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Why should someone fly Amarr?

Author
Drake Doe
88Th Tax Haven
#21 - 2014-01-04 18:26:27 UTC
Felsusguy wrote:
Though I have to admit. Conflagration is a terrible crystal.

Only on ships with two, or effectively two mids.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Gigan Amilupar
Viziam
Amarr Empire
#22 - 2014-01-04 18:44:59 UTC
Amarr do have cap issues, but this factors into PvE viability more then anything else. I almost always fly Amarr for small gang PvP, as I find the executioner to be a very good ship that, as a bonus, has a great cost:effectiveness ratio.
Kaerakh
Obscure Joke Implied
#23 - 2014-01-04 19:11:53 UTC
Dr0000 Maulerant wrote:
Redeemer. 'nuff said.


Oh, also wiping out anomalies from a completely safe distance with tachyons. Literally the least sp intensive ISK possible.


Agreed, Tachyons are amaze. If any ship line is to be considered lackluster I would say Caldari cruisers are a bit tough to use as far as dedicated conventional cruiser to cruiser platforms are concerned. The Caracal is more of a anti-frigate platform and the Moa isn't as intuitive to train into since it uses hybrids. Overall, I think the balance is fine as is. The op probably just doesn't like the Amarr playstyle.
Harvey James
The Sengoku Legacy
#24 - 2014-01-04 19:50:33 UTC
Damnation is a brilliant ship it can out-tank battleships
Navy Augoror can out-tank most bc's
a pair of guardians are better than any other races pair of logis
Armageddon's are pretty nice ships too along with scorch Apoc's
Sacrileges are the only HAC's that get used at AT's
Abbadon's are just massive bricks

if you know what you're doing than many of their ships are very effective

the curse is potentially a very nice ship but it does need a little work too be as competitive now as it used to be and adding missiles to tracking disruptors would certainly help it out .. i also hope the khanid missile bonuses make an appearance .. leave drones to pilgrim

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

I am disposable
Republic University
Minmatar Republic
#25 - 2014-01-05 22:53:11 UTC
Ralph King-Griffin wrote:
I am disposable wrote:
As only an outside observer and EFT warrior when it comes to Amarr, my gut feeling is that lasers need a bit of a buff in terms of cap usage. I could be wrong, but presently they do seem a bit too cap hungry to be honest.

Roll


Like I said, I could totally be wrong. I'm just going off what Amarr pilots have told me and what I've seen in my fiddling around in EFT.
Mike Voidstar
Voidstar Free Flight Foundation
#26 - 2014-01-06 01:41:34 UTC
Amarr ships are designed with a strong reliance on fleets in mind.

A single Guardian isn't that great, but a pair of them supporting an Amarr fleet are great. Their armor resist bonuses are perfect for remote tanking, and their logistics are capable of putting out enormous amounts of Cap as well as their armor reps.

Their warships benefit more from remote assistance than most other hulls. Not everything is meant for solo PvP.
Taoist Dragon
Okata Syndicate
#27 - 2014-01-06 02:36:16 UTC
Most people who are complaining about Amarr ships just have trouble thinking out of the box.

For example. Lack of mid slots. Not everyone needs point, web, prop mod. Especially in fleets. Fit a web instead if point then all of a sudden the tracking doesn't become an issue and lasers project damage better than other weapons. You'll often find your opponent die very quickly before they notice that they aren't pointed.

Amarr are an excellent race to fly IMO.

That is the Way, the Tao.

Balance is everything.

ShahFluffers
Ice Fire Warriors
#28 - 2014-01-06 02:46:53 UTC
Mike Voidstar wrote:
Amarr ships are designed with a strong reliance on fleets in mind.

A single Guardian isn't that great, but a pair of them supporting an Amarr fleet are great. Their armor resist bonuses are perfect for remote tanking, and their logistics are capable of putting out enormous amounts of Cap as well as their armor reps.

Their warships benefit more from remote assistance than most other hulls. Not everything is meant for solo PvP.

Exactly this. Some ships will be better at solo operations... others are better with support. Amarr ships tend to be the latter.

That said, there are exceptions (as there are with all the other racial lines). The Crucifier can handle itself in small engagements... the Tormentor is a burly little brawler that can take on most other frigates at close range... a Navy Slicer is just mean when kiting and skirmishing... if fitted right, an Omen can use range to its advantage... and the Abaddon is a DPS dealing brick (with capacitor power being one of its few weaknesses).

I invite the OP to try flying some Gallente hulls. Now those can be VERY capacitor hungry ships.
logic principle3
Doomheim
#29 - 2014-01-06 04:32:23 UTC
Go through this the easy way;

They have the best buffer tanks in the entire game. With resistances and base armour stats, combined with monstrous native powergrids, the amarr are very difficult to beat in terms of sheer EHP.

Amarr doctrine and playstyle has always been to dominate the middle distance engagement. They have the best DPS projection the game. There is no way around this. From a PVE perspective; tachyons dominating npc's using SHORT RANGED AMMO at 70km optimals (+40km falloff!) in a paladin. In an apocalypse you can lay down 700 DPS at 60km optimals using pulse weapons fitted with scorch. This DPS is as close to its paper value as you can get in any race.

Amarr combine two of the best weapon systems currently in the game, drones, and turrets, moreover, lasers, which are total shield killers, and as mentioned before; they dominate projected DPS ranges and true value DPS estimations.

The amarr ships which are not bonused to be heavy ass buffer tanks are ****ing fast; the executioner, the omen, the navy omen, the slicer, the vengeance etc. These ships speeds combined with their projection makes them incredible. Fly a slicer or vengeance against another frigate hull, you will see what I mean.

There are also T2 ships that dominate the field in short range missile warfare; a HAM legion outstrips a HAM tengu in terms of its tank/DPS output balance; It can be a top damage dealer while taking the most damage in the gang simultaneously.

Tracking disruptors are incredible in smaller engagements and can force an opponents movements if you understand their ship and are capable of reading their play.

Dont even get me started on energy neutralizers and the bonuses that most ships field toward these. ECM has a random chance of taking a player out of the battle for a fraction of the fight, Sensor damps slow down a players targeting system but these ships can be overcome. neutralizing an energy source can not only shut a ships tank down, but its speed, and potentially its weaponry. Neutralizers are the final word in a fight, and guess who has ships bonused toward them?

Maybe amarr just is not your style.. If you are more interested in stumbling across targets a bit quicker and mashing F1 once and seeing a players ship pop, go minmatar. If you are more interested in balls to the wall top end DPS, go with gallente. If you want versatility and forgiving ships to fly, go caldari.

...If you feel creative enough to find out what makes amarr good, fly them a bit more; before slamming the races ships simply because you dont know how to fit or fly them.
Cardano Firesnake
Fire Bullet Inc
#30 - 2014-01-06 05:05:54 UTC
Jack C Hughes wrote:
Cardano Firesnake wrote:
Zealots were good now they are largely worse than an Ishtar a Cerberus or a Deimos.... Oracle Pulse are good but what the advantage face to a Tornado or a Naga?
Heretics are so slow and so difficult to fit that you will always choose another interdictor instead...
Guardians and Auggorors have not enough advantages face to Exequror and Oneiros that are easier to fit and to use (not sure for the tank though).

And of course I fly The other races ship. Nearly always in fact. That is not the point. The question is Why Amarr?

The Slicer, Omen Navy are quite good, The Armageddon Navy too. But I don't talk about the navy versions of Amarr ships, that should be compared to navy versions of the other races. Perharps the fact they are more capacitor stable is the reason...


What I have to say is, there is no reason to expect a race to be the best in all kinds of ships.
Think again, if Amarr is the best choice in all classes of ship, what is that called?
That is Overpowered.

At least, Amarr is not the worst compared to other race ships in most of the classes, no matter for HAC, for Battleship or maybe anything else except the interdictor. And they are the best in some classes like fleet command ship (Damnation) and Carrier (Archon).
That is good enough


The Idea is not to have the best ships. The Idea is to have the best ship in a particular circumstance.
Each ships should be the best if you are good enough to create the oportunity where your ship is in its best position.
But the problem is that there is not best position for lasers ship for the moment.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Cardano Firesnake
Fire Bullet Inc
#31 - 2014-01-06 05:15:39 UTC
With no way to maintain the Range and a Logistic ship really hard to fit to tank. I don't see wich sort of fleet Amarr could do.
The number a Amarr fleets you see on the fields seems to tell that rare are the FCs that have find a solution.
But I may be wrong.
Thank you for your replies.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Kagura Nikon
Native Freshfood
Minmatar Republic
#32 - 2014-01-06 09:26:24 UTC  |  Edited by: Kagura Nikon
Cardano Firesnake wrote:
With only a Microwarp drive on and his lasers on, an Omen have 1 minute of capacitor autonomy.
All Amarrs ship must have capacitor modules. In PVP you will use a Capacitor booster, in PVE arechargers and relays.
Other ship don't need that. So Amarr ship are probably the more difficult ships to fit...

In passive tank they are so slow that you will never choose your fight. You will not be able to catch, or to maintain point on your target (even in active tank it is quite hard.) And you will never be able to desengage if you are catched so even if you have a better tank you will finally die to the multiple hostiles.

Guardians and Augorors should be the best of the logistics as they are the only way for an Amarr fleet to take advantage on a faster fleet that will choose the range of the fight. But they are not. They are just more dificcult to fly and to fit than an Oneiros or Exequror.

Of course, the drone Amarr ships with neutralizer and turret disruption bonuses are good. They are quite hard to skill and to use but they are excellent. Because they can cut the propulsion of their target and finally catch it, because they will be able to cut off the hostile scrambler...

But why flying an Omen, Maller, a Harbinger, a Zealot, an Apocalypse, an Abaddon (oh poor Abaddon) a Retribution, a Heretic, a Punisher instead another same class Minmatar, Galente or Caldary ship?

A better capacitor regeneration, really better, could change something. To be able to use your lasers, and your MWD and being stable... To be able to have a neutralizer to and an Afterburner on... To be able to use your lasers and your armor repairer at the same time... Yes it would change something...



how many times you have flown other race ships? Because your statements sound as of someone with no clue.

Just for a simple example, my paladin is far more cap efficient than my vargur....


you are simply completely wrong!

All races need cap modules on certain scenarios. A few amarr ships are problematic on cap, but so are some gallente (try usign an arazu). Also amarr have FAR FAR more base capacitor than minmatar, the racethat suposedly uses less cap.




THe logistcs are 2 different type sin game, minmatar and gallente oens are made to operate without helpo from other logistics, they are far more cap stable. On other hand they are far less powerful than amarr and caldari coutnerparts taht are made to be used in trios.

About doctrines, not long ago Navy Apoc was a prime doctrine, and before that ere hellcats (abaddons). The meta game changes and evolves and seldom that is related to the race itself, much more with the need to counter current enemy tactics.


Also the most pwoerful and used PVP ship in game nowadays is amarr.. the archon.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Cardano Firesnake
Fire Bullet Inc
#33 - 2014-01-06 09:50:44 UTC
Kagura Nikon wrote:



how many times you have flown other race ships? Because your statements sound as of someone with no clue.

Just for a simple example, my paladin is far more cap efficient than my vargur....


you are simply completely wrong!

All races need cap modules on certain scenarios. A few amarr ships are problematic on cap, but so are some gallente (try usign an arazu). Also amarr have FAR FAR more base capacitor than minmatar, the racethat suposedly uses less cap.




THe logistcs are 2 different type sin game, minmatar and gallente oens are made to operate without helpo from other logistics, they are far more cap stable. On other hand they are far less powerful than amarr and caldari coutnerparts taht are made to be used in trios.

About doctrines, not long ago Navy Apoc was a prime doctrine, and before that ere hellcats (abaddons). The meta game changes and evolves and seldom that is related to the race itself, much more with the need to counter current enemy tactics.


Also the most pwoerful and used PVP ship in game nowadays is amarr.. the archon.


Of course there are lot of ships that are not cap stable with a MWD and no other module on. If it can be logic for some ship even if I don't think so, most of these ship do not nee capacitor to shoot.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Mr Hyde113
#34 - 2014-01-06 10:25:34 UTC
Nevyn Auscent wrote:
One does not fly Amarr for the power of the ships.

One flies Amarr for the glory of the Faith, and the Golden Light.



^This^


Casting his sight on his realm, the Lord witnessed
The cascade of evil, the torrents of war.
Burning with wrath, He stepped
down from the Heavens
To judge the unworthy,
To redeem the pure.

-The Scriptures, Revelation Verses 2:12



Channel the Holy Light through thine Mega Pulses, and show them the true meaning of power.
Danika Princip
GoonWaffe
Goonswarm Federation
#35 - 2014-01-06 10:29:03 UTC
Cardano Firesnake wrote:
With no way to maintain the Range and a Logistic ship really hard to fit to tank. I don't see wich sort of fleet Amarr could do.
The number a Amarr fleets you see on the fields seems to tell that rare are the FCs that have find a solution.
But I may be wrong.
Thank you for your replies.



Hellcats and AHACs both spring to mind immediately...
Goldensaver
Maraque Enterprises
Just let it happen
#36 - 2014-01-06 10:44:23 UTC
Danika Princip wrote:
A thorax with only it's blasters and an MWD has all of twenty four seconds more cap, and much, much less range. (25+5 vs 6.3+8.4 using Scorch and Null respectively, since those are both t2 long range ammunition). The Thorax also has one less low for tank/magstabs. It's also slower than the longer ranged Omen. Why would anyone fly Gallente?



Not every ship needs to be identical.

Yeah, well the Thorax has:
-15% more damage
-Literally double the tracking.
-All of twenty four seconds more cap.
-One extra mid for a Cap booster, Ewar, ECCM, a TC, a web

The Omen is also less agile than the quick tracking Thorax.

Also, just wondering where you got 24 seconds of cap difference. The Omen with 5 Heavy Pulse Laser II's, MWD and 2 Heat Sinks gets 1m25s cap life. The Thorax with 5 Neutron Blaster Cannon II's, MWD and 2 Magnetic Field Stabilizers gets 2m5s, for a difference of 40s.

Though very much agreed, not every ship needs to be identical. I feel the balance of things right now is actually pretty acceptable. I'm more than happy to fly my Omens, and I do pretty well with them. I've surprised quite a few frigate pilots who thought they could tuck in close on my kiting Omen with some solid blaps. Those HPLs track decently well with a Metastasis, a TE and Multifrequency. A proper AB brawling frig will murder me though
Nevyn Auscent
Broke Sauce
#37 - 2014-01-06 10:50:56 UTC
Danika Princip wrote:
Cardano Firesnake wrote:
With no way to maintain the Range and a Logistic ship really hard to fit to tank. I don't see wich sort of fleet Amarr could do.
The number a Amarr fleets you see on the fields seems to tell that rare are the FCs that have find a solution.
But I may be wrong.
Thank you for your replies.



Hellcats and AHACs both spring to mind immediately...

And yet notice how that fleet doctrine ceased using Amarr ships (often with projectiles fitted despite laser bonuses) & moved onto other races. Large Lasers are back in a semi ok place now. Though still a little cap hungry. Yes Amarr ships often have larger base cap, but they tend to have very similar cap recharge rates. Small & Medium lasers are still vastly too cap hungry, resulting in nearly all the small & medium amarr ships either having a cap reduction bonus, which gimps them in that sense of only having one real bonus, or not fitting lasers.
Cardano Firesnake
Fire Bullet Inc
#38 - 2014-01-06 11:02:20 UTC
Danika Princip wrote:
A thorax with only it's blasters and an MWD has all of twenty four seconds more cap, and much, much less range. (25+5 vs 6.3+8.4 using Scorch and Null respectively, since those are both t2 long range ammunition). The Thorax also has one less low for tank/magstabs. It's also slower than the longer ranged Omen. Why would anyone fly Gallente?

Not every ship needs to be identical.


No, the Omen is slower than the Thorax. The Thorax is more used because you will not have to maintain the MWD when the target will be webbed and scrambled. The Omen will not apply as much DPS at close range than the Thorax.

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Kagura Nikon
Native Freshfood
Minmatar Republic
#39 - 2014-01-06 12:31:34 UTC
Cardano Firesnake wrote:
Kagura Nikon wrote:



how many times you have flown other race ships? Because your statements sound as of someone with no clue.

Just for a simple example, my paladin is far more cap efficient than my vargur....


you are simply completely wrong!

All races need cap modules on certain scenarios. A few amarr ships are problematic on cap, but so are some gallente (try usign an arazu). Also amarr have FAR FAR more base capacitor than minmatar, the racethat suposedly uses less cap.




THe logistcs are 2 different type sin game, minmatar and gallente oens are made to operate without helpo from other logistics, they are far more cap stable. On other hand they are far less powerful than amarr and caldari coutnerparts taht are made to be used in trios.

About doctrines, not long ago Navy Apoc was a prime doctrine, and before that ere hellcats (abaddons). The meta game changes and evolves and seldom that is related to the race itself, much more with the need to counter current enemy tactics.


Also the most pwoerful and used PVP ship in game nowadays is amarr.. the archon.


Of course there are lot of ships that are not cap stable with a MWD and no other module on. If it can be logic for some ship even if I don't think so, most of these ship do not nee capacitor to shoot.



LAsers and hybrids use cap. So you are in one half of eve weapon system.

Also some amarr ships do nto use cap to fire, liek prophecy, armageddon, damnation, and others.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Daichi Yamato
Jabbersnarks and Wonderglass
#40 - 2014-01-06 13:02:19 UTC
Felsusguy wrote:
Though I have to admit. Conflagration is a terrible crystal.


i thought it was for sitting on someones face and winning the dps race. its pretty good at that.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

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