
Fafnir Drake
Gallente Boob Heads Bionic Dawn
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Posted - 2008.05.16 21:50:00 -
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Edited by: Fafnir Drake on 16/05/2008 21:54:57 Yah, I'd agree, Tenaka. Each race has advantages and disadvantages. Now, my perspective on the races is this:
Gallente: Consistently perform well almost everywhere. Our ships are fairly well rounded everywhere, if somewhat lacking in specialization. Generally, gallente pilots are happy, save with 2 exceptions:
A) Recent Damp nerf was warrented, but nerfing damps so heavily without giving the specialized damp boats a skill bonus increase neutered the gallente recon. It's now used mostly as a support for caldari or minmi recons to enhance their effectiveness, and not on it's own as an E-war platform.
B) Petty issue, but drone pilots will be irritated every so often by a patch that craps out the drone UI or AI. It's a minor thing, as it's not a constant or crippling, but it just gets under your skin sometimes.
Caldari: Premier mission runners, and their ships generally work extremely well in gangs and fleets. Their support ships and ECM are second to none. The recent change to torps gave them a good option for close range slug-fests in BS vs BS fights. Downsides?
A)Lacking in the solo department, with relatively slow ships overall, and limited mid-slots for basic tackling equipment. While mission runners and fleet fight folks will love caldari for their myriad fleet and support uses, the average pirate will train another race for better PvP solo capability.
Ammar: Potent with most of their larger ships, and several tech II ships have gained a fearsome reputation for deadliness. Khanid Mk II also gave ammar pilots a far wider set of options in combat. More recent changes have increased their effectiveness, especially for dealing brutal damage to the unprepared.(Also, their lasers are pwetty ) Downsides?
A) While the larger ships are solid, and many of their tech II ships excel, several are absolute rubbish, and their smaller ships, especially tech I, are generally more limited then other races.
B) Ammar are largely either tank or gank. While performing well at either, blending the two is more difficult. And fitting requirements can be problematic without much time invested in fittings skills.
C) Many ammar are unhappy with the laser cap-usage bonuses on many of their ships. -Now this is one I'm afraid I'm gonna have to stomp on. It's balanced. Lasers do more damage then most guns at a base level. Trust me, a high skilled ammar pilot can do an obscene amount of damage, especially with a gank fit. I think many of you would be happy if they simply swapped which was natural to lasers, and which was the skill bonus.(Cap usage and damage)
Minmatar: Very versatile. Their ships can be adapted to do about anything. They have some of the best nano ships, and in 0.0, having a few minmie recons is a necessity to deal with the nano-fleets. Minmatar are also the kings of small ships. Having balancing slow distribution and needed no cap for their guns, they can fly many fits other races couldn't. Flip side of the coin?
A) Artillery are generally sub-par. While they hit hard, their range isn't as good as most long-range weapons. This is amplified by the slow fire rate of artillery. You might only get one or two volleys before the target closes the distance, not a good thing with fairly low tracking.
B) Their battleships are generally seen as sub-par. I don't know this for myself. But there's a reason: I barely see them. I'm gonna just assume the minmie pilots are right on this one.
C) The biggie... Sorry minmie pilots, gonna put it bluntly.... Your capitals just suck. Plain and simple. Methinks your capital shipyard jockies are squandering half the minerals for cap construction; because a crap ton of minerals go in, and sure as hell doesn't look like they come out. I dunno though, perhaps duct-tape and plywood really is in the ship plans. Besides, those mechanics probably took out a mortgage for all those fancy cars and luxuries.
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