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Amarr V Gall - what is the (PvP) difference between the too?

Author
Pancake King
Deep Core Mining Inc.
Caldari State
#1 - 2012-01-05 09:56:30 UTC
Hello friends. I'm looking PvP at a BC/BS level in one of these (Gal or Amarr) and would like to know the basic play style/advantages of each. e.g Sniper/Blaster, Armour/Shields, Passive/Active, best in gangs/solo/fleet etc

If someone could offer some opinions for the ill-informed or a place where one could research such information I would be very grateful.
Kahega Amielden
Rifterlings
#2 - 2012-01-05 10:21:07 UTC
Gallente have two ship lines..drones and blasters. All Bc/BS will have drones, but Gallente droneboats emphasize them. These are the Myrmidon and the Dominix. Droneboats tend to be very versatile and good for dealing with frigates, but both the Myrrm and the Domi are slow. The Domi can do hilarious bullshit like filling the hislots with energy neutralizers to cap everything out while its drones do all the damage.

Blasters are rather different. Blasters do bullshit amounts of damage but have no real range. The point of blaster boats is to run up into someone's face and melt it off. Gallente blasterboats do stupid amounts of damage to anything they can hit, the primary weakness being that they're boned if they cannot get in range.

Gallente, unlike Amarr, do not really have any snipers. They can fit railguns, but their hybrid boats are generally specialized for blaster use. Railgun snipers are the Caldari thing.

Amarr ships are laserboats, almost all of them. They tend to be bricks. Very slow...but they can get away with being slow, because lasers have the highest optimal range of any close-range weapon system (with pulse lasers. Beam lasers are the opposite when compared to other long-range weapon systems, with the lowest range and highest damage). A harbinger with Scorch (t2 pulse laser ammo) loaded can comfortably hit out to 20km. Battleships can hit out way more. Amarr ships also tank hard and deal a lot of damage.

The primary weakness other than the fact that they are slow is that pulse lasers, while they track fantastically at their optimal ranges, have poor tracking in absolute terms. If a ship gets very close to a laserboat, it will miss all over the place as long as it keeps up transversal. And beam lasers, while they do great damage at a good range, don't have the alpha of artillery or the ridiculous range of railguns.


Pancake King
Deep Core Mining Inc.
Caldari State
#3 - 2012-01-05 11:12:50 UTC
That was exactly what I was after. Thank you sir!
gfldex
#4 - 2012-01-05 12:11:13 UTC
The big difference are viable fittings. You don't want to slow your ship down as a blaster boat, yet you can't possible kite damage because you have to be within webber range to do any damage with a blaster boats. Amarr don't got that problem. Laser boat don't really care about being locked down by a Rapier or Arazu. If your Brutix is stopped you lose 90% of you damage.

As bigger fleets get as less blasters you want because you wont get in range in time. Unless you camp stations, what blaster boats are used for the most. In doubt laser boats will deal more damage on the battlefield, no matter what your paper damage tells you. Pretty much all Amarrships are faster then Gallenteboats. That speed thing is a lie that wasn't true even before all the speed nerfs, still players who can't fly Amarr keep repeating it. Not that you would care as an Apoc can hit at 65km with short range guns before fitting any range mods.

Both races ships got problems but Gallente ships got all the problems Amarr and a few more on top of that. In addition Gallente can't really do anything about theirs. While Amarr can change fittings to counter, blaster boats just sit there and die. That's why tracking is not an issue. You stick two webbers on the target (from 60km with faction mods and gang links) and even Tachyons will hit any target just fine. Add painters on top of that and it gets silly.

CCP tried to fix blasters with the last patch while ignoring (once again) the underlying problem that range control got much more powerfull over the years while range of blasters stayed pretty much the same. Yes, yes, you can use Null but then you might as well fit rails.

And the famous NeutDomi was actually a NosDomi (that was nerfed out of existence). If you try to suck somebody dry you will end up with no capa yourself. Technically you can do that but if you really use a domi you set it up for remote repping instead these days. That works very well tho.

If you take all the sand out of the box, only the cat poo will remain.

Jarnis McPieksu
Aliastra
Gallente Federation
#5 - 2012-01-05 12:49:27 UTC  |  Edited by: Jarnis McPieksu
If you seek life in large 0.0 alliances, note that currently the FOTM battleship fleets involve either Maelstrom (Minmatar) or Abbadon (Amarr) and other battleships are generally shunned. Granted, if the recent hybrid weapon balancing is tweaked further, Flavor-of-the-Month could change and Megathron isn't hopelessly crap - it just isn't optimal for the job. The problem is that sniping is not used much after probing become so effective that fleets can warp on top of long range snipers in a flash, so the optimal PvP fleet composition is designed to brawl at a fairly close range - except that blasters do not have enough range for that - it's the critical difference between being effective to 20-30km vs being effective to 50-70km (all naturally subject to exact fits, skills, ammo etc. but in general Blasters have effective combat range that is too short for being useful)

I originally trained exclusively Gallente and grew to understand over time that in EVE, you really have to cross-train and these days (at 60mil SP) I can fly all races up to battleships (with T2 amarr/gallente guns, training now for T2 minmatar large guns to complete that). You'll probably end up cross-training as well, sooner or later. Just pick one (any) race early on to get you going, fully expecting to widen your training to at least one additional race as soon as you can possibly spare the training time from other critical parts (well, bits that involve flying your first race competently - gunnery skills, tanking skills etc. that apply to all races).

Luckily cruiser/battlecruiser level training, even with T2 weapons, doesn't take that long and that's all you really need for PvP - battleships become relevant only in large fleet battles.
Surfin's PlunderBunny
Sebiestor Tribe
Minmatar Republic
#6 - 2012-01-06 02:27:01 UTC
Gallente ships are greeeeen Big smile

"Little ginger moron" ~David Hasselhoff 

Want to see what Surf is training or how little isk Surf has?  http://eveboard.com/pilot/Surfin%27s_PlunderBunny