
El Yatta
Mercenary Forces
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Posted - 2008.12.05 18:49:00 -
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Originally by: Khandara Seraphim
Originally by: Talsha Talamar Edited by: Talsha Talamar on 05/12/2008 17:26:39 [... blah ... <insert inept attempt to prepare a amarr nerf here> ... blah ...]
Amarr turret ships are generally extremely one dimensional and specialized.
Actually you normally look at the alternatives: Pulse and Plate or Pulse and Heatsinks thats it.
Curse/Arbitrator are the only more versatile hulls I can think off without soulsearching.
Amarr needs high amounts of SP and skills to start to shine.
Using T1 turrets on amarr ships is in 98% of the cases simply not feasable, Pulse without the option to go to scorch is sure-fail, unless you know that the engagement range will be 14km.
Amarr T1 hulls below the Battleship Class are simply unusable, aside from 3 (Punisher, Arbitrator, Harbinger).
Amarr is screwed by 4 different EWAR techniques [Cap, TD, Damp, ECM].
Due to the limited number of mids countermeasure for EWAR (ECCM, TD, SB) come at a much higher cost on amarr ships in terms of tradeoff than for any other race.
On many ships fitting midslot countermeasures is not an option, since they simply lack the slots to fit any but the most essential mods.
Lowslot countermeasure are much less efficient than midslots countermeasures, in the comparison buffer vs. higher ewar resistance the buffer is likely generally the superior option.
The oh so revered and praised Scorch, which is indeed a wonderful crystal, nevertheless screws your tracking already by itself and makes the ship even more vulnerable against TDs.
Also Scorch has the same cap use as the T1 close range crystal Multifreq. and by that increases the ships vulnerability to capwarfare.
Maneuverability of Amarr ships is negible. Either the enemy is in your effective engagement range and in an acceptable transversal or he is not.
Yes speedfits worked smoothly on a few Amarr ships but less due to the ships designs, but since the speed mechanics were broken before QR. Pulse Range simply compensates the Amarr hulls limited maneuverability. While they still seem possible, speedfitting most Amarr hulls now turns extremely risky.
Drones btw outrange even Battleship sized Pulse Turrets + Scorch and offer a much higher versatility and are more difficult to counter.
So please stop whining about laser range.
P.S.: Also this:
Quote:
OTOH if i fly my stupidly overpowered amarr bs all enemies just line up at exactly 45km (or more depends if i have loaded my te/tc's coz i don't need tank or tackle i have god on my side) and let me kill them honorably one by one. They also always fit blasters to ensure they can't hit at the ranges they decided to fight at.
This is what I was getting at, but you say it a bit more eloquently.
Amarr ships are essentially stationary laser turrets. They are only good at sitting relatively still at blasting things that usually need to be tackled by someone else. It's not ridiculous for them to have 45km range because they're the slowest and least agile ships in the game.
This is utter drivel. Amarr are in many classes the second fastest - for example, interceptors, HACs, interdictors, hictors, logistics. There's probably more, I havent bothered to check very ship class.
In fact, the whole "amarr were junk for YEARS" thing is a myth. They were the worst race for about eighteen months. They were superb for a long time, and slowly got nerfed over time. The pulse nerf took them back from overpowered, then the stacking change and HP boost was what kind of put them firmly into last place. It really wasnt that long before the Khanid changes, and then ****loads of boosts, like Apoc, Zealot, Omen, pulse tracking, resist changes...
Amarr have probably been the "worst" race for the second shortest period combined of the game's history. Gallente have never been **** for very long.
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