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EndWar859
Kameira Lodge Amarr Empire
3
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Posted - 2014.04.11 07:20:00 -
[1] - Quote
I've been in the game since October 2012, have 13 million SP, and I've tried many different fittings for all Amarr suits and weapons and i can not seem to get an edge on my opponents.
I always thought it was just that i may be terrible at simply playing the game (which I may very well be), but perhaps it also has to do with a fundamental misunderstanding of Amarr combat philosophy. My fits mainly involve either 1 complex repair + complex plates and enhanced extenders (which previously were enhanced damage mods).
My conception of Amarr has always been that they are meant to be slow, hard hitting, and bullet sponges.
What are your thoughts? |
Denak Kalamari
Intaki Liberation Front Intaki Prosperity Initiative
1493
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Posted - 2014.04.11 07:24:00 -
[2] - Quote
My advice is screw the design philosophy. They only really set up guidelines for what the most basic of plain Amarr fits you should have, but I recommend just going crazy. Try different combos and see what works for you, regardless of what the combat philosophy of Amarr is. If you find something that suits you well, stick to it.
Grahisha of ILF // Writer of Thoughts of a Clone Soldier // Latest entry published Apr. 1st
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Mossellia Delt
Militaires Sans Jeux
1187
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Posted - 2014.04.11 07:32:00 -
[3] - Quote
I'll tell you right now, for all amarr suits sans the sentinel, all reppers and damage mods + scrambler rifle. Deal tons of damage and move on.
Join the Channel - CPM1 Candidates - Get to know who's running.
Delt for CPM1
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Operative 1171 Aajli
Bragian Order Amarr Empire
1833
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Posted - 2014.04.11 08:03:00 -
[4] - Quote
EndWar859 wrote:I've been in the game since October 2012, have 13 million SP, and I've tried many different fittings for all Amarr suits and weapons and i can not seem to get an edge on my opponents. I always thought it was just that i may be terrible at simply playing the game (which I may very well be), but perhaps it also has to do with a fundamental misunderstanding of Amarr combat philosophy. My fits mainly involve either 1 complex repair + complex plates and enhanced extenders (which previously were enhanced damage mods). My conception of Amarr has always been that they are meant to be slow, hard hitting, and bullet sponges. What are your thoughts?
Alpha damage at long to med range as you move in slowly, taking hits as you go. Laser weapons are great at range. It is about brunt force over hiding, speed or hit and run. That has a relative basis for success in this game.
The assault suit puts emphasis on the high slots for dmg mods. However, dmg mods got nerfed so I just go shields with the standard assault suit. Previously, they got shield bonuses I think, but now it is all about the reduced overheat for weapon efficiency and rep in low.
If hardener mods get added for infantry then that would be more appropriate for the additional slots.
I'm loving the Amarr basic light suit as opposed to the assault suit because you can stack armor mods and get a sprint bonus. It's a better assault than the assault. You don't get too big a penalty for weapon overheat.
Brick tanking a scout suit since April 2013!
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Oswald Rehnquist
1332
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Posted - 2014.04.11 08:13:00 -
[5] - Quote
Well, if you can give me what role you like to play as that would help a bit (logi? Assault? Scout? Sentinel? Commando?), I can give you fitting suggestions if you like, though we have a large group of Amarr rpers on here which I'm sure could top it.
Equipment is just uplinks, which can be a full time job in some games.
In regards to weapons you have 3 weapons
The laser rifle is harder than other weapons to use, due to unique optimal range properties, I wouldn't recommend it right away if you are already having difficulty as it is.
The other 2 are awesome weapons when used in pub / fw matches, but they do require minor player skills in that their rewards are based on the fact that they get nice head shot multipliers. The BrScP is able to one shot most suits especially with all the wannabe scouts running around. I've also been one shotting most people with the templar ScR about 30% of the time
With that in mind, they are particularly good at range and at flanking, and generally suffer when engaging multiple opponents or in cqc when compared to the other weapons.
Below 28 dB
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Chunky Munkey
Amarr Templars Amarr Empire
3852
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Posted - 2014.04.11 08:51:00 -
[6] - Quote
It's all about the alpha.
No.
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EndWar859
Kameira Lodge Amarr Empire
3
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Posted - 2014.04.11 17:06:00 -
[7] - Quote
Role wise, I'm much more specialized in assault than anything else, but i will play any role in order to adapt. (Exception: vehicles are not my thing at all)
So what I think I'm hearing is to omni-tank with a charged scrambler rifle and to keep at range during engagements to maximize damage output, while making sure I'm neither outnumbered nor facing someone with more HP than me.
My questions then are; 1. Since i run advance suits, is it better for say as an assault to use 1 complex repair and the rest complex plates or more/all repairs? (on logistics i use all reactive plates) 2. I use a controller and from experience, what sensitivities do you think are best to use?
Thanks for all the great advice guys! Any fitting suggestions are appreciated.
Amarr Victor! |
Ziiro Celeste
Ikomari-Onu Enforcement Caldari State
53
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Posted - 2014.04.11 17:17:00 -
[8] - Quote
One of the main Amarrians from AAA here (I'm the forgotten A).
The Amarr are known for tanking, AND ganking - eat those bullets and dish em out twice as hard.
If you're running assault, I recommend plates in the lows, a repper, and damage mods in the highs, as for your equipment, a compact nanohive to keep that armor up...weapon - ScR.
If you're running scout, here is my ADV A/1 fitting (my pro one is a secret)
2x Complex Shield Extenders
GEK-38 Assault Rifle T-12 Ion Pistol
Cloak Field Compact Nanohive
2x Enhanced Armor Plates 1x Enhanced Armor Repairer
674 eHP so you absorb rounds while you dish em out. The 220 sHP also keeps you relatively safe from explosives.
The forgotten "A" in AAA
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Shadowswipe
Molon Labe. General Tso's Alliance
220
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Posted - 2014.04.11 17:22:00 -
[9] - Quote
Amarr probably benefit from the passive skills the most. Max those out for the one relevant to your suit/play style. They have the highest starting shields and armor combine for pretty much every dropsuit. That means they benefit the most from the passive armor/shield skills that don't depend on a module. This will allow you more staying power no matter which suit + modules you equip.
From there they are medium to long range. So as stated prior, keep out of cqc as much as possible and alpha strike and move when taking fire. You have more than enough HP to duck out of harms way and re-position, even if you have no extra shield/armor mods. The key is to not get flanked yourself. If they get in close quarters through a flank, you were out of position. |
Atiim
Living Like Larry Schwag
6590
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Posted - 2014.04.11 20:17:00 -
[10] - Quote
May I direct your towards PCLAS?
It's the infantry division of PIE Inc, which is a long standing Amarr FW corporation and would be a great fit for any Amarr loyalist.
#LivingLikeLarry
[s]Text[/s] <-------- That's how you make a strike-through
-HAND
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Nocturnal Soul
Immortal Retribution
2775
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Posted - 2014.04.11 20:25:00 -
[11] - Quote
Honestly just brick tank any suit except the scout which you add kin cats and armor plates with a Scr or a shotgun.
Its alright everyone, no need to worry it's just an Amarr scout :(
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Eko Sol
Strange Playings
154
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Posted - 2014.04.11 20:30:00 -
[12] - Quote
Proto A-Logi:
3 complex shields 1 Complex Prec enhancer 1 Complex Damp 1 Complex Reactive Plate 1 Enhanced Armor Plate
Equipment Varies just work with what you got.
I typically run either proto locus nades or adv flux nades
Adv/Proto Assault Rail Rifle and std Flaylock side
Sometimes I run without nades if CPU/PG becomes an issue.
===================================================
Pseudo Proto A-Logi in Adv Suit:
2 complex Shields 1 Enhanced Dmg Mod 1 Basic Armor Rep 1 Enhanced Armor plate 1 Complex Damp
ARR and Flaylock/Magsec side, basic flux
Typical equipment I use are:
Drop Uplink, Rep, hive or inj
===================================================
Adv A-Logi:
3 Enhanced Shields 1 complex Damp 1 Enhanced Armor Rep 1 Enhanced Armor plate
Everything else is the same
===================================================
Cheap/Ambush Fit Basic A-Logi:
2 MLT Extenders 1 mlt armor rep OR 1 mlt armor plate 1 mlt armor plate
Equipment: Compact nanohive, Basic Drop uplink OR Injector, Rep tool
Rail Rifle, Flaylock/pistol/smg, and mlt or basic nades |
Oswald Rehnquist
1334
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Posted - 2014.04.12 00:03:00 -
[13] - Quote
EndWar859 wrote:So what I think I'm hearing is to omni-tank with a charged scrambler rifle and to keep at range during engagements to maximize damage output, while making sure I'm neither outnumbered nor facing someone with more HP than me.
For medium frames this is correct, though the ability to determine when to not engage and when to engage is harder in practice than what it sounds like. Your success will infinitely go up when you can get a handle on this aspect. This issue sometimes creeps back up on me after I come back from a long break.
EndWar859 wrote:My questions then are; 1. Since i run advance suits, is it better for say as an assault to use 1 complex repair and the rest complex plates or more/all repairs? (on logistics i use all reactive plates)
I believe until they fix the slot layout for the medium frames, with a 2/2 layout for assaults, if you are playing solo one rep one plate. If you are in a group with a guy with a rep tool 2 plates. For your 2 high slots just throw on shield extenders. Important , when it comes to using armor plates, advance plates has the best bang for its buck, so stick to advance armor plates.
On your logistics, 2 reactive plates are not the way to go. Reactive plates are used under the circumstances that you are slot deprived, beyond they are too costly to run and you get less in return. If you have two reactives, it would just be better to throw on a armor plate and a repairer.
EndWar859 wrote:2. I use a controller and from experience, what sensitivities do you think are best to use? There isn't a science behind this one, its purely player preference.
Below 28 dB
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