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Amarr Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Rynnik (talk | contribs)
Rynnik (talk | contribs)
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Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.
Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time.


This is easily the most survivable and tenacious of the T1 frigates.  Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4).  The Punisher's 3 turrets give it very good dps, but its slot layout prevents it from fitting the tackling trinity; a speed module, a point, and a web.  It has the largest capacitor of a T1 frigate in order to keep its lasers firing, and it can even be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers.
This is easily the most survivable and tenacious of the T1 frigates.  Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate.  It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4).  The Punisher's 3 turrets give it very good dps, but its 2 Mid slots prevent it from fitting the tackling trinity; a speed module, a point, and a web.  It has the largest capacitor of a T1 frigate in order to keep its lasers firing, and it can even be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers or other high capacitor using modules.  High SP pilots will often mention this ship as their favourite T1 PvP Frigate in the same breath as the infamous Minmatar Rifter.


This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity.
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{{Rig Slots 3}}
{{Rig Slots 3}}
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
* This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers.
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull, it is for good reason in this case however.
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull; however, it is done for a good reason in this case.
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''Flying Manual 101'':  Use this build in a large fleet. When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarp drive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarp drive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to pop you.  The lasers on this build are ONLY there to add DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is an E-Uni patented blob and thirty of your class mates also have point on the doomed enemy then feel free to get some target practice in.   
''Flying Manual 101'':  Use this build in a large fleet, like your first time in an E-Uni Blob! When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarpdrive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0 or close to it.  Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build.  Once the point is applied, move into an orbit around the target, disengage the microwarpdrive, and hold on until a heavier tackle can get into range.  When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to destroy you.  The lasers on this build are ONLY there to add a little DPS if possible once someone else has the target locked down.  Do not drain your cap doing negligable damage only have the warp disrupter run out of power allowing the target to escape. If it is a patented E-Uni blob and thirty of your classmates also have point on the doomed enemy then feel free to get some target practice in.   
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{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
{{Low Slots 4|ls1=200mm Reinforced Titanium Plates I|ls2=Damage Control I|ls3=C4S Coiled Circuit Thermal Radiator|ls4=Reactive Plating I}}
{{Rig Slots 3}}
{{Rig Slots 3}}
*This tackler fit plays to a Punisher's strengths rather than overcoming deficiencies like the tackler fit above.  It is not the ideal E-Uni fleet setup but it is a better use of the platform.
*This tackler fit plays to a Punisher's strengths rather than overcoming its speed deficiencies like the corp fit above.  It is not the ideal E-Uni fleet setup but it is a better use of the platform.
*If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy.  If you go this route do not forget about switching out the heat sink!
*If you have decided to cross train into projectile weapons this fit as an excellent candidate for Auto Cannons, as having the damage potential free from constraints on the capacitor is incredibly handy.  If you go this route do not forget about switching out the heat sink!
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''Flying Manual 101'':  With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop right on top of the target.  Once you are in range of the scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them.  Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.   
''Flying Manual 101'':  With the 200mm plate, afterburner instead of microwarp drive, and warp scrambler instead of disruptor you will never get close enough fast enough to get the first point, unless you are lucky and drop out of warp right on top of the target.  Once you are in range of the warp scrambler however, the enemy is going to have a very hard time shaking you off.  This fit can tank a considerable amount of damage for a T1 frigate, and the afterburner should be continually run while orbiting to keep the angular velocity high.  Try to balance the range to keep out of threat of smart bombs as much as possible, but within the range of the warp scrambler - this will be the most piloting intensive aspect of flying this fit well.  Drones can be tanked for quite a while and the DPS is high enough to attempt to pop them.  Cap management will be a big issue with the scrambler and afterburner permanently running, so weigh this carefully before opening up to take pot shots.  This fit will help develop piloting skills and techniques that will be most pertinent to more advanced punisher builds, and is better as a niche heavy frigate tackler in smaller fleets than the corp tackling fit.   
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''Flying Manual 101'':  This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.  Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional.  It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers.  With no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
''Flying Manual 101'':  This setup gives you the cap, a bit of damage, and a bit of armor, while being relatively inexpensive and not requiring a large amount of ISK.  Generally flying T1 frigates in a fleet with no tackle or EWAR is of limited usefullness, but in a small group where you are specifically told not to bring tackle, in a pre-arranged duel where no one will warp out, or just to try out something different this fit is functional.  It is designed to get in close and keep a high speed orbit with the afterburner running to enhance survivability and then open up with the pulse lasers.  Comparing this fit with no skills to maxed out skills it will deliver 13 dps (36 Alpha) to 27 dps (57 Alpha); 2,637 EHP to 3,925 EHP; top speed of 593m/s to 836m/s.
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{{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
{{Low Slots 4|ls1=Voltaic Nanite Adaptive Membrane I|ls2=Damage Control I|ls3=Small I-a Polarized Armor Regenerator|ls4=Dual-sheated XXX Plating I (exact type depends on the rats you will face)}}
{{Rig Slots 3}}
{{Rig Slots 3}}
*Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use. this setup can be quite easily upgraded with better skills.
*Note: The named lasers are there due having lower CPU requirements like the Membrane in low slot. The named energy vampire/NOS is to help out with eventual cap issues. If your skills are up to it you could substitute if for something else, a Salvager I for example. The cap recharger is a relatively low-priced one, though you should fit the best you can/want to afford. Same goes for the small armor repper. This setup can be quite easily upgraded with better skills.
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''Flying Manual 101'':  TBI.
''Flying Manual 101'':  Remember to fit a type of plating according to the rats you will face! you might still have some issues with Gurista rats, but that requires a totally different approach anyway. The AB you will need to get in your preferred range, which is partly depending on the "ammo" you use.
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