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blankseplocked Amarr ships, battleships in particular...
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Posted - 2008.05.08 19:45:00 - [1]

I've been thinking a bit lately and I've always liked amarr ships for their looks and I was wondering if they, especially battleships, do well in missions even if you don't have all relevant skills somewhere up around 4/5 yet.

It would take me a while to get the basic skills in place to get started, so I'm wondering if its worth it. Maybe using 2 different ships for missioning, like raven for guristas, mercs, serpentis... and w/e amarr BS for blood raiders/sanshas :D

Just looking for some opinions on it before I go wasting 2 months of training on a ship that I will fly 3 times and then decide that I don't like it :P

Imperator Jora'h
Posted - 2008.05.08 20:26:00 - [2]

Amarr really need relevant skills at 4/5 to do well. Particularly cap skills and such but pew pew skills too.

Amarr can do great versus Bloods and Sansha and rather stink versus Gurista and Angels. This is one reason why the Raven is such a popular mission ship. It is more flexible to take on whatever.

Amarr work fine though. I go Gurista L4s in an Abaddon and get through fine. Just not nearly as fast as pilots in a Raven. Versus Bloods however it is just pure face melting time and a breeze.

So the answer is, it depends (although I would strongly recommend good skills with Amarr stuff first).

Toria Nynys
Posted - 2008.05.08 21:21:00 - [3]

My 2 ISK: a 3 heatsink Abaddon melts sansha, bloods and drones perceptibly quicker than a cruise CNR. And I'm just cruise spec V and warhead upgrades V away from having maximum possible cruise CNR DPS, too.

If you already have caldari BS 5 consider the Nightmare. It uses caldari BS for the damage bonus.

What I like about flying Amarr: crystals are a near instant swap, and you don't run out ammo one volley from popping an NPC battleship. You can stick an afterburner into a midslot to get through those infernal 80km between gate missions rather than rejecting them.

What I don't like about flying Amarr: constantly being out of cap.

I can't imagine fitting those silly things without having AWU V either.

Salus Novus
United Front Alliance
Posted - 2008.05.08 22:44:00 - [4]

I've just recently starting flyin Amarr Command Ships - from mini ships.. the issue to get used to is armor tanking and managing your cap (like the above post). I've found that the armor bonus on these ships is just awesome. There are some real advantages to armor shields and one has to get used to that..

bottom line, the passive nature of armor tanking is just very interesting and I'm finding that the negatives of cap, slowness of the ship, etc.. is not as big as having a really excellent dps platform and passive tank.. I was using a damnation the other night as a bait ship -- was quite fun.. but I threw on the following:

- 3x 1600 II
- 1x DCU II
- 2x EANM II

4x Warp Disruptor II

1x Armor Gang Resist mod

Trimark I x 2

This had over 300K+ armor hit points... we wanted to kill some jackass empire war dec corp (harassing our 0.0 inbound logistics hub).. I disrupted them as they engaged at the gate, my m8's jumped in with short-range firepower and popped the Astarte first (couldn't warp away after figuring out I was a tank bait).. and just died.. the Ishtar tried to engage one of the mega's but by that pt, it was too late with the inty webbing him and he just died too..

But, I'm finding as a platform - they are very fun to fly..

Zaran Darkstar
Divine Slaves
Posted - 2008.05.08 23:57:00 - [5]

After having learned to fly Minmatar BSes with tech 2 guns etc i decided to go do missions at Amarr space since i had in mind that the natural Minmatar ship's resistences would help much on that. And in fact they do. But sincei am the curious type i decided to give the Amarr ships a try as well.

Well I never looked back again. I run lvl4 regularly now using an Amarr BS with gunnery and BS skills at 4 and i am doing amazingly well compaired to the Minmatar BSes with tech 2 guns! Not only against the classical Sanshas and Bloods but also against Angels and Guristas. The lasers melt them like butter. The fitting and the cap needs some managment and good cap skills (i got 4s and 5s on that) but nothing too difficult. And the ships look cool too :-)

If for me that i was able to use tech 2 artilleries the tech 1 lasers proved better i think they will work the same way for you as well.

Buzdo Tomari
Fallout Project
Posted - 2008.05.09 09:54:00 - [6]

Recently I stepped into an Abaddon and it's a very enjoyable experience so far. Most of my skills are lvl4, except cap/engineering skills which are lvl 5. It has a very good tank, against sansha I can do missions as fast as a CNR, and for harder/Gurista missions I use a raven. When I get more of my skills up, Raven will be used exclusively for Gurista missions.

Since we're on the subject, I also have a question. At the moment I'm using

8 x Meta 4 Mega Beam

4 x Cap Recharge II

3 x Heat Sink II
1 x Tracking Enhancer II
1 x True Sansha LAR
1 x EM hardener
1 x Thermal hardener

2 x CCC, 1 x 15% more cap rig

If I replace the Tracking Enhancer with 15% more powergrid, I can use 8 x Meta 4 Tachyon beams. But I'm worried about tracking. Is it worth it? I could use a tracking computer with a tracking script, but then I lose on the cap recharge.

Chainsaw Plankton
Posted - 2008.05.09 17:30:00 - [7]

i did my cap skills to 5/5 for my raven ages ago (and by ages about a year ago)

I shortly after went almost pure gunnery/spaceship command, and left my torps at 2 and cal bs 3. 901k sp in missiles 512k in missile bombardment Laughing

amarr bs 4 with large energy turret 4 and most gunnery support skills to 3/4 does quite well. 5/4 just makes it Laughing


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