the Typhoon, and occasionally a rocket stuck on an AF or Rifter. P'raps this will change with the nos nerf, p'raps not. Just something that bugs me.
As for your missile request:
All numbers with max skills, no shipbonus, no hardwires:
Heavy Assault Missile Launcher II, T1 Missiles- 29.8 DPS. Heavy Missile Launcher II, T1 Missiles- 24.2 DPS. Assault Missile Launcher II, T1 Missiles- 15.3 DPS.
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