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Khandara Seraphim
StarHunt Fallout Project
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Posted - 2008.12.05 14:59:00 -
[1]
I don't see the issue.
Amarr gets pwnage damage dealing ability in exchange for being the most one dimensional race in the game. We get barely enough midslots to cover basic tackling and sometimes not even that. The ONLY thing amarr ships are good for is laying waste to things with lasers, and thats only things you can lock in time.
I trained amarr well before it was "stupid overpowered omg" and tbh I haven't seen much of an increase in anything. Ships were melting super fast when I was hitting them before, too.
It's a bit frustrating that posts like these are getting everyone to train amarr because my beloved race is just going to get thrown in the sewer for another 4 years, and I don't even think we deserve it this time. It's not like we're falcons or nosdomis or any of the truly broken mechanics that get left in the game for ages.
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Khandara Seraphim
StarHunt Fallout Project
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Posted - 2008.12.05 15:38:00 -
[2]
Because you clearly don't have the option to just "warp out" at 30+ km, engaging only targets within your ideal range....
I dont understand why you would ever be MWDing at a pulse laser ship with that kind of range when you can just disengage and possibly warp back right on top of him.
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Khandara Seraphim
StarHunt Fallout Project
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Posted - 2008.12.05 18:07:00 -
[3]
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.
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Khandara Seraphim
StarHunt Fallout Project
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Posted - 2008.12.05 20:25:00 -
[4]
the "fast" amarr ships that you're talking about with the notable exception of crusader and sometimes zealot aren't the ones with "stupid overpowered" lasers because most of them don't use lasers and the ones that do, like the zealot, usually turn mwd off while shooting in order to track their targets.
The overpoweredness in question is the ability of amarr laser turrets, specifically the 45km large pulses in the OP, to hit at a longer range than a blaster boat. Any amarr laser ship other than zealot (harbinger prophecy absolution and all the battleships) are very slow, lack agility, and generally spend their time in a fight not moving or moving very slowly, relying on armor to soak up damage while they shoot things.
These were the ships I was referring to, and the points I made are still valid.
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Khandara Seraphim
StarHunt Fallout Project
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Posted - 2008.12.09 06:54:00 -
[5]
I've been running into a similar dilemma with my pilgrim lately.
Pilgrim is a great ship, one of the best solo ambush ships in the game... yet I die almost every time I take it out. why? Because a pilgrim needs to commit itself wholly to the fight. Once you're involved in a pilgrim, you're typically within 7km of your opponent and its virtually impossible to disengage in time to get away if the fight goes poorly.
The warhammer metaphor is an interesting one.
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