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Finanche
Minmatar Congo Free State DeStInY.
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Posted - 2008.05.06 23:45:00 -
[1]
I've trained both Mini and Amarr command ships - I want to have the ability to armor and shield tank effectively in pvp.
Funny thing last night, I was noticing that there is a bit of a problem with the Absolution (I'm a little new to energy turrets)... but you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
For a Sleip (which I've flown a ton).. the short range 1.5km and falloff are easy to compensate for as you charge.. but for the Absolution, you need to orbit at 7km with scorch.. and.. well.. that's it - no drone damage (another bit of getting used to..) I do find that the web, along with a neut and lasers melt things fast.. but I was miffed at the damage disparity at distance.. I mean it's nuts.. 200 pts of damage to 41 pts of damage from 7km to 4km.. no room for error here.
No wonder they say it's so hard to fly Amarr.. I do think they ships look uber cool - that's why I spent the last 3 months training for them - well - I was kinda bored with duct tape and bubblegum.... and armor tanking is just better in pvp.. I just need to get over the range thingie..
thoughts? --
Read my Corp Blog - Congo Free State |
Finanche
Minmatar Congo Free State DeStInY.
|
Posted - 2008.05.06 23:45:00 -
[2]
I've trained both Mini and Amarr command ships - I want to have the ability to armor and shield tank effectively in pvp.
Funny thing last night, I was noticing that there is a bit of a problem with the Absolution (I'm a little new to energy turrets)... but you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
For a Sleip (which I've flown a ton).. the short range 1.5km and falloff are easy to compensate for as you charge.. but for the Absolution, you need to orbit at 7km with scorch.. and.. well.. that's it - no drone damage (another bit of getting used to..) I do find that the web, along with a neut and lasers melt things fast.. but I was miffed at the damage disparity at distance.. I mean it's nuts.. 200 pts of damage to 41 pts of damage from 7km to 4km.. no room for error here.
No wonder they say it's so hard to fly Amarr.. I do think they ships look uber cool - that's why I spent the last 3 months training for them - well - I was kinda bored with duct tape and bubblegum.... and armor tanking is just better in pvp.. I just need to get over the range thingie..
thoughts? |
Alyth
Gallente Corp 1 Allstars Insurgency
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Posted - 2008.05.06 23:49:00 -
[3]
Edited by: Alyth on 06/05/2008 23:49:51
Originally by: Finanche I've trained both Mini and Amarr command ships - I want to have the ability to armor and shield tank effectively in pvp.
Funny thing last night, I was noticing that there is a bit of a problem with the Absolution (I'm a little new to energy turrets)... but you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
For a Sleip (which I've flown a ton).. the short range 1.5km and falloff are easy to compensate for as you charge.. but for the Absolution, you need to orbit at 7km with scorch.. and.. well.. that's it - no drone damage (another bit of getting used to..) I do find that the web, along with a neut and lasers melt things fast.. but I was miffed at the damage disparity at distance.. I mean it's nuts.. 200 pts of damage to 41 pts of damage from 7km to 4km.. no room for error here.
No wonder they say it's so hard to fly Amarr.. I do think they ships look uber cool - that's why I spent the last 3 months training for them - well - I was kinda bored with duct tape and bubblegum.... and armor tanking is just better in pvp.. I just need to get over the range thingie..
thoughts?
1. Fit some Heavy Pulse Laser IIs 2. Buy some Scorch M 3. ???? 4. Profit!
If you're feeling really flash you could stick a couple of energy locus rigs on there too instead of the trimarks.
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Alyth
Gallente Corp 1 Allstars Insurgency
|
Posted - 2008.05.06 23:49:00 -
[4]
Edited by: Alyth on 06/05/2008 23:49:51
Originally by: Finanche I've trained both Mini and Amarr command ships - I want to have the ability to armor and shield tank effectively in pvp.
Funny thing last night, I was noticing that there is a bit of a problem with the Absolution (I'm a little new to energy turrets)... but you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
For a Sleip (which I've flown a ton).. the short range 1.5km and falloff are easy to compensate for as you charge.. but for the Absolution, you need to orbit at 7km with scorch.. and.. well.. that's it - no drone damage (another bit of getting used to..) I do find that the web, along with a neut and lasers melt things fast.. but I was miffed at the damage disparity at distance.. I mean it's nuts.. 200 pts of damage to 41 pts of damage from 7km to 4km.. no room for error here.
No wonder they say it's so hard to fly Amarr.. I do think they ships look uber cool - that's why I spent the last 3 months training for them - well - I was kinda bored with duct tape and bubblegum.... and armor tanking is just better in pvp.. I just need to get over the range thingie..
thoughts?
1. Fit some Heavy Pulse Laser IIs 2. Buy some Scorch M 3. ???? 4. Profit!
If you're feeling really flash you could stick a couple of energy locus rigs on there too instead of the trimarks. |
Rat XIII
5punkorp
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Posted - 2008.05.06 23:55:00 -
[5]
Originally by: Finanche you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
what.
i was under the impression that "7km optimal range" meant full damage (excluding tracking) at 7km and under?
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Rat XIII
5punkorp
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Posted - 2008.05.06 23:55:00 -
[6]
Originally by: Finanche you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
what.
i was under the impression that "7km optimal range" meant full damage (excluding tracking) at 7km and under? |
Finanche
Minmatar Congo Free State DeStInY.
|
Posted - 2008.05.06 23:56:00 -
[7]
nope.. at 7km.. period. under is worse and over is worse.
to the above post -- I have HP II and Scorch? I'm not sure i get your response? |
Alyth
Gallente Corp 1 Allstars Insurgency
|
Posted - 2008.05.06 23:58:00 -
[8]
Edited by: Alyth on 06/05/2008 23:59:24
Originally by: Rat XIII
Originally by: Finanche you can get under them.. meaning, at 7km pulse II's hit for full damage and under or over that distance, it gets bad fast - and the ship is well... slow...
what.
i was under the impression that "7km optimal range" meant full damage (excluding tracking) at 7km and under?
No, it's 100% chance to hit under perfect conditions meaning you'll get better quality hits but you aren't guaranteed max damage unless those conditions are perfect.
@ the scorch comment, it means you aren't left with a horrible 7.5km optimal and have it replaced with a rather sexy 23km optimal instead. Trackings worse but your tackler should have him webbed making it a nonissue. |
Finanche
Minmatar Congo Free State DeStInY.
|
Posted - 2008.05.07 00:01:00 -
[9]
roger |
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