Amarr
FrigateCrucifierThe Amarr EW frigate, the Crucifier doesn't have much in the way of offensive capability. But it makes it up by being able to Tracking Disrupt enemies... that is, until they start lobbing missiles.
DestroyerCoercerIt's golden and it looks cool. Built by the finest slaves in the whole of the Amarr Empire, the Coercer is like a lot of other destroyers: misunderstood. Of course, when you have the worst mid-slot layout in the history of EVE, you'll have that happen quite a bit.
The advantages of a laser set-up are the quick-change crystals and the fact that you'll never run out of ammo. You can control the range, modifying DPS to the current target nearly instantly. The downside is that you've only got the MWD to control the range, and anything faster than you is going to gobble you up unless you pop it with Multifrequency. You don't have a lost of armor resists, and the Destroyer's signature makes you a very juicy target. Nonetheless, if you can engage from range, and get a decent alpha strike on a target, you'll be able to do a little bit of damage before your ship is shot out from underneath you. A wolf-pack of destroyers can be a very effective group, as they'll deal alpha strikes effectively enough to survive much longer as a group.
BattleshipArmageddonAmarr's most damaging battleship. Also their best sniper. It can also tank missions, though I don't have a fit I really like for that yet.
In return for dealing with the hell that's the 'geddon's CPU, you get a brutally damaging battleship. Pair with a tanking battleship, and watch the Level 4 NPCs melt. With decent gunnery skills, you will run into problems keeping enough ships locked, so training Targeting and Multitasking is a good idea. Otherwise, you run into the rather funny problem of your lock time being the limiting factor on how fast you can kill things. Your lock range is also a problem: 65km base. Pulses boosted with tracking computers and tracking enhancers get rather nice range; it can pretty easily extend past where you can lock. Long range targeting helps prevent that. A reasonable gunnery skill target is Large Energy IV, Controlled Bursts IV, Motion Prediction IV, Rapid Firing IV, Sharpshooter IV, Surgical Strike III, Trajectory Analysis II. Pair that with Amarr Battleship IV, Energy Systems Operation V and Energy Management IV and you're in good shape. The tank will hold up under fire from about 2 NPC battleships, 3 battlecruisers, or ~5 cruisers. If you take aggro, you and the tank may be able to knock down enough DPS to avoid a warp-out at those numbers. If you're not sure, warp. This is a cheap battleship, but you don't really want to hare all over creation to rebuild it. If by some chance you can squeeze free CPU, a Drone Link Augmenter is nice in the free high slot. Energy Transfer Arrays can also be handy. I usually fit a second Tracking Enhancer II or a capacitor power relay in the free low slot. There are a lot of other options, depending on the mission.
IndustrialProratorSilver, shiny, and surprisingly swift. And it kind of looks like a cockroach. But it's a safe way to get a small amount of cargo through dangerous space.
Blockade Runners, especially when they fill their low-slots with things to survive instead of cargo expanders, are unfortunately not blessed with a lot of cargo space. They can barely fit a single GSC (which can't contain courier packages), so they're about as useful at hauling large amounts of minerals and ships as a carrier jump isn't. You can pump up that cargo space, but if you're getting into that, you might as well go buy a Deep-Space Transport instead. What they are good at, however, is moving those small, high-asset-value items through hostile space. Even after the Nano nerf, the set-up aligns faster than a cruiser, goes nearly 1500 m/s with the MWD ignited, and gets into warp quickly. The modules of the ship have various but specific uses. The mid- and low-slots are your survival slots. In Empire, depending on your comfort level, you might want to go to a full 4 stabs, which will give you +6 warp core stability. It'll take a hostile gate-camp of quite some size to get 7 points on you in the limited time they'll have before you get into warp. In 0.0, you'll want the MWD, inertials, and nanos in order to have a fighting chance if you hit a bubble. The MWD will give you a shot to burn clear of the bubble before you die horribly. While the Prorator's armor repair bonus goes unused, the fact of the matter is that you're already in trouble if the repper is on. The Cloak is for safe-spotting. If you're in a system that's too hot to escape, drop to a safe-spot, fly the ship in a direction, put on the cloak, and start drinking beer. Once you wake up with a hangover, you'll probably be able to leave, but you won't have been probed out.
ProvidenceBig, gold, beautiful... and capable of carrying a city inside of it. The Providence is awesome.
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