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Non-laser Amarr ships

Author
Ludate
Native Freshfood
Minmatar Republic
#1 - 2013-10-14 08:33:33 UTC
I'm currently training my Caldari character up and thinking of crossing it over to either Gallente or Amarr. Gallente gives a lot more ships, not to mention the hybrid Caldari ships but Amarr is less training and some ships I really would like to fly(Pilgrim).


Does anyone have a nice list of non-laser Amarr vessiles?
What would you prefer, Cal+Gall or Cal+Amarr?
Denuo Secus
#2 - 2013-10-14 08:59:08 UTC
Amarr has two t1 weapon lines: lasers and drones. Only a few t2 Amarr ships (Khanid) have a real missile bonus (Malediction, Vengeance, Sacrilege, Damnation). That said, most Amarr drone ships (Arbitrator, Prophecy, Geddon) have missile slots. Even without bonus, missiles are a good option here (no cap usage, damage selectable, good projection).

Curse and Pilgrim are a bit of an exception. Both are recon ships with focus on ewar. Curse is Khanid and has missile slots but no missile bonus. Both have drone damage bonus.

Regarding which factions go well together..if you enjoy missiles I'd say Amarr because Gallente don't have any missile ship (except bomber). If you prefer the Caldari hybrid weapon line: Gallente. Caldari and Gallente share the hybrid weapon line.
Ludate
Native Freshfood
Minmatar Republic
#3 - 2013-10-14 09:08:47 UTC
Allright, it will be quite easy decision then, purely basing it on the number of ships I unlock.

Cal+Amarr = 8-9 ships
Cal+Gal = All gallente ships + caldari hybrid ships.
Bertrand Butler
Cras es Noster
#4 - 2013-10-14 09:08:50 UTC
Which faction you decide to cross-train is strictly a matter of preference, both Gallente and Amarr have very nice ships in the current meta.

If you are focused in missiles, sooner or later you will need to train gunnery skills anyway. The Amarrian and Minmatar missile boats give you a number of ships to use though before that happens.

Amarrian ships using missiles:

Vengeance
Legion
Damnation
Sacrilege
Malediction
Heretic
Anathema
Purifier (as all bombers)
Magnate (no bonuses, but able to fit any weapon. probe ship)
Dragoon (no bonuses, but able to fit any weapon. cap warfare drone boat)
Armageddon (no bonuses, but able to fit any weapon. drone boat)
Prophecy (no bonuses, but able to fit any weapon. drone boat)
Arbitrator (no bonuses, but able to fit any weapon. cap warfare drone boat)
Curse (no bonuses, but able to fit any weapon. cap warfare drone boat)

Caitlyn Tufy
Perkone
Caldari State
#5 - 2013-10-14 09:35:58 UTC
That is a very hard question to ask. Since this game isn't supposed to be soloing, you primarily have to ask yourself what you'll be using those ships for.

For instance, Gallente work quite well in small gangs, but they have a few (mostly sentry) ships that are awesome in fleet combat right now. On the other hand, Amarr offer a wide array of excellent fleet ships and support vessels. Overall, I'd say you should be training them both eventually, but which to begin with depends on what your friends are running with. For instance, let's say your friends have fleet doctrines that use Oracles and Nagas. Obviously, this means lasers and hybrids respectfully, right? So which do you train for first? Oracles. Why? Because Oracles NEEED T2 lasers to work, whereas Nagas can make due with T1 railguns for a while; similarly, if your fleet doctrine is Dominix, you want T2 sentry drones asap, as it gives you more damage and more range; if your job is cap warfare, the obvious choice is Armageddon over the Domi and so on.
Denuo Secus
#6 - 2013-10-14 09:37:49 UTC  |  Edited by: Denuo Secus
Ludate wrote:
Allright, it will be quite easy decision then, purely basing it on the number of ships I unlock.

Cal+Amarr = 8-9 ships
Cal+Gal = All gallente ships + caldari hybrid ships.


If you see it that way, I wouldn't say all Gallente ships. Quite a few Gallente ships are pure drone boats right now - without hybrid bonus. Only they have turret slots and no missile slots. So it's vice versa compared to Amarr.

Gallente drone boats are more designed for pure, raw damage (higher drone bandwith + more weapon slots), Amarr for more flexibility (more drone bay + tool slot). Just compare Prophecy and Myrm to see the pattern: Prophecy can field 3 heavy drones (or a mix) only and has 4 weapon slots. Myrm can field 4 hvy drones and has 5 turret slots (no missile slots).