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What about Amarr/Gallente

Author
Ptraci
3 R Corporation
#21 - 2011-12-11 16:01:05 UTC
IIIIIAMGIIIII wrote:

3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.


PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.


You really need more skill points. Eventually it becomes irrelevant which race you start with, you can always train skills for another race and race specific skills IN NO WAY make up the bulk of your skill training time. See you in 80M SP or so...
Large Collidable Object
morons.
#22 - 2011-12-12 00:47:54 UTC  |  Edited by: Large Collidable Object
Jaroslav Unwanted wrote:
train minmatar and t2 autocannons .. + all gunnery at V
buy machariel fit it with 800mm .. both BS at V

leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****..
But thats mostly because i am not that awesome.




You're doing it wrong.

Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok.

And I'm with morons - so not awesome either...
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
RubyPorto
RubysRhymes
#23 - 2011-12-12 01:02:08 UTC
Large Collidable Object wrote:
Jaroslav Unwanted wrote:
train minmatar and t2 autocannons .. + all gunnery at V
buy machariel fit it with 800mm .. both BS at V

leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****..
But thats mostly because i am not that awesome.




You're doing it wrong.

Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok.

And I'm with morons - so not awesome either...


3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues.

When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail)

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#24 - 2011-12-12 02:17:41 UTC
IIIIIAMGIIIII wrote:

3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`..


Yeah because you can only train and fly the racial ships of your character's race. Roll

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#25 - 2011-12-12 02:42:17 UTC  |  Edited by: Jaroslav Unwanted
RubyPorto wrote:
Large Collidable Object wrote:
Jaroslav Unwanted wrote:
train minmatar and t2 autocannons .. + all gunnery at V
buy machariel fit it with 800mm .. both BS at V

leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****..
But thats mostly because i am not that awesome.




You're doing it wrong.

Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok.

And I'm with morons - so not awesome either...


3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues.

When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail)


[Machariel, Mission run]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Damage Control II

Caldari Navy Invulnerability Field
Pith X-Type Explosion Dampening Field
Republic Fleet Shield Boost Amplifier
Pith X-Type Large Shield Booster
Republic Fleet 100MN Afterburner

800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
500W Infectious Power System Malfunction

Large Projectile Metastasis Adjuster I
Large Semiconductor Memory Cell I
Large Anti-EM Screen Reinforcer II


Warrior II x5
Ogre II x4

I tried this.. and failed... shooting webfiing turret at 60km .. well what i counted was about 25dps... or it sure as hell looked like i was tickling it...or shooting with snowballs.
shooting elite cruisers at 60km about the same at 30km around 50dps at 5km could not hit it..

As i say i am not that awesome just cant fly that ****... So i switched to 1400mm, which paper wise got about fifty dps less then AC one but with 110km to 16km for full dmg..
RubyPorto
RubysRhymes
#26 - 2011-12-12 02:57:29 UTC
Jaroslav Unwanted wrote:
RubyPorto wrote:
Large Collidable Object wrote:
Jaroslav Unwanted wrote:
train minmatar and t2 autocannons .. + all gunnery at V
buy machariel fit it with 800mm .. both BS at V

leave dissapointed .. as at 60km with T2 LR ammo dps output is somewhere at 60-100 .. at optimal range you wont track ****..
But thats mostly because i am not that awesome.




You're doing it wrong.

Obviously you can neither fit nor fly the ship. In your scenario, mine does ~700 dps (not that it matters because with BC-like agility and 1500 m/sec, I don't need to fight at that range) and tracks cruisers at 3 km A-ok.

And I'm with morons - so not awesome either...


3 TE IIs, 4 GyroII(or faction), holy hell does it do insane damage at range. When I can get logi support, add an AB and a TCII or two and hilarity ensues.

When Hail prices drop, nearly 1000 dps applied out to falloff at 69km is wacky fun. (I can do a new, buffed Forsaken Hub in under a wallet tick with Hail)


[Machariel, Mission run]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Republic Fleet Tracking Enhancer
Damage Control II

Caldari Navy Invulnerability Field
Pith X-Type Explosion Dampening Field
Republic Fleet Shield Boost Amplifier
Pith X-Type Large Shield Booster
Republic Fleet 100MN Afterburner

800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
800mm Repeating Artillery II, Barrage L
500W Infectious Power System Malfunction

Large Projectile Metastasis Adjuster I
Large Semiconductor Memory Cell I
Large Anti-EM Screen Reinforcer II


Warrior II x5
Ogre II x4

I tried this.. and failed... shooting webfiing turret at 60km .. well what i counted was about 25dps...
shooting elite cruisers at 60km about the same at 30km around 50dps at 5km could not hit it..

As i say i am not that awesome just cant fly that ****... So i switched to 1400mm, which paper wise got about fifty dps less then AC one but with 110km to 16km for full dmg..



You put a DCII on a PvE Mach? Vandal!

No idea how you have such **** poor skills if you can fit t2 guns. Pith X-L is mediocre, but kudos for not trying to cap stabilify it. Add the angular velocity column to your overview and compare that number with the tracking speed number on show info with your guns. Make sure you're shooting the right ammo at your rats. Faction TEs are pretty much a waste of money sub-Titan. Use Fusion, EMP, or Phased Plasma over Barrage (which has a substantial tracking penalty). You're not a sniper. 60km falloff should be plenty for anyone (and if yo can't get that, Gal BS 4 helps). Per earlier, fit a T2 Gyrostab instead of that silly DC II.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#27 - 2011-12-12 03:03:09 UTC
well there are some things to discourage solo suiciders .. etc.

I dont fly cap stable ships since its useless.. dont know why someone trying to have cap stable ships for anything xD

I got Minmatar BS V, gallante BS V. All support gunnery skills V .. specs just IV xC

SP wise i am near perfect pilot for pure combat ships / not an EW one..
Angular velocity well i use that with 1400mm when they get close i just copy their direction and shoot them for perfect strike. With 800mm well i was out of luck...

I probably try something again... Maybe problem was that i tried it at lvl V mission Big smile
Renge Ukyo
Doomheim
#28 - 2011-12-12 06:36:11 UTC
With regard to the gallente's problems being a brick wall with no solution, and the guy who said see you in 80mil SP or so...

First off, no one should be forced to pay into a game for -that- long just to actually be able to play it well. Thats **** and CCP is douchey for making it happen that way.

As for the gallente, they're split in too many different direction, and not far enough in any of them to actually be effective let alone competitive in the EVE universe.

Splitting damage, forcing the turreets in no damage rails and heinous damage blasters on heavy ships that can't get in range, and drones which require you to train a bunch of skills to be effective forces a gallente player into a much broader skill train and thus a longer period of combat ineffectiveness. Forceing them into multi-tanking the way CCP does is also slowing their progression down. The inherent incompatibility of armor tanking with brawler tactics means that a gallente guy has to get lucky enough to get on the target before they're cap'ed out or out of buffer. Making it possible to target drones also means you can kite a gallente boat, and half their dps, while easily tanking their rail gun fire, or avoiding their blaster fire altogether, which makes them the least desireable and most vulnerable race in the game.

Sure you can sheild tank them, but now you have a smaller sheild tank than the Minmatar or the Caldari, and you've also got less launcher slots so you can't mimic the caldari, and you don't have enough cpu/pg to fit a sheild tank with projectiles on it. And again the time delay in launching drones, and likelyhood of them being shot down will ofcourse slow down your engagement time, and even if you sheild tank you're still not as fast as the minmatar.

In essence, diversity is -not- a strength. So to the TOOL who said see you in 80mil SP or so. **** a ****, asshat. No one should be forced to pay to lose that long.

CCP - YOu need to unfuck your **** and learn how to balance things better.
Selinate
#29 - 2011-12-12 07:09:05 UTC
second midslot on my retribution, NAO!!!
Ciar Meara
PIE Inc.
Khimi Harar
#30 - 2011-12-12 08:39:42 UTC  |  Edited by: Ciar Meara
IIIIIAMGIIIII wrote:
Hello,i wanted to ask you a few questions for a long time and now the time is good as any i quess.

1.Why all Amarr ships have 1 bonus less (capacitor use bonus is pure bonus eater ) in the place of this capacitor use bonus every other factions have on their ships Tracking speed,Firing range,Rate of fire or Dmg bonus.I will accept this capacitor use ship bonus if only our weapons were better than other faction,but actually here comes and the other big Amarr problem ... yes its that single EM dmg we make ( Em + Thermal charges are useless cause they don`t have any range at all and its p[ointless to use them ).


Because anything amarr eats cap, without those cap bonusses our ships would be dead in the water very fast, it is one of the most important bonusses to have on amarr ships

IIIIIAMGIIIII wrote:

2.Why only Caldari and Minmatar have 4 kind dmg but the other 2 factions ( Amarr and Gallente ) have only 2 (Amarr have only 1 Actually ) ?


Amarr do not need to reload, and the power of Scorch has more then made up any discrepencies.

IIIIIAMGIIIII wrote:

3.If you think to close Amarr and Gallente in the near future ( considering this disadvantages ) you really should put some Warnings when new player start to make a character, or Warning like ` Don`t make Amarr and Gallente its useless`.


Amarr are basicly the best race in the game, nice looking leaderesse, fancy clothing and your soul is saved just by playing them.

IIIIIAMGIIIII wrote:

PS: I have talk with many players about this Amarr and Gallente problems ( they are problems for us ) and most of them tells me same thing - Why the hell i make Amarr / Why the hell i make Gallente.


No problems here, carry on.


EDIT: the only thing I dislike about amarr ships is the ones with only 1 mid slot. (Coercer, retribution). Other then that I really do not have a problem.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Jojo Jackson
Dead Red Eye
#31 - 2011-12-12 12:24:34 UTC
RubyPorto wrote:
1. The ship stats are mediocre, but they make the guns useable, and the gun stats are awesome. Scorch is magic, Tachs are magic on the right ship, and instead of fighting in dps eating falloff, Lasers can usually fight in optimal all the time, for more magic the ship stats don't show. And Abaddons have tanks as brickey as their looks.


Since when can I fit Tachs on a Maller or Prophecy?

Scorch is irelevant sub BS and outside of fleets as every fight is <10km becouse of web/scram range.

Abaddon has damage and resitence boni ... NOT 10% cap/laser pseudo ****.

Simple fact: if a Amarr Ship work MUCH better with Autocannons/Artis then with Lasers ... something is damn broken.

The Amarr are a selvish arogant and elitist race ... they would NEVER use their slaves weapons!

Why the hell can't I fitt capital repairs or shield booster on an Orca ... it's an CAPITAL ship!

RubyPorto
RubysRhymes
#32 - 2011-12-12 12:56:07 UTC
Jojo Jackson wrote:
RubyPorto wrote:
1. The ship stats are mediocre, but they make the guns useable, and the gun stats are awesome. Scorch is magic, Tachs are magic on the right ship, and instead of fighting in dps eating falloff, Lasers can usually fight in optimal all the time, for more magic the ship stats don't show. And Abaddons have tanks as brickey as their looks.


Since when can I fit Tachs on a Maller or Prophecy?


Yeah, every ship should be able to fit the same weapons as every other ship of its race. Maller makes great bait, same with Prophecy. But every race has its mediocre ships and its knockouts.

Quote:

Scorch is irelevant sub BS and outside of fleets as every fight is <10km becouse of web/scram range.


You've never been in an Ahac gang. Scorch is magic there. Or in a frig, kiting the very edge of scram range, hitting your optimal.

Quote:

Abaddon has damage and resitence boni ... NOT 10% cap/laser pseudo ****.

Simple fact: if a Amarr Ship work MUCH better with Autocannons/Artis then with Lasers ... something is damn broken.

The Amarr are a selvish arogant and elitist race ... they would NEVER use their slaves weapons!


The OP was about all amarr/gall ships.
The punisher works well with ACs, the Abaddon will kind of work ok with Arties (Mael is better at it). That's about the limit there.
The Geddon is a fantastic mix with the rest of the Hellcat fleet. And an Abaddon makes a much better hellcat than Alpha fleet participant.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#33 - 2011-12-12 12:58:53 UTC
@ RubyPorto

you know what you are talking about
RubyPorto
RubysRhymes
#34 - 2011-12-12 13:00:49 UTC
Jaroslav Unwanted wrote:
@ RubyPorto

you know what you are talking about


I've just died a lot. Also flying Ahacs makes me horny due to the purple laser magic.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Fix My Lasers
Center for Advanced Studies
Gallente Federation
#35 - 2011-12-12 14:43:12 UTC
There are 2 things that irrelevant when you discuss weapon systems:
1. Reloading times - you just can't bring up that lasers don't need reloading and others need. Hybrids have 5 sec reloading time now, when you reload you miss only one volley. ACs load so much ammo so you don't need to reload them for years, you usually have enough ammo to take down few people without reloading at all.

2. Use of ammo - It doesn't matter if your guns use ammo or not. When you die you loose all, having or not having ammo doesn't change that fact. If you died because you ran out of ammo - that's your own problem. For 5 years of living in null I never had that problem. Moreover, lasers use ammo! OMG! Yes, if you really fly and pvp with Amarr ships for a long time you know better then anyone using T1 Crystals affects your performance so much, T2 and Faction crystals are the only choice if you try to compete with others.

When you ignore those 2 irrelevant things Lasers become the worst weapon system compared to ACs and Hybrids.
Moreover if you add Amarr cap use bonus for turrets into comparison woth others this race becomes the weakest.

Bring back Blaze and Lux crystals! http://eve.battleclinic.com/item/i12812-Blaze-L-details.html http://eve.battleclinic.com/item/i12832-Lux-L-details.html

Pok Nibin
Doomheim
#36 - 2011-12-12 16:00:19 UTC
Well, you see it's like this. Amarrians are so great we're nerfed so everyone else has a chance, however slim that may be. Gallente? Nobody cares about them. They're lucky they get to have ships at all.

The right to free speech doesn't automatically carry with it the right to be taken seriously.

RubyPorto
RubysRhymes
#37 - 2011-12-13 03:36:00 UTC
Fix My Lasers wrote:
There are 2 things that irrelevant when you discuss weapon systems:
1. Reloading times - you just can't bring up that lasers don't need reloading and others need. Hybrids have 5 sec reloading time now, when you reload you miss only one volley. ACs load so much ammo so you don't need to reload them for years, you usually have enough ammo to take down few people without reloading at all.

2. Use of ammo - It doesn't matter if your guns use ammo or not. When you die you loose all, having or not having ammo doesn't change that fact. If you died because you ran out of ammo - that's your own problem. For 5 years of living in null I never had that problem. Moreover, lasers use ammo! OMG! Yes, if you really fly and pvp with Amarr ships for a long time you know better then anyone using T1 Crystals affects your performance so much, T2 and Faction crystals are the only choice if you try to compete with others.

When you ignore those 2 irrelevant things Lasers become the worst weapon system compared to ACs and Hybrids.
Moreover if you add Amarr cap use bonus for turrets into comparison woth others this race becomes the weakest.


Not many people have actually mentioned those, let alone hung their arguments on them. Men filled with straw are pretty easy to pick apart.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

IIIIIAMGIIIII
Covert Ops Assassins
#38 - 2011-12-13 23:12:55 UTC
Ok till now some ppl advice me learn about 80 000 000 sp then u`ll be ok.Some others telling me put weapons from other factions,some even tells me how great is my amarr weapons.I agree with you all i will wait 500 years to be able to compare with other 2 factions ( Minmatar / Caldari ) till then i will just use my GREAT Lasers Mega Pulse t2 wich dreain my cap to 0 and hit with EM dmg only which ofcourse almost every player in eve is laughing at it when i hit him.Oh i almost forgot i will fly with my GREAT ship that have cap bonus for my GREAT weapons which hit for GREAT dmg. You talk about every race has to be unique,i quess this is the unique thing in amarr.If we Amarr are so great that some of you post here why the hell no1 wants to use our ship/weapon ...why ? Sell u`re Minmatar/Caldari ships and weapons and come to use ours if they are so great. I`ll be checking the killboards to see for the first time Amarr/Gallente ships using their weapons making kills. Till then i suggest you stop post how great is Amarr/Gallente ...we suck and we know it , this post is ment to make the ppl who makes changes in Eve to bring just a little bit more balance in this cool game and let us play with our ships and weapons not making us waiting for many years to learn others.

PS: Please stop post how great is Amarr or Gallente every1 knows its not true and u sound funny :)
RubyPorto
RubysRhymes
#39 - 2011-12-14 00:46:56 UTC  |  Edited by: RubyPorto
IIIIIAMGIIIII wrote:
WALL OF TEXT



Per the recent Devblog on PVP Stats:

Top 20 Final Blows:
Amarr ~1.2m killing blows
4. Zealot 466k
6. Harbi 360k
8. Geddon 256k
11. Abaddon 241k

Gallente (mind you this is pre-Hybrid Buff) ~800k killing blows
7. Megathron 313k
13. Ranis 224k
17. Ishtar 199k

Not too shabby.
Now to Weapons

4m killing bows to Projectiles (no surprise due to popularity and ROF)
2m to Energy
1,7m to Hybrids (again pre-nerf)
1.4m to DRONES
1m to Missiles


Mind you, these are only based on killing blows. So High ROF is a huge advantage in getting them.


I'll admit, Amarr is underwhelming in the T2 Frigate department (except Intys), and does tend to require a relatively high skill investment (Cap Skills Cap Skills Cap Skills), but lasers are MAGIC.

The Optimal on a Pulse Abaddon is 58k with Scorch doing 718 DPS and is somewhat easy on the Cap Boosters. Get in Close, swap your TCs to Tracking and you get 900 DPS at 15k tracking at .06 (plenty to perfectly hit Ahax orbiting at 2500) with Navy Multi, all while boasting 130k EHP without fleet boosts. This is an enormous breadth of engage-able ranges and let's a competent FC make magic happen with your fleet.

Zealot gets 57k EHP on a AB cruiser hull, 33.8km with Scorch (406dps), 11km with Navy Multi (506dps), after-burning around at 550m/s. Same deal as the Abaddon, but faster. Happens to be Capstable.

Remember, this is all based on Optimal, no Falloff.

If you try to make your Amarr Laserboat capstable you will usually Fail miserably. A Cap booster BPO is lovely because of this, as are small/medium cans in cargo.

I'll also admit that I have little experience flying Gallente in PvP (just took my Phobos for a fleet, They fit ACs because 2 small guns might as well stay cap free to avoid screwing up your bubbles), but Blaster boats MELT FACE if flown right, and Rail Sniping boats are more than a little frightening (read: Why I'm Training Hybrids next). I've flown against both.

As for EM only, despite the abundance of Armor tanking, EM still tends to have slightly low EHP, and beyond that, EVERYONE OMNITANKS, so your damage type doesn't really matter.

Caldari: Missiles > Lag eats missiles, and Flight time means your target's dead before you apply *ANY* dps.

Minmatar: Projectiles > WINmatar is a Meme for a reason. Minnie is awesome, no denying it. But the Amarr VICTOR is equally valid. The prevalence of Armor fleets for Srsbsns pixelfights in my corner of EVE makes Minmatar slightly less useful, but that's due to other reasons (Guardian >= Basilisk, and Armor Caps >>>>>> Shield Caps).

This post has also so far ignored EVERYTHING that isn't a direct DPS main fleet type ship.

Recons: Curse = Awesome, Neuting is so much fun. Arazu/Lachesis = More Win, ~100km Point? YES PLEASE! But then all the Recons are awesome (Pilgrim might be the downer there, but I haven't flown it yet).

Logi: Boils down to Armor v Shield really, with the Onei buff, they're all situationally useful. And Logi win fights.

Marauders: Who cares, but the Paladin Webs like a Mofo if you want to incusion, Gall one is ****, but it's a Marauder, nobody cares what the best PvE ship is.

Blackops: Schoolbuses all, but Redeemer packs a hell of a Punch and the Sin aligns fast (Haven't flown Blops, so just from the outside looking in), Widow seems underwhelming, and Panther seems nice.

Battlecruisers: Thrive in Fast fleets, so basically require shield tank. Harbi does amazing damage shield tanked, but loses big in survival; same but moreso to Brutix. Cane and Drake are always gonna be the staples here due to their good shield tanks.
(Prophecy is terrible, so is the Ferox. Myrm and Cyclone are situational)

Command Ships: Mostly about the Boosts, and I can't fly them, and I can't really offer an educated opinion other than they seem pretty well even.

Cruisers: Most of the Cruisers are meh to begin with. Not a big fan of the Caldari hulls here, a couple options I like in Amarr and Minnie. Not a class I fly often

Destroyers: Coercer kills frigs. Cormy kills frigs. Catalyst kills frigs (can be lolfit for 895dps). Thrasher kills frigs. 'nuff said

EAFs: Yeah.... Bout those.... CCP, wanna explain why you did these? Keres can be a good decloak frig for gatecamps.

Hictor: Devotor rocks. Phobos is a bubbler. Onyx is a Bubbler. Broadsword rocks. Pick based on armor/shield and which race you've got Cruiser V already

JF: For the Lulz, Anshar is cheap to buy, expensive to run. Ty Goons, made some nice coin on Oxy as well.

Bomber: Fit the Bomb everyone else is. Purifier/Nemisis are a nightmare to fit, gotta hand it to Minnie/Caldari here

T3: Tengu is awesome. Legion can get better than 500k EHP. Loki Webs. Proteus... tanks plexes? T3s are too spendy for me to PVP in, so 2nd and 3rd hand knowledge here.

There you go. Tell me if I've missed a shiptype. We got Stats saying people fly a lot of Amarr ships (not as many as WINmatar, but I've never claimed Minnie isn't good) and a surprising number of Gall BS (surprised me). Minnie is also much more flyable at low SP than Amarr is, so plenty of people fly it, and the shield tank skills transfer from Caldari carebearing. Drakes are common because they're very flyable at low SP, and EVERYONE and their mother learns to carebear in them, so taking one out for early PvP is an easy step.


EDIT: Forgot the Rookie ships. Velator is the most powerful, Lasers are the only way to fit your Ibis, Amarr one doesn't look like crap, Reaper is... Flat?

Covops: Gallente has a Drone, The rest have 3 high slots. The Anathema can Tank 770DPS in a Lolfit.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Brynhilda
Chimp Hoons Export and Expo Service
Scary Wormhole People
#40 - 2011-12-14 00:53:33 UTC
IIIIIAMGIIIII wrote:


PS: Please stop post how great is Amarr or Gallente every1 knows its not true and u sound funny :)


Oh, you...If you're so DESPERATE for being able to change damage types...go fly an Amarr EWAR Cruiser. All of them have selectable damage types and no bonus to lasers.

Gallente has even more.

How may I drug you with drugs?