
Drykor
Minmatar Jericho Fraction The Star Fraction
|
Posted - 2008.01.04 23:48:00 -
[2]
Edited by: Drykor on 04/01/2008 23:50:01
Originally by: Jonny JoJo Edited by: Jonny JoJo on 03/01/2008 11:56:35 The problem with Amarr is people like you who think that they are ok when they are broken.
1. You have to use tach with Amarr or you are stuffed. Other races *competitive* sniping range is 160km+. Amarr needs 3 tracking enhancers to hit 160km Optimal, as they cannot rely on falloff as they have the smallest falloff. If you use megabeams, then even Caldari eagles will out damage you in real world damage terms for snipers.
2. Nothing wrong with cepters other than those that use lasers. And the Rocket cepter does need a little boost, though it is half decent, not perfect mind you.
3. You cannot assume infinite cap for tanking, but we can bloody well expect to sustain more than 1 tach on a abaddon. So why did CCP give all Minmatar 100% Cap reduction on turrets a while back? Minmatar are now the cap race as 100% of their cap can go towards tank. For Amarr, almost 100% of cap goes towards lasers.
4. Low slots. Lets see how a 3 Heatsink Abaddon sniper does. Oh dear - it looks like 2-3 RCU's are used, depending on skills. So Abaddon now has 4-5 lows left. Oh dear, mids need at least 1 heavy cap booster + MWD so thats 2 mids and 4-5 lows left. Tach have crap range, so Add in 3 Range mods (for 160km Optimal) and 2 sensor booster II and thats you left with 1-2 lowslots for heatsinks. Looks like FAKESLOTS scenario is here to stay, as EVEN CALDARI have more "REAL" Lowslots. How the heck people even manage to do DPS calculations for a 9-10 low-slot abaddon(because they somehow think that 3 heatsink is possible on a "like for like" with other races) is beyond even me!
5. Pulse lasers have worse tracking for this 'low' range as you call it. For example, Megapulse + Conflag has 30%+ worse tracking than even non-Amarr Dreadnaughts 'low' range weapons.
6. Shield tankers use 2x invul and 1 x em hardner meaning EM is second highist resist. There are very few shield tankers, but thats ok, because Amarr vs Passive tanked drake usually ends up with amarr out of cap before drake dies. lol
Amarr laserships are broken, as well as Amarr EW ships. Amarr EW ships are only good at EWing on Amarr themselves which is a joke to be honest. Also the Amarr ships that work, such as Sacriledge, are actually caldari ships, or what we call "Khanid" ships. You are a role player so you should know this.
Isent your Alliance a Anti-Amarr Role Playing Alliance? LOL
1. AWW POOR TACHYON SNIPERS. Get over it, they are used all the time for sniping and there's a reason for it. They do sweet damage.
2. Except that inty is the fastest inty in the game and the damage on interceptors is not important anyway.
3. Well yeah, it uses cap. That's the downside of lasers. I don't see the big deal.
4. Most stuff you mentioned applies to all races. Snipers generally don't fit much of a tank. Btw, you only need 2 rcu's at most and that also means you can fit 2 1600mm plates and an afterburner, if you should want to. But you are a sniper right? Fitting MWD or afterburner is kinda suboptimal. Also means you can shoot for longer. And 1 heavy cap booster will keep you shooting for 14 minutes. You could even fit 2 if you drop the afterburner. Or hell, fit only 1 RCU and 2 medium cap boosters, they aren't that much worse than heavies and it will run your lasers forever. PLENTY of options here.
5. Yes, they track poorly at low range. But you get a great range, you can hit out to 60k with LOW RANGE guns, wrecking all ships between 10-60k. There is nothing more dangerous for approaching ships than guns like this, 'cause they still have low range gun tracking.
6. Fit a cap booster. For your information, every race has problems breaking a drake's tank on their own. Amarr is probably best at it.
Oh btw, my alliance isn't anti-amarr, but nice try to stray from the actual argument. On top of that, I fly (and have kills with) all races up to cruiser size.
|