![]() The new Shadow War event has also begun and your continued participation in the narrative arc unfolding in New Eden will directly influence who gets their hands on coveted interstellar shipcaster technology first! Also, corp and alliance emblems on all remaining EVE ships have been released, so you can fly your colors no matter what you take to battle. Additionally, Direct Enlistment now affords capsuleers the choice of entering Factional Warfare (FW) without leaving their player corporation or alliance. This development alone has plunged the empires into fierce competition and conflict. Empire and capsuleer research efforts into Triglavian technology have provided an opportunity to build brand-new interstellar shipcasters, allowing for the long-distance transport of ships across star systems directly into the warzone. You'll see these sorts of patterns emerge.The face of warfare in New Eden continues to evolve as long-held alliances between empires have fractured, and the heat has just been turned up again. In summing up, while it's good for pilots to know the main differences between the focus of different races ships there's also a ton of other less obvious stuff it's worth noting, too! Try spending a few hours just poring over the wiki and reading up on all the ships. :) I haven't even gone into comparative sensor types and strengths, isotope preferences or inherent racial damage resists. the Scorpion is a tech 1 BS but has significant ECM bonuses). The EWAR bonuses mostly apply to Electronic Attack Frigates and Recons, but can also appear in other ships for each race (eg. Slower targets take more damage from bigger guns). The Caldari specialise in ECM (jamming other ships), the Amarr focus on energy neutralisers and vampires (to drain the capacitor of other ships), for the Gallente it's sensor dampening (reducing the targeting rage of other ships) and the Minmatar's caper is bonuses to web range (to hold ships down at a distance. EWAR is a good example, as each race has a different focus in this area of combat. There are other elements that separate the races and how they're played as well. It would suck if you were an Amarr player who really wanted a Sacrilege and thought you'd be ok with your amazing laser skills only to realise that after you bought one that it needs missiles and you have no skills in that area (this happened to a friend of mine). Good to know if there's a particular tech 2 ship you have your eye on but you haven't really looked into. See the Vengeance, Heretic, Sacrilege and Damnation. ![]() ![]() ![]() One of these corporations from the Amarr Emire (for example) is Khanid Innovations, and each of their tech 2 ships use missiles as their primary weapons platform rather than lasers. In the tech 2 realm the ships (if you look in their description) are usually attributed to a NPC corp from within each empire and sometimes tech 2 ships from a particular maker will break the mold for each race. In addition to the differences between their primary weapon systems and defenses (pretty much nailed by blackchalice in his reply) there are some exceptions to the rule which are important to know, especially when you get into tech 2 ships.
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