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Amarr Ships in PvP...

Author
KillerPriest
Doomheim
#1 - 2012-10-03 19:55:15 UTC


Alright so I'm a new player....thinking about scrapping this Caldari guy for what may SEEM like a weird reason:

Caldari ships look hideous to me.

Tried Gallente, but I don't like their heavy reliance on Drones, and many of their ships are ugly too.

...Don't even get me started on Minmatar...holy crap...

I Love the look of Amarr ships as well as their lore...but in my research I've seen that not many people fly Amarr ships.

I do not see the use in flying a pretty ship that can't fight worth a damn.

I plan on investing a good (unhealthy?) amount of time into this game...I can't do that with ugly ships...I tried.

Would be appreciative of some established PvPers giving me their take on Amarr ships.

Good for new Players?
Effective in Fleets?
Pros and Cons in your opinion?
Do you fly them regularly? How successful have you been?

TYVM for your time and advice,

KP
James Amril-Kesh
Viziam
Amarr Empire
#2 - 2012-10-03 19:58:30 UTC
I trained exclusively Amarr when I was starting out, for like 6-7 months. I came out alright. :P

Enjoying the rain today? ;)

baltec1
Bat Country
Pandemic Horde
#3 - 2012-10-03 20:00:23 UTC  |  Edited by: baltec1
Amarr ships will be a great deal more viable this winter onwards but you will need to train those cap skills.
Val'Dore
PlanetCorp InterStellar
#4 - 2012-10-03 20:00:34 UTC
Amarr ships are solid for all kinds of pvp scenarios. But, there are quite a few ways they fall behind, speed being a major one... no pun intended.

I flew them for a long time, only since I rolled this character have I taken my focus off them.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Idris Helion
Doomheim
#5 - 2012-10-03 20:02:26 UTC  |  Edited by: Idris Helion
Amarr ships are very common in PVP at the Battlecruiser and Battleship level. You see tons of Legions, Abaddons, Apocs, and Armageddons in big fleets. And the faction battleships like the Blood Raider Bhaalgorn are quite common as well. And the Guardian is ever-present in armor-tanked fleets. In smaller-scale PVP and PVE, you see a lot of Harbingers out there. Smaller Amarr ships can have trouble because energy weapons are capacitor-intensive, and this makes Amarr ships terribly weak to neut/nos tactics. (Hence the popularity of the Bhaalgorn in large fleeet engagements.)

If most of your experience has been in the smaller ships, Minmatar ships tend to be more popular due to their higher speed and DPS. But their advantage fades as the ships get bigger. Amarr ships do very well at the level of battlecruiser and above.

That being said, even smaller Amarr ships are fun to fly. The Punisher is a great frigate, and I like the Omen Navy Issue quite a lot for plexing and exploration. (The base Omen isn't as good as the Navy version, but it's also a lot cheaper.)

EDIT: Another reason that smaller Amarr ships tend to be less popular than other ships is that energy weapons only do two kinds of damage: EM and Thermal. Thus it makes certain ships and enemies hard to beat (like Angels). Minmatar ships (projectile weapons) and Caldari ships (missiles) can "dial a damage" and thus have better options for offense. But even at that, a ship like the Harbinger is the equal of nearly any other equivalent ship in the game if the player has good skills.
Varesk
Aliastra
Gallente Federation
#6 - 2012-10-03 20:08:29 UTC
dont bio mass your character and start over. just start training amarr ships.

Idris Helion
Doomheim
#7 - 2012-10-03 20:11:57 UTC
Varesk wrote:
dont bio mass your character and start over. just start training amarr ships.



That's a good point. Any race can fly any ship -- you're not limited to Caldari ships just because you spun up a Caldari toon. You're "born" knowing how to fly Caldari frigates, but you can train up on the other racial ships any time you want just by buying the skill books.
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#8 - 2012-10-03 20:24:21 UTC  |  Edited by: Wacktopia
Good for new Players?
Every race has 'good' ships for new players.

Effective in Fleets?
Yes because built in resits bonus means logistics repairs are more effective. They have the best fleet armor logi ship (Guardian). They are the backbone race for a few doctrines....
- AHAC gangs see a lot of Amarr ships
- Hellcats are basically Amarr BS with logi
- FoxCats are basically navy Amarr ships

Pros and Cons in your opinion?
- Pro: Scorch Ammo means you can do decent ranged damage with typically close-range weapons.
- Pro: Built-in ship resists mean they make great fleet ships and frees up slots of other mods.
- Pro: Decent ships in most hull classes.
- Pro: Good options for both PVE and PVP.
- Pro: Very strong fleet BS (Abaddon) + probably the best fleet Carrier (Archon)
- Pro: Best Armor logi ship (for fleets)
- Pro: Winter expansion is rumoured to make elite armor gangs more popular.
- Con: Mostly armor tanked (with a few shield tank options). Note: Armor tanking is not a con itself.
- Con: Lasers are the main weapon type, which relies heavily on capacitor. (Some missile and drone boats)
- Con: Lasers are fixed to mostly EM (and some Thermal) damage types.
- Con: Not the most agile/fast ships.
- Con: They don't have a ship for every doctrine.
- Con: Some people say the T3 is not great (take it or leave it)

Tip: Keep your Caldari-skilled player and re-skill them to Amarr if that's what you want to do. Your caldari skills will mean you have some other options for fleets that don;t really have a good option for Amarr ships.

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

Jim Era
#9 - 2012-10-03 20:36:09 UTC
We have considered accepting you into our order OP.
You must biomass your current self as to prove your loyalty by purging the wicked.

Wat™

Idris Helion
Doomheim
#10 - 2012-10-03 20:45:49 UTC
The only really bad Amarr ships, IMO, are:

Coercer (Destroyer): Only 1 midslot makes it pretty useless for anything because it can't fit both prop and tackle. It doesn't have the range with T1 ammo to be a good sniper, and doesn't have the DPS or armor to be a brawler. It doesn't even have enough cargo to be a good low-skill cargo runner or salvager. I've heard rumors that the Coercer might get another midslot, which would raise it from "bad" to "meh".

Maller (cruiser): It's pretty much only useful as a bait ship right now. Good for tank, but not much else.

Omen (cruiser): Too hard to fit decently. Get the Omen Navy Issue or Zealot instead. (The Navy Omen is a great laser boat, and I use mine all the time.)

Sigil (Industrial): Mainly used as a hull for the T2 Prorator variant. Pretty useless in its T1 variant because the Bestower has a much greater cargo capacity at nearly the same price and skill-level.

Other than that, the Amarr lineup is pretty good.
KillerPriest
Doomheim
#11 - 2012-10-03 20:46:06 UTC
Varesk wrote:
dont bio mass your character and start over. just start training amarr ships.




You just saved me 2 weeks of skilling from going down the drain. I completely forgot we could cross-train. I dub thee a Demi-God.
KillerPriest
Doomheim
#12 - 2012-10-03 20:48:30 UTC
Wacktopia wrote:
Good for new Players?
Every race has 'good' ships for new players.

Effective in Fleets?
Yes because built in resits bonus means logistics repairs are more effective. They have the best fleet armor logi ship (Guardian). They are the backbone race for a few doctrines....
- AHAC gangs see a lot of Amarr ships
- Hellcats are basically Amarr BS with logi
- FoxCats are basically navy Amarr ships

Pros and Cons in your opinion?
- Pro: Scorch Ammo means you can do decent ranged damage with typically close-range weapons.
- Pro: Built-in ship resists mean they make great fleet ships and frees up slots of other mods.
- Pro: Decent ships in most hull classes.
- Pro: Good options for both PVE and PVP.
- Pro: Very strong fleet BS (Abaddon) + probably the best fleet Carrier (Archon)
- Pro: Best Armor logi ship (for fleets)
- Pro: Winter expansion is rumoured to make elite armor gangs more popular.
- Con: Mostly armor tanked (with a few shield tank options). Note: Armor tanking is not a con itself.
- Con: Lasers are the main weapon type, which relies heavily on capacitor. (Some missile and drone boats)
- Con: Lasers are fixed to mostly EM (and some Thermal) damage types.
- Con: Not the most agile/fast ships.
- Con: They don't have a ship for every doctrine.
- Con: Some people say the T3 is not great (take it or leave it)

Tip: Keep your Caldari-skilled player and re-skill them to Amarr if that's what you want to do. Your caldari skills will mean you have some other options for fleets that don;t really have a good option for Amarr ships.


Very helpful man, ty.
Skydell
Bad Girl Posse
#13 - 2012-10-03 21:19:53 UTC
If you like Siege fights, Amarr is the way to go.
They never really shine with DPS but an Amarr hull is one of the most versatile and rugged in the game. Due to their slow nature they are also a do or die choice. No skinning out when the hull starts to cook like other races.
TuxedoMask
Void Covenant
The Initiative.
#14 - 2012-10-03 21:28:13 UTC
Idris Helion wrote:
The only really bad Amarr ships, IMO, are:

Coercer (Destroyer): Only 1 midslot makes it pretty useless for anything because it can't fit both prop and tackle. It doesn't have the range with T1 ammo to be a good sniper, and doesn't have the DPS or armor to be a brawler. It doesn't even have enough cargo to be a good low-skill cargo runner or salvager. I've heard rumors that the Coercer might get another midslot, which would raise it from "bad" to "meh".

Maller (cruiser): It's pretty much only useful as a bait ship right now. Good for tank, but not much else.

Omen (cruiser): Too hard to fit decently. Get the Omen Navy Issue or Zealot instead. (The Navy Omen is a great laser boat, and I use mine all the time.)

Sigil (Industrial): Mainly used as a hull for the T2 Prorator variant. Pretty useless in its T1 variant because the Bestower has a much greater cargo capacity at nearly the same price and skill-level.

Other than that, the Amarr lineup is pretty good.


I have to disagree with you on the Coercer being a bad ship. Flown correctly it melts face. In Faction Warfare it gets used often with much success. Yes it only has 1 mid, but the amount of DPS you dish out at around 20km (my skills wit Scorch) is nothing to shake your head at. You'd be surprised how many people take a run at you thinking they can disengage at will and end up leaving in a pod.

Maller agree

Omen agree

Why bring an indy ship into a PvP discussion makes me scratch my head.
Idris Helion
Doomheim
#15 - 2012-10-03 22:10:25 UTC
TuxedoMask wrote:
Idris Helion wrote:
The only really bad Amarr ships, IMO, are:

Coercer (Destroyer): Only 1 midslot makes it pretty useless for anything because it can't fit both prop and tackle. It doesn't have the range with T1 ammo to be a good sniper, and doesn't have the DPS or armor to be a brawler. It doesn't even have enough cargo to be a good low-skill cargo runner or salvager. I've heard rumors that the Coercer might get another midslot, which would raise it from "bad" to "meh".

Maller (cruiser): It's pretty much only useful as a bait ship right now. Good for tank, but not much else.

Omen (cruiser): Too hard to fit decently. Get the Omen Navy Issue or Zealot instead. (The Navy Omen is a great laser boat, and I use mine all the time.)

Sigil (Industrial): Mainly used as a hull for the T2 Prorator variant. Pretty useless in its T1 variant because the Bestower has a much greater cargo capacity at nearly the same price and skill-level.

Other than that, the Amarr lineup is pretty good.


I have to disagree with you on the Coercer being a bad ship. Flown correctly it melts face. In Faction Warfare it gets used often with much success. Yes it only has 1 mid, but the amount of DPS you dish out at around 20km (my skills wit Scorch) is nothing to shake your head at. You'd be surprised how many people take a run at you thinking they can disengage at will and end up leaving in a pod.

Maller agree

Omen agree

Why bring an indy ship into a PvP discussion makes me scratch my head.


Just discussing the bad Amarr ships, regardless of role.

And the Coercer is still the worst dessie. Yes, you can make it work in certain scenarios, but any other dessie would work better in that same role. The Thrasher is a better choice in almost every case where you'd need to put a dessie in the field, with the Catalyst running a close second.