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blankseplocked What's with all the Amarr ships?
 
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Imperator Jora'h
Posted - 2009.01.24 17:00:00 - [1]
 

As an almost exclusively Amarr player I am gratified to see their ships well represented but honestly they do not make a lot of sense on their own.

Certainly they hit hard and have decent tanks (generally) but in a tournament where EW is obviously going to be prevalent Amarr ships are a rather terrible choice. Amarr ships are more susceptible to EW than pretty much any other race. It ALL works well on them. ECM/Tracking/Damps/Nos-Neuts....you name it. It all messes them up really well.

We saw that in the last battle. The Abbaddons were hanging well but once the other team got on them the ships were defanged.

Having heavy hitters on your team is all well and good but unless you can keep them free of EW to do their things they are all too easily rendered useless by the other side.

Note: Just food for discussion here. I am not calling for nerfing anything or griping and could well be missing something obvious. Just curious.

Nuclear Warrior
Posted - 2009.01.24 17:05:00 - [2]
 

Every ship is affected by all of the Ewar types, apart from missile boats which dont use tracking. But suck and fail.

If you are going to have heavy hitters. They should be Amarr because Amarr are the best heavy hitters over the best range see?

Also, comparing the sensor strength types:

Rokh: 24
Hyperion: 23
Abaddon: 22
Maelstrom 21

So, it really doesnt make a big difference.

Tom Peeping
Posted - 2009.01.24 17:07:00 - [3]
 

2 things.

first, current fotm

second... dont have to fit points for tourney, so the lack of midslots is less problematic in tourney than it is in real pvp

just imo

Joseph 9
Deep Core Mining Inc.
Posted - 2009.01.24 17:09:00 - [4]
 

But plenty of mids gives you room for ECCMs. SO I'd expect so see some Hyperions turning up.

Imperator Jora'h
Posted - 2009.01.24 17:10:00 - [5]
 

Originally by: Nuclear Warrior
Every ship is affected by all of the Ewar types, apart from missile boats which dont use tracking. But suck and fail.



Damps are not so good against blaster ships which want to be in your face anyway.

Optimal damps do not hurt Minnie ships so much when they have huge falloff.

Tracking not so great versus blasters either and nothing versus drones or missiles.

Nos/Neuts do nothing against passive setups, missiles and Arty and drones.

ECM does not necessarily stop drones or FoFs

ALL of the above mess an Amarr ship pretty well.

Tyrrax Thorrk
Amarr
Habitual Euthanasia
Pandemic Legion
Posted - 2009.01.24 17:11:00 - [6]
 

It's just people recognizing the Amarr race's natural and well deserved superiority.

Smart of them really.

Shirley Serious
Amarr
The Khanid Sisters of Athra
Posted - 2009.01.24 17:27:00 - [7]
 

Originally by: Imperator Jora'h

Optimal damps do not hurt Minnie ships so much when they have huge falloff.


Tracking disruptors affect falloff too.

Tom Peeping
Posted - 2009.01.24 17:32:00 - [8]
 

Amarr are good at DPS and decent at tank. Their primary strength is that they are very flexible with their dps.

Often useful traits in a tourney. Granted it can be easily counted by any number of methods... amarr have always been good within the limited field of dps application but lacking in the other types of flexibility... still, flexible dps is a useful thing to have.

I never could understand why people derided them as a pvp race before... course on the same bent, I don't understand why people suddenly say they are overpowered. Pre and post QR they are still good and bad at the exact same things... well actually they did get worse at the mega distance pulse apoc since we now have a stacking nerf on the range rigs.

Imperator Jora'h
Posted - 2009.01.24 17:48:00 - [9]
 

Originally by: Tom Peeping
Amarr are good at DPS and decent at tank. Their primary strength is that they are very flexible with their dps.



Flexible DPS? Not sure what you mean.

Barring a few ships that are mediocre missile users and one or two decent with drones Amarr are, by and large, limited to lasers which are limited to EM/Thermal damage.

Amarr also have the narrowest "sweet spot" to do damage. Lasers have crap falloff (worst of any turret). They have the shortest ranged long range guns and the longest ranged short range guns. That was weird to say but essentially you can still get "under" their short range guns and render them ineffective and "over" their long range guns and still hit them. Amarr are masters of the middle ground but thing is almost no one else except another Amarr ship wants to stay in the middle ground.

For the tourney owning the middle ground, by they nature of the tourney setup, may indeed be great but then you have all the other limitations on getting whomped by EW.

Amarr are fine ships. I am not whining about them. Just saying they have very real and serious limitations (as any ship should).

Tom Peeping
Posted - 2009.01.24 18:26:00 - [10]
 

Edited by: Tom Peeping on 24/01/2009 18:30:30
by flexible dps, I merely refer to the fact that an amarr ship is able to apply it's DPS across a variety of ranges. Basically that's a reference to the longest range short range gun you refer to, which is a very good strength for amarr.

Your quite right, not meant to refer to damage types. That would of course be one of the many areas where amarr are inflexible... as is the falloff issue. An excellent counter to amarr ships, even if you don't have other modules fitted which counter amarr well.

Sorry for the lack of clarity.

edit... other than that I quite agree. Like I said earlier... amarr are very good in a limited area and weak in other areas. But that limited area is quite useful in tourneys Very Happy

Opertone
Caldari
Deep Core Mining Inc.
Posted - 2009.01.24 20:00:00 - [11]
 

Originally by: Tyrrax Thorrk
It's just people recognizing the Amarr race's natural and well deserved superiority.

Smart of them really.


amarr females looks superior, like Egyptian Queens!

and Egyptian ancient but superior.


 

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