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Amarrian Missiles?

Author
Kriag Okinuus
42nd Devils and Dragons
#21 - 2012-10-25 11:07:18 UTC
It's not that it's under-supported but Amarr is simply more laser focused, thus it wouldn't be wise to have a Khanid amongst T1 ships since those are introducing the main race weaponry concept. They put Vengeance as the first Khanid, next stage ship available so it's all perfect IMO.

What I don't like about Khanid ships is that they don't have long range missiles (correct me if i'm wrong)? So even flying a Punisher or Sacrilege wouldn't be satisfying for me. Lol, to see a Raven fly by would only grow my frustration.

I'm still struggling between Caldari and Amarr as I am skeptical about cross-training and don't consider that being efficient.
Keno Skir
#22 - 2012-10-25 11:26:14 UTC
Amarr ships EAT Drakes :P
Kriag Okinuus
42nd Devils and Dragons
#23 - 2012-10-25 11:36:47 UTC
Well, that's good to know. I settled my mind on Amarr.

Interesting thing to know though is if there is some corp or alliance out there that is mainly focused on one race (say, Amarr) so to have matching race ships. That'd be cool.
Kriag Okinuus
42nd Devils and Dragons
#24 - 2012-10-25 14:50:13 UTC
Nvm what I said previously, I just love missiles too much with long range, I'll be going Caldari with a precious Hookbill or Raven (sorry for being so complicated, don't want to regret anything in the long run). Is it wise to be cross-training from the start? I do want to keep my Amarrian portrait. x)
Jim Era
#25 - 2012-10-25 14:53:27 UTC  |  Edited by: Jim Era
you disgust me
The Amarr are a sacred race, and you would taint your mind with such, inferior knowledge.

Watâ„¢

Kriag Okinuus
42nd Devils and Dragons
#26 - 2012-10-25 14:56:37 UTC
:(

Missiles got to me, Jim.
Meditril
Hoplite Brigade
Ushra'Khan
#27 - 2012-10-25 15:04:27 UTC
Amarr Missile ships tend to follow the following strategy guidelines: Short weapon range, average DPS, with very good tank... unfortunatelly they tend to be slow. From this concludes that they are very good for PVE missions where you simply can take your time to move to the targets, but they are limited to "on gate scenarios" when it comes to PVP or to baiting scenarios. Since you are slow you either need to land on top of your enemy or you have to make him come for you.
Doddy
Excidium.
#28 - 2012-10-25 19:17:35 UTC
Katran Luftschreck wrote:
If they wanted to make it lore-friendly and not have to do much work on new models, CCP could simply add a line-up of serious Khanid Kingdom ships. From what we've seen so far, Khanid ships are basically Amarr hulls but with their bonuses and fittings changed over to missile use instead of lasers. Just keep doing that until it's their fleet is completely fleshed out and there you go.
.


Been waiting for this ever since i first met a black, missile spewing khanid pilgrim in a mission in like 2004. Its been a long wait and it will continue.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#29 - 2012-10-25 20:30:16 UTC
The sacrilege is actually a very good general purpose ship. It's pretty much the only HAC out there that has the same kind of utility and straight up fighting power that battlecruisers have.
Toriessian
Helion Production Labs
Independent Operators Consortium
#30 - 2012-10-25 21:43:57 UTC
+1 to the sacrilege being a great ship

With targeting rigs, it can have a scan res 1000+, and the mids can be fit MWD, Sensor Booster, Web, disruptor/scram. Its a very nasty ship to run into if you jump into a system and find you're in a bubble. Somewhat underused IMHO.

Every day I'm wafflin!

Kriag Okinuus
42nd Devils and Dragons
#31 - 2012-10-26 02:03:25 UTC
Lol, again, nvm, I'll still stick with Amarr (in fact, i'm already done with my tutorials) and I'll probably cross-train at a later point and try those Caldari ships afterwards. I'm aiming for those Khanid ships now. :D
Katran Luftschreck
Royal Ammatar Engineering Corps
#32 - 2012-10-26 06:48:13 UTC  |  Edited by: Katran Luftschreck
Actually Khanid ships wouldn't be violating the idea of "racial weapon preference" much. Yes, missiles are the Caldrari focus but Caldari ships also focus on shield defense and ECM. Amarr ships focus on armor defense and weapon disruption. So a Khanid ship would basically be missile offense with armor defense and weapon disruption. So it's not "just like flying Caldari" nor is it "just like flying Amarr." That's what makes it appealing.

How many Myrmidons fly with projectile cannons (not including my own)? Cross-over is already quite common from what I've seen. The catch is that cross-over always hits a brick wall when it comes to missiles because of the rules on "missile vs turret hardpoint." While ships may get a bonus to a certain type of turret, there are no actual rules against mixing & matching. For example, there is nothing preventing someone from sticking two blasters and an autocannon on Punisher if they really wanted to. But the second you bring missiles into the equation you come screeching to a halt, because missiles only go on missile hardpoints and no where else, period. That's always struck me as simply frustrating.

How I Would Do It: Replace the binary "Missile Y/N" function with something more flexible. For example, let's say a ship has 4 mounts, 2 turret and 2 missile. So long as guns when in turret and missile went in missile there would be no penalties. But I'd allow that missiles could go into turret hardpoints or turrets into missile hardpoints but with a penalty of some sort for doing so - a higher CPU requirement would be the most obvious, since it would involve making the electronics do something that they were not originally meant to do, so CPU would be wasted by patching new fire control routines into it. So you could still do it, but it would cost you, say, 50% more CPU to put the wrong kind of weapon in that hardpoint.

I feel that would be balanced. It's not telling the player that they can't do something but still giving them reasons why they shouldn't and letting them decided if it is really worth it.

http://youtu.be/t0q2F8NsYQ0

Cannibal Kane
Viziam
Amarr Empire
#33 - 2012-10-26 08:55:00 UTC
PVP Wise...

The HAM Legion is a beast of a ship. 70k of armor alone without resist doing 600dps and a small signiture radius.

"Kane is the End Boss of Highsec." -Psychotic Monk

Zanzbar
The Scope
Gallente Federation
#34 - 2012-10-26 13:46:48 UTC
Katran Luftschreck wrote:
Actually Khanid ships wouldn't be violating the idea of "racial weapon preference" much. Yes, missiles are the Caldrari focus but Caldari ships also focus on shield defense and ECM. Amarr ships focus on armor defense and weapon disruption. So a Khanid ship would basically be missile offense with armor defense and weapon disruption. So it's not "just like flying Caldari" nor is it "just like flying Amarr." That's what makes it appealing.

How many Myrmidons fly with projectile cannons (not including my own)? Cross-over is already quite common from what I've seen. The catch is that cross-over always hits a brick wall when it comes to missiles because of the rules on "missile vs turret hardpoint." While ships may get a bonus to a certain type of turret, there are no actual rules against mixing & matching. For example, there is nothing preventing someone from sticking two blasters and an autocannon on Punisher if they really wanted to. But the second you bring missiles into the equation you come screeching to a halt, because missiles only go on missile hardpoints and no where else, period. That's always struck me as simply frustrating.

How I Would Do It: Replace the binary "Missile Y/N" function with something more flexible. For example, let's say a ship has 4 mounts, 2 turret and 2 missile. So long as guns when in turret and missile went in missile there would be no penalties. But I'd allow that missiles could go into turret hardpoints or turrets into missile hardpoints but with a penalty of some sort for doing so - a higher CPU requirement would be the most obvious, since it would involve making the electronics do something that they were not originally meant to do, so CPU would be wasted by patching new fire control routines into it. So you could still do it, but it would cost you, say, 50% more CPU to put the wrong kind of weapon in that hardpoint.

I feel that would be balanced. It's not telling the player that they can't do something but still giving them reasons why they shouldn't and letting them decided if it is really worth it.


Certainly an interesting way of implementing more unconventional fits, you could even have a hardpoint reconfiguration skill that
Reduced the penalty by 3% per lvl as even at 35% its still a big penalty.
Salpad
Carebears with Attitude
#35 - 2012-10-29 02:26:41 UTC
Kriag Okinuus wrote:
Missiles look so freaking amazing. Is there any downside to using missiles with an Amarr ship (though I am more into role playing)? I am still struggling between Amarr and Caldari as they both have amazing looking ships in their own style (Protoss vs Terran from StarCraft) and both using cool weapons (Lasers vs Missiles). I could create a Caldari character right now and start over, it doesn't bother me.


Whatever you do, don't start over. It's not necessary. It's perfectly possible for an Amarr character to cross-train to become able to fly Caldari ship and use Caldari weapon systems.

Your choice of race during character creation only determines the parameters for your avatar's appearance, and has a trivial influence on what skillz you start out with. It doesn't affect how quickly you learn new skillz or improve existing ones. It does affect starting attributes, but you can (and should!) remap your way out of that (what I do, is I dump CHArisma as low as I can, and balance out the other four, and then I never worry about remapping again).

I'm a Caldari, of course, but early on I started training for drone skillz (especially Drone Interfacing which is a super nice skill), and recently I've also started training for Gallente ship skillz (frigate, cruiser, soon battleship) and for Minmatar ship (again, frigate, cruiser).
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