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Krom Ganesh
Holdfast Syndicate Amarr Empire
38
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Posted - 2013.06.28 22:33:00 -
[1] - Quote
I'm trying to understand more about the tactical lore of EVE and would like some help.
From what I've understood so far
Races: Minmatar - Speed and projectile weaponry Gallente - Armor repairing/tanking and Plasma Hybrid weaponry Amarr - Laser weaponry (what else do Amarrs excel in?) Caldari - Shield tanking and Rail weaponry
Suits: Minmatar Scout is a melee fighter Gallente Scout is a CQC stealth fighter No info on Caldari or Amarr scouts Logis covered here Assaults are general fighters (not sure how each race's approach to assault differs) Sentinels are point defense (not sure how each race's approach to sentinels differ) Not sure what role Commandos are supposed to fill.
Please correct me if I'm wrong on any of these |
WamboTrout
The Unholy Legion Of DarkStar DARKSTAR ARMY
0
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Posted - 2013.06.29 06:58:00 -
[2] - Quote
Races: Minmatar - Shield tanking, Projectile weaponry. (Autocannons and Artillery) Minmatar are the opposite of Amarr. Gallente - Amor tanking, Hybrid Weaponry. (Blasters and Railguns) Gallente are the polar opposite of Caldari. Better at QCQ. Amarr - Armor tanking, Laser Weaponry. (Pulse and Beam Lasers) Amarr are the opposite of Minmatar. Caldari - Shield tanking, Missile Weaponry. (Missles) Caldari excell at fighting at a distance. Most Cardari ships in EVE are not QCQ.
Types of damage and corresponding weapons:
Hybrid Plasma (Blaster) - Assault Rifle, Plasma Cannon, Ion Pistol (not yet released), Shotgun. Hybrid (Railgun) - Forge Gun, Sniper Rifle, Magsec SMG (not yet released), Rail Rifle (not yet released), Bolt Pistol (not yet released). Laser (Beam) - Laser rifle. Laser (Pulse) - Scrambler Pistol, Scrambler Rifle. Projectile - SMG, HMG, Combat Rifle (not yet released), Precision Rifle (not yet released). Explosive - Mass Driver, Swarm Launcher, Flaylock Pistol.
Obviously, damage/weapon types don't overlap perfectly from EVE to DUST. In the case of DUST, the Caldari use a mix of Explosive and Hybrid weapons.
I hope this helps. |
George Moros
Sanmatar Kelkoons Minmatar Republic
8
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Posted - 2013.06.29 10:46:00 -
[3] - Quote
You're pretty much spot-on, although EVE (spaceship-wise) it would look something like this:
Amarr: Armor (buffer) tank and lasers (beam - long range, pulse - short range). Amarr is also the only race besides Gallente that has drone oriented ships. Furthermore, tech 2 ships from Amarrian Khanid bloodline are short range missile focused. Electronic warfare specialty of Amarr is turret tracking disruption and energy neutralizing (the latter is, strictly speaking, not EW but rather capacitor warfare).
Caldari: Shield (buffer) tank, missiles and hybrid guns (long range railguns). Missiles have their short range - high DPS variants, and long range - low DPS variants. Caldari ships generally excel at long range combat, although they have problems actually getting and keeping that range since they have slowest base speeds in game. Electronic warfare specialty of Caldari is ECM (breaking target locks of enemy ships).
Gallente: Armor (repper) tank, hybrid guns (short range blasters) and drones. Gallente ships are either drone oriented, or blaster brawlers. They traditionally have the best DPS in game, but are having trouble actually delivering it because of extremely short range of blasters and relatively slow speed. Electronic warfare specialty of Gallente is warp disruption and remote sensor dampening.
Minmatar: Shield (repper) tank, projectile guns (artillery - long range, autocannons - short range). They also have a few missile oriented ships. Fastest ships in game, and most versatile due to balanced slot layout. Also, most difficult race to master, skill point wise. Although nominally shield tankers, some Minmatar ships can also very effectively be fitted as armor tanked. Electronic warfare specialty of Minmatar is stasis webs (slows down other ships) and target painting.
There is also one other thing to note, and that is the pirate factions. Although they are not significantly represented in DUST at the moment, I expect we'll see more of pirate equipment in the future. Pirate faction ships are essentially a "mix" of 2 main factions since they accentuate some aspects of one faction and some of the other.
They are (without any details): Bloodriders: Amarr + Minmatar Sansha's Nation: Amarr + Caldari Serpentis: Gallente + Minmatar Angel Cartel: Minmatar + Gallente Guristas: Gallente + Caldari
As DUST follows EVE lore to a good degree, this may be a good guideline as to what to expect from future factional stuff. |
Rogatien Merc
Ill Omens EoN.
171
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Posted - 2013.06.29 19:12:00 -
[4] - Quote
Krom Ganesh wrote:I'm trying to understand more about the tactical lore of EVE and would like some help. From what I've understood so far Races: Minmatar - Speed and projectile weaponry Gallente - Armor repairing/tanking and Plasma Hybrid weaponry Amarr - Laser weaponry (what else do Amarrs excel in?) Caldari - Shield tanking and Rail weaponry Suits: Minmatar Scout is intended to be a melee fighter Gallente Scout is intended to be a CQC stealth fighter No info on Caldari or Amarr scouts Logis covered hereAssaults are intended to be general fighters (not sure how each race's approach to assault differs) Sentinels are intended to be point defense (not sure how each race's approach to sentinels differ) Not sure what role Commandos are supposed to fill. Please correct me if I'm wrong on any of these Thx for link.
My bare bones opinion for IMPLIED roles for assaults:
Amarr are fire support. Take advantage of bonus to laser/scram rifle to wreak havok on enemy shields from behind the line and enables HMG users to farm kills as opponents rush or retreat. Ideally, focuses on blunting enemy's advances at the center and far flanks as line movers and harassers will be shield-heavy and focused on mobility.
Caldari are line movers. Their speed enables them to pull off flanks and mix it up at closer range. Assault shield bonus combined with inate shield tanking allows these guys to survive independent of direct logistics support and allows logistics to focus on HVY support. Operate between the lines and around the edges.
Gallente are line holders. They can take advantage of the support that logis can provide armor-tanked suits to survive at the front. Watch the flanks of HVYs and slaughter light enemies who get too close.
Minmatar. Versatile hit-and run and harassment. Can provide anchor for a scout recon squads and works side by side with minmatar logi to protect said logi in said squads. Meant to get behind the enemy with a few other fast movers and slaughter CQC dual-wielding sidearms, or can provide effective mid-range support (rifle) or area denial (Mass driver if it worked) to cover recon squad's advances and retreats.
... in my mind, these roles and the logi roles previously discussed scale much better in larger team units that allow for specialized squads so if we ever see 32v32 on PS4 you'll see increased coordination and specialization. An example is the increased use of Heavy support and scout classes in various PC doctrines.
Everybody does WTF they want in pubs because coordination is limited to one squad, and current instant battle mechanics favor run-and-gun line movers. PC mechanics involve coordination between multiple squads, but doctrines are limited to supporting ONE objective-based skirmish game mode which limits the variability in tactics and counters (though there is definitely more variety than in pubs). |
Luna Angelo
We Who Walk Alone
0
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Posted - 2013.07.01 03:56:00 -
[5] - Quote
Rogatien Merc wrote:Krom Ganesh wrote:I'm trying to understand more about the tactical lore of EVE and would like some help. From what I've understood so far Races: Minmatar - Speed and projectile weaponry Gallente - Armor repairing/tanking and Plasma Hybrid weaponry Amarr - Laser weaponry (what else do Amarrs excel in?) Caldari - Shield tanking and Rail weaponry Suits: Minmatar Scout is intended to be a melee fighter Gallente Scout is intended to be a CQC stealth fighter No info on Caldari or Amarr scouts Logis covered hereAssaults are intended to be general fighters (not sure how each race's approach to assault differs) Sentinels are intended to be point defense (not sure how each race's approach to sentinels differ) Not sure what role Commandos are supposed to fill. Please correct me if I'm wrong on any of these Thx for link. My bare bones opinion for IMPLIED roles for assaults: Amarr are fire support. Take advantage of bonus to laser/scram rifle to wreak havok on enemy shields from behind the line and enables HMG users to farm kills as opponents rush or retreat. Ideally, focuses on blunting enemy's advances at the center and far flanks as line movers and harassers will be shield-heavy and focused on mobility. Caldari are line movers. Their speed enables them to pull off flanks and mix it up at closer range. Assault shield bonus combined with inate shield tanking allows these guys to survive independent of direct logistics support and allows logistics to focus on HVY support. Operate between the lines and around the edges. Gallente are line holders. They can take advantage of the support that logis can provide armor-tanked suits to survive at the front. Watch the flanks of HVYs and slaughter light enemies who get too close. Minmatar. Versatile hit-and run and harassment. Can provide anchor for a scout recon squads and works side by side with minmatar logi to protect said logi in said squads. Meant to get behind the enemy with a few other fast movers and slaughter CQC dual-wielding sidearms, or can provide effective mid-range support (rifle) or area denial (Mass driver if it worked) to cover recon squad's advances and retreats. ... in my mind, these roles and the logi roles previously discussed scale much better in larger team units that allow for specialized squads so if we ever see 32v32 on PS4 you'll see increased coordination and specialization. An example is the increased use of Heavy support and scout classes in various PC doctrines. Everybody does WTF they want in pubs because coordination is limited to one squad, and current instant battle mechanics favor run-and-gun line movers. PC mechanics involve coordination between multiple squads, but doctrines are limited to supporting ONE objective-based skirmish game mode which limits the variability in tactics and counters (though there is definitely more variety than in pubs).
I would like to add that Minmatar are suited to kill Amarr, Amarr are suited to kill Minmatar, Cladari are suited to kill Gallente and Gallente are suited to kill Caldari. I know that's circular logic, but in the mythology, it makes sense. |
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