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Warfare & Tactics

 
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How does FW life play out?

Author
Ankbar
Dolmite Cornerstone
#1 - 2013-04-04 16:20:16 UTC
I am wondering what life in Amarr FW corps is like. How does it compare to the life in a sov null-sec alliance?
How much unity? How much roaming around finding either noone to shoot at or huge discrepencies in fleet sizes? Are fleets predominately one class of ship, or T1 vs T2? (not from what little blogs I've read, but still asking.) How much RL acceptance? Are there fights to be found at nearly any time? (I have an unusually small amount of play time, which still gets preempted at times.) How do A-FW folks tend to make their isk--plexing in FW space, hi-sec alts, etc? Do the FW corps fight for something, or just enjoy easy access pvp(if it is that)?

I realize Odyssey might change things up in sov space a lot, but that's still a bit off.
I realize this might vary from corp to corp, but let me know what you think.
pyronatic
Federal Navy Academy
Gallente Federation
#2 - 2013-04-04 20:04:47 UTC
Can't speak for the amarr, but as a general militia thing is first you take a blood oath. Then you PVP against the other faction, which for amarr would be mainly Minmatar and gallente as a second group of targets. Big smile
Rezig Huruta
Republic Military School
Minmatar Republic
#3 - 2013-04-04 21:28:05 UTC
In my neck of the woods, there are all breeds of fleets in FW on the Amarr side.

Super-blobby fweddit, small piratey gangs, medium to large cruiser gangs, solo-hopefuls and many more. We've had classes of spectacular size, as well as excellent skirmishes, superblobs - you name it.

We're located just a couple jumps from Kamela, so fights are pretty easy to get - I guess it depends on where you're from, but the warzone is pretty good I think.

Just, fly recklessly and you'll have plenty of action.
Zarnak Wulf
Task Force 641
Empyrean Edict
#4 - 2013-04-04 22:24:31 UTC
It's fast, easy PVP. You log on and can usually find fights within five minutes. Solo, small group, kitchen sink, fleet doctrine- we got it all. Be warned - Amarr EU tz is FW on hard mode.
Gabriel Mordred
Federal Navy Academy
Gallente Federation
#5 - 2013-04-05 06:12:55 UTC
In the Gallente militia, I find myself chasing after ghosts. Peoples cloak, warp away or just won't fight at all. In fact, I get more fights against pirates/neutrals than anything else.
Cearain
Plus 10 NV
#6 - 2013-04-05 14:33:17 UTC
Ankbar wrote:
I am wondering what life in Amarr FW corps is like. How does it compare to the life in a sov null-sec alliance?
How much unity? How much roaming around finding either noone to shoot at or huge discrepencies in fleet sizes? Are fleets predominately one class of ship, or T1 vs T2? (not from what little blogs I've read, but still asking.) How much RL acceptance? Are there fights to be found at nearly any time? (I have an unusually small amount of play time, which still gets preempted at times.) How do A-FW folks tend to make their isk--plexing in FW space, hi-sec alts, etc? Do the FW corps fight for something, or just enjoy easy access pvp(if it is that)?

I realize Odyssey might change things up in sov space a lot, but that's still a bit off.
I realize this might vary from corp to corp, but let me know what you think.



I never really did the whole null sec thing but people who came from null sec - like agony say that the pvp is much more readilly available in fw low sec space.

In Exile is a great corp for the amarr. I think you will find they mostly fly t1 stuff. Depending on the fc and the fleet they may have some ships they want but usually I think you will find the fleet doctrine is much more relaxed than null sec. Usually bring the right tank (shield or armor) and don't bring a bs with no mwd with a dessie down gang. But even those rules aren't always followed.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Wilja Anrick
State War Academy
Caldari State
#7 - 2013-04-05 17:30:39 UTC
I find it's quick and easy access to PVP that doesn't require uber fit ships, it's often cruisers, t1/t2 frigs and dessies.

The downside is, in Cal/Gal space anyway, there seem to be currently alot of farmers from other factions, and there are quite a few pirates hanging around because, well, obviously.

Isk making is easy enough if you can get LPs, and I had no trouble finding a corp.

The best way to work out if it's for you is to try it. If you don't like it, you can always drop it and walk away.
Cynthia Nezmor
Nezmor's Golden Griffins
#8 - 2013-04-06 09:38:54 UTC
50% ship spinning, 40% jumping around systems like rats in a maze, 5% crying about your "home" systems/entry points being camped (Kamela for Amarr, Tama for Caldari, Villore for Gallente and Hek for Minmatar), 5% fun - actual warfare (plexing) is negligible, circlejerking on killboards is the primary objective (farming mails).

According to the forums however (vocal minority): 0.0001% time spent actually logged in the game. ε actual undocking and fighting, ~ 100% opening the exact same threads over and over again about how FW should be redesigned to maximize your fun and how every single player should be working on entertaining you - actual fun is negligible.