If there is one broad characteristic that runs across Amarr ships, it is energy. These are not a concern for Amarr pilots who are just starting out, but dedicated Amarr pilots might find themselves training into them one day. No Tech 1 Amarr ships focus on missiles, but there is a line of Tech 2 Amarr ships with missile bonuses: the Vengeance, Malediction, Heretic, Sacrilege, and Damnation. Given the high low slots, Amarr ships can sometimes be speed-fitted, but at the cost of tank and damage. Amarr ships tend to have low base speeds for their size and class, often fit armour plates which further reduce their speed and agility, and often use low slots for tank or damage rather than speed modules. It is situationally powerful, but not as universally powerful as ECM or sensor dampening: different modules must be fitted to disrupt turrets or to disrupt missiles, which reduces tactical flexibility. Weapon disruption can cut the ranges and tracking speeds of turrets, or the ranges and precision of missiles.
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