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Amarr Basic Ship and Skill Overview: Difference between revisions

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Zephyru5 (talk | contribs)
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Vasikh (talk | contribs)
Ammunition, Range, and Kiting: Update to refer to laser crystals instead of hybrid ammo
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=Ammunition, Range, and Kiting=
=Ammunition, Range, and Kiting=


You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
You should carry 3 types of frequency crystals during missions, and switch when required. By default, close range (multifrequency) ammo should be used. If you are taking too much damage at close range (or running low on cap), switch to medium range (standard) or long (microwave) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.


Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.
Multifrequency requires the most cap, has the shortest range, and does the most damage. Standard requires the least cap, has no range modifier, and does middling damage. Radio has the longest range, and does the least damage.


To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.