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Pupp3tMast3r
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Posted - 2009.01.16 22:43:00 -
[1]
Hey, I'm a 6m character and I have gal bs IV and large hybrid IV trained up already. Seeing as I'm not too far into gallente stuff, I was wondering if it would be a better choice to start training up amarr instead. I've been doing pvp in low sec, and the short range is getting to be very annoying, it seems much easier for my corpmates in geddons to do sustained dps because they do very if not more dps than me, and they have easily 3x the optimal I do. Lately I've been training up support skills that help for both races, but I should probably make a decision soon. ,Thanks
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Murina
Gallente The Scope
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Posted - 2009.01.16 22:47:00 -
[2]
Amarr are actually overpowered as far as pulse fits are concerned (compared to the other races close range BS) so they are a great train if you have the will to do so.
Originally by: Amira Shadowsong Solo is all about skill not ship fits
Originally by: Amira Shadowsong The anti inty fit is absolutely crap against cruisers and AFs.
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Atius Tirawa
Minmatar Destructive Influence Band of Brothers
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Posted - 2009.01.16 22:50:00 -
[3]
for fleet - Amarr is pretty king right now - Double DD proof, very simple and efficient ammo, worth training capitals in. . .and on and on
but no one is going to reject a proper mega either. -----------
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Antimony Noske
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Posted - 2009.01.16 22:51:00 -
[4]
Gallente battleships look better.
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achoura
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Posted - 2009.01.16 22:55:00 -
[5]
Lowsec pvp the domi is still king, cap war highs, tackle/eccm mids, huge buffer and decent drone dps. ***The EVE servers and their patches*** |
Grek Forto
Caldari Provisions
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Posted - 2009.01.16 23:54:00 -
[6]
Megathron is full of win. I just realized.
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loldongs III
loldongs industries
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Posted - 2009.01.17 00:12:00 -
[7]
Edited by: loldongs III on 17/01/2009 00:15:03
Originally by: Antimony Noske Gallente battleships look better.
The armageddon, apocalypse and abaddon disagree.
Quote: Lowsec pvp the domi is still king, cap war highs, tackle/eccm mids, huge buffer and decent drone dps.
And this is incorrect; drones suck under sentry fire.
I would train for hybrids since you are fairly far along on the gallente side. That or projectiles because hurricanes are fun. Well harbingers and drakes are probably more fun but whatever. |
Mou'adib
Gallente Fluffy Rabbit Killers
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Posted - 2009.01.17 00:24:00 -
[8]
^^^^^^
what he said. Domi's are great in 0.0 or in belts, but tanking sentrie fire is a pain in the ass. the drones keep deing.
As for the gallente vs Amarr. Fly the style you prefer who care about fotm it will get nerfed at somepoint.
Amarr are king of gate camps due to range on the megapulse. At least for doing DPS. but it all depends on what you do. if you sit on a gate 24/7 then sure it not a bad idea
If you roam then its a pain in the ass. The abbadon is the slowest peice of crap on sub capital in eve. It can't alligne worth **** and it can't chase anything. Fitting speed mods on any amarr Bs is a pain in the ass. basicly they sit there absorb dmg and dish some out to anything in range.
Almost any gallente Bs fit will include a MWD to get in range. that also give you the benifit of being able to roam, run back to gate and keep smaller ships from getting out of scram range.
they are both fine, I Fly all 4 races and they each have their strenghts and weakneses
hype, mega, domi, abbadon, geddon, apoc(only as a sniper), phoon, pest are all great ships never been a fan of shield tankers but to each his own |
Ashani Tazuki
Gallente VisionEight
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Posted - 2009.01.17 00:35:00 -
[9]
Depends what your going for, i mean if your running missions then stick with gal, the Kronos is awesome.
but yeah as you've stated, your training up support skills for both ( assuming armor tank / cap etc ), so its not so skill intensive long term to train both as you may think, prob looking @ T2 large guns for both + lvl 4 bs in both ETS - 5 months~ish.
Which is the all mighty scale which is eve isn't that bad.
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omega kilos
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Posted - 2009.01.17 10:30:00 -
[10]
Originally by: Murina Amarr are actually overpowered as far as pulse fits are concerned (compared to the other races close range BS) so they are a great train if you have the will to do so.
I started this game as an Amarr pilot nearly 3 years ago and everybody used to say Amarr was crap, i find it extremly amuesing that you being Gallante are calling Amarr overpowerd Gallante ship's have been overpowerd (in my opinion) for years it is only recently Gallante have been brought back down to par with the other race's in EvE, yes Amarr have range on there gun's that is true, but so do Minmatar and caldari have range on torps/cruise with decent skill's, to call Amarr overpowerd because it has range is ridiculous Amarr bs have always had range but they wasnt overpowerd before blasters and speed got nerfed was they?
I could continue for hours, but i wont.. Leave Amarr alone we havnt changed in years..
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P'uck
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Posted - 2009.01.17 10:55:00 -
[11]
Originally by: omega kilos Leave Amarr alone we havnt changed in years..
ummm what |
Xori Ruscuv
Multiversal Enterprise Inc. Cry Havoc.
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Posted - 2009.01.17 11:04:00 -
[12]
Amarr, duh.
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.01.17 11:19:00 -
[13]
Originally by: P'uck
Originally by: omega kilos Leave Amarr alone we havnt changed in years..
ummm what
He has just a very selective memory.
And yeah, for PvP there is currently pretty much no reason to train Gallente - blasters and rails are crap compared to lasers and drones aren't that great, either. Go Amarr.
For PvE, both have ships that work, Amarr probably somewhat better ones. Although I admit that I have absolutely no use for a dual-rep-permatanking-Dominix since it does such poor damage that missions take ages, but others swear by it. I'd call PvE reasonably balanced. |
Sihirbaz
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Posted - 2009.01.17 11:21:00 -
[14]
Originally by: Atius Tirawa for fleet - Amarr is pretty king right now - Double DD proof
I sure hope, you don't double DD tank your Apoc. |
Sidus Isaacs
Gallente
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Posted - 2009.01.17 11:25:00 -
[15]
As it id now I wouldgo gallente if you want to rely on drones, or amarr for gunnery. Amarr T2 Pulses with T2 ammo is very very nice to say the least.
Gallente is not bad, but remember that BS 5 open up capital and T2 BS's as well for a certin race, so I would take that into consideration as well, and imo, Amarr wins here. |
omega kilos
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Posted - 2009.01.17 11:40:00 -
[16]
Edited by: omega kilos on 17/01/2009 11:42:44
Originally by: Theron Gyrow
Originally by: P'uck
Originally by: omega kilos Leave Amarr alone we havnt changed in years..
ummm what
He has just a very selective memory.
And yeah, for PvP there is currently pretty much no reason to train Gallente - blasters and rails are crap compared to lasers and drones aren't that great, either. Go Amarr.
Ok maybe im wrong and amarr have been buffed to the max over the past years, but to my knowledge all we have got is a tracking buff on pulse, what eles is it thats changed as i dont know?
For PvE, both have ships that work, Amarr probably somewhat better ones. Although I admit that I have absolutely no use for a dual-rep-permatanking-Dominix since it does such poor damage that missions take ages, but others swear by it. I'd call PvE reasonably balanced.
Apart from the buff to tracking on pulse, what other amazing buff have the Amarr race had? Also whats wrond with drones now? they add around 450 DPS to my geddon wouldnt fly it without drones tbh..
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P'uck
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Posted - 2009.01.17 11:48:00 -
[17]
Originally by: omega kilos Apart from the buff to tracking on pulse, what other amazing buff have the Amarr race had?
First of all, that exact buff is one of the greatest things that possibly happened to amarr. That thing alone is worth mentioning ten times over. It even got better when EM resists on armor got lowered
Then there was the khanid ships. Love em or hate em, this was also some sort of major change.
Oh the zealot! Didnt it get one more turret? Which, combined with the amazing optimal and the already mentioned changes have made it at least remotely useful, if you allow me to use a slight understatement.
The list goes on, sometimes I wonder if the amarr are the race that got changed the most in the past few years. But I'm just nitpicking...
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omega kilos
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Posted - 2009.01.17 11:56:00 -
[18]
Originally by: P'uck
Originally by: omega kilos Apart from the buff to tracking on pulse, what other amazing buff have the Amarr race had?
First of all, that exact buff is one of the greatest things that possibly happened to amarr. That thing alone is worth mentioning ten times over. It even got better when EM resists on armor got lowered
Then there was the khanid ships. Love em or hate em, this was also some sort of major change.
Oh the zealot! Didnt it get one more turret? Which, combined with the amazing optimal and the already mentioned changes have made it at least remotely useful, if you allow me to use a slight understatement.
The list goes on, sometimes I wonder if the amarr are the race that got changed the most in the past few years. But I'm just nitpicking...
Didnt explosive resists on shield get lowerd to 50% also, does that mean minmatar goffed buffed using hail?
Didnt the Eagle get given an extra turret slot also? does that mean Caldari got buffed just the same?
changing the Damnation, vengeance and sacriledge to missle boats so they do less dps is a buff?
You also state there are alot more buff's as you could continue please do i'd love to hear them, and some actual buffs that was directed purely to Amarr only would be good.
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P'uck
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Posted - 2009.01.17 12:00:00 -
[19]
we were talking about CHANGES.
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omega kilos
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Posted - 2009.01.17 12:08:00 -
[20]
No no if you read carefully i clearly stated what BUFFS!
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P'uck
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Posted - 2009.01.17 12:10:00 -
[21]
Originally by: omega kilos I could continue for hours, but i wont.. Leave Amarr alone we havnt changed in years..
I dont care you made up your mind in the middle of the discussion and wanted -suddenly- to talk about buffs. I was merely mentioning that the buff you mentioned was so friggin major that you ignoring it is bordering on being ridiculous.
The whole point I'm making is, that this above statement is pretty darn wrong, but to be honest I dont know why I even bother...
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Theron Gyrow
Gradient Electus Matari
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Posted - 2009.01.17 12:12:00 -
[22]
Originally by: omega kilos Edited by: omega kilos on 17/01/2009 11:42:44
Originally by: Theron Gyrow
Originally by: P'uck
Originally by: omega kilos Leave Amarr alone we havnt changed in years..
ummm what
He has just a very selective memory.
Apart from the buff to tracking on pulse, what other amazing buff have the Amarr race had? Also whats wrond with drones now? they add around 450 DPS to my geddon wouldnt fly it without drones tbh..
5 max-skilled Ogre IIs give about 317 DPS, 450 DPS is about what Dominix gets from its drones. And yes, drones are great for support, but having them as your main damage source is very risky, since you can lose them quite easily. Their time to target sucks, and if you use damage drones, you cannot use ECM drones.
On Amarr changes that have happened within the last couple years, I get the following:
Ship buffs: Pilgrim, Curse got way more drone space for backup drones. Pilgrim got more grid. Khanid ships arrived (Damnation, Sacrilege, Vengeance, Malediction, Heretic). Omen and Zealot got an extra turret. Geddon got a lot more CPU. Apoc got a bit of CPU, 1k grid and a freaking additional range bonus (the old cap bonus got built-in).
Ship nerfs: Absolution lost 20 CPU.
Amarr system buffs: Tracking disruptor affects also falloff now. Pulse tracking got boosted. Armor EM resists were nerfed.
Game changes favoring Amarr: speed reduction - range matters more. Web nerf - now everyone else will have trouble hitting in web range, too.
HTH, HAND. |
Myra2007
Shafrak Industries
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Posted - 2009.01.17 12:36:00 -
[23]
Edited by: Myra2007 on 17/01/2009 12:39:28
Originally by: Theron Gyrow
He has just a very selective memory.
Ship buffs: Pilgrim, Curse got way more drone space for backup drones. Pilgrim got more grid.
Ship nerfs: Absolution lost 20 CPU.
Amarr system buffs: Tracking disruptor affects also falloff now.
What did you just say about selective memory?
(Protip: curse/pilgrim got nerfed heavily prior to those "boosts". Pilgrim was considered the worst of all recons prior to qr and its not clear if that has changed. Td's also got nerfed before they got boosted. And ofc the web nerf is in no way an amarr boost - they hit worst under 10km.)
edit: and yeah didn't you just state how awful drones are as primary weapon system? but yeah replacement drones on drone ships - ccp totally overboosted curse/pilgrim there i mean how COULD they lol? Also you ofc don't remember thats both ships used to have 75m¦ "bandwith" ((or to be more precise 75m¦ drone space before bandwidth existed)
Yeah, right its all about selective memory, no? --
Originally by: kublai on Ankhesentapemkah That said, the "i'm a girl who plays your computer game and i'm not that ugly" has always been a certain winner in the mmo world
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TimMc
Gallente Brutal Deliverance OWN Alliance
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Posted - 2009.01.17 12:49:00 -
[24]
Originally by: Theron Gyrow
And yeah, for PvP there is currently pretty much no reason to train Gallente - blasters and rails are crap compared to lasers and drones aren't that great, either. Go Amarr.
My Taranis and Thorax disagree. Gallente small ships still rock because they can enter range, battleships are another matter though... They have to be pretty selective on what they engage, but they can still rock the field of a tight engagement. Amarr BS are alot more flexible though because the pulses t2 range ammo, and their snipers go further easier. |
Tibilo
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Posted - 2009.01.17 12:51:00 -
[25]
The explosive resists on shields did also get lowered however this didnt do as much for minmater as lower em resists did for ammar.
Projectile turrets do less damage to begin with and then they mostly fight in falloff. At any range you choose to fight lasers will hit better and do more damage. They also have the option of better range and near instant ammo change to get that range and they dont have to think about clip size, just cap which isn't really an issue.
Blasters do slightly more damage at a certain point at close range for anything further out the ship has to mwd to get in range by which time the lasers have done a ton of damage and perhaps already killed the target
Also in gangs ammar ships low mid slots become less of a weakness This coupled with generally much higher buffer tanks than any other race makes ammar ships a good choice.
However this has generally always been the case, the changes have just further highlighted the differences. Everything has their place and generally you wont beat ammar ships for a straightforward gank and tank with no movement which really is why you bring a battleship. Gallente blaster ships will have a chance if the fight starts within about 20km which is most fights around gates/stations
Saying all this, I would still mostly prefer to fly a gallente or minmater ship as I find them more fun to fly.
To the op if your finding the short range annoying then yes train ammar although with t2 battleship blasters and null you will be able to hit out to around 20km. And remember the grass is not always greener on the other side.. |
Esmenet
Gallente
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Posted - 2009.01.17 13:12:00 -
[26]
Amarr is so much better than the rest atm so unless you got T2 guns trained i would go for amarr.
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adriaans
Amarr Ankaa.
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Posted - 2009.01.17 13:24:00 -
[27]
it depends how you fly what would be best for you.
i fly all races, and i kill just as good with all of them, ofc i use the races ship thats best for the situation i expect to end up in. |
omega kilos
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Posted - 2009.01.17 14:02:00 -
[28]
Originally by: Tibilo The explosive resists on shields did also get lowered however this didnt do as much for minmater as lower em resists did for ammar.
Projectile turrets do less damage to begin with and then they mostly fight in falloff. At any range you choose to fight lasers will hit better and do more damage. They also have the option of better range and near instant ammo change to get that range and they dont have to think about clip size, just cap which isn't really an issue.
Blasters do slightly more damage at a certain point at close range for anything further out the ship has to mwd to get in range by which time the lasers have done a ton of damage and perhaps already killed the target
Also in gangs ammar ships low mid slots become less of a weakness This coupled with generally much higher buffer tanks than any other race makes ammar ships a good choice.
However this has generally always been the case, the changes have just further highlighted the differences. Everything has their place and generally you wont beat ammar ships for a straightforward gank and tank with no movement which really is why you bring a battleship. Gallente blaster ships will have a chance if the fight starts within about 20km which is most fights around gates/stations
Saying all this, I would still mostly prefer to fly a gallente or minmater ship as I find them more fun to fly.
To the op if your finding the short range annoying then yes train ammar although with t2 battleship blasters and null you will be able to hit out to around 20km. And remember the grass is not always greener on the other side..
Very well said i totally agree..
This is pretty much the point i was trying to make, Amarr has not changed significantly to back up the fact Amarr are overpowerd, they have stayed pretty much the same, just alot of people never realised there potential before speed/webs/tracking etc was changed..
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Jin Entres
Sharks With Frickin' Laser Beams
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Posted - 2009.01.17 14:07:00 -
[29]
I would also have to recommend Amarr. Harbinger is also a great ship before you're ready for BS. |
Johan Price
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Posted - 2009.01.17 14:21:00 -
[30]
Originally by: omega kilos
Originally by: Tibilo The explosive resists on shields did also get lowered however this didnt do as much for minmater as lower em resists did for ammar.
Projectile turrets do less damage to begin with and then they mostly fight in falloff. At any range you choose to fight lasers will hit better and do more damage. They also have the option of better range and near instant ammo change to get that range and they dont have to think about clip size, just cap which isn't really an issue.
Blasters do slightly more damage at a certain point at close range for anything further out the ship has to mwd to get in range by which time the lasers have done a ton of damage and perhaps already killed the target
Also in gangs ammar ships low mid slots become less of a weakness This coupled with generally much higher buffer tanks than any other race makes ammar ships a good choice.
However this has generally always been the case, the changes have just further highlighted the differences. Everything has their place and generally you wont beat ammar ships for a straightforward gank and tank with no movement which really is why you bring a battleship. Gallente blaster ships will have a chance if the fight starts within about 20km which is most fights around gates/stations
Saying all this, I would still mostly prefer to fly a gallente or minmater ship as I find them more fun to fly.
To the op if your finding the short range annoying then yes train ammar although with t2 battleship blasters and null you will be able to hit out to around 20km. And remember the grass is not always greener on the other side..
Very well said i totally agree..
This is pretty much the point i was trying to make, Amarr has not changed significantly to back up the fact Amarr are overpowerd, they have stayed pretty much the same, just alot of people never realised there potential before speed/webs/tracking etc was changed..
What other people are saying is that, several "recent" nerfs also act as Amarr buffs in effect. The buffs may not be direct (although there have been some), but they help Amarr nonetheless.
A lot of people didn't "realize their potential", because when you started playing 3 years ago, Amarr weren't nearly as powerful as they are now, or even the past year or so. |
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