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Annowyn
Purgatorial Janitors Inc.
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Posted - 2007.12.14 16:43:00 -
[1]
I have read alot of posts about its damage being sub-par. What would bring this thing closer in line, damage wise, with other ships of its class? Some drones or another turret?
I started training Amarr the other day for ratting purposes, saw the ships info then thought, ouch.
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Almarez
Setenta Corp
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Posted - 2007.12.14 16:51:00 -
[2]
Originally by: Annowyn I have read alot of posts about its damage being sub-par. What would bring this thing closer in line, damage wise, with other ships of its class? Some drones or another turret?
I started training Amarr the other day for ratting purposes, saw the ships info then thought, ouch.
Amarr for ratting!?!
The Zealot could use a 5th turret for damage but it wouldn't be able to handle it cap wise. Drones would be the best option with current laser cap usage. If the Amarr are a colony of ants then CCP is that mean kid with the magnifying glass trying to set the ants on fire. |

Xeios
Caldari Sniggerdly Pandemic Legion
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Posted - 2007.12.14 17:05:00 -
[3]
yes drones would help but would be useless for longrange engagements. More cap stable and a 5th turret would be the best option by far but i somehow doubt they will do that. Just more cap stability fullstop would be nice, atleast one would be able to maintain the rather shabby dps for a period of time.
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Vodun
Sniggerdly Pandemic Legion
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Posted - 2007.12.14 17:22:00 -
[4]
Anyone who flys a zealot and it's not cap stable, shouldn't be flying a zealot. They should be training cap skills.
Also, anyone who flys a zealot and has weak dps shouldn't be flying a zealot. They should be training gunnery skills.
A zealot is cap stable and does considerable damage as well. I agree though, that a 25m3 drone bay would be absolutely perfect. It definitely doesn't need a 5th turret. ---
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Lyria Skydancer
Amarr Dark-Rising Veritas Immortalis
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Posted - 2007.12.14 17:27:00 -
[5]
Originally by: Vodun Anyone who flys a zealot and it's not cap stable, shouldn't be flying a zealot. They should be training cap skills.
Also, anyone who flys a zealot and has weak dps shouldn't be flying a zealot. They should be training gunnery skills.
A zealot is cap stable and does considerable damage as well. I agree though, that a 25m3 drone bay would be absolutely perfect. It definitely doesn't need a 5th turret.
Cap isnt an issue. I dont care if it cant support a 5th gun. I fit cap booster on everything for pvp so I dont care. It doesnt need drones and shouldnt have drones. Its a pure turret ship. Give it a 5th turret and be done with it. It does too little damage. ---------------------------------------------
[Video]The Inquisition I - Swift Justice |

Xeios
Caldari Sniggerdly Pandemic Legion
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Posted - 2007.12.14 17:30:00 -
[6]
Originally by: Vodun Anyone who flys a zealot and it's not cap stable, shouldn't be flying a zealot. They should be training cap skills.
Also, anyone who flys a zealot and has weak dps shouldn't be flying a zealot. They should be training gunnery skills.
A zealot is cap stable and does considerable damage as well. I agree though, that a 25m3 drone bay would be absolutely perfect. It definitely doesn't need a 5th turret.
hahahaha
I have 12mill sp's in gunnery and perfect cap skills.
The gangs WE run in are longrange fit for max dmg. I dont know what you consider to be good dps but to me 195 dps at a little over 107km is quite poor. Slap an MWD on and all of a sudden it cant sustain both even fully rigged and no tank at all.
Now stop trolling me vodun and go home 
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Vodun
Sniggerdly Pandemic Legion
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Posted - 2007.12.14 17:38:00 -
[7]
Edited by: Vodun on 14/12/2007 17:40:29
Originally by: Xeios
Originally by: Vodun Anyone who flys a zealot and it's not cap stable, shouldn't be flying a zealot. They should be training cap skills.
Also, anyone who flys a zealot and has weak dps shouldn't be flying a zealot. They should be training gunnery skills.
A zealot is cap stable and does considerable damage as well. I agree though, that a 25m3 drone bay would be absolutely perfect. It definitely doesn't need a 5th turret.
hahahaha
I have 12mill sp's in gunnery and perfect cap skills.
The gangs WE run in are longrange fit for max dmg. I dont know what you consider to be good dps but to me 195 dps at a little over 107km is quite poor. Slap an MWD on and all of a sudden it cant sustain both even fully rigged and no tank at all.
Now stop trolling me vodun and go home 
I <3 trolling you. I do a over 200dps over 100k in mine and I'm cap stable. Get some hardwires. Stop sucking.     
Though, in general, for a pulse setup, it can do quite a bit of dps. I can get over 500dps raw on a pulse setup. That's not anything to shy away from. ---
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Xeios
Caldari Sniggerdly Pandemic Legion
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Posted - 2007.12.14 17:44:00 -
[8]
   
I think my current clone still has projectile hardwires 
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Erim Solfara
Amarr House of Solfara
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Posted - 2007.12.14 17:47:00 -
[9]
IMO, 5th turret, cap regen adjusted to run it.
Would bring it back into the medium to long instant turret based dps role it should be in the HAC line up.
A new tool in the fight for balance? |

Bruce Deorum
Minmatar Mythos Corp RAZOR Alliance
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Posted - 2007.12.14 17:56:00 -
[10]
I have experience in Amarr Speced Chars ~20M SP. This is not "pure crap" I'm talking IMHO.
Amarr were reduced from pwn race (I wasn't in the game then) to OK, then a bit nerfed more, then some buffs through new ships or redesigns etc. Some changes are developers' goal, others are for re-balancing, others are for module exploitation in a way the dev's never thought off. Game Mechanics are well thought, tho there are so many ships and so many possible fitting combinations that it's impossible to beta test thoroughly before going public ruling out all possible exploits or simply gameplaying ingeniousness's produced by many players trying to excel...
To cut it short, Amarr ships and dmg types are fine. Split dmg platforms are there - drones n missiles exist more all less. Laser "only" platforms are generally powerful, with competitive - to-top DPS for their class. Resistances against EM could be changed, just a tad, as cap usage in the laser turrets.
The biggest issue IMHO is the fact that Amarr DON'T get enough mid slots to compensate for the absolute need in MWD for "modern EVE PvP combat". The fair high cap usage for high DPS lasers is there, the big caps are there, even tho it's not enough for most ships to sustain cap for a good gang n tank.
Anything but a slight change, could completely unbalance things tho, cause in cases where MWDs "are not required" or even allowed (exaggeration) could make the already "bonused" cap race overpowered. Many would disagree, but should there be no MWD, the "built in range bonus" Amarr get with pulses, along with acceptable tracking would make em "an Empire" onse again. The Zealot illustrates this pretty well: without prop mods, how many HACs can challenge it in medium-to-close range combat? Or at least how many can wtfpwn it? A vaga would be a joke. A deimos? Most of them would be out-ranged.
With "speed" making easy closing the gaps, and fights going from either <25km, to >100-150km, the medium range is dead. Only the Mega Pulse II + scorch BS can use it, and that's for a short time should they put on MWDs - even with cap boosters.
Dunno if there is a way to truly fix Amarr. Khanid is a nice thought and I embrace it. Others don't. But more even more than an overall "5%" cap reduction in lasers or "5%" reduction in overall EM res on most ships, could make them overpowered IMHO.
And it's better to be in this so-so situation where you get some good or not so good ships to actually choose of - CAUSE AMARR DON'T SUCK - than whine even more a few months after they take you overpowered toys completely away and leave you less than you already had. Come'on...Amarr whine that they have few good ships...do other races get MUCH more %? 1-2 ships the most are used in each race: 1x frig, 1x cruiser, 1x BC 1-2x BS T1, no AFs, 1x HAS etc...it's all the same. PPl go for the "fast-n-easy" best and neglect possibly nice ships that require creativeness or are demanding in flying skills.
What goes around, comes around. I am he, the bornless one
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Annowyn
Purgatorial Janitors Inc.
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Posted - 2007.12.14 18:14:00 -
[11]
Great post.
Decided to train up controlled burst/med energy turret/amarr cruiser to level 4 durring the next couple of days to try them out. I've always thought that the races are decently balanced, and TBH Amarr ships are the only ones that will get me moving toward safety when I see them on scan.
And LaZoRz are mega fun sounding. Pew pew! Having ammo that takes up very little cargo space is going to be handy for ratting/cap boosters as well, I think.
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