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Jeremy Ironforge
White syndicate BattleStar Alliance
22
|
Posted - 2012.02.23 16:48:00 -
[1] - Quote
"All the amarr train their stupid lasers"
And what else should they do? Train drones?
Amarr ships support 3 weapon systems among which only 1 is bonused and widespread.
I. Lasers, lasers, lasers...
You have them all! Beam, pulse, green, yellow, purple! It is the amarr whom you call when there's a disco show.
While beam lasers are generally good. Pulse lasers have significiant problems, especially in medium size category:
1) Powergrid requirements.
Focused Medium Pulse Laser II - 132 Heavy Pulse Laser II - 231
I know there is a lore stuff and to a common person "Laser" should consume a lot of energy. But what we have in-game are ships that can't fit proper weapons+mwd+tank. Things get worse since a Cap Booster is a necessity when you can't fire guns without cap. The only one capable fitting all of this is a Harbinger but then again it can't use it's enormous PG to fit an outstanding tank and has to use FMPL's. All in all it has just 5k EHP more than armor Hurricane and less DPS even though it hase 1 more turret.
2) "Useless bonus". The -10% capacitor bonus is present on almost every amarr hull but it doesn't contribute to the damage output of the weapon or the ship's traits. It gets even worse if the ship has no Laser damage bonus. Talk about "Maller" and "Prophecy" which are among the most gimped in the game.
Should this bonus really take up the whole bonus slot? Maybe there is a possibility of applying it to all amarr hulls as a tertiary bonus without breaking the game.
3) Low DPS capability/Low tracking. Those two problems severly gimp Pulse laser perfomance in close range sector. Also they are partially caused by the the previous point in the way that the hull has no bonuses to compensate those two factors. I am not going to do a lot of research here just give you a few things to think about:
- Imperial Navy Multifreqeuncy has better applied DPS than Conflagration on an unwebbed cruiser/BC size target.
- Legion has the smallest DPS per weapon module of all T3 hulls.
- Harbinger has much less DPS than Hurricane or even Cyclone.
Maybe the problem here is not in the lasers rather than hulls and their bonuses. Legion definitely lacks 7th low slot and Harby has to scale down its weapons.
On the other hand there are some redeeming qualities such as cheap and durable lenses, awesome optimal of scorch and quick reload. But they don't change the fact that to a new player there is no any particular reason to train for Amarr! Which is inherently wrong gamedesign-wise.
II. Missles <::}==> <::}==> <::}==>
Nothing's wrong with the missiles themselves rather than with the ship repertoir.
Imagine you're a beginning amarr pilot. You have your time doing Lvl1 missions in an Inquisitor and you really enjoy it. But when the time comes to progress you either have to switch to lasers or quit being amarr.
Months later when you've finally skilled up to the Legion you notice that there is a pretty decent HAM subsystem. Hell, there is even a decent HAC of Sacrilege! Now you just have to spend 14 days trainning for T2 HAM's and 7 more days on the support skills. That's not so much... You can shoot lasers in the meantime...
T1 frigate is 1-1.5 days trainning, HAC/T3 is 50d+!!! Why there is such a huge gap?! People even can't train missle skills since it would be a waste of time because of that gap. Oh yeah, they can switch to a Drake and then skill up for Sansha but then again training two weapon systems at the same time is not optimal.
The most funny thing is that we have this problem along with all the lore "Khanid Innovations"/"Caldary allies" stuff.
Remember those useless Maller and Prophecy? Why not give them missle bays and a ROF bonus? Might make them viable in PVE or even in PVP due to selectable damage type/good DPS application.
III. Drones.
"Both the Empire and Kingdom make use of drones as a significant secondary weapon system."
- Why Legion has no drones? Drone Synthesis Projector is a crap, but the ship in general could use a full flight of light drones.
Where's your loregic? :facepalm:
PS: Your url BBcode isn't working. |

Nalha Saldana
Eternity INC. Goonswarm Federation
127
|
Posted - 2012.02.23 16:51:00 -
[2] - Quote
Not having more then one weapon system is a good thing for newbies, mixing up a lot of drone skills or missile skills takes time.
The drone subsystem is there to mix with neut sub, making a t3 curse.
The missile stuff they have is better then nothing, i dont think they need a lot more.
Yes, some laser ships are weak but both the zealot and abaddon are amazing pvp ships, amarr isnt crap.
Also pulses are awesome for 1 reason: Scorch, probably the best ammo in game. |

Butzewutze
Imperial Academy Amarr Empire
0
|
Posted - 2012.02.23 16:58:00 -
[3] - Quote
Jeremy Ironforge wrote:- Harbinger has much less DPS than Hurricane or even Cyclone.
Check your "facts".
[All Skills @ LVL 5]
Harbinger[Heavy pulse, Conflag, 5 Hammerheads]: 564 DPS
Cyclone[425MM AC's, 3 HAMS, Full drones]: 532 DPS
|

Jeremy Ironforge
White syndicate BattleStar Alliance
22
|
Posted - 2012.02.23 17:03:00 -
[4] - Quote
Butzewutze wrote:Jeremy Ironforge wrote:- Harbinger has much less DPS than Hurricane or even Cyclone. Check your "facts". [All Skills @ LVL 5] Harbinger[Heavy pulse, Conflag, 5 Hammerheads]: 564 DPS Cyclone[425MM AC's, 3 HAMS, Full drones]: 532 DPS
MWD? Cap Booster? 1600 Plate? 76k EHP buffer? Good luck firing Conflagration at 15+km :)
We ain't measure pricks' sizes in vacuum but general ship's perfomance. |

Butzewutze
Imperial Academy Amarr Empire
0
|
Posted - 2012.02.23 17:14:00 -
[5] - Quote
Jeremy Ironforge wrote:Butzewutze wrote:Jeremy Ironforge wrote:- Harbinger has much less DPS than Hurricane or even Cyclone. Check your "facts". [All Skills @ LVL 5] Harbinger[Heavy pulse, Conflag, 5 Hammerheads]: 564 DPS Cyclone[425MM AC's, 3 HAMS, Full drones]: 532 DPS MWD? Cap Booster? 1600 Plate? 76k EHP buffer? Good luck firing Conflagration at 15km+ :) We ain't measure pricks' sizes in vacuum but general ship's perfomance.
No, you compared both ships maximum damage output and obviously did not look to close.
|

Karak Bol
Cable Innovations Cloud 7 Nebulosa
20
|
Posted - 2012.02.23 17:37:00 -
[6] - Quote
Well, its a matter of warfare philosophy. Amarr ships are for prolonged "open field" engagements. Go on the field, stay fighting as long as possible to grind the enemy down. The cap bonus is the logical choice here, as it lets the laser fire more often before cap becomes a problem. Damage bonus, as most/all Minmatar ships have, are along the line of Guerilla warfare "Strike quick and hard". So the problem is not the boni on Amarr ships being useless, but in the metagame which ATM favours high alpha (quick damage). But as Amarr BS are still a mainstay of BS fleets, it cannot be such abig problem. |

Nalha Saldana
Eternity INC. Goonswarm Federation
128
|
Posted - 2012.02.23 17:50:00 -
[7] - Quote
Minmatars role in the current state is not because of some "Guerilla warfare" tactics. Its quite simple, when you are up close (but not on top of) pulse lasers can bring out some really great applied dps. At a range its not about dps anymore, you wont have enough to break the opponents tank so what do you do? Alpha them. Who brings the best alpha? Minmatar, and no one else is even close to it.
And in small gang warfare minmatar are popular because of speed and how easy they are to fit while also bringing neuts.
Make the game more interesting? Nerf minmatar alpha a bit and bring the others up so they are viable for longer range engagements. |

Mike712
Science and Trade Institute Caldari State
39
|
Posted - 2012.02.23 18:21:00 -
[8] - Quote
Posting in a nerf mimatar(and gallente){and caldari} thread. Regards, Mike712 The BattleClinic Team
|

Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
176
|
Posted - 2012.02.23 18:28:00 -
[9] - Quote
Powergrid requirements, cap usage and the "non-bonus" of cap usage on hulls are all downsides of lasers. But everyone weapons system should have a downside. The only thing that I would agree should be looked at is the cap usage bonus on hulls. Overall lasers are pretty good imo.
Jeremy Ironforge wrote:Legion definitely lacks 7th low slot If you touch my 4 mid slot Legion I will commit forcible sexual offenses against your mother. I don't always post on the forums, but when I do, I post with my main. |

Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
176
|
Posted - 2012.02.23 18:29:00 -
[10] - Quote
Karak Bol wrote:Well, its a matter of warfare philosophy. Amarr ships are for prolonged "open field" engagements. Go on the field, stay fighting as long as possible to grind the enemy down. The cap bonus is the logical choice here, as it lets the laser fire more often before cap becomes a problem. Damage bonus, as most/all Minmatar ships have, are along the line of Guerilla warfare "Strike quick and hard". I'm not saying that I agree with the OP that lasers are broken (I don't), but your logic is ********. Lasers, which use cap, get a cap bonus so they can fire longer then projectiles that don't use cap? Wtf? I don't always post on the forums, but when I do, I post with my main. |
|

Korg Tronix
Heretic Army Heretic Nation
45
|
Posted - 2012.02.23 19:29:00 -
[11] - Quote
Butzewutze wrote:Jeremy Ironforge wrote:Butzewutze wrote:Jeremy Ironforge wrote:- Harbinger has much less DPS than Hurricane or even Cyclone. Check your "facts". [All Skills @ LVL 5] Harbinger[Heavy pulse, Conflag, 5 Hammerheads]: 564 DPS Cyclone[425MM AC's, 3 HAMS, Full drones]: 532 DPS MWD? Cap Booster? 1600 Plate? 76k EHP buffer? Good luck firing Conflagration at 15km+ :) We ain't measure pricks' sizes in vacuum but general ship's perfomance. No, you compared both ships maximum damage output and obviously did not look to close.
Tbf if we are being really picky about max dps a 3 heat sink HPL Binger does 930dps with HH IIs, conflag and heat. Why you would load that ammo is something else especially with the 26km scorch range you get.
If we really are talking DPS numbers if your Harbinger is being outdps'd by a Cyclone you need better skills Evil: If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One! [zaps one of his minions accidentally, minion screams] http://themabinogion.blogspot.com/ |

Salo Aldeland
Luma Operations
7
|
Posted - 2012.02.23 21:01:00 -
[12] - Quote
Cap use bonus would make good sense if paired with a rate of fire bonus. It's also surprisingly useful in a mission fit Apocalypse, since less cap mods means more DPS and range while keeping a stable active tank, compared to a similarly fit Abaddon. Other than that, it just feels like a 5% per level shortfall in something more useful.
Pulses feel like they're a bit to difficult to fit, especially compared to similarly performing auto cannons. Scorch lenses shouldn't be the only reason to put lasers on a hull like the Punisher, Maller, or Prophecy. |

axxeessee
Republic University Minmatar Republic
0
|
Posted - 2012.02.23 21:55:00 -
[13] - Quote
Hey let me just whine about the weapon type that has the most imbalanced ammo in the game at its disposal !
Scorch is broken as shiet, lasers are fine, move along
|

Karak Bol
Cable Innovations Cloud 7 Nebulosa
20
|
Posted - 2012.02.23 22:29:00 -
[14] - Quote
Kahz Niverrah wrote: I'm not saying that I agree with the OP that lasers are broken (I don't), but your logic is ********. Lasers, which use cap, get a cap bonus so they can fire longer then projectiles that don't use cap? WTF?
Ever ran out of ammunition in a Laser armed ship?
|

Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
177
|
Posted - 2012.02.23 22:31:00 -
[15] - Quote
Karak Bol wrote:Ever ran out of ammunition in a Laser armed ship? No, because I'm not ********, but if you're implying that crystals don't burn out you are wrong.
I don't always post on the forums, but when I do, I post with my main. |

Doctor Mabuse
Republic University Minmatar Republic
1
|
Posted - 2012.02.23 22:38:00 -
[16] - Quote
Looks like we've come full circle. 2006 would like it's whine back. |

Zarnak Wulf
CTRL-Q Iron Oxide.
259
|
Posted - 2012.02.23 22:50:00 -
[17] - Quote
Doctor Mabuse wrote:Looks like we've come full circle. 2006 would like it's whine back.
Holy ****. |

Salo Aldeland
Luma Operations
7
|
Posted - 2012.02.23 22:51:00 -
[18] - Quote
I'd just be happy with a good reason to fit Quad Light Beam Lasers, to be honest. Coolest looking turret in the game by far, but such piddling range! Is there anywhere that they make more sense than Focused Medium Pulses? I'd say ditch Focused Medium Beams altogether, and put Quad Lights in their place. |

Buzzmong
Aliastra Gallente Federation
139
|
Posted - 2012.02.24 00:37:00 -
[19] - Quote
Kahz Niverrah wrote:Karak Bol wrote:Ever ran out of ammunition in a Laser armed ship? No, because I'm not ********, but if you're implying that crystals don't burn out you are wrong.
Only T2 and Faction. And you know that.
Fwiw, the penalties of laser being high PG use and high cap are offset by the ships and bonuses and the fact that outside of the fixed damage type, lasers are rather good.
I quite like the % cap reduction per level, as it makes fitting lasers a totally plausible choice on Amarr ships and a pain in the bumcheeks on other race's ships.
Actually having to make a proper choice rather than it just being an near arbitrary decision is rather nice. Most mmo's would either just say "No" or the weapons systems would be so similar it's mearly down to preference of visual effects. |

Jack Miton
Lapse Of Sanity Exhale.
125
|
Posted - 2012.02.24 01:47:00 -
[20] - Quote
anyone claiming amarr ships are underpowered clearly doesnt PVP. they have by FAR the best battleships, the best command ships, the best carrier, top of the line dread, great recons, excellent HACs and the only semi decent black ops. for the cheaper tastes, punisher, arbitrator, harbinger, oracle and all excellent ships.
as for lasers, the only down side to them is that you can only do em/therm damage. this is a perfectly fine trade off for being awesome tho.
|
|

OfBalance
Deep Core Mining Inc.
44
|
Posted - 2012.02.24 02:27:00 -
[21] - Quote
Zarnak Wulf wrote:Doctor Mabuse wrote:Looks like we've come full circle. 2006 would like it's whine back. Holy ****.
I want to believe. |

Templar Dane
Amarrian Retribution
43
|
Posted - 2012.02.24 04:27:00 -
[22] - Quote
Karak Bol wrote:Kahz Niverrah wrote: I'm not saying that I agree with the OP that lasers are broken (I don't), but your logic is ********. Lasers, which use cap, get a cap bonus so they can fire longer then projectiles that don't use cap? WTF? Ever ran out of ammunition in a Laser armed ship?
On several occasions, and let me tell you, every one was a disaster.
Jack Miton wrote:anyone claiming amarr ships are underpowered clearly doesnt PVP. they have by FAR the best battleships, the best command ships, the best carrier, top of the line dread, great recons, excellent HACs and the only semi decent black ops.
Best command ships? 
Panther > sin = widow = redeemer
Jack Miton wrote: for the cheaper tastes, punisher, arbitrator, harbinger, oracle are all excellent ships.
Punisher is crap. You heard it here first, kids!
It's EHP advantage isn't worth much when you take it's other stats into account. I dare say any of the other highest tier tech 1 frigates can do any job better than it.
Jack Miton wrote: as for lasers, the only down side to them is that you can only do em/therm damage. this is a perfectly fine trade off for being awesome tho.
Well, there is the whole uses-cap-are-hard-to-fit-and-don't-track-for-****-when-target-is-close thing. |

Jeremy Ironforge
White syndicate BattleStar Alliance
22
|
Posted - 2012.02.24 04:42:00 -
[23] - Quote
Quote:Posting in a nerf mimatar(and gallente){and caldari} thread.
:faceplam: I didn't want it... It's all their fault!
Indeed this is not nerf mimatar thread. I just used their BC as examples.
__________________
Quote:I'm not saying that I agree with the OP that lasers are broken (I don't).
I do not whine either just point out things. The weapon system in overall has no qualities to be trained for unless you plan doing some siege stuff to cut on your ammo costs.
And that is not good gameplay wise.
Also I do not imply that the problem is solely with the lasers:
Quote:Maybe the problem here is not in the lasers rather than hulls and their bonuses. Legion definitely lacks 7th low slot and Harby has to scale down its weapons.
__________________
Korg Tronix wrote:Tbf if we are being really picky about max dps a 3 heat sink HPL Binger does 930dps with HH IIs, conflag and heat. Why you would load that ammo is something else especially with the 26km scorch range you get.
If we really are talking DPS numbers if your Harbinger is being outdps'd by a Cyclone you need better skills
Jesus Christ, learn to read:
Quote:MWD? Cap Booster? 1600 Plate? 76k EHP buffer? Good luck firing Conflagration at 15+km :)
We ain't measure pricks' sizes in vacuum but general ship's perfomance.
__________________
No one has anything to say about Missiles? |

FlameGlow
GoonWaffe Goonswarm Federation
48
|
Posted - 2012.02.24 05:59:00 -
[24] - Quote
Jeremy Ironforge wrote: But what we have in-game are ships that can't fit proper weapons+mwd+tank.
Yes, the caldari gunships for example |

Jeremy Ironforge
White syndicate BattleStar Alliance
22
|
Posted - 2012.02.24 06:04:00 -
[25] - Quote
FlameGlow wrote:Jeremy Ironforge wrote: But what we have in-game are ships that can't fit proper weapons+mwd+tank.
Yes, the caldari gunships for example 
Talking about Ferox and Moa? Funny how Caldari and Amarr have problematic ships in the same class and tier and that those ships have the similar bonuses :)
Well that's another issue not connected to this thread. |

Korg Tronix
Heretic Army Heretic Nation
45
|
Posted - 2012.02.24 07:33:00 -
[26] - Quote
Jeremy Ironforge wrote:Korg Tronix wrote:Tbf if we are being really picky about max dps a 3 heat sink HPL Binger does 930dps with HH IIs, conflag and heat. Why you would load that ammo is something else especially with the 26km scorch range you get.
If we really are talking DPS numbers if your Harbinger is being outdps'd by a Cyclone you need better skills Jesus Christ, learn to read: Quote:MWD? Cap Booster? 1600 Plate? 76k EHP buffer? Good luck firing Conflagration at 15+km :)
We ain't measure pricks' sizes in vacuum but general ship's perfomance.
Ok I was just correcting a person earliers obvious attempt at efting the damage difference between the two ships, I used a standard shield Binger by the way.
[Harbinger, Standard Armour] Heat Sink II Heat Sink II 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Adaptive Nano Plating II Energized Adaptive Nano Membrane II
Experimental 10MN MicroWarpdrive Medium Electrochemical Capacitor Booster I, Cap Booster 800 Warp Disruptor II Fleeting Propulsion Inhibitor I
Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M Focused Medium Pulse Laser II, Imperial Navy Multifrequency M 50W Infectious Power System Malfunction
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Warrior II x5 Warrior II x5
The above fit is a fairly standard armour harb fit and it outdps' basically every cyclone fit, the only cyclone that comes close is the shield buffer fit but then they are all outdps' by the shield harb. If a Cyclone is at 15km load scorch and be happy.
As for the dps difference with the Hurricane, its very close when they are at point blank with the cane taking it I believe but outside of 5km (not sure on this) you should have the better of it on the damage curve. If we are comparing shield cane to shield binger though you produce better dps inside point range due to scorch again (he still has two neuts and is faster but hey).
As for the Amarr missile boats, they are all fairly good but above the Vengeance suffer from the 'Drake is as good at this job and costs alot less' and therefore people say the Sac is crap. HAM Sac has a smaller tank and dps than a HAM Drake but costs 3x as much, so why use it? The HAM Legion is still great as it has a massive tank and if 100mn fit has a great way of leaving fights. Evil: If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One! [zaps one of his minions accidentally, minion screams] http://themabinogion.blogspot.com/ |

Jaketh Ivanes
Incursive Intentions Inc
4
|
Posted - 2012.02.24 09:02:00 -
[27] - Quote
I agree that AC do have issues along with lasers. I've made a comparison based on the Maller (the best example of why AC's are better on Amarr ships than lasers). [Maller, TestSetup - AC DPS] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Experimental 10MN Afterburner I 'Langour' Drive Disruptor I AGM Capacitor Charge Array
425mm AutoCannon II, EMP M 425mm AutoCannon II, EMP M 425mm AutoCannon II, EMP M 425mm AutoCannon II, EMP M 425mm AutoCannon II, EMP M Range 1.5+12, Tracking 0.132, RoF 3.09662 Medium Unstable Power Fluctuator I
DPS is 268 with 831 volly. Cap stable at 38%, 17346 EHP, 0.25 CPU and 199 grid spare, with all 5.
[Maller, TestSetup - HP DPS] Heat Sink II Heat Sink II Heat Sink II Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II
Experimental 10MN Afterburner I [empty med slot] [empty med slot]
Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Heavy Pulse Laser II, Multifrequency M Range 7.5+5, Tracking 0.10156, RoF 2.89018 [empty high slot]
DPS 299, volly 863, cap stable at 37%, 17346 ehp, 1.75 cpu and 24.5 grid spare, with all 5.
This show the issue very well. Lasers should still be the preferred weapon of choice on the Maller and not unbonused AC's. In my oppinion, a hull should "fix" a weapon so they are viable. Laser cap reduction on Amarr is a good example of a "fixing" bonus. Tracking or RoF could be a good fix for projectile weapons.
Yes they are **** fits but show the issue. |

Exploited Engineer
Creatively Applied Violence Inc.
20
|
Posted - 2012.02.24 18:01:00 -
[28] - Quote
Jeremy Ironforge wrote:2) "Useless bonus". The -10% capacitor bonus is present on almost every amarr hull but it doesn't contribute to the damage output of the weapon or the ship's traits. It gets even worse if the ship has no Laser damage bonus. Talk about "Maller" and "Prophecy" which are among the most gimped in the game.
Looks at the bright side: You can use projectile weapons on these ships without "wasting" a laser damage/range/tracking bonus.
|

Kahz Niverrah
We Are So Troubled Everyone Runs Screaming Moar Tears
177
|
Posted - 2012.02.24 18:05:00 -
[29] - Quote
Jeremy Ironforge wrote:Harby has to scale down its weapons The problem isn't that the Harbinger has to fit smaller guns in order to fit a MWD, tank and utility. The problem is that other tier-2 BCs don't have to make the same fitting choices.
I don't always post on the forums, but when I do, I post with my main. |

A'Brantox Foson
Spiritus Draconis
19
|
Posted - 2012.02.24 18:10:00 -
[30] - Quote
tl;dr last half, but amarr are all about the awesome endgame ships. You got, baddons, geddons, apocs, redeemer, avatar, legion (and rev... WH infintie ammo, legion pwns incs) , aeon, archon, guardian, curse (all recons are OP, but so is amarr, woohoo)
Minmatar do pwn at solo small stuff admitadly.
No worries. |
|

ShahFluffers
Ice Fire Warriors Late Night Alliance
423
|
Posted - 2012.02.24 20:57:00 -
[31] - Quote
My god... the QQ in here is amazing.
To the OP:
Every weapon system has its advantages and disadvantages. In the case of lasers you get...
- "long" optimal ranges for a "short range" weapon (means you can apply more of your DPS more consistently over a larger area than other weapon systems)... this makes lasers ideal for medium range brawls. - medium level base damage - T1 crystals never run out - ammo (and thus range) can be changed instantly - Faction and T2 crystals are cheaper per-shot than any other ammo - ammo crystals are stupid easy to manufacture, move, and store in large amounts... both for yourself or for fleets
... at the cost of...
- lasers cannot track well at point blank range... which is intentional as this is blaster-projectile territory. Lasers are designed to kill at range... not when people are swarming up your butthole. - lasers consume a lot of capacitor... which is largely seen as the biggest trade-off for all the advantages that lasers can give. - lasers are stuck doing only EM and Thermal damage... but then again many other ships are stuck doing certain damage types as well. Only the Minmitar have the ability to truly chose the ammo's damage type (yes, the Caldari don't get this title because many of their ships only get bonuses for Kinetic missiles... so they CAN chose a damage type, they just won't get bonuses for it).
With regards to Amarrian ships...
- they are not fast. Nor are they meant to be. The same way Caldari ships were "designed" for ranged combat, Gallente were "designed" for close quarters combat, the way that Minmitar were "designed" to be the skirmish/wildcard... Amarr ships are "designed" to be the proverbial "soldier." Hit hard, tank hard, and keep on trucking. However, as with everything you CAN customize your ship to do something completely different from what the "intended design" was. Just be aware that you will never be able to modify your ship and perform a tactic EXACTLY the way another ship can... especially when said other ship was designed to do such a thing.
- the cap bonus is a "legacy" thing from WAY back when EVE was still young. Lasers were supposed to be the hardest hitting weapon system in the game, which meant that a damage bonus on ships wasn't necessary. The trade-off was supposed to be that lasers consume so much capacitor that it just would not be reasonable to fit them to any ship other than Amarrian ones. Today... the mechanics and stats are completely different so I would not object to altering the bonuses of ships like the Maller and Prophecy to make them more similar to the Abaddon (i.e. hits hard, tanks hard, terribad capacitor). "Just because I seem like an idiot, doesn't mean I am one." ~Unknown |

Dremoirae
Ministry of War Amarr Empire
0
|
Posted - 2012.02.25 02:11:00 -
[32] - Quote
Korg Tronix wrote:[quote=Jeremy Ironforge] [quote=Korg Tronix]
As for the Amarr missile boats, they are all fairly good but above the Vengeance suffer from the 'Drake is as good at this job and costs alot less' and therefore people say the Sac is crap. HAM Sac has a smaller tank and dps than a HAM Drake but costs 3x as much, so why use it? The HAM Legion is still great as it has a massive tank and if 100mn fit has a great way of leaving fights.
My God you've compared a Cruiser with Battle cruisers and Strategic Cruiser, the result will totaly different dude, Vengeance vs drake = Fail pick opponent with same size  |

Korg Tronix
Heretic Army Heretic Nation
45
|
Posted - 2012.02.25 02:32:00 -
[33] - Quote
Dremoirae wrote:Korg Tronix wrote:[quote=Jeremy Ironforge] [quote=Korg Tronix]
As for the Amarr missile boats, they are all fairly good but above the Vengeance suffer from the 'Drake is as good at this job and costs alot less' and therefore people say the Sac is crap. HAM Sac has a smaller tank and dps than a HAM Drake but costs 3x as much, so why use it? The HAM Legion is still great as it has a massive tank and if 100mn fit has a great way of leaving fights. My God you've compared a Cruiser with Battle cruisers and Strategic Cruiser, the result will totaly different dude, Vengeance vs drake = Fail pick opponent with same size 
Im not sure but do you actually play EvE. I didn't compare the vengeance to the drake. Although I did compare a HAC to a t2 BC as that is a fair comparison. It is completely reasonable to say that the SAC is overshadowed in its role by the Drake, when HAM fitted they are similar except the Drake is better in p. much every department, so why buy a Sac when you can get everything the sac does in a Drake for less.
To a certain extent this would be true of a HAM Legion except it gets better stats than the Drake so its at least worth it. Evil: If I were creating the world I wouldn't mess about with butterflies and daffodils. I would have started with lasers, eight o'clock, Day One! [zaps one of his minions accidentally, minion screams] http://themabinogion.blogspot.com/ |

Ahrieman
Heretic Army Heretic Nation
59
|
Posted - 2012.02.25 03:03:00 -
[34] - Quote
Before the recent hybrid rebalancing, when a new player (especially coming from another MMO) would ask me what build they should make for pvp, after explaining to them that it didn't restrict their character due to cross training, I would tell them Minmatar or Amarr.
With all of the recent changes, I would say anything but caldari for starting and wanting to pvp. Lazers are a great weapon system, but they have their drawbacks. EVERY weapon system has its drawbacks. That's where the balance comes from.
As for the Amarr hulls: "they need a damage bonus" - they have armor resist bonuses instead which is what makes them different from just being lazor gallente light w/ missiles. Sig tanking is the new black |

OfBalance
Deep Core Mining Inc.
46
|
Posted - 2012.02.25 04:00:00 -
[35] - Quote
Ahrieman wrote:Before the recent hybrid rebalancing, when a new player (especially coming from another MMO) would ask me what build they should make for pvp, after explaining to them that it didn't restrict their character due to cross training, I would tell them Minmatar or Amarr.
With all of the recent changes, I would say anything but caldari for starting and wanting to pvp.
In b4 the weekly caldari thread since this one has run its course.  |

Ahrieman
Heretic Army Heretic Nation
59
|
Posted - 2012.02.25 04:10:00 -
[36] - Quote
OfBalance wrote:Ahrieman wrote:Before the recent hybrid rebalancing, when a new player (especially coming from another MMO) would ask me what build they should make for pvp, after explaining to them that it didn't restrict their character due to cross training, I would tell them Minmatar or Amarr.
With all of the recent changes, I would say anything but caldari for starting and wanting to pvp.
In b4 the weekly caldari thread since this one has run its course. 
I'm not advocating for a whine thread, although your foresight is 20/20, but one of the problems with Caldari for NEW players is that their main T1 frigate (the merlin) is a split weapon platform thus making it very skill intensive to use effectively. The merlin is a great frig once you have the skills, just not friendly to beginners. The T1 cruiser options are also somewhat limited, but with the hybrid changes, the Moa is a much better ship now. Unfortunately, most Caldari pilots tend to focus on missile skills (drake) and leave their gunnery skills lacking.
The duality of weapon systems used by Caldari just doesn't make it friendly to new players although it has some very good ships. The Caldari destroyer prob also gets the short end of the stick in that ship class. It's not that the Caldari are bad, but T1 frig, dessie, T1 cruiser, and BC are the beginner friendly ships.
Merlin: Hybrids and missiles Cormorant: Hybrids (also lacking in it's class) Moa: Hybrids Drake: Missiles
To be proficient with all 4 of these ships provided by the Caldari is very skill intensive. Sig tanking is the new black |

OfBalance
Deep Core Mining Inc.
46
|
Posted - 2012.02.25 04:19:00 -
[37] - Quote
Bummer, guess I have to make the trol... I mean, whine thread later.
Better get a few more shots in first. |

Exploited Engineer
Creatively Applied Violence Inc.
20
|
Posted - 2012.02.25 12:50:00 -
[38] - Quote
Ahrieman wrote:The duality of weapon systems used by Caldari just doesn't make it friendly to new players although it has some very good ships.
Don't forget that Caldari pilots also need to train drone skills to squeeze the last bit of performance out of their ships, with the sole exception of Tengu-only (and maybe frigate/AF-only) pilots. |

Nalha Saldana
Eternity INC. Goonswarm Federation
136
|
Posted - 2012.02.26 09:13:00 -
[39] - Quote
Exploited Engineer wrote:Ahrieman wrote:The duality of weapon systems used by Caldari just doesn't make it friendly to new players although it has some very good ships. Don't forget that Caldari pilots also need to train drone skills to squeeze the last bit of performance out of their ships, with the sole exception of Tengu-only (and maybe frigate/AF-only) pilots.
Well this is the case for all races, nothing special about caldari |

Alara IonStorm
1677
|
Posted - 2012.02.26 09:46:00 -
[40] - Quote
Exploited Engineer wrote:Ahrieman wrote:The duality of weapon systems used by Caldari just doesn't make it friendly to new players although it has some very good ships. Don't forget that Caldari pilots also need to train drone skills to squeeze the last bit of performance out of their ships, with the sole exception of Tengu-only (and maybe frigate/AF-only) pilots. They are pretty much spared the train for Heavies / Sentries which are two separate Rank 5 skills the same as any other Large Weapon System and needs to be brought to 5 to get the T2 Spec which makes them worth it.
The only Caldari Ship not counting Guristas that can mount a full Flight is the Chimera Capital Ship. Everything else has a 75m3 and below bay. So unless you are training Chimera that is 2 Skills the equivalent of Large Hybrid and Cruise Missiles you do not need to train.
I would say they are not hit nearly as hard in Drones unless you are going Carrier. |
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Exploited Engineer
Creatively Applied Violence Inc.
21
|
Posted - 2012.02.26 11:49:00 -
[41] - Quote
Alara IonStorm wrote:They are pretty much spared the train for Heavies / Sentries which are two separate Rank 5 skills the same as any other Large Weapon System and needs to be brought to 5 to get the T2 Spec which makes them worth it.
The only Caldari Ship not counting Guristas that can mount a full Flight is the Chimera Capital Ship. Everything else has a 75m3 and below bay.
And to get the most out of a 75m-¦ drone bay, you need two heavy drones.
And don't forget the CNR, which could field three sentry drones and a flight of light drones for small stuff that gets too close.
Caldari ships have "just enough" drone capabilities that you need at least heavy drones to level five (for 1-2-2). |

Exploited Engineer
Creatively Applied Violence Inc.
21
|
Posted - 2012.02.26 11:51:00 -
[42] - Quote
Nalha Saldana wrote:Well this is the case for all races, nothing special about caldari
But two of these races actually get dedicated drone boats that make good drone skills really shine, and the other race at least gets ships that can field five heavy drones or five sentry drones.
Caldari drone bays max out at 75m-¦ (or 100m-¦ with 75 Mbit/s for the CNR), meaning that you do need heavy drones to get the most DPS out of your five drones. |

Alara IonStorm
1677
|
Posted - 2012.02.26 12:08:00 -
[43] - Quote
Exploited Engineer wrote: And to get the most out of a 75m-¦ drone bay, you need two heavy drones.
Yeah 99% run Mediums / Lights or Lights / ECM. Their is barely a situation where you would be better off using them. Not enough of one to justify the train. The extra 50 DPS over Hammers is not worth the loss of utility with Warriors.
Exploited Engineer wrote: And don't forget the CNR, which could field three sentry drones and a flight of light drones for small stuff that gets too close.
Fair enough on that but not really required to make good use of the boat. Truth is that Hammers put out the same / more DPS all of them except the Gaude which put out 20 more. Their flight time between targets is not that long ether and they are more valuable for added DPS on Elite AB Close Orbiting Cruisers.
Sentries on a CNR are not all they are cracked up to be.
Exploited Engineer wrote: Caldari ships have "just enough" drone capabilities that you need at least heavy drones to level five (for 1-2-2).
Not really, their is very little difference in the Cal Subcap Line up to justify the training vs Gal, Min and Amarr. Gallente you need early on, Minmatar you need to make use of the Typhoon which you could reasonably forgo and Amarr the Navy Geddon not that it would not be a good ship without it, the Geddon giving up lights and Mids sets it far ahead in Damage to justify it but is still good with a Warrior, Hammer, ECM Split.
Straight down to it they are not a good time investment for Caldari at all unless you go Carrier. You can be basically 99% effective on all Sub Caps with Med, Lights and ECM while Gal are hit the hardest with needing 2 Rank 5 Trains and Min / Amarr have good use for them.
Not worth 30-40ish days Training unless you cross train another race. |
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