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Is it wise to train for Amarr when the no longer have a mission boat

First post
Author
Regolis
Imperial Academy
Amarr Empire
#61 - 2013-04-22 19:35:15 UTC  |  Edited by: Regolis
I did quite a bit of testing on Duality with the current Amarr changes.
If you don't have max fitting skills and max cap skills ... Train Gallente for PVE.
Yes it's that bad .. The Armageddon comes out ahead if you use Sentry IIs.
Other than that it's pretty bad for lower skill people.
The Apoc requires a minimum of 5 slots for cap (3 CCCs and 2 Cap recharger IIs) with max skills and it's not "cap stable"
The Abby has ALWAYS been cap horrible.
I honestly recommend any other race if you plan to do alot of PVE mission running or until you max your fitting and cap skills.

For more information you'll need to wade through the Features and Ideas section. Data has been posted in both the Amarr Battleship and Large Energy Turret Oddyssey threads.
Annie Anomie
Federal Navy Academy
Gallente Federation
#62 - 2013-04-22 20:01:52 UTC
What.
Ave Kathrina
My Ass Is On Fire
#63 - 2013-04-22 22:09:12 UTC
ISD Gallifreyan wrote:
Your question is subjective.
I love my Abbadon!
Not because she is the most effective isk maker, but because she gives me chills when I fly her.
I love watching her eight heavy beam lasers in unison as they melt my blood raider enemies reactor cores.

Fly what you like. There is no one WIN ship.


"Hi, I'm too much of a scrub it fly a Nightmare"
I've done some really stupid shit in this game.
baltec1
Bat Country
Pandemic Horde
#64 - 2013-04-22 22:21:36 UTC
Regolis wrote:
I did quite a bit of testing on Duality with the current Amarr changes.
If you don't have max fitting skills and max cap skills ... Train Gallente for PVE.
Yes it's that bad .. The Armageddon comes out ahead if you use Sentry IIs.
Other than that it's pretty bad for lower skill people.
The Apoc requires a minimum of 5 slots for cap (3 CCCs and 2 Cap recharger IIs) with max skills and it's not "cap stable"
The Abby has ALWAYS been cap horrible.
I honestly recommend any other race if you plan to do alot of PVE mission running or until you max your fitting and cap skills.

For more information you'll need to wade through the Features and Ideas section. Data has been posted in both the Amarr Battleship and Large Energy Turret Oddyssey threads.


Sup faceless alt.

Level 4s and battleships are not ment for low skilled people. That said being cap stable is not needed to run these things and gal ships are not exactly cap sippers.
Jack Miton
School of Applied Knowledge
Caldari State
#65 - 2013-04-22 22:31:26 UTC
They only good amarr mission boats were always the nightmare and the navy geddon. they havent changed wither of those.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Tank Talbot
Imperial Academy
Amarr Empire
#66 - 2013-04-22 23:46:56 UTC  |  Edited by: Tank Talbot
As a new player skilling up to do L4 mission running for income in order to support PVP and PLEX, I am curious if any of you have tried out the Paladin with the coming large laser changes on the test server? I thought Marauder class ships were supposed to be the best all in one mission runnning ships you could aspire to?

As an aside, since I doubt it will prove a good mission runnner, I am also curious if anyone has tried out the Oraclw with the upcoming changes to large lasers?
Regolis
Imperial Academy
Amarr Empire
#67 - 2013-04-23 00:43:20 UTC
Paladin is ok ... grid is way too small. Oracle is fine if you stay out of 50k range and just snipe (which you can't always do)
Nightmare as others have said is pretty much the mission runner. Primarily because armor tanking is completely craptastic versus shields in PVE
Daimon Kaiera
Science and Trade Institute
Caldari State
#68 - 2013-04-23 07:53:29 UTC
James Amril-Kesh wrote:
Daimon Kaiera wrote:
James Amril-Kesh wrote:
We're not asking for cap stability. We're asking to be able to fire our guns for a reasonable amount of time.
4 minutes is not reasonable.


I'm pretty sure my Oracle is cap stable if I turn off the MWD and Armour repper.

The Oracle is overpowered. I was talking about battleships. I specifically based my number there on the Abaddon.

The Apocalypse gets 6 minutes, but that's still not enough. This is only the guns, here.



I had completely forgotton that I fit two cap recharger II's in my mid slots.

Oops. (I get about 3.5 minutes without them.)

http://img38.imageshack.us/img38/2843/fitting.png

.... . .-.. .--. / .. / .... .- ...- . / ..-. .- .-.. .-.. . -. / .- -. -.. / .. / -.-. .- -. -. --- - / --. . - / ..- .--. / ... - --- .--. - .... .. ... / ... .. --. -. .- - ..- .-. . / .. -.. . .- / .. ... / -. --- - / ... - --- .-.. . -. / ... - --- .--.

MrDiao
Fuxi Legion
Fraternity.
#69 - 2013-04-23 10:47:08 UTC  |  Edited by: MrDiao
Laser mission ships? Then you are bounded to few mission corporations or null spaces due to the limited damage type of laser.

It's a good sign that CCP managed to stop the laser fans from spreading the myth of "laser mission ship" that traps newbies in.
James Amril-Kesh
Viziam
Amarr Empire
#70 - 2013-04-23 12:33:43 UTC
CCP doesn't actually seem to care about the feedback they're getting in the LET thread or the Amarr BS thread. They haven't replied there in over a week.

Hopefully that's indicative of some serious changes being considered, but I know that viewpoint is probably far too optimistic for reality.

Enjoying the rain today? ;)

Murk Paradox
Ministry of War
Amarr Empire
#71 - 2013-04-23 13:29:53 UTC  |  Edited by: Murk Paradox
I'm surprised by the need for cap stability in this thread truth be told. It's not like you need to run a mwd and/or repper fulltime anyways.

Missions are cruise mode, don't really need to scramble fulltime anyways. And if you are cap starved that bad using a bs for L4s, then your isk per hour is going to be better in a faction cruiser or bc doing L3s anyways.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

James Amril-Kesh
Viziam
Amarr Empire
#72 - 2013-04-23 13:46:14 UTC  |  Edited by: James Amril-Kesh
"Cap stability isn't important" isn't the same as "cap doesn't matter at all."
I myself like to champion the fact that if you know how to manage cap, you can go pretty far with less.
The problem is you can't even do that here because your guns alone deplete your cap in 5-6 minutes. Sure you can put more cap rechargers, etc. on but it still leaves you with less cap than you would have had otherwise. Less cap to run an armor repper or two. Less cap for a prop mod to help you close range.
Less staying power. Less security. Much less margin of error. And not for any significant gains.

Enjoying the rain today? ;)

Pepper Mind
The Scope
Gallente Federation
#73 - 2013-04-23 14:18:18 UTC
Daimon Kaiera wrote:
James Amril-Kesh wrote:
Daimon Kaiera wrote:
James Amril-Kesh wrote:
We're not asking for cap stability. We're asking to be able to fire our guns for a reasonable amount of time.
4 minutes is not reasonable.


I'm pretty sure my Oracle is cap stable if I turn off the MWD and Armour repper.

The Oracle is overpowered. I was talking about battleships. I specifically based my number there on the Abaddon.

The Apocalypse gets 6 minutes, but that's still not enough. This is only the guns, here.



I had completely forgotton that I fit two cap recharger II's in my mid slots.

Oops. (I get about 3.5 minutes without them.)

http://img38.imageshack.us/img38/2843/fitting.png




Can you tell me something more about your ships name?
Caviar Liberta
The Scope
Gallente Federation
#74 - 2013-04-23 14:45:43 UTC
pussnheels wrote:
--->support skills<---
so start training those engineering and mechanic skills asap

This... With my support skills trained up I fly a pretty mean Naga.
Murk Paradox
Ministry of War
Amarr Empire
#75 - 2013-04-23 16:31:25 UTC
James Amril-Kesh wrote:
"Cap stability isn't important" isn't the same as "cap doesn't matter at all."
I myself like to champion the fact that if you know how to manage cap, you can go pretty far with less.
The problem is you can't even do that here because your guns alone deplete your cap in 5-6 minutes. Sure you can put more cap rechargers, etc. on but it still leaves you with less cap than you would have had otherwise. Less cap to run an armor repper or two. Less cap for a prop mod to help you close range.
Less staying power. Less security. Much less margin of error. And not for any significant gains.



Yea but using your fitting tool, if you have 5-6min worth of cap that should be more than enough. If you need to run your repper or prop with guns fulltime, you shouldn't really be doing L4s solo to begin with, and that isn't the fault of the ship.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.