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Veng3ance
Prophets Of a Damned Universe
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Posted - 2007.10.24 19:26:00 -
[151]
Edited by: Veng3ance on 24/10/2007 19:29:32 The nerf of Eos damage was needed.
But not to this extent.
When my Eos can shoot 200km and tank like a Damnation you can bring it INLINE with the other fleet CS's 
My suggestion is 6 turret slots + 100mbit drone bandwidth.
(100mbit for the Myrm too)
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.24 19:26:00 -
[152]
Originally by: Deva Blackfire now check damage from 3 ogres... 180 or so dps iirc. Plus 7 guns with 25% damage bonus = a lot. Compare it now to claymore/damnation/vulture. Now you should understand why eos is set BACK IN LINE with others.
It's 3 ogres plus 5 turrets. Get your sh*t straight before you type.  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Praxis1452
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Posted - 2007.10.24 19:30:00 -
[153]
Originally by: Letifer Deus
Originally by: Deva Blackfire now check damage from 3 ogres... 180 or so dps iirc. Plus 7 guns with 25% damage bonus = a lot. Compare it now to claymore/damnation/vulture. Now you should understand why eos is set BACK IN LINE with others.
It's 3 ogres plus 5 turrets. Get your sh*t straight before you type. 
And who will use the EOS now over the other Command ships?
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2007.10.24 19:43:00 -
[154]
Edited by: Alex Harumichi on 24/10/2007 19:43:17
Quote: And who will use the EOS now over the other Command ships?
Everyone who wants to harness the amazing, awesome power of the infowar gang links of course! It's worth having a crappy tank, low-range weapons and fitting problems, if you can have that!
No wait, the infowar links suck like you won't believe compared to the others.
Never mind.
Ummm... people who like green ships?
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Letifer Deus
A Astroid Belt
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Posted - 2007.10.24 19:43:00 -
[155]
Edited by: Letifer Deus on 24/10/2007 19:43:41
Originally by: Praxis1452 And who will use the EOS now over the other Command ships?
Noone will use it for solo or 2 man, 3 man groups. It will really only be used in fleets, like the rest of the fleet CSs, where the 3 command modules they can fit are worth it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Brought to you by the letter ARRR!" |

Arshes Nei
Omega Fleet Enterprises Executive Outcomes
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Posted - 2007.10.24 19:46:00 -
[156]
I think the dronenerf was a bit much, however im still hoping that ccp is merely trying to include the extra dronebandwith into the ships boni, i.e. x dronespace + y drone bandwith per CS lvl and that they just have put this halffinished on sisi.
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2007.10.24 19:47:00 -
[157]
Edited by: Alex Harumichi on 24/10/2007 19:49:16
Originally by: Letifer Deus Edited by: Letifer Deus on 24/10/2007 19:43:41
Originally by: Praxis1452 And who will use the EOS now over the other Command ships?
Noone will use it for solo or 2 man, 3 man groups. It will really only be used in fleets, like the rest of the fleet CSs, where the 3 command modules they can fit are worth it.
Only in fleets that have a dedicated EW squad.
The other 3 fleet command ships are useful in pretty much any fleet. The Eos is useful only in certain, specialized cases. I routinely see Damnations and Claymores supporting even small gangs, because their gang links are made of pure, undiluted Win.
Yes, it's a problem in the balance of the gang links that reflects on the Eos. Doesn't stop the Eos from becoming mostly useless now, compared to the others, especially since the others can also mount a better tank.
The Eos needs something to compensate for the fact that its gang modules are very underpowered and cornedcase. That something used to be dps and drone versatility.
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VaderDSL
Caldari Murder-Death-Kill
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Posted - 2007.10.24 20:10:00 -
[158]
There is about 5% difference at cs 4 to cs 5 between the fleetcommand ships with the mindlinks, there is no reasoni to go forone ship over another due to the racial bonuses, on my EOS at cs 4 I get 33.75% on skirmish links, on a claymore at cs 5 I get 38.8% in reality it doesn't make that great a difference.
I for one only ever use 5 guns and 2 links on my eos, and carry heavies + mediums, all I do now os switch to mediums ... no problem, now if I want damage I'll actually maybe have to buy an astarte. Oh the horror, with these changes and with the Eos being used as it's designed, the changes are hardly noticeable
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Ynos Fukse
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Posted - 2007.10.24 20:12:00 -
[159]
THIS is a huge mistake. Eos is not overpowered.
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Rudy Metallo
Additional Pylons
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Posted - 2007.10.24 20:24:00 -
[160]
Whoever was the idiot that said the Claymore cant tank - please go shoot yourself in the head.
Moving on, the change was indeed needed, but this is a stupidly bad nerf for the Eos. It can barely do 500 DPS now with near maxed skills, and that setup does not leave room for Command Links.
Give it more drones to work with pls. --
We are the revolutionaries. We are the usurpers of the heavenly throne. We are the enemies of the Gods. |

Natalie Jax
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Posted - 2007.10.24 20:55:00 -
[161]
Edited by: Natalie Jax on 24/10/2007 20:56:59 This change is just too damn much. The ship makes absolutely no sense now. So it can fit 3 bonused Info Warfare modules: EWar strength, EWar range, and sensor strength.
The nature of those bonuses and the EWar modules they affect are most effective when the ship is at-range rather than up close. It really had no business being a blaster boat in the first place. But only 2 of the 3 links are (consistently) useful in battle, versus the other warfare link groups in which all three are always viable. It gets no bonuses that inherently aid a ranged-combat role. Glee, it can launch several waves of unbonused drones that have to MWD to their target before one single point of damage is dealt. The drone-bay "bonus" ... what the **** is that good for when working at range?
Ugh, what a lame ship. It was stupidly overpowered before, now it's just stupid. It has no business being on the field becuase it's existence in this state is an affront to the logic that supports the fleet command ship's purpose.
Fine, nerf the ship. But this is just downright stupid. From a backstory perspective, CreoDron would never make a ship with such a dip**** design ethos.
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Ynos Fukse
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Posted - 2007.10.24 21:03:00 -
[162]
IT IS DISSAPOINTING TO SEE HOW YOUR TIME IS RUINED LIKE THIS >> after so many months of training and planing.... and so much effort.
It would be bad for me to loose this time... cose I dont want to conclude >> this game is wasting of time... that will be the end.
Undecisions from the CCP make me think this is not the game they wanted to be... or they think they did mistakes... dissapointing players somehow. What a shame...
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VaderDSL
Caldari Murder-Death-Kill
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Posted - 2007.10.24 22:01:00 -
[163]
Edited by: VaderDSL on 24/10/2007 22:02:23
Originally by: Natalie Jax Edited by: Natalie Jax on 24/10/2007 20:56:59 This change is just too damn much. The ship makes absolutely no sense now. So it can fit 3 bonused Info Warfare modules: EWar strength, EWar range, and sensor strength.
The nature of those bonuses and the EWar modules they affect are most effective when the ship is at-range rather than up close. It really had no business being a blaster boat in the first place. But only 2 of the 3 links are (consistently) useful in battle, versus the other warfare link groups in which all three are always viable. It gets no bonuses that inherently aid a ranged-combat role. Glee, it can launch several waves of unbonused drones that have to MWD to their target before one single point of damage is dealt. The drone-bay "bonus" ... what the **** is that good for when working at range?
Ugh, what a lame ship. It was stupidly overpowered before, now it's just stupid. It has no business being on the field becuase it's existence in this state is an affront to the logic that supports the fleet command ship's purpose.
Fine, nerf the ship. But this is just downright stupid. From a backstory perspective, CreoDron would never make a ship with such a dip**** design ethos.
You arent tied into using the info warfare links though, haveyou ever used them? you only lose about 5% on a non racial fleet cs! you can put what you want in terms of warfare links you as long as you have the relevant mindlink.
And the info warfare links are fine as a close up ship, they affect everything, target painters, tracking disruptors, dampeners and ecm, they provide a massive boost to your ew support in a fleet, if you want to go in close andblast away, get an astarte, you want to hang around the edges of a battle or act as bait then go in with warfare links and a big tank and use medium fast drones, kill of the tacklers/cruiser and let your FLEET! come in and kill the bigger stuff.
If this nerf had been on a field command ship then yes, it would have been idiotic, it was nerfed on the fleet command ship to make the Eos become what it was meant to be, a Fleet command ship, it is fine as it is!
The only thing it needs now is a cap/fitting reduction on warfare links
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Commander Casio
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Posted - 2007.10.24 22:07:00 -
[164]
As long as they dont touch my Astarte I'm happy
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Ezekiel Sulastin
Gallente Eve University
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Posted - 2007.10.24 22:21:00 -
[165]
Originally by: VaderDSL Edited by: VaderDSL on 24/10/2007 22:02:23
Originally by: Natalie Jax Edited by: Natalie Jax on 24/10/2007 20:56:59 This change is just too damn much. The ship makes absolutely no sense now. So it can fit 3 bonused Info Warfare modules: EWar strength, EWar range, and sensor strength.
The nature of those bonuses and the EWar modules they affect are most effective when the ship is at-range rather than up close. It really had no business being a blaster boat in the first place. But only 2 of the 3 links are (consistently) useful in battle, versus the other warfare link groups in which all three are always viable. It gets no bonuses that inherently aid a ranged-combat role. Glee, it can launch several waves of unbonused drones that have to MWD to their target before one single point of damage is dealt. The drone-bay "bonus" ... what the **** is that good for when working at range?
Ugh, what a lame ship. It was stupidly overpowered before, now it's just stupid. It has no business being on the field becuase it's existence in this state is an affront to the logic that supports the fleet command ship's purpose.
Fine, nerf the ship. But this is just downright stupid. From a backstory perspective, CreoDron would never make a ship with such a dip**** design ethos.
You arent tied into using the info warfare links though, haveyou ever used them? you only lose about 5% on a non racial fleet cs! you can put what you want in terms of warfare links you as long as you have the relevant mindlink.
And the info warfare links are fine as a close up ship, they affect everything, target painters, tracking disruptors, dampeners and ecm, they provide a massive boost to your ew support in a fleet, if you want to go in close andblast away, get an astarte, you want to hang around the edges of a battle or act as bait then go in with warfare links and a big tank and use medium fast drones, kill of the tacklers/cruiser and let your FLEET! come in and kill the bigger stuff.
If this nerf had been on a field command ship then yes, it would have been idiotic, it was nerfed on the fleet command ship to make the Eos become what it was meant to be, a Fleet command ship, it is fine as it is!
The only thing it needs now is a cap/fitting reduction on warfare links
Except every other fleet command now does the same DPS at better than intimate range while tanking better while still getting the improved gang bonuses that are applicable to every single ship in the fleet.
THIS is why the Eos nerf is unbalanced. It now has no role at all.
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Spenz
Gallente Dark Knights of Deneb Against ALL Authorities
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Posted - 2007.10.24 22:48:00 -
[166]
Originally by: Ezekiel Sulastin
Originally by: VaderDSL Edited by: VaderDSL on 24/10/2007 22:02:23
Originally by: Natalie Jax Edited by: Natalie Jax on 24/10/2007 20:56:59 This change is just too damn much. The ship makes absolutely no sense now. So it can fit 3 bonused Info Warfare modules: EWar strength, EWar range, and sensor strength.
The nature of those bonuses and the EWar modules they affect are most effective when the ship is at-range rather than up close. It really had no business being a blaster boat in the first place. But only 2 of the 3 links are (consistently) useful in battle, versus the other warfare link groups in which all three are always viable. It gets no bonuses that inherently aid a ranged-combat role. Glee, it can launch several waves of unbonused drones that have to MWD to their target before one single point of damage is dealt. The drone-bay "bonus" ... what the **** is that good for when working at range?
Ugh, what a lame ship. It was stupidly overpowered before, now it's just stupid. It has no business being on the field becuase it's existence in this state is an affront to the logic that supports the fleet command ship's purpose.
Fine, nerf the ship. But this is just downright stupid. From a backstory perspective, CreoDron would never make a ship with such a dip**** design ethos.
You arent tied into using the info warfare links though, haveyou ever used them? you only lose about 5% on a non racial fleet cs! you can put what you want in terms of warfare links you as long as you have the relevant mindlink.
And the info warfare links are fine as a close up ship, they affect everything, target painters, tracking disruptors, dampeners and ecm, they provide a massive boost to your ew support in a fleet, if you want to go in close andblast away, get an astarte, you want to hang around the edges of a battle or act as bait then go in with warfare links and a big tank and use medium fast drones, kill of the tacklers/cruiser and let your FLEET! come in and kill the bigger stuff.
If this nerf had been on a field command ship then yes, it would have been idiotic, it was nerfed on the fleet command ship to make the Eos become what it was meant to be, a Fleet command ship, it is fine as it is!
The only thing it needs now is a cap/fitting reduction on warfare links
Except every other fleet command now does the same DPS at better than intimate range while tanking better while still getting the improved gang bonuses that are applicable to every single ship in the fleet.
THIS is why the Eos nerf is unbalanced. It now has no role at all.
QFT. The LEAST they can do is keep the drone bandwidth at 125 m3 so that you can launch sentry drones. Take off another turret I don't care. That would allow me to fit 3 warfare links without losing something. Also remove a mid slot and give it a low slot. The ship is terrible now. I would have supported the turret hardpoint nerf 100%, but eos suffered 5 nerfs in one patch. Yes FIVE. 1. Drones 2. turrets 3. drones shields 4. drone space 5. damps nerfed (which coincidentally were the only reason to actually fit an info link in a gang in the first place).
Keep drone bandwidth at 125 m3. Its not like they are bonused anyhow. That is the LEAST that can be done.
If I had an Alt I would probably post with it... |

Tral Kul
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Posted - 2007.10.25 02:14:00 -
[167]
Originally by: Spenz
QFT. The LEAST they can do is keep the drone bandwidth at 125 m3 so that you can launch sentry drones. Take off another turret I don't care. That would allow me to fit 3 warfare links without losing something. Also remove a mid slot and give it a low slot. The ship is terrible now. I would have supported the turret hardpoint nerf 100%, but eos suffered 5 nerfs in one patch. Yes FIVE. 1. Drones 2. turrets 3. drones shields 4. drone space 5. damps nerfed (which coincidentally were the only reason to actually fit an info link in a gang in the first place).
Keep drone bandwidth at 125 m3. Its not like they are bonused anyhow. That is the LEAST that can be done.
As you're not going to be carrying heavies (or many) the space really isn't as bad, and damps were changed just like disruptors and the modules like the one for tracking speed and range (the names escape me but I can't help but notice that people whining about this never mention thatpart). Net result, now you actually have to think about how you use your modules (i know that's just so shocking but please try).
As for the heavies, are you serious? Maybe if you lost another turret but as it is right now the Eos with heavies is too much and even if these proposed changes made it through as is the Eos would still have the most dps of any fleet command.
Further we're only seeing at best half the changes as there's supposed to be new drones and new drone modules so who knows what else there is to see? Maybe there's even a drone module that increases bandwidth? Or maybe the new faction drones have thicker shields? The thing is we don't know for sure, but it is a certainity that the Eos had this coming and anyone thinking about it really should have seen it coming.
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Karandor
Minmatar Wildlands Heavy Technologies FOUNDATI0N
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Posted - 2007.10.25 02:56:00 -
[168]
This topic needs: NO MORE TEARS
Don't ***** about having to train a lot of skills until you fly minmatar. |

Rastigan
Caldari Ars ex Discordia GoonSwarm
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Posted - 2007.10.25 03:09:00 -
[169]
Originally by: Derrios
Originally by: slothe eos was always overated tbh
truth. its just the people on the losing end who whined enough to get it changed.
Even before the nerf it wasnt that much better than a Myrmidon to justify its cost.
Each Fleet command had something unique.. Vulture sniper, A damnation can have 350k EFT effective hp (insane passive tank), A Claymore has the strongest active shield tank in the game, the Eos is just a turd with a rotating turret on its chin...
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Pure Murder
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Posted - 2007.10.25 03:22:00 -
[170]
Cry moar.
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Dracu1a
Gallente Warrior Nation United SMASH Alliance
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Posted - 2007.10.25 03:23:00 -
[171]
So whats the EOS good at now? It went from being being good at small gang warfare and good at solo combat to.....good at absoulutely nothing.
Its warefare links suck. Its tank sucks. (comparatively) Its damage sucks.
And I dont mean its subpar in areas. It noticeably sucks worse in all areas of "fleet command" compared to the other ships.
I understand that there has to be one thats "at the bottom". But it shouldnt be at the bottom of all aspects pertaining to the ships role.
Un-nerf the eos.
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Tral Kul
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Posted - 2007.10.25 04:40:00 -
[172]
Originally by: Dracu1a So whats the EOS good at now? It went from being being good at small gang warfare and good at solo combat to.....good at absoulutely nothing.
Its warefare links suck. Its tank sucks. (comparatively) Its damage sucks.
And I dont mean its subpar in areas. It noticeably sucks worse in all areas of "fleet command" compared to the other ships.
I understand that there has to be one thats "at the bottom". But it shouldnt be at the bottom of all aspects pertaining to the ships role.
Un-nerf the eos.
Delusional much?
It STILL has the most dps of any fleet command ship.
While it's racial bonus isn't as useful as the vulture or damnation, but that doesn't prevent you from using links other then ewar. Further while it's bonus to links might be more narrow, I'd agrue it's more powerful as an Eos boosting an ewar group gives noticable advantages and makes it alot easier to lock and cycle lock people.
It's tank was and is fine, it still has one of hell of a tank, it's not the best but then again you can't have it all
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.25 08:02:00 -
[173]
Originally by: Dracu1a So whats the EOS good at now? It went from being being good at small gang warfare and good at solo combat to.....good at absoulutely nothing.
Its warefare links suck. Its tank sucks. (comparatively) Its damage sucks.
And I dont mean its subpar in areas. It noticeably sucks worse in all areas of "fleet command" compared to the other ships.
I understand that there has to be one thats "at the bottom". But it shouldnt be at the bottom of all aspects pertaining to the ships role.
Un-nerf the eos.
Atleast it'll still do good damage compared to other fleet commands. Not used to flying balanced ships when youre gallente are ya? Expect to have a ship that destroys everything else in damage, tank and effectiveness.
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Kormregort
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Posted - 2007.10.25 08:24:00 -
[174]
It is very sad how many people are using the "amarr recons were nerfed and suck now, so should yours!" or "our fleet cmd ships suck at damage, so should yours!"
Do you see where this logic leads to?
Please stop using EFT for your DPS and tank #'s. The ranges, active vs passive, and speeds change the reality of every fight significantly.
An EOS can gank...........and add bonuses that don't make much of a diff A Vulture tanks like no other, pops support, and adds a nice shield buffer vs Arty A Damnation has a great passive tank, is great for fleet and turtle warfare A Claymore is great for nanogangs, really any gang since you always need to web/scram, and has terrific agility + speed + bursts of tank to gtfo.
Now the fact that there's only a small diff between using non-bonused gang mods on your fleet cmd is a diff story.....
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.25 08:30:00 -
[175]
Originally by: Kormregort
Please stop using EFT for your DPS and tank #'s. The ranges, active vs passive, and speeds change the reality of every fight significantly.
Yes they do change the reality of every fight, in favor of gallente. Or how do you explain the immense amounts of gallente ships compared to amarr in pvp?
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Ogul
Caldari ZiTek Deepspace Explorations Interstellar Alcohol Conglomerate
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Posted - 2007.10.25 08:40:00 -
[176]
Originally by: Lyria Skydancer Yes they do change the reality of every fight, in favor of gallente. Or how do you explain the immense amounts of gallente ships compared to amarr in pvp?
Because (in general) Gallente ships are more versatile. Which is something the EOS will be much less of after the nerf.
--- This is a war declaration, issued from your alt corp. It is used to gank people in high sec. |

Kormregort
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Posted - 2007.10.25 08:46:00 -
[177]
Edited by: Kormregort on 25/10/2007 08:49:18 Despite being a gang game, most people still insist on using their experiences in very, very small scale or solo as their OMGWTFNERF/BUFF this ship meter. Obviously, these fights are more personal and easier to correctly identify the mistakes/reasons you won/lost.
Amarr are great in gangs. Their damage type is only the weakest vs basic EANM/DC armor tanks, in other words, ships that, vs a gang, will drop like a rock anyway. Those ships that try to focus on their tank use active hardeners.....and skip EM. The exception to this is spider tanking....but read on
Amarr can project their PULSE DPS to great ranges(enough to have ships in/near optimal within disruptor range) In gangs, Abbadons/Geddon's are often the first on the killmail due to unleashing their max DPS w/o having to MWD close like gallente. When you focus fire, those extra 5-15 sec a blasterboat takes to get into optimal can mean the same sized gang of Amarr ships has already killed the target. Vs spider tanking.....the ability to quickly change targets and kill before a rep is possible is key. Pulses do this very well. Blasters....not as much. And when we get into lrg fleet where it's Rails vs Tachs......fleet these days is Hit and Run before you're bubbled.....repeat as necessary. The Abbadon's only weakness in fleet is it's cap problems.....except that doesn't matter in hit and run so you get much more practical HP and DPS....while having your weakness removed.
Most of the Amarr smallscale weaknesses are addressed in gang warefare. Gallente get damps, gank, and drones, all of which are being nerfed.
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Alex Harumichi
Gallente Gradient Electus Matari
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Posted - 2007.10.25 08:55:00 -
[178]
Edited by: Alex Harumichi on 25/10/2007 08:55:40
Originally by: Lyria Skydancer
Yes they do change the reality of every fight, in favor of gallente. Or how do you explain the immense amounts of gallente ships compared to amarr in pvp?
Because all too many Amarr ships suck. I tend to see about equal numbers of Gallente, Minmatar and Caldari ships in gangs myself, but way less Amarr.
Your "our ships suck so it's great that other ships will, too!" crusade is getting really old and tired, and makes you sound immature. Grow up, please.
The proper response to "our ships suck" is "they need to be boosted", not "everyone else needs to be nerfed". And yes, lots of Amarr ships suck, I fly them myself (some of them are great, though).
You're just ****ing people off with your childish stance, here.
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.25 08:58:00 -
[179]
Originally by: Alex Harumichi Edited by: Alex Harumichi on 25/10/2007 08:55:40
Originally by: Lyria Skydancer
Yes they do change the reality of every fight, in favor of gallente. Or how do you explain the immense amounts of gallente ships compared to amarr in pvp?
Because all too many Amarr ships suck. I tend to see about equal numbers of Gallente, Minmatar and Caldari ships in gangs myself, but way less Amarr.
Your "our ships suck so it's great that other ships will, too!" crusade is getting really old and tired, and makes you sound immature. Grow up, please.
The proper response to "our ships suck" is "they need to be boosted", not "everyone else needs to be nerfed". And yes, lots of Amarr ships suck, I fly them myself (some of them are great, though).
You're just ****ing people off with your childish stance, here.
Oh so this is annoying and interuptive? When someone is trying to destroy your valid credibility by posting crap all over your thoughtful and creative posts? I think i know the feeling...
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Lyria Skydancer
Amarr Uninvited Guests
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Posted - 2007.10.25 08:59:00 -
[180]
Originally by: Kormregort Edited by: Kormregort on 25/10/2007 08:49:18 Despite being a gang game, most people still insist on using their experiences in very, very small scale or solo as their OMGWTFNERF/BUFF this ship meter. Obviously, these fights are more personal and easier to correctly identify the mistakes/reasons you won/lost.
Amarr are great in gangs. Their damage type is only the weakest vs basic EANM/DC armor tanks, in other words, ships that, vs a gang, will drop like a rock anyway. Those ships that try to focus on their tank use active hardeners.....and skip EM. The exception to this is spider tanking....but read on
Amarr can project their PULSE DPS to great ranges(enough to have ships in/near optimal within disruptor range) In gangs, Abbadons/Geddon's are often the first on the killmail due to unleashing their max DPS w/o having to MWD close like gallente. When you focus fire, those extra 5-15 sec a blasterboat takes to get into optimal can mean the same sized gang of Amarr ships has already killed the target. Vs spider tanking.....the ability to quickly change targets and kill before a rep is possible is key. Pulses do this very well. Blasters....not as much. And when we get into lrg fleet where it's Rails vs Tachs......fleet these days is Hit and Run before you're bubbled.....repeat as necessary. The Abbadon's only weakness in fleet is it's cap problems.....except that doesn't matter in hit and run so you get much more practical HP and DPS....while having your weakness removed.
Most of the Amarr smallscale weaknesses are addressed in gang warefare. Gallente get damps, gank, and drones, all of which are being nerfed.
"This is a gang game"
Those words always come out of people that can fly ships that can solo.
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