Eveonline - Crusader game - Amarr raise interceptor. EVE Tour Arms - Laser Tour PVP Ships AMAR

In addition to the amaman ships bonuses on laser turret Have some ships of pirated fractions (example Nightmare)

Read more about other types of turrets:

Hyde quote:

"Grandfather respects Dembel, and Amarra is lasers. Almost all of their ships with the help of bonuses, one way or another imply the use of these magnifier-containing devices, and not for the burning of the mother words on the subsidence of suburbs.

Lasers do not consume ammunition (cheers, cheers), but require a lens (one on the trunk, lenses reusable) and pretty cheerful crush the cailer. The lenses affect the optimal and the proportion between the damage misunderstanding.

Damage, by the way, lasers always apply only two types - Em and thermalwhy Caldari's tankers are extremely incredulously relate to the future under lasers without additional protection

The useful properties of lasers is very good rapidity, good damage and, most importantly, very fast change of lenses. Recharge lasers with other lenses can be almost instantaneous, which allows you to very flexibly adjust the optimal distance of the battle. Therefore, lenses are recommended to carry if not a complete set, then at least basic.

The main disadvantage Lasers is noticeable voraciousness and the fundamental inability to carry the enemy by damage, different from EM and their.

Lasers are two types - Beam Lasers and Pulse Lasers.

Beam Lasers (Bim)

Lasers for shooting at distances.

On optimal are in front of the 2nd place

According to efficient range, firing is divided by second place with hybrids.

Rapidity slightly less than hybrids and much more interesting than in the visektilov

Good tracking speed

To activate, you need to spend a decent amount of the energy of the cailer.

Table


Pulse Lasers (Pulse)

Pulse- Apply for a close combat.

The best optimal among turret weapons

According to the efficient range of shooting are in second place next to hybrids.

The lowest trekking among turrells.

Good rapidity in small lasers, closer to big worsen and becomes the smallest among turvers.

For shooting, you need a lot of conpact.

Table The data is indicated without calculating the type of cartridges, the level of pumping character and bonuses.


Damage Mod. - damage modifier (multiplied by ammunition damage). Damage coefficient.

Optimal - optimal range (100% damage)

Falloff. (Falif) - effective shooting range after optimal (50% damage)

ROF. - The rapidity of turrell

Tracking Speed.- Travel speed of turrets.

CPU. - CPU requirements (processor)

Pg. - requirements for PG (reactor)

Sarah Need. - Consumption of ship ripple energy per shot (cycle)

Variants of laser turners.

The table above shows T2 lasers, To obtain a general idea of \u200b\u200bweapons. In the game there are variations like T1 meta 0 ... 4 and they differ in the required CPU, GHG, a vacuer, as well as the coefficient of damage and optimal for firing

Damage Modifier

Optimal (Meta 0-5) - 100%, 105%, 110%, 115%, 120% (T2)

There are also exercises with improved characteristics. fractional and officersBut well, all the turons and not all parameters are better. Look in more detail in the information window on the turret - the "Specifications" tab

The size of turverses.

Laser turrets come in size S - small, M - medium, L - large, XL- over large. With increasing size, the requirements for the installation of turrets on the ship (CPU, GHG, Capacitor) are also increasing, but also the effectiveness of turrets in some parameters grows, damage and the shooting range increases.

Little turrets are suitable for frigates and destroyers, medium for cruisers and BCs, large for BSH and TIR3 BC, super-grained for CBT class ships.

Overheating of weapons.

  • Pulse Lasers.- overheating bonus 15% to damage.
  • Beam Lasers.- Overheating bonus increase in rapidity by 15%.

Ammunition for Projectile Turrets

Laser turners for shooting need lenses Frequency Crystals.

Plus the use of lenses in instant shift to another type.

Type of damage to all lenses limited Thermal and EM.

T1 lenses serve forever, and fractional and t2 lenses come into disrepair over time.

T1 lenses.

T1 lenses are not wearing.

Do not have a bonus for the speed of tracking turad.

Lenses T1 options: MultiFrequency, Gamma, Xray, Ultraviolet, Standard, Infrared, Microwave, Radio

The lenses differ well in color.

Conditionally Frequency Crystals T1 can be divided into three groups:

1gr. - Lenses for melee, reduce optimal and have a good figure in the damage

2g. - long-range lenses, increase optimal, but damage less than the first person

3g. - lenses with a good bonus for saving the cailer energy.

Fractional lenses They differ from T1 analogues with high damage and the fact that we are wear out over time.

  • Dark Blood. + 20% for damage
  • True Sanshas. + 20% for damage
  • AMARR NAVY. + 15% to damage
  • Blood.+ 10% for damage
  • Sanshas. + 10% for damage

T1 and fractional lenses can be used with all kinds of laser turners.

T2 lenses

Installed only on T2 turret.

Credited during operation.

T2 lenses for Pulse Laser - Advanced Pulse Laser Crystals

  • Conflagration - For a melee with an increased damage, the tracking (0.7) reduce (0.7), they cut optimal (-50%) and increase the use of the cailer (+ 25%).
  • Scorch. - For long-range combat, with a reduced damage and trekking (0.75), but increase the optimal range of firing (+ 50%). Damage mainly.

T2 lenses for Beam Lasers - Advanced Beam Laser Crystals

  • Gleam - Claozoic, with good damage, high trekking (1.25) and reduced optimal (-75%).
  • Aurora- long-range, with reduced damage and trekking (0.25), but increased optimal (+ 80%).

Table. Frequency Crystals ammunition comparisons (ammunition S)

In tab. The comparative characteristics of the damage type and the impact of ammunition on the optimal, falf, tracking, the consumption of the cailer.


Ammunition differ in size in accordance with the size of the turad and designate in the title of the prefix S, M, L, XL.

Accordingly, S ammunition is charged to Small Turrets, etc.

NR damage Ammunition grows along with the size of the ammunition in the proportion:

S: M: L: XL - 1: 2: 4: 8 about S. ammunition. Bonuses and penalties are identical.



LASER TURRETS Efficiency Improvement Modules

  • Heat Sinks. - Increases Damage MOD and reduce ROF time (only for valea). Low slot. Passive module.
  • Tracking Computer - Increase optimal, freof and trekking (for all turres). Midl Slot. Active module.
  • Tracking Enhancer. - Increase optimal, freof and trekking (for all turres). Low Slot. Passive module.

Riga - Energy Weapon Rigs

(Small \\ Meduim \\ Large, Capital Energy Weapon Rigs)

  • ALGID ENERGY ADMINISTRATIONS UNIT I \\ II- reduce CPU consumption when installing turre -10% and - 15%
  • ENERGY AMBINT EXTESIONS I \\ II- increase Falif by 15 and 20%
  • ENERGY BURST AERATOR TECH I \\ II - Reduce ROF by 10 and 15%
  • ENERGY COLLISION ACCELERATOR I \\ II - increase Damage MOD by 10 and 15%
  • ENERGY DISCHARGE ELUTRIATION I \\ II- reduce the consumption of kapa turboys by 20 and 25%, respectively
  • Locus Coordinatch I \\ II- increased optimal by 15 and 20%, respectively
  • MetaStasis Adjustech I \\ II - Increase travel trekking by 15 and 20%, respectively

Gunnery Implants for lasers.

  • (Damage6 slot) INHERENT IMPLANTS 'LANCER' SMALLERGYTURRETS (from SE-601 to SE-606) - Increase small damage holders from 1 to 6%. 6 slot
  • (Damage6 slot) INHERENT IMPLANTS 'LANCER' MEDIUMENGYTURRETS (from ME-801 to ME-806)- Increase the Damage medium-sized lasers from 1 to 6%.
  • (Damage 6 slot) INHERENT IMPLANTS 'LANCER' LARGE ENERGY TURRETS (from LE-1001 to LE-1006) - increase the Damage large-size lasers from 1 to 6%.
  • (Damage 9 slot) EIFYR AND CO. 'Gunslinger' Surgical Strike (from SS-901 to SS-906) - Increase damag turvers any type from 1 to 6%.
  • (Damage 9 slot) Pashan's Turret Handlink Midlink - Increases Damag Turners of any type by 7%.
  • (Tracking Speed \u200b\u200b7 Slot) Ogdin's Eye Coordinator Enchancer - increases by 6% trekking of turrets of all types.
  • Tracking Speed \u200b\u200b7 Slot) EIFYR AND CO. 'Gunslinger' Motionprediction (from MR-701 to MR-706)- Increase the trekking of turvers of any type from 1 to 6%.
  • (Optimal 9 slot.) Zainou 'Deadeye' SharpShooter (from ST-901 to ST-906)- Increase optimal turvers of any type from 1 to 6%.
  • (Falloff 7 slot.) Zainou 'Deadeye' Trajectory Analysis (from TA-701 to TA-706) - Increase the Falif of turvers of any type from 1 to 6%.

Nays for laser turners.

  • Common skills for tracking, rapidity, optimal, etc. See the article "Basic skills for PVP and Pve ..."
  • (Capital, Large, MEDIUM, SMALL) Energy Turret. - 5% increase in damage applied
  • (Capital, large, medium, small) energy turons on the level of skill.
  • (LARGE, MEDIUM, SMALL) Beam Laser Specialization- 2% increase in damage caused
  • (Big, Middle, Small) Beam Laser, at the skill level.
  • (LARGE, MEDIUM, SMALL) PULSE LASER SPECIALIZATION- 2% increase in damage caused (large, medium, small) Pulse Laser, at the level of skill.

Good luck!
Sincerely, SoldierZD.

Riner Wrote:

Good day, dear EVE players.
Began to play quite recently and I would like to fly on the Corbals of Amarre, very appearance I liked.
But many argue that Amarr ships are little suitable for a beginner and that you should not touch them yet.
Is it so? Does there be an imbalance in Pve towards Drake and Teen?
Please share your experience game on Amarre ships in Pve and Fitov.

The Amarrov has the most nasty, Sunsha jerk to the guns and accuracy, the Blood raiders are also devastating weapons + kapu sasut so that shoot and repair armor becomes complicated. But for Amarres, it is possible to spend it all just to spend more time to study the skills associated with the cailer.
For ships, I personally chose so.
COERCER "COOrser" - In fact, you get it for the execution of a number of tasks for free, you can safely pass on the level 1 and some 2 mission.
OMEN - When you study the medium of guns and at least drone in 3, you can the network for a good boat 2 mission you will go without any problems on it, you can even dang out one in the Sistener epic.
You can choose an oome one.
Maller - a more tank, as it has a bonus on a resiston, unlike Oman, but Oman has a good kapa bonus that will be more like nuu. But here it depends more from taste and from pumping skills.
Harbinger "Harba" - the BC is May the most beloved typewriter and in the possibility of fitting (of course it cut a little but quite tolerant) easily the majority of 3 LVL missions, the problem may occur only in some mission against gallets (there will be one mission where there will be one mission where there will be one mission where Only the maximum to the BC are frustrated here the devils are fry) and yes when they are swinging to the BC Download Dronov, they will be the only medicine from the opposite little things in the near battle.
But then your choice is already.
Personally, I flew to ABBADON "Bidon" for me this boat looks better than all ships in this game, the plates that they say that he has a bonus on the resists and the armor is quite thick in terms of the number of HP, and the bonus for damage compensates for the lack of 1 bottom slot. But he has a big minus without the norms of skills, he is slow and kapu eats like a hungry beast. So I recommend it to take it for missions 3 LVL to reduce the costs of time on execution if you did not pump out the skill standards. I was herso on this boat with an epic, but it's interesting and not a tup in the bastion to sit and f1 sick. And if you have skills by this time will be pumped well, then 4 lvl mission will be the norms to pass, the blockade can only be strained because there is a large number of jams.
Apocalupse "APOK" "Tapok" When it was a super typewriter with a bonus on Kapu, moreover, in the distant years he had an imbu bonus on the number of kapa and consumption, but in the God of the Great Failure SSP, it was all safely drunk. And now apocos we have a type of sniper bonus on accuracy and shooting range. I don't even know maybe the norms in Pvea but in PVP he died like all the platforms on the guns. Maybe the Tempest something can recently appeal like. So apoco, I would not advise you, though look myself.

Here I did not advise you such machines as Arbitrator, Prophecy (By the way, the boat looks cool and if there are people here who read Roman Dune, they will see in it descriptions of the atreeder combat cruiser.) ArmagedDon these ships specialists in the drones, and more they are still intended for PVP than for PVE.

The first task when developing a new MMO is to provide yourself with resources that will allow you to play comfortably. It was the first lesson I made for myself from Everquest 2. Permanent cash shortage braked game process, I came to the point that I began to buy Platinum for Real. In Wow, the game went not least because of the money enough for everything. Questful fees, digging ores and hinders in principle enough.

EVE Online. - The game is expensive. Good ships Stand a lot, to lose from simpler, and the idea-Fix "buy a plex for claims" brings over many minds. Therefore, from the very beginning there was a goal to create a permanent sources of income in order to not be particularly limited in arsenal and pay at least one Akiant. The task was not too simple. Need the experience of the game, I need practice. Recalling its experiments with the planet market in May last year becomes funny. Then for the whole month with two characters in the Imp managed to remove less than 30KK lawsuits. Now so much removed from one in a few days. Exploration was profitable, but Icelandic rand is such, almost like Korean. After the resettlement in the WX with cash, it became easier, but for several months and billions of lawsuits were made by pumping skills and investments in characters.

In any case, there are no problems with the financial flow. In addition, now there has been more experience in the game in general. There is a moment to come close to what many begin to play Eve Online - PvP. As one of the readers rightly noticed - the game go for PvP for the game, and the PVE serves as a source of income. Yes, in general, I am more PVE-oriented player, but, nevertheless, always loved PvP. Fields of battle and arena in WoW, Varzons in SWTOR, WVWVW in Guild Wars 2. However, in these pVP games Optionally, and in EVE, this is a serious component of the gameplay. And it really gives unforgettable emotions. I have a small PVP experience, but it is not exactly what I would like. As for me to clap the barges on the Belts and the flying ecplezerors, it is a clean water of Gank, which does not require special skills.

In other words, it's time to seriously engage in the development of PvP. First stage - solo on frigates. The title issued the number of scheduled losses - 101 frigate. For the main ship while Tristan is selected with a neutroting fit. There is a thought to use Heron with a combat fitness when exploring in the WA, as well as Hookbill in Low.

The only thing that I don't like it very much is the ratio of time to search for combat and the battle itself, as well as the banal probability of plum on the gate. Let's say, the day before yesterday, she searched for FV rivals - either ganggie, or emptiness. Yesterday I was looking for and as a result, Gnosis was slammed on a scarlet from the nut. Well, that is, you can spend the povencher flying through systems and find nothing, or even just lose the ship. Interestingly, is there any system in the new Eden, where lovers are gathering relative to honest PVP and where it was possible to gain practices.

In any case, all observations, impressions and conclusions will be set forth in a series of posting "101 frigate". Stay on the line.

Title: Crusader.
Case: Executioner class
Purpose: Interceptor

Corps of interceptors are made of the newest alloys; Inside these enclosures, electronic systems are installed, which reduce the effective radius of signature. In addition, interceptors are able to develop huge speed And at the same time complicated maneuvers, so the shooting on them is a very difficult task, especially for the guns of the Big Caliber.

Developer: Carthum Conglomerate

Carthum ships are the embodiment of the essence of Military AMARR art. They are equipped with durable armor and modern armory systems, which in sum gives the optimal combination of offensive and defensive capabilities. Alas, their electronic systems and power shields leave much to be desired.

Bonus possession of AMARR FRIGATE skill: Reducing the consumption of the condenser energy when using low-power energy weapons (Small Energy Turret) - 10% per skill level; An increase in damage caused by the energy weapon of low power is 5% per skill level.
Bonus for ownership of Interceptors: Reducing the radius of signature when using a quantum micromotor (MicroWarpdrive) - 15% per skill level; Increasing the speed of tracking energy weapons of low power - 7.5% per skill level.
Role Bonus: Reducing the consumption of the condenser energy when activating the system of stitching power plants - by 80%.

So, time appeared, I decided to write an article about frigate and how to use it in battle.

I will start with the advantages - the frigate is very fast, maneuverable, cheap in production, fast in pumping across skills and therefore accessible to any nubu has a high speed of the log, quickly goes to the warp.
Disadvantages - small shield and armor, low damage. But as a shock ship no one uses it, so you can safely close your eyes.
Appointment of frigate in PVP is intelligence and support drums. To participate in combat actions on the frigate, you must have skills of the Ministry of Internal Affairs and Proplusion Jamming and Skill for Frigate. For an electron frigate, skills are needed for each type of electronics.
When conducting intelligence, it is desirable to have spyware in the system - this is a bookmark of 250-350 km from Gaita. They can be wary, and see info ships, camping gate. At the same time, you are practically inaccessible for the enemy weapon. You can only get you in the interceptor and then it will be needed for a while for which you can calmly go to warp. It is better to have 2-3 points in different places from Gaita, this will allow you to fly to the gate several times and excludes the possibility of an interceptor ambush.

1. Frigate - scrambler.
fitting - MIA, Stasis, Sunbler.
During the battle, the frigate hangs around Gate and when the goal appears quickly, the scramblist, throws the grid and does not give to the warp. Noob does not know how to use the Ministry of Internal Affairs, but Aphterururner can use very wishing to play.

2. Frigate - electronics.
fitting - Jummers, Dumpers.
The frigate can be used as a vehicle-an electronics, hanging dumps on it (lowering the lock distance) or jummers (discharge). Dumpers are desirable to hang on Frig with a long locomotive.

3. Support ship for Batlship.
Frigate can be used as a mobile bester sensor to raise another ship speed. Either how to protect against Jamming, so that Batlshipa is more difficult to reset Lock.

Itms suitable for frigate fitting:

1. MVD (Microwarp Drive)
You can hang 1 or 2 pcs. There are roar MIAs, which gives rise to a speed of 512.5 and 525%.

2. Scrambler.
There are 2 types - Warp Disruptor (20km's range, grinding force 1, operation time 10 seconds for 50 energy), War SCrambler (range 7.5km, Square force 2, operation time 25 sec for 20 energy). For use on the frigate, the scrambler is more suitable on 7.5km.

3. Mesh (Stasis WEBIFIER)
Stasis Webifier - for braking the enemy ship. Takes 75% speed, does not deprive the possibility of warp. There are raw mesh giving speed reset to 90%.

4. Jamers (ECM)
There are several types - MultySpectral (all races) or Radar (AMAR), Ladar (Minmatar), Gravimetric (Caldari) and Magnetometric (Galent). If they gathered to put the Multispectral Jamera, then know that in order to progress the battle you should be coordinated with another frigate, because The power of the interference in this case is -4, and not -6, and the Battle has the power of Loca 14 (18 at Scorpion). That is, it is necessary to use 4 Multispectral Jamera to complete the end of the Loca. Local force of most frigates - 7, cruises 11.

5. Remote Sensors
Used to improve the characteristics of another ship. Remote Sensor Booster - Enhancement of Loca Speed, ECCM Projector - Increased Local Power (Dzhamming Protection)