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Being Amarr in a C4

Author
Derath Ellecon
University of Caille
Gallente Federation
#1 - 2012-03-11 17:35:25 UTC
Hey all,

So I have been kicking around a move up to higher class wormholes. This wouldnt be solo, as it is an established WH with some alliance mates. The existing group primarily does RR tengu's which is fine for me. But a corp mate and good RL friend is largely Amarr. I'm trying to figure out if he has any hope short of cross training to a tengu.

He has very strong core skills, and strong in both shield and armor. But his offensive skills are purely amarr. T2 lasers up to large etc.

So he could fly a Legion, but he would be an armor T3 in a field of shield tankers. I guess a nightmare might work? It would play to his offensive strengths with lasers, but is generally shield tanked. But I dunno how it would handle cap issues.

He could train a tengu. It would probably be about 50 days as he has very little missile skills and nothing in the caldari line.

So I was looking for some advise from people who have maybe been in this situation.
Tau Cabalander
Retirement Retreat
Working Stiffs
#2 - 2012-03-11 17:43:13 UTC  |  Edited by: Tau Cabalander
Well, a corpmate that was in this position chose to crosstrain to a Tengu. He soon felt very sorry for Legion pilots. He had good shield tanking skills, and minimal missile skills (level 2-3) to support T2 launchers.

Though the Legion is an amazing Sleeper frigate killer, and is on par for anything larger, it is lacking in the tank and range department.
King Rothgar
Deadly Solutions
#3 - 2012-03-11 17:56:43 UTC
I'm inclined to disagree, the legion is a hell of a sleeper killer. The problem is not that the legion is bad or even inferior, it's that everyone else is using tengu's in your group. I've always run wh's in armor fleets and yes, I can do both. He needs non-caldari friends is all. Otherwise yeah, he's stuck cross training to caldari or minmatar. The loki does the RR setup just as well as the tengu and trades a little range for a range bonused web, a fair trade I think. The loki would allow him to put his gunnery support skills to use rather than starting clean slate with missiles. It also opens up the blood raider line which are very nice for pvp.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Mr Kidd
Center for Advanced Studies
Gallente Federation
#4 - 2012-03-11 18:55:37 UTC  |  Edited by: Mr Kidd
While I can't speak specifically to the legion's abilities I'll point out some issues that I would think would be the problem.

Amarr weapons require cap. In C4's you're being neuted heavily. How that would play out in a RR fleet of legions, IDK. But I don't think it would be good.

Like Galente, Amarr has the range versus DPS issues. If you want more DPS you need short range. In C4's webbing is pretty much the norm. How are you going to maneuver to get into range with any able to project decent DPS? In a RR fleet, if one ship is webbed, you're all stuck.

With good skills the Tengu can start shooting at 100km for 500 DPS. While some of the other T3's might get better DPS, they have to maneuver. The point above is an issue for this. So while you might, hypothetically, be able to have a ship with +700dps how useful is it if it takes you 5 minutes to get in range to apply it? In C4's sleepers spawn 100km apart. You're going to have a awful amount of travel time where you're not shooting. Tengu's don't have the problem.

The Tengu just has so many advantages for a C4 environment. IDK, it's hard to see how anything else can work since either you need separate logistics or an RR fleet of T3's. Certainly isn't going to be a Proteus, which I fly. It's usefulness for sleepers ends at C2's. As for the Legion, can't say specifically. But yeah, it's not going to have a good time in c4 sites with a fleet of tengus.

Don't ban me, bro!

Kyr Evotorin
KarmaFleet
Goonswarm Federation
#5 - 2012-03-11 21:15:50 UTC  |  Edited by: Kyr Evotorin
Pardon in advance, I'm just kind of typing as ideas come to mind.

someone noted that he needs armor buddies to fly armor. you knew that when you posted this, judging from your post. so, you want to get around it... you have the right idea... nightmare would work.

Gun Cap use issue:
cap use on guns doesn't really matter 'much,' especially with good support skills. The problem people have with cap usage on ships is that... when you get neuted, you can't shoot guns. In my experience, the painful waves in a C4 (the ones you have to dps through, or you're ******) tend to happen like this:
-spawn- -locks you- -neuts you- -you enter 10% capacitor- -Sleeper dies- -you hit 0% capacitor-
The rest of your group relaxes after the first sleeper dies and you regain capacitor within a few seconds to start pew pewing again.
In short, Lasers aren't the problem. (Laser Biased, Reccomend Energy Management V, Energy Systems Operation V, and Controlled Bursts V, however)

Gun Range:
guns are very adjustable. you lose dps as you increase range. Depends on your WH type. Depends on your ship (t3, HAC, BS) and its bonuses.
Gun range is just an issue to work out.

Nightmare option:
Amarr. Shield tanked or armor. your friend has the skills. Prefers energy transfer. can easily fit reps. is a boss. (Energy xfer should be lulzy to find. Some fleets I've seen went Basi, mach, nm, etc. Basi energy xfers to the 2 BS, the NM can easily return the xfer. as well as the mach.

Legion Option:
Depends on fit. off the top of my head, can fit pulses to hit out to 65km with some work. 46km seems like standard pulse-scorch range, however. I'd use beams, unless your fleet is very mobile. needs an armor fleet.

Standard Amarr Battleships:
right... I wouldn't unless the other two options were denied. but can easily fit the necessary tank, and lower dps output, fit whatever needs to be fit, battleships are just mass whores imo... (NM is acceptable because it fits DPS and tank EASILY)

Note: If I'm wrong about any of this, sorry... only been playing for 2 years... and that's intermittent (sp?).

EDIT: I feel like I was typing like a half baked-Solarian :)
Derath Ellecon
University of Caille
Gallente Federation
#6 - 2012-03-12 01:06:17 UTC
Thanks for all of the replies.

I should say that I understand all of the issues out forth, and that any solution would mostly be a stop gap measure. It is basically understood that if he is serious about the higher end wormholes that a tengu is inevitable. I fought it as well. This too is all gallente but my alts fly Tengu's.

I am aware of the legion benefits. In a C3 we find a legion tengu combo is pretty awesome with the legion focusing on its ability to Instapop the closer small stuff while the Tengu's pummel the big stuff from afar.

But the C3 seems to be where an active local tank really ends up being workable.
Arazel Chainfire
Aliastra
Gallente Federation
#7 - 2012-03-12 05:14:38 UTC  |  Edited by: Arazel Chainfire
Legion works ok in C3's and below. C4's and up though, as mention, range is an issue. Range isn't an issue though when you upgrade to a battleship with tach's. Cap isn't an issue when your tachyon battleship can also run cap transfers with someone else (another battleship, a logi, etc.) Tank isn't an issue when you can get logi's on the field.

Personally, I found the nightmare even more effective than the tengu in C4 sites. I had a group I was running with, we had logi on the field and nightmares + assorted support for clearing sites. And we found that nightmares were consistantly putting out more dps than anything else on the field even if the other ships technically did better dps due to range and tracking. Also, after putting 2-3 nightmares on the field, the tengu's were having problems applying dps because ships were dying too fast, and the nightmares never had to move from the warpin to kill everything (carry multifrequency, x-ray, and aurora ammo, and have 1 sebo on the nightmares). Once you get to C5/C6 sites, the nightmares showed even more of an improvement over the tengu's, as long as they had logi support. The only downside is that they were battleships, so you couldn't get as many trips through a WH before it collapsed, but as long as you jumped in, cleared sites, and left, this was rarely an issue.

-Arazel

Edit: and if your group decides to go armor, paladins are pretty interchangeable for nightmares when you have logi support available.
Khanh'rhh
Sparkle Motion.
#8 - 2012-03-12 14:44:31 UTC
IIRC there are a lot of shield tankers in SNAFU.

Find a handful of these, some Basilisk pilots, and you're good to go.

Your friend can shield tank an Apoc and put out an incredible amount of pain at range with scorch.

Throw some webs in the mix and you're good to go.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Daniel Plain
Doomheim
#9 - 2012-03-12 15:10:21 UTC
I have no experience above c3 myself but in theory, the nightmare should do very well in c4s for the following reasons:

- two free high slots, so you can fit some serious cap transfer or RR
- tachs can easily reach out to 100km and beyond
- enough med slots to get all your resistances to ~70%
- main disadvantages (speed and tracking) not really relevant

the only real problem i see is cap stability. this MUST be mitigated by a sufficient amount of RR and/or cap transfer and maybe an emergency cap booster to keep the invuls running.

I should buy an Ishtar.

Hathrul
School of Applied Knowledge
Caldari State
#10 - 2012-03-12 15:20:58 UTC
i did many c4 sites, and as often as i could in a nightmare. theyre perfect for it.