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Alexa Akiga
Posted - 2011.08.29 02:05:00 - [1]
 

Edited by: Alexa Akiga on 29/08/2011 02:19:25
So, correct me if I am wrong, but I have been noticing amarr ships are a bit lack luster compared to the other races, in both pvp and pve. Am I in the minority in this belief?
To give you and understanding of why I think this:

PVE: They have major cap consumption issues with their weapon type, which in turn makes an active tank very difficult without wasting rigs slots and all of their already limited mid slots with cap rechargers!

Their active tank is rather weak, being that active armor tanking in itself is rather weak. Amarr ships seem to only have an effective buffer tank.

Em/therm damage type is absolute garbage against several mission enemies. Guristas come to mind. This makes soloing these missions an absolute chore because the damage being done is being mitgated by all the low slots being fitted to just moderatly uphold a decent tank, leaving no room for heat sinks to improve their already horrid damage.

Scorch crystals break easy and are very expensive to replace, while t1 or faction pulse crystals have crap range. Beams cost massive cap and are difficult to fit with a decent tank, on a non faction ship, due to massive powergrid and cpu requirments. Beams also have rather poor dps to boot.

Total lack of mid slots on almost all ships make fitting a decent ship difficult. Nothing more needed on that subject.

PVP: All of the things that Amarr ships suffer with in pve carry over to pvp. Lack of midslotts make fitting a pvp ship near impossible, and soloing definatly impossibe. Cap usage of lasers makes any amarr ship turn into a giant paper weight under a neut unless fitted with a cap booster to take up one of their three mid slots (lol).

They can field a decent buffer tank, but several races still field better tanks (active myrms and drakes come to mind). Their damage type is absolute garbage to any non shield tank and most of the time also to shield tanks as well, because of hole plugging on most competant players vessels. You can almost expect 70 to 80 percent of your damage to be cut right off the top to any pvp ship when using lasers.

Their ships are butt-ass slow and their ship bonuses are mostly garbage. Almost all ships have this 10 percent bonus to cap usage, which can be better served with an actual bonus to the combat effectivness of the ship, not a bonus to just make their ships weapon systems usable, which to be honest, even with the bonus, their cap usage is ridiculous.

To be honest I can think of only two moderatly good things about Amarr ships in general; scorch and the ability to instant change ammo. These qualities alone don't make most of the Amarr ship line valid choices. The t1 line of amrrian ships is pure garbage in comparison to other races ships of equal class. They have some decent t2 ships, but nothing ground breaking. Their battleships are decent in fleets, but suffer from huge issues in any other capacity due to poor pulse tracking at close ranges and poor mobility.

In closing, while all races have pros and cons, I feel the Amarr ship lineup suffers extra cons, with few pros to balance them out. Anyone else?

William Cooly
Sol Enterprises
Posted - 2011.08.29 02:08:00 - [2]
 

The only sub-par Amarr ship is the Legion, which is outclassed by the T2 Cruisers for any of it's roles. And that's just because the T2 Amarr cruisers kick ass.

To your cap, active tanking, mid slot, damage, and speed concerns, I just say, learn how to fly the damn things rather than whine about how one of the most straightforward races in EVE is too hard for you.

Alexa Akiga
Posted - 2011.08.29 02:10:00 - [3]
 

Edited by: Alexa Akiga on 29/08/2011 02:10:59
Originally by: William Cooly
The only sub-par Amarr ship is the Legion, which is outclassed by the T2 Cruisers for any of it's roles. And that's just because the T2 Amarr cruisers kick ass.

To your cap, active tanking, mid slot, damage, and speed concerns, I just say, learn how to fly the damn things rather than whine about how one of the most straightforward races in EVE is too hard for you.


No need for hostility, this is a contructive post. And I can fly them just fine, but I did give valid issues with Amarr ships which you have not given any relevant counter arguments to. Thank's for my first troll post tho!

Jiao Governator
Posted - 2011.08.29 02:19:00 - [4]
 

If I may sum up your post, you're upset because Amarr ships aren't Minmatar ships. Just be glad they're not blaster boats.

Alexa Akiga
Posted - 2011.08.29 02:23:00 - [5]
 

Originally by: Jiao Governator
If I may sum up your post, you're upset because Amarr ships aren't Minmatar ships. Just be glad they're not blaster boats.


Well let's be honest, minmatar ships are a bit over powered in most respects. Ask yourself this, if you were to go through all the t1 ship lineups (frig, cruiser, bc, bs), out of all the races, who has the generally considered best ship in each class?

Frig: rifter
Cruiser: Rupture
BC: Hurricane (closely followed by the drake)
BS: Amarr takes the lead here with the Abaddon.

Darth Bex
Amarr
Zero Gravity Geology
Posted - 2011.08.29 02:39:00 - [6]
 

In regards to PvE, I'm right with you. I've got close to perfect laser skills but gave up running level 4's with my Amarr toon for the reasons you outlined. Most notably the feeble damage you deal against certain enemies. The same goes for the Legion. I was so amped up about flying one of these... the reality was quite different.

My PvP experiences have been more positive, however. Admittedly, I've not suffered from heavy neuting before, but on most occaissions in an Amarr boat I've been the last man standing, so to speak.

So yeah, cross training projectiles right now, but it's a shame I have to.

Zhilia Mann
Tide Way Out Productions
Posted - 2011.08.29 02:39:00 - [7]
 

Originally by: Alexa Akiga
PVE: They have major cap consumption issues with their weapon type, which in turn makes an active tank very difficult without wasting rigs slots and all of their already limited mid slots with cap rechargers!


Yes, they require lots of cap. But that's pretty much all they require. Also, ever considered using an injector in that mid slot?

Originally by: Alexa Akiga
Their active tank is rather weak, being that active armor tanking in itself is rather weak. Amarr ships seem to only have an effective buffer tank.


Active is more than sufficient for PvE (remember, 5% resists is actually a bigger tank increase than 7.5% amount repped in most cases). Buffer is absolutely brutal for PvP. What's the issue?

Originally by: Alexa Akiga
Em/therm damage type is absolute garbage against several mission enemies. Guristas come to mind. This makes soloing these missions an absolute chore because the damage being done is being mitgated by all the low slots being fitted to just moderatly uphold a decent tank, leaving no room for heat sinks to improve their already horrid damage.


So don't fire at Guristas? Either that or at least try to use high therm component ammo? And honestly, you need to look at your fits again anyhow if you're not finding room for heat sinks. Try doing the same with magstabs on a Gallente ship for instance....

Originally by: Alexa Akiga
Scorch crystals break easy and are very expensive to replace


Oh come on. Ever tried firing Barrage on a constant basis? That adds up. Scorch use/cost is absolutely trivial in comparison.

Originally by: Alexa Akiga
while t1 or faction pulse crystals have crap range.


They do? Please compare to, say, Ions. Or even ACs on non-falloff bonused hulls.

Originally by: Alexa Akiga
Beams cost massive cap and are difficult to fit with a decent tank, on a non faction ship, due to massive powergrid and cpu requirments. Beams also have rather poor dps to boot.


Have you ever tried to fit any other racial ships/weapons? Tachs are difficult to fit. Other beams just aren't.

Originally by: Alexa Akiga
Lack of midslotts make fitting a pvp ship near impossible, and soloing definatly impossibe.


That's probably why no one uses them in PvP, amiright?

Originally by: Alexa Akiga
Cap usage of lasers makes any amarr ship turn into a giant paper weight under a neut unless fitted with a cap booster to take up one of their three mid slots (lol).


So fit one. It's a good thing.

Originally by: Alexa Akiga
They can field a decent buffer tank, but several races still field better tanks (active myrms and drakes come to mind).


Those are entirely different styles of tanking. And are incredibly niche. Be happy Amarr can just get away with straight buffer/resist tricks.

Originally by: Alexa Akiga
You can almost expect 70 to 80 percent of your damage to be cut right off the top to any pvp ship when using lasers.


Which damage type is this not true of?

Originally by: Alexa Akiga
Their ships are butt-ass slow and their ship bonuses are mostly garbage. Almost all ships have this 10 percent bonus to cap usage, which can be better served with an actual bonus to the combat effectivness of the ship, not a bonus to just make their ships weapon systems usable, which to be honest, even with the bonus, their cap usage is ridiculous.


That's a load of bull**** generalities mixed liberally with outright falsehoods.

If you truly believe all of the above, you need to take a deep breath and look at the lineup again with a critical eye. Identify its strengths and learn to capitalize on them rather than focusing on weaknesses that hardly even exist. And seriously, try flying hybrid boats for a bit. Amarr ships as a whole are fine and in fact have fewer gaps (T1 cruisers being the obvious one) than two of three other races.

So consider yourself wrong and corrected.

Noob Ganker
Posted - 2011.08.29 02:40:00 - [8]
 

Originally by: Alexa Akiga
Originally by: Jiao Governator
If I may sum up your post, you're upset because Amarr ships aren't Minmatar ships. Just be glad they're not blaster boats.


Well let's be honest, minmatar ships are a bit over powered in most respects. Ask yourself this, if you were to go through all the t1 ship lineups (frig, cruiser, bc, bs), out of all the races, who has the generally considered best ship in each class?

Frig: rifter
Cruiser: Rupture
BC: Hurricane (closely followed by the drake)
BS: Amarr takes the lead here with the Abaddon.


Try looking at T2.

Hiroshima Jita
Posted - 2011.08.29 03:03:00 - [9]
 

Amarr have the Nightmare. Fly the right missions and its fine.

Amarr are good PVPers. They just do fleet PVP, although they have a handful of entries into the solo pvp category. Curse, Slicer, um. It does get frustrating that most Amarr ships are fleet boats that are just tank'n'gank.


Thorian Baalnorn
Posted - 2011.08.29 03:04:00 - [10]
 

Edited by: Thorian Baalnorn on 29/08/2011 03:04:31
Originally by: Alexa Akiga
Originally by: Jiao Governator
If I may sum up your post, you're upset because Amarr ships aren't Minmatar ships. Just be glad they're not blaster boats.


Well let's be honest, minmatar ships are a bit over powered in most respects. Ask yourself this, if you were to go through all the t1 ship lineups (frig, cruiser, bc, bs), out of all the races, who has the generally considered best ship in each class?

Frig: rifter
Cruiser: Rupture
BC: Hurricane (closely followed by the drake)
BS: Amarr takes the lead here with the Abaddon.


From your post i would say you lack the ability to properly fit ships and/or your not properly skilled for said ships. I fly Amarr all the time. Dont have a problem with them.

If your doing pve you should be killing mostly Sansha and blood raiders. If your not you should get back in Amarr space and run missions.

Amarr boats have some of the best DPS output at range you will find. And they have the longest short range turrets. Seriously i have MPII that have optimal at 50KM and i can still put out 800 dps at that range without faction gear. Only thing with better range is missiles. I run a baddon in sansha /raiders 0.0 with triple heat sinks 3 hardeners and a LARII. I run T2 megapulse x7 with scroch and faction multis and i absolutely devastate rats with it. bout the only thing that gives me trouble is raiders haven and sanctums cause they neut.


As far as pvp.... well their is a reason everyone that pvps can fly either minnie or amarr or both.

And faction crystals last quite a long time. Scorch you go through pretty fast but they are less than a mil each. in missions and sites i use scorch only when necessary cause the bounties are crap. For belt ratting i can make bank using scorch compared to faction crystals.

iKill Giants
Eternal Phoenix Rises
Posted - 2011.08.29 03:07:00 - [11]
 

Let me just cut this up first.

Quote:
PVE: They have major cap consumption issues with their weapon type, which in turn makes an active tank very difficult without wasting rigs slots and all of their already limited mid slots with cap rechargers!

I wouldn't so much call them issues, because not only are they absolutely intended, they're not even that bad. Some ships even have capacitor bonuses to them, which would be great if they weren't replacing damage or refire bonuses. Cap consumption is the price you pay for ammo that takes up next to no space and swaps instantly, making Amarr very versatile in terms of range, on par with Caldari in my opinion.

Quote:
Their active tank is rather weak, being that active armor tanking in itself is rather weak. Amarr ships seem to only have an effective buffer tank.

I could've addressed this above, and this is absolutely true. But it's not really "rather weak", it's just average. Unbonused. The armor repper is an armor repper and it's no better than that. In terms of races and tanks, Caldari is passive shield, Minmatar active shield, Gallente active armor, Amarr passive armor, or buffer, if you want to call it that. Passive races get resist bonuses, active races get rep bonuses. Amarr is just better at passive. It's part of the game, and active armor tanks can still benefit from it. More resists mean less armor gone that you have to rep. Most people I know who run amarr with reppers can manage in one way or another. Hell, I could give you an Apoc fit with dual reps that's stable and runs like a dream.

Quote:
Em/therm damage type is absolute garbage against several mission enemies. Guristas come to mind. This makes soloing these missions an absolute chore because the damage being done is being mitgated by all the low slots being fitted to just moderatly uphold a decent tank, leaving no room for heat sinks to improve their already horrid damage.

Yes, it is very difficult to kill Guristas with lasers. This is a fact of EVE. But blaming Amarrians for it hard to do doesn't seem to be the way to go for me. It's just as much fault that the Guristas aren't hardened against kinetic. Again, limited damage types are the price you pay for almost ammo-less guns. And my troll friend above has a point, if you have to use ALL the lowslots for your tank, you're not doing it right. As I'm aware, lasers actually have high-ish inherent dps, which compensates somewhat for their limited damage.

Quote:
Scorch crystals break easy and are very expensive to replace and t1 or faction pulse crystals have crap range. Beams cost massive cap and are difficult to fit with a decent tank on a non faction ship due to massive powergrid and cpu requirments. Beams also rather poor dps to boot.

Well, criticizing a long-range turret for having poor dps is like criticizing the sun for setting in the evening. That's just how long-range turrets work. Massive cap usage is the trade-off for the increased range that's mirrored to a, in my opinion, far worse extent in railguns. Artillery are probably better in most cases than both for this reason, but beams have higher dps than both, so I don't know what you're talking about really. As for Scorch, thank goodness it breaks fast as it does, else we might have to call it OP! Smile As you may or may not know, the majority of Amarr pilots are in love with Scorch's ability to perform at a multiple ranges.

More on next post...

Larton Dretta
Posted - 2011.08.29 03:09:00 - [12]
 

Amarr have their share of bad and great ships. However, Out of all the ships, there's only fiew that are jaringly bad when it comes to PvP like the Maller and the Omen, both being impossible to fit properly to even come close to being competetive. Omean needs more CPU and PG, the ship would be amazing if it could fit a 800mm plate, a 10MN MWD and a rack of guns, ATM it can't do that. Maller needs a drone bay and also more PG and CPU.

As for Amarr in general, their guns have huge optimal range and can instantly switch ammunition. The capacitor consumption is about the same as it is for blasters and overall the race is doing great.

in general none of the races are that bad, it's just that Minmatar is currently OP and it doesn't seem like that's going to change.

iKill Giants
Eternal Phoenix Rises
Posted - 2011.08.29 03:09:00 - [13]
 

Quote:
Total lack of mid slots on almost all ships make fitting a decent ship difficult. Nothing more needed on that subject.

Well, in my PVP experience, even as an Minmatar pilot, I rarely need more than three slots for web, scram, and prop mod. As far as I know, most Amarr ships have at least that. Frigate classes do have less, but they're closer range, and can get away with a scram instead of a web + long point. The Jaguar does the same thing, and that's exactly how I handle it.
And before you bring up the Retribution, that thing is a DPS beast. More than compensates. Can fit a mean, mean tank to boot. Coercer has no excuse, but that's more of a dessie-wide problem.

Quote:
PVP: All of the things that Amarr ships suffer with in pve carry over to pvp. Lack of midslotts make fitting a pvp ship near impossible, and soloing definatly impossibe. Cap usage of lasers makes any amarr ship turn into a giant paper weight under a neut unless fitted with a cap booster to take up one of their three mid slots (lol).

Neuting an Amarr ship is a very effective strategy. I suppose if I flew them, I would use a spare midslot for a cap booster if I could. But Gallente share the same weakness, and Minmatar and Caldari ships won't be holding up too well neuted either, unless they're passive. Caldari does best under neuts, Minmatar tends to die a whole bunch despite continuing to fire. Amarr usually will actually take longest to kill with neuts on it, because of their massive passive buffers. I mean, they still die, but what I'm saying is, so does everything else.

Quote:
They can field a decent buffer tank, but several races still field better tanks (active myrms and drakes come to mind). Their damage type is absolute garbage to any non shield tank and most of the time also to shield tanks as well, because of hole plugging on most competant players vessels. You can almost expect 70 to 80 percent of your damage to be cut right off the top to any pvp ship when using lasers.

Active myrms are nasty. 1600mm Harbs are nasty. Multiple 1600mm Prophecys are ridiculous if useless. Drakes are bricks that shoot missiles and I feel like they're a bit overpowered but in any case, the Harbinger is a match for most pvp drakes that don't overtank so they can kill more things. Like Harbingers. People plug holes, yes, but they're still just a teensy bit softer there, and because they plug holes you usually end up just as good against other races as well.

Quote:
Their ships are butt-ass slow and their ship bonuses are mostly garbage. Almost all ships have this 10 percent bonus to cap usage, which can better be served with an actual bonus to the combat effectivness of the ship, not a bonus to just make their ships weapon systems usable, which to be honest even with the bonus their cap usage is still ridiculous.

Statistically, going off base speeds and lowslots for nanos, Amarr is the second best race. I agree with the first part of your statement on the cap bonuses, but definitely disagree on the usability. Any examples of these "ridiculous bonuses" beyond the cap usage ones would be appreciated.

More on next post...

iKill Giants
Eternal Phoenix Rises
Posted - 2011.08.29 03:11:00 - [14]
 

Quote:
To be honest I can think of only two moderatly good things about Amarr ships in general; scorch and the ability to instant change ammo. These qualities alone don't make most of the Amarr ship line valid choices. The t1 line of amrrian ships is pure garbage in comparison to other races ships of equal class. They have some decent t2 ships, but nothing ground breaking. Their battleships are decent in fleets, but suffer from huge issues in any other capacity due to poor pulse tracking at close ranges and poor mobility.


And here is where I just want to say, opinion, opinion, opinion. Their t1 lineup is as balanced as any other, more so in MY opinion in the cruiser lineup than anywhere else, the ewar cruiser being one of the only two in common use, the two combat cruisers being about equal to each other and other races, better than Caldari and the Stabber in MY opinion and equal or slightly less good than the Gallente combat cruisers. Hell, even the t1 logi actually has a semi-useful cap transfer bonus. So does Caldari.

The battleships are some of the best in terms of fleet, nice instant midrange dps application right there with Minmatar, and all three battleships are viable for it as opposed to Minmatar's two. Caldari has missiles except the Rokh, and fleets usually don't want missiles unless they're small or close range.

Caldari have some decent t2 ships. Some not so much.
Gallente have some decent t2 ships. Some not so much.
Minmatar have some decent t2 ships. Some... er... uh... Anyway, the point is that all races have some bad ships, and tbh Amarr is one of the other races where I'd be stammering like that. None are really considered BAD. The recons have nice bonuses and solo potential, much beloved. The Zealot is a very capable sniper. You can't get many better HAM boats than the Sac, let alone nano-HAM boats. The Guardian is one of the most favored logis. The Devoter is one of the best bricks in the business. The Damnation gives some damn useful armor bonuses, and the Absolution has a hell of a DPS + Tank combo.






Sorry for the length, but you had a lot of complaints, I had a lot of points, and I had a lot of fun. Don't get many nice explanation-type posts to make around here. Hopefully someone else hasn't typed it up faster by the time I post.

By the way, I'm an entirely Minmatar pilot so far, but definitely eyeballing other races for their sexy ships. The only reason I can tell you all this is, well, know thy enemy...

Andrea Griffin
Posted - 2011.08.29 03:27:00 - [15]
 

I was about to post something long but iKill Giants stole my thunder. I will add this though: Amarr have some of the very best T2 ships in the game.

Crusader, Malediction, Curse, Pilgrim, Zealot, Sacrilege, Heretic, Devoter, Damnation, Guardian. I personally add the Vengeance and Sentinel (♥) as Very Good as well.

Every ship lineup has some weaknesses. So Amarr ships are best fit with a cap booster. That is nothing new or surprising; After a speed module and tackle, a cap booster is what most people stick on there anyway unless you're passive shield tanking.

Speaking of cap boosters, they work wonders for PvE as well. A cap-boosted Apocalypse has lots of free slots for tracking mods. Never had cap issues with Amarr PvE boats anyway... You don't need to perma-run everything. You just need enough for the mission.

Ray Parez
Posted - 2011.08.29 04:34:00 - [16]
 

Capacitor issues: Amarr have the strongest capacitors as it is, to account for their use of lasers

Damage types for PvE: Decline guristas, accept sansha/blood raider/serpentis

Ammunition problems: I believe Scorch has a lower cost/shot than barrage does, so just buy more crystals, and then switch to standard/multifrequency as they get closer.

Mid slots: Looking at the battleships, the apoc and abaddon, the two most common mission ships for amarr, they have 4, which is good enough when you are fielding an armor tank.

PVP: Admittedly the lack of mids makes soloing in amarr ships very difficult, but they have incredible efficiency in a gang, where the ewar is provided for them.

DPS: Amarr have the highest DPS in the long range category with beams, and the highest applied dps at range with pulses. even if they hit for a low number due to resists, they chip away effective hitpoints at an alarming rate.

pussnheels
Amarr
Vintage heavy industries
Posted - 2011.08.29 04:59:00 - [17]
 

the OP can expect a visit from the holy inquisition any monent now

About Amarr ships well , when i first started with this character i told myself this will be a amarr only type and i ALMOST felt sorry for my choice of flying only Amarr, When i first went into Battle ships i absolute hated the abbadon and felt the apoc was sort of meh , not even mentioning the armageddon
So i hasd a good look at my skills and what was needed and gave Amarr a second chance
Amarr ships NEED almost perfect engineering skills, gunnery and mechal skills
Once you got them the cap issues are more or less a non issue and your active tank for pve one of the best with still enough slots for damage mods , i don't think there is any other ship that can armour tank as good as the abbadon active or buffer

Damage as said beam lasers have some of the best ds over mid range and using tachyons even at long range with little tracking problems close range with MF or conflag , most ships melt relative fast
And yes if you are doing missions against guristas or angels missions will take longer because of their resist, but again the sheer dps output will overcome their resists , actually once you burn thru their shields they die pretty quick, and the issue of scorch crystals breaking too fast uumm either you not changing crystals to suit the range or you doing something else wrong

In pvp again here Amarr are one of the best ships in fleets and their cruisers and frigates both t1 and t2 are great ships for the small roaming gang , and yeah the retribution only has one midslot so don't fly solo use it in a team , vengance on the other hand since the rocket buff are great ships, their t2 cruisers , the curse is a monster , the few times i did a solo roam in low sec people ran away , says enough about the curse

No my little heretical friend Amarr ships are not meh , they are great , they only need good skills to fly them and they excell in the right fleet

pussnheels
Amarr
Vintage heavy industries
Posted - 2011.08.29 05:02:00 - [18]
 

ooh yeah one more thing amarr ships have sex appeal something other races can't even come close to being the sexiest ships around

Thorian Baalnorn
Posted - 2011.08.29 05:58:00 - [19]
 

Originally by: pussnheels
ooh yeah one more thing amarr ships have sex appeal something other races can't even come close to being the sexiest ships around


Quoted For Truth. Wont be picking up chics in a minnie scrapheap.

Kurfin
Amarr
Posted - 2011.08.29 09:16:00 - [20]
 

Originally by: pussnheels
So i hasd a good look at my skills and what was needed and gave Amarr a second chance
Amarr ships NEED almost perfect engineering skills, gunnery and mechal skills
Once you got them the cap issues are more or less a non issue and your active tank for pve one of the best with still enough slots for damage mods , i don't think there is any other ship that can armour tank as good as the abbadon active or buffer


This. Amarr ships are not low SP friendly, that Caldari's department, and the problem is exacerbated by our poor T1, non-faction, line up sub Harbinger. But once you get to the Harby, the BS's and the T2 ships and you have most if not all your cap related skills maxed out we improve drastically. The cap usage bonuses aren't great, it leaves our ships a bonus short, but it doesn't ruin us.

Hirana Yoshida
Behavioral Affront
Posted - 2011.08.29 09:53:00 - [21]
 

Originally by: William Cooly
The only sub-par Amarr ship is the Legion, which is outclassed by the T2 Cruisers for any of it's roles. And that's just because the T2 Amarr cruisers kick ass.

You find a lot of use for Prophecies, Omens, Augorer's et al. then?
Problem is that Amarr ships are ALL sub-par until you hit T2 ships, with the Slicer and Nomen being the exceptions that prove the point.
Originally by: William Cooly
To your cap, active tanking, mid slot, damage, and speed concerns, I just say, learn how to fly the damn things rather than whine about how one of the most straightforward races in EVE is too hard for you.

Yeah, because building bricks with guns makes for a scintillating gameplay experience Very Happy

Midslots have at least twice the utility/value of lowslots but Amarr, and some Gallente, hulls are not compensated adequately for their low mid count.
Originally by: Jiao Governator
If I may sum up your post, you're upset because Amarr ships aren't Minmatar ships. Just be glad they're not blaster boats.

Scary but sadly true for the most part Laughing

Pinky Denmark
The Cursed Navy
Important Internet Spaceship League
Posted - 2011.08.29 10:32:00 - [22]
 

I love the Amarr ships:

Nice Interceptors
2-3 strong crusiers
Awesome BCs
Superior Battleships
Epic HACs
Sweet HIC
Curse is fearfull
Capital ships some of the best tanked

Sidus Isaacs
Gallente
Posted - 2011.08.29 10:44:00 - [23]
 

Edited by: Sidus Isaacs on 29/08/2011 10:44:50
Amarr ships are well balanced. That is all. Learn to fly them.

Edit: And btw, nobody cares if they suck at some "missions". EVE is a PVP game, deal with it.

Solomar Espersei
Suddenly Ninjas
Tear Extraction And Reclamation Service
Posted - 2011.08.29 14:52:00 - [24]
 

Originally by: Andrea Griffin
...I will add this though: Amarr have some of the very best T2 ships in the game.

Crusader, Malediction, Curse, Pilgrim, Zealot, Sacrilege, Heretic, Devoter, Damnation, Guardian. I personally add the Vengeance and Sentinel (♥) as Very Good as well.


And this is one of the reasons the Legion is so roundly, if not unfairly, criticized. The other T3s, particularly the Tengu, are just better in most instances than their T2 counterparts, all while being far easier to train.

Aamrr
Posted - 2011.08.29 20:02:00 - [25]
 

Very true.. The Legion has a few specific niches, but it's generally not cost effective. Indeed, the situations where it most excels are in PvE scenarios where isk revenue is very high and the cost of losing your ship is small in comparison to the additional revenue you can get from using a marginally better ship.

Kendon Riddick
Posted - 2011.08.29 20:03:00 - [26]
 

2/10

Duchess Starbuckington
Posted - 2011.08.29 20:20:00 - [27]
 

Quote:
And I can fly them just fine


By the look of your derpfest of an OP, you certainly can't fly them fine.

Uol Kafshaz
Amarr
DaVinci Inc
Posted - 2011.08.29 20:42:00 - [28]
 

I will add two things to what's already been said.

1. Amarr ships are the most skill intensive ships (not named typhoon) to learn to fly well. It's tough to jump into a harb with mediocre skills and compete with a cane. That said once you put the skills into the support skills these are some of the finest ships around, including the missile variant vengeance and sac.

2. The Legion is a damn fine T3 and probably the most versatile of the T3 lineup. Watch how fast a cane dies to a properly fitted Legion. It can be a beast in the right hands.

Aamrr
Posted - 2011.08.29 20:49:00 - [29]
 

Originally by: Uol Kafshaz
The Legion is a damn fine T3 and probably the most versatile of the T3 lineup. Watch how fast a cane dies to a properly fitted Legion. It can be a beast in the right hands.


Please understand that I'm not disagreeing with you, but that is a really bad example. "My T3 can kill a T1 battlecruiser!"

I like my Legion just fine, but that post was...painful.

Uol Kafshaz
Amarr
DaVinci Inc
Posted - 2011.08.29 21:55:00 - [30]
 

Originally by: Aamrr
Originally by: Uol Kafshaz
The Legion is a damn fine T3 and probably the most versatile of the T3 lineup. Watch how fast a cane dies to a properly fitted Legion. It can be a beast in the right hands.


Please understand that I'm not disagreeing with you, but that is a really bad example. "My T3 can kill a T1 battlecruiser!"

I like my Legion just fine, but that post was...painful.


Right poor example but in terms on winmatar pvp the hurricane is the benchmark for solo so I picked that. It was stated above the Legion sucks because the two Amarr T2 cruisers fill their roles so well. I wouldn't put a zealot 1vs1 on a cane if I wanted to live.


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