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Amarr usefulness in PvP

Author
Wylee Coyote
Imperial Academy
Amarr Empire
#21 - 2011-10-01 23:02:08 UTC
Lugalzagezi666 wrote:
Only problem is, its actually 720dps/75k ehp vs 420dps/85k ehp with 1 less midslot. Lol


To prove you have no clue, using your numbers, how much of that dps are you really doing in falloff again? Oh that's right, FAR lower...
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#22 - 2011-10-01 23:10:43 UTC
Get a room you two.
Alexandra Stormwing
A Conspiracy of Ravens
#23 - 2011-10-01 23:28:14 UTC
I think Andrea and Prior did a decent job providing an overview of the ships but didn't do a good job with actual roles. I DO have to disagree with Prior on a few things. The Punisher, Maller, and Prophecy are pretty terrible. Most of the T1 cruisers are terrible, too (save the Arbitrator, it's pretty cool). But then you get into the T2 ships, and Amarr have some of the best.

As for a specific role?

Disabling targets. Amarr have several ships dedicated to destroying capacitor. A target without capacitor can't use their MWD, their EWar, can't remote rep, can't use any active tanking, and can't shoot lasers or hybrid guns. Ships fit with ACs and missiles can still fire back but everything else is turned off. As for ACs...

Damage mitigation. Tracking disruption is wonderful (against turret-based ships). An arbitrator at range, for example, can use tracking speed disruption on your targets to help keep your buddies alive, and do some remote reps with drones at the same time. That's pretty cool.

Damage. The Amarr are very competitive with dealing damage. Yes, they are restricted to EM/TH (and hybrids are restricted to KN/TH, and Caldari missile boats are almost always going to be shooting KN - so what) but the damage output is enough that, unless someone is specifically tanking against those damage types, you'll do just fine.

Minmatar and Gallente often have higher on-paper DPS, but ACs and Blasters have very short optimals so they have problems actually getting that. Pulse lasers have fantastic damage output. Tracking isn't quite as good, but it's good enough, and if you're sitting at 20km with heavy pulses and Scorch you have tracking aplenty.

Sniping. Beam lasers are pretty decent. They don't have the alpha of Artillery, but actual DPS is higher. So if you are planning on sniping for an extended time instead of taking a shot or two and warping off, Amarr ships with beams will do a great job. Zealot and Apocalypse are both wonderful ships for this role.
Pattern Clarc
Citeregis
#24 - 2011-10-02 02:32:59 UTC
A lot of the complains go the ships in ship classes that generally suck. Beyond that, Armarian options are almost always better than Gallente ones in the modern game. (with very few exceptions)

Ex CSM member & Designer of the Tornado. Gallente - Pilot satisfaction

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