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* [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking]. Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications. | * [http://wiki.eveuniversity.org/Smurfprime%27s_Guide_to_Basic_Tanking#Armor_tanking Armour tanking]. Amarrian ships have high base armour and several ships have direct bonuses to armour resistances ([[Tech 1]] examples: Punisher, Maller, Prophecy, and Abaddon). Armour tanks can be extremely powerful in both PvP and PvE applications. | ||
* Energy [[turrets]]. These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets. Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction]] or Advanced [[Tech 2]] variants. | * Energy [[turrets]]. These are the standard for the majority of Amarrian damage dealing vessels in the same way that Gallente and Caldari tend to use Hybrid turrets (although Caldari make greater use of missiles) while the Minmatar make extensive use of Projectile turrets. Energy turrets (more usually 'lasers') offer an excellent combination of range, tracking and damage when compared with projectile or hybrid turrets. Frequency crystals, the Energy ammo type, can be changed instantly and [[Tech 1]] crystals are unlimited ammunition as they do not degrade like [[Faction]] or Advanced [[Tech 2]] variants. Unfortunately this all comes at a price; there is no variation on [[damage types]] and Energy turrets use a great deal of capacitor as well as tending to be quite demanding on a hull's powergrid for fitting. | ||
* Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills. | * Large Capacitors. Amarrian pilots rely heavily on their capacitors; lasers are heavy on the capacitor to such a degree that some Amarrian hulls have a bonus that decreases capacitor usage of Energy turrets rather than a damage bonus. Thus Amarrian hulls tend to have larger capacitors than the hulls of the other empires and many Amarrian pilots prioritize capacitor skills. | ||
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* [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide. | * [[EWar 101 Guide|Electronic Warfare]]. The primary form of Amarrian electronic warfare is Tracking Disruption, which reduces the optimal range, falloff and tracking speed of turrets fitted to the target. Tracking disruption is fairly difficult to counter but limited in application as it affects only turrets. The secondary form is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on [[Tech 2]] hulls, which are beyond the scope of this guide. | ||
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