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Amarr needs overhaul

Author
Hellen Kurvora
HC - Degc
#1 - 2011-12-02 14:04:24 UTC  |  Edited by: Hellen Kurvora
Before I begin, I want to say that I am not attacking Eve, or your mothers, sisters, or children. I am just stating my personal opinion on the topic.

I feel Amarr is sub par and weak in general in comparison to the other races. Their T1 lineup is laughable and there are only a select few T2 hulls I would even consider flying.

Here is why:

1. While all other races ships have two effective and useful ship attributes, Amarr ships have only one and the other is wasted just making their primary weapon system viable. With the exception of the Abbadon.

2. Em/thermal damage is pathetic against just about every ship in the game with the exception of Caldari and even their tanks usually have such great passive recharge that it makes up for it. Armor tanked ships take next to no damage from this damage type and MOST pvp ships are armor tanked or speed tanked. Please note that I said most and not all. Please don't flame me with crazy fits on your shield tanked myrm. I understand you can make some insane, crazy fits, I am stating the most commonly seen pvp fits. Generally smart pvpers don't storm into pvp in a shield tanked myrm.

3. Laser cap usage, even with max cap skills, is a nightmare when trying to active tank pve missions. You either have to sacrifice your already crappy dps to make your fit cap stable, or take the extra dps and have to warp in and out every 5 mins when you cap out.

4. Amarr ships are the slowest and least versatile in the game. With the least amount of mid slots of any race, they are useless without massive fleet support. In a fleet they have really nothing they do exceptionally well that the other races can't do better.

Let's talk about their strengths.

1. Scorch, scorch..... Have I mentioned scorch? Scorch allows them to get the near maximum dps that Amarrians are capable of at medium range. The real issue with this ammo type is that it has horrible tracking, horrible cap usage, and quite frankly, due to Amarrian poor speed and manuverability, they wont be keeping anything at their optimal range for long before having to switch to multis anyway.

2. Some Amarr ships can fit a decent buffer. The issue is, the ships I speak of all have pathetic dps, which in turn limits their role in a fleet to bait ship. Wow, that's a fun role right there. The ships I speak of are the Prophecy and Maller. Ya, I bet those ships strike fear into your heart when they pop in on the field, eh? Most fleets will completely ignore them in a fight anyway, making their bait role pointless. Not to mention, Caldari does the tank better and Minmatar can fit damn near the same buffer if they sacrifice their speed. So no real benefit here.

3. The ability to switch weapon optimal on the fly. This is a useful perk. With the speed of Amarr ships, you will be doing this often, rest assured.

Thats about the only real benefts I can think of, perhaps you can think of more. But in general I don't think there are enough pro's to match the cons when it comes to the Amarrian lineup. Please no flaming, this is just my opinion and I love EVE.
Hellen Kurvora
HC - Degc
#2 - 2011-12-02 14:26:34 UTC
Does anyone else agree with me?
Daedalus Arcova
The Scope
#3 - 2011-12-02 14:31:03 UTC  |  Edited by: Daedalus Arcova
So what are all those fleets I see entirely comprised of Zealots and Guardians, or Abaddons and Guardians, or Armageddons and Guardians? Or what about all those Curses you see neuting out all those Archons and Aeons and Avatars? Are they only in my imagination?

1: In most classes, Amarr ships are tougher than their tier-for-tier counterparts, and in some cases do vastly superior dps.
2: Take a look at the list of top 20 ships used in PVP. The vast majority of them are shield tankers, which lasers cut through with ease. The rest are Amarrian.
3: You have cap problems, yes. But you also have near-infinite 'ammo', near-instant crystal switching, and very high dps even at long ranges, perversely outperforming other race's long range guns with your short-range guns at the same ranges.
4: Amarr are not the slowest. Caldari are. Amarr have the most armour hitpoints, the best armour resistance profile, and many ships have resistance bonuses. You also have very good signature radii, beaten only by Minmatar. As a race, the survivability of your ships is second to none.

Bitching about your strengths, which you manage to turn into weaknesses...

1: Scorch is overpowered. No other race gets damage projection as good as Amarr ships when using their short-ranged weapons. A minor tracking penalty is a non-issue when using high-tracking short-range guns.
2: One word: Abaddon.
3: Just stop whining.

You are of course entitled to your opinion. The problem is that your opinion is based on total crap.
Caulk H0lster
Kazakh Ministry of Wealth Redistribution
#4 - 2011-12-02 14:32:15 UTC
No, because you don't know what you're talking about.

Amarr is one of the most heavily used races in PvP fleet combat for very good reasons. There is nothing wrong with Amarr from a PvP standpoint. They excel in some areas, and not in others, just like they're supposed to.
Vircomore Amilupar
Viziam
Amarr Empire
#5 - 2011-12-02 14:37:21 UTC
I'm not a PvPer, but I can realistically agree with the EM/Therm problem. None of the other races are put at such an unbelievable disadvantage against Angels and Guristas than the laser-toting Amarr.

At this point, since I am not effectively cross-trained into another race -- it is easier for me to just blatantly dismiss any Angel or Guristas missions I am given.
Hellen Kurvora
HC - Degc
#6 - 2011-12-02 14:39:04 UTC  |  Edited by: Hellen Kurvora
Daedalus Arcova wrote:
So what are all those fleets I see entirely comprised of Zealots and Guardians, or Abaddons and Guardians, or Armageddons and Guardians? Or what about all those Curses you see neuting out all those Archons and Aeons and Avatars? Are they only in my imagination?

1: In most classes, the top-tier Amarr ships are tougher and do at least comparable (if not vastly superior) turret dps compared to other races.
2: Take a look at the list of top 20 ships used in PVP. The vast majority of them are shield tankers, which lasers cut through with ease.
3: You have cap problems, yes. But you also have near-infinite 'ammo', near-instant crystal switching, and very high dps even at long ranges, perversely outperforming other race's long range guns with your short-range guns at the same ranges.
4: Amarr are not the slowest. Caldari are. Amarr have the most armour hitpoints, the best armour resistance profile, and many ships have resistance bonuses. You also have very good signature radii, beaten only by Minmatar. As a race, the survivability of your ships is second to none.

Bitching about your strengths, which you manage to turn into weaknesses...

1: Scorch is overpowered. No other race gets damage projection as good as Amarr ships when using their short-ranged weapons. A minor tracking penalty is a non-issue when using high-tracking short-range guns.
2: One word: Abaddon.
3: Just stop whining.

You are of course entitled to your opinion. The problem is that your opinion is based on total crap.


While I appreciate you backing up your disagreement with information, I challenge the idea that top tier Amarr ships out dps with turrets.

A hurricane verse a harby, the cane does way more dps. Blaster myrm with drones, out dps a harby as well.

A triple trimarked and plated Amarr BC is far slower than any Caldari vessel of equal size. Surviability goes to Caldari not Amarr. Nobody has a better tank then them.

Also to your top 20 comment, most people armor tank canes for pvp. And the drake has always been the most popular because its massive tank. Interestingly enough, a harby rarly can take a drake one verse one.

Also your point about high tracking on pulse weapons proves you don't exactly have your information correct. Pulses have the worst tracking of any short range weapon.
Hellen Kurvora
HC - Degc
#7 - 2011-12-02 14:40:42 UTC  |  Edited by: Hellen Kurvora
Caulk H0lster wrote:
No, because you don't know what you're talking about.

Amarr is one of the most heavily used races in PvP fleet combat for very good reasons. There is nothing wrong with Amarr from a PvP standpoint. They excel in some areas, and not in others, just like they're supposed to.

If you are not gonna back up your claims with facts, proving that you know more about what your talking about than me, then don't bother posting.
Smoking Blunts
ZC Omega
#8 - 2011-12-02 14:41:49 UTC
Vircomore Amilupar wrote:
I'm not a PvPer, but I can realistically agree with the EM/Therm problem. None of the other races are put at such an unbelievable disadvantage against Angels and Guristas than the laser-toting Amarr.

At this point, since I am not effectively cross-trained into another race -- it is easier for me to just blatantly dismiss any Angel or Guristas missions I am given.



the em issue was addressed a few years back when they lowered the base res's or every ship in eve on shilds(exp) and armour (em) to adress that issue.

i however do not have an issue with allowing changible damage types as long as gallente can also change from the therm/kin it has as default

OMG when can i get a pic here

Daedalus Arcova
The Scope
#9 - 2011-12-02 14:42:49 UTC
Vircomore Amilupar wrote:
I'm not a PvPer, but I can realistically agree with the EM/Therm problem. None of the other races are put at such an unbelievable disadvantage against Angels and Guristas than the laser-toting Amarr.

At this point, since I am not effectively cross-trained into another race -- it is easier for me to just blatantly dismiss any Angel or Guristas missions I am given.


So shoot Sansha or Blood Raiders.

Gallente and Caldari hybrid platforms have a similar problem, in that they are limited to Kinetic and Thermal damage types. Because their defensive resistances are built to counter those damage types as well, their T2 ships have massive EM shield and Explosive armour holes. By comparison, Amarr armour tanks and Minmatar shield tanks have far more balanced resists.
Samillian
Angry Mustellid
#10 - 2011-12-02 14:47:18 UTC
Frigates: Punisher, Vengeance, Crusader, Malediction, Purifier, Anathema, Sentinel

Cruisers: Arbitrator, Sacrilege, Zealot, Curse, Guardian, Devoter, Legion

Battlecruiser: Harbinger, Damnation, Oracle

Battleships: Abaddon, Armageddon

All good ships that do what they are ment to do and do it well. I fly many of them and fight against all of them a fair amount and in a good pilots hands they can be deadly.

True most CTA fleets I see are either armour BS or AHAC's these are very heavily Amarr biased using Abaddons, Armageddons and the preferred AHAC being a Zealot so I believe there must be something to EM/Thermal damage. As to PvE can't say, only do it once in a blue moon so although I'm told by friends that do Incursions that Navy Armageddons are the way to go in armour fleets and the dps a standard doctrine Abaddon or Armageddon can put out in a fleet fight is well worth the effort as is that of a Zealot.

So all in all I'll have to say from my own limited experience and that of people I fly and fight with I believe you are mistaken.

NBSI shall be the whole of the Law

Skippermonkey
Deep Core Mining Inc.
Caldari State
#11 - 2011-12-02 14:48:56 UTC
somebody mentioned that the amar ships arent actaully the slowest, but i'd liek to point out that once you've fit a plate or two, they are rather sluggish.

My double plated Abaddon only goes like 90m/s without its MWD active....thats sloooow

COME AT ME BRO

I'LL JUST BE DOCKED IN THIS STATION

DarkAegix
Center for Advanced Studies
Gallente Federation
#12 - 2011-12-02 14:51:17 UTC
Nerf Minmatar.
All races are now more-or-less balanced.
\o/
Hellen Kurvora
HC - Degc
#13 - 2011-12-02 14:52:14 UTC
Samillian wrote:
Frigates: Punisher, Vengeance, Crusader, Malediction, Purifier, Anathema, Sentinel

Cruisers: Arbitrator, Sacrilege, Zealot, Curse, Guardian, Devoter, Legion

Battlecruiser: Harbinger, Damnation, Oracle

Battleships: Abaddon, Armageddon

All good ships that do what they are ment to do and do it well. I fly many of them and fight against all of them a fair amount and in a good pilots hands they can be deadly.

True most CTA fleets I see are either armour BS or AHAC's these are very heavily Amarr biased using Abaddons, Armageddons and the preferred AHAC being a Zealot so I believe there must be something to EM/Thermal damage. As to PvE can't say, only do it once in a blue moon so although I'm told by friends that do Incursions that Navy Armageddons are the way to go in armour fleets and the dps a standard doctrine Abaddon or Armageddon can put out in a fleet fight is well worth the effort as is that of a Zealot.

So all in all I'll have to say from my own limited experience and that of people I fly and fight with I believe you are mistaken.


The punisher struggles from the same issue the maller and prophecy does. The Abbadon is in its own class because its bonuses are completey different than all the other ships. the legion is known to be the worst t3 ship in the game. The geddon has only 3 mid slots, nuf said. And the rest you mention are t2. With the exception of the curse, the others can all be easily overshadowed by any other races t2 hulls
Grimpak
Aliastra
Gallente Federation
#14 - 2011-12-02 14:52:18 UTC
amarr warfare philosophy is basically trading off flexibility for wide range engagement and sustainability.

tech 1 amarr battleships are second to none in large fleet warfare due to the capability of dishing out high damage at long ranges. Granted the fact that is restricted to EM and thermal might seem to be quite the nerf, but considering the usual pvp setups (HP buffer tanks), the damage types become less relevant than actual raw damage, specially considering the type of environment they are usually deployed.

so yes they are as flexible as a titanium I-beam, but they also hit as hard as one of those falling down on you.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Daedalus Arcova
The Scope
#15 - 2011-12-02 14:52:52 UTC  |  Edited by: Daedalus Arcova
Hellen Kurvora wrote:
While I appreciate you backing up your disagreement with information, I challenge the idea that top tier Amarr ships out dps with turrets.

A hurricane verse a harby, the cane does way more dps. Blaster myrm with drones, out dps a harby as well.

A triple trimarked and plated Amarr BC is far slower than any Caldari vessel of equal size. Surviability goes to Caldari not Amarr. Nobody has a better tank then them


EFT dps is not the same as real dps. An AC Hurricane will be fighting in falloff 90% of the time, while a Harbinger can just scorch it to death from 30 or 40km away, not to mention the 50m3 drone bay. A blaster-fit Myrmidon will melt a Harbinger if it gets into its 2km optimal range, but the Harbinger again has far more range.

There is no point comparing the tank of any other BC to a Drake. The Drake might tank better, but you should just give up now if you can't make up for that by outdamaging it.
Shpenat
Ironman Inc.
Transgress
#16 - 2011-12-02 14:53:00 UTC
Amarr are underpowered in some areas, but they make up for it in others.

PvE: They do not excel in mission running as they cant switch damage types and thus are useless in some missions. On the other hand in incursions amarr ships are very frequent due to their easy dps projection and fast ammo switch.

PvP: They are slow ships. They do poorly in small roaming gangs or are reduced to bait role in small engagement where mobility is important. On the other hand large fleets with guardian support are very frequent. Maybe most of large scale battles are fought in amarr ships.

As each race also Amarr have some great ships (Abadon, Zealot, Guardian, Oracle, Imperial Navy Slicer) and ships that are outperformed by other races (Prophecy, Maller). Up to the last expansion the Gallente were in role of having the most number of low performance ships (blaster line) followed by caldari (railgun line). Now this is hopefully fixed, but still amarr ships will be better in large fleets engagements and incursions due to their large buffers and force projection.
Hellen Kurvora
HC - Degc
#17 - 2011-12-02 14:53:24 UTC
Skippermonkey wrote:
somebody mentioned that the amar ships arent actaully the slowest, but i'd liek to point out that once you've fit a plate or two, they are rather sluggish.

My double plated Abaddon only goes like 90m/s without its MWD active....thats sloooow

You are correct, by natural stats Amarr are second slowest to Caldari, but remember caldari shield tank. Put plates and trimarks into play and Amarr is by far the slowest.
Hellen Kurvora
HC - Degc
#18 - 2011-12-02 14:54:16 UTC
Hellen Kurvora wrote:
[quote=Samillian]Frigates: Punisher, Vengeance, Crusader, Malediction, Purifier, Anathema, Sentinel

Cruisers: Arbitrator, Sacrilege, Zealot, Curse, Guardian, Devoter, Legion

Battlecruiser: Harbinger, Damnation, Oracle

Battleships: Abaddon, Armageddon

All good ships that do what they are ment to do and do it well. I fly many of them and fight against all of them a fair amount and in a good pilots hands they can be deadly.

True most CTA fleets I see are either armour BS or AHAC's these are very heavily Amarr biased using Abaddons, Armageddons and the preferred AHAC being a Zealot so I believe there must be something to EM/Thermal damage. As to PvE can't say, only do it once in a blue moon so although I'm told by friends that do Incursions that Navy Armageddons are the way to go in armour fleets and the dps a standard doctrine Abaddon or Armageddon can put out in a fleet fight is well worth the effort as is that of a Zealot.

So all in all I'll have to say from my own limited experience and that of people I fly and fight with I believe you are mistaken.


The punisher struggles from the same issue the maller and prophecy does. The Abbadon is in its own class because its bonuses are completey different than all the other ships.

The legion is known to be the worst t3 ship in the game. The geddon has only 3 mid slots, nuf said. And the rest you mention are t2. With the exception of the curse, the others can all be easily overshadowed by any other races t2 hulls
Dewgong
Order of the Black Dagger
#19 - 2011-12-02 14:55:06 UTC
While I agree Amarr need a buff, I have to disagree with most of what the OP goes on about.

Cap usage bonuses for guns? Fair point, however, the only ship it really hinders is the Prophecy (I haven't really flown the Oracle enough to really gauge it). Take the Punisher for example, sure, lasers won't do as much damage as Blasters, but you end up using less cap with lasers than with Blasters (which makes a difference so crazy, you'd be ******** to fit blasters on a Punisher). The Maller is fine the way it is. If you need more DPS in missions, get better gunnery skills or use a Paladin ffs.

As far as tanking goes, while yes, Shield fits can be crazy with the passive regen and ****, but holy balls is it hard to break a well done armor tank. Which, if you're complaining it's hard, well tough, that's just how it is. Active armor tanks are hard to pull off and make work, but it's doable. My only real complaint is that shield tanks get both mid and some low slot modules to tank (so if you really had to, you can use both mids and lows to tank) where as Armor is just limited to low slots.

Amarr has more PG than on ships of the other races on average, meaning more room for more tank, or if you want to go all DPS you're going to be able to fit the biggest guns and push out the maximum DPS possible, not to mention Amarr typically has the best drone bays after the Gallente, so whereas tier for tier other races are only getting lights (or in the cases of Minmatar where it's like one medium and four lights), we're rocking a full set of Mediums like the Gallente. Hell, Amarr recons are utterly painful.

Also, 1600mm plate Harb that still tops 900 DPS? lol screw your shield fleets

We're slow bulky yet heavy hitting motherfuckers, and it's awesome. So a few ships got the short end of the stick, it happens. Sure, the EM/Therm thing is a pain, but you get used to it after a few years.
Hellen Kurvora
HC - Degc
#20 - 2011-12-02 14:55:48 UTC  |  Edited by: Hellen Kurvora
Daedalus Arcova wrote:
Hellen Kurvora wrote:
While I appreciate you backing up your disagreement with information, I challenge the idea that top tier Amarr ships out dps with turrets.

A hurricane verse a harby, the cane does way more dps. Blaster myrm with drones, out dps a harby as well.

A triple trimarked and plated Amarr BC is far slower than any Caldari vessel of equal size. Surviability goes to Caldari not Amarr. Nobody has a better tank then them


EFT dps is not the same as real dps. An AC Hurricane will be fighting in falloff 90% of the time, while a Harbinger can just scorch it to death from 30 or 40km away, not to mention the 50m3 drone bay. A blaster-fit Myrmidon will melt a Harbinger if it gets into its 2km optimal range, but the Harbinger again has far more range.

There is no point comparing the tank of any other BC to a Drake. The Drake might tank better, but if you're being outdamaged by it, you should just give up now.


You seem to think a harbinger is fast enough to stay within its optimal. Which means you think a harbinger is faster than a cane or myrm, and that's just not the case
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