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Amarr Basic Ship and Skill Overview: Difference between revisions

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Rynnik (talk | contribs)
Rynnik (talk | contribs)
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* Speed.  Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous.  If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.
* Speed.  Amarr ships tend to have lower than average base speeds, and, given that Armour tanking tends to directly compromise ships' speed, tanked Amarr fits are often ponderous.  If, however, less tank is required Amarr ships' numerous low slots let them overtake even Minmatar ships at a cost.


* [[EWar 101 Guide|EWAR]].  The Amarr primary racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on missile or drone systems.  The secondary racial EWAR is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on T2 platforms which are beyond the scope of this guide.
* [[EWar 101 Guide|EWAR]].  The Amarr primary racial EWAR is tracking disruption (TD), which reduces the optimal range, falloff, and tracking speed of hostile turrets. Tracking disruption is very difficult to counter, but is limited as it is only effective against ships with turrets; it has no affect on ships using missiles or drones.  The secondary racial EWAR is [[Capacitor Warfare Guide|Capacitor Warfare]] but bonuses to this are only found on T2 platforms which are beyond the scope of this guide.


====PvP====
====PvP====
Amarr ships have been a PvP 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles.  Exceptional armour tanks, big capacitors, and laser turrets excellent combination of damage and range make Amarr ships popular for PvP.
Amarr ships have been a PvP 'flavor of the month' for much more than a month, and can be extremely useful in nearly all roles.  Exceptional armour tanks, big capacitors, and laser turrets excellent combination of damage and range make Amarr ships popular for PvP.


* Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP.  Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr primary EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that do not use turrets to do damage, such as missile or drone boat.
* Note, however, that the E-Uni starting PvP roles of [[Tackling 101 Guide|tackler]] and [[EWar 101 Guide|EWAR]] can be difficult for new Amarr pilots as Amarr ships don't excel at these roles with low SP.  Amarr frigates have very few mid slots and the Punisher is quite slow while the Executioner is very fragile. The Amarr primary EWAR is Tracking Disruption (TD) and, although it is extremely useful in certain circumstances, it has no effect on ships that use missiles or drones for damage.


Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups.  Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly.  Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices.  New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.
Amarr ships tend to stick to the formula of lots of armour for defense and lots of lasers for damage, and there are fewer 'exceptions to the rule' than there are in the other races' lineups.  Because of this Amarr are sometimes thought to be, from one point of view, the 'simplest' race to fly.  Breaking the mould may be more restrictive and less rewarding than it is when flying other races' ships; the opportunities are there but they are more skill intensive and require greater sacrifices.  New pilots are best served by playing to the Amarr formula until they know when and how to break the rules.