Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

A PvE vs PvP Question

Blackwell99Blackwell99 Member Posts: 352

A quick question about those 2 aspects. (Pve vs PvP)

 

Using A Maller as an example which has a 6/3/6 configuration.

 

What would be the main differences in what equipment you'd use in PvP vs PVE

 

For example: you'd use EWAR for PVP while you'd opt for Afterburners in PvE (mid slots) or is there no big difference?

Would you use different Weapon Ranges for for the two?

 

Thanks

 

Comments

  • qazymanqazyman Member Posts: 1,785

    Generally, the main differences are:

    1. PVE is all about tanking. For the Maller this would mean using the low slots to get the armor resist bonus. It's a singular concept really. You want to be able to remain in the mission for as long as possible.

    2. You can't use a MWD in missions/PVE

    3. PVP is all about filling a role and fitting your ship as best you can for that role.



    If you don't know the PVP role your trying to fill it's hard to say how you will fit the ship, but here are a few pointers.



    Use the ship bonuses!!! The maller doesn’t have bonuses for EWAR so this is probably not a good option.



    If you plan to tackle your enemy you will need a MWD to get in range and this will affect the range of your lasers.



    You will also need enough fire power to break your enemy tank before yours fails and this means making a decision between damage mods and armor resist in the 6 low slots. With only 3 mid slots your PVP options will be limited for solo PVP. You can get in range and bring your DPS bear but it's going to be a question of your ability to cause damage vs. your ability to take it, compared to your enemy. This goes back to what I was saying about the decision between damage and armor mods.



    In a group you have a few more options. You can set the ship up to tackle and boost your tank and allow others to provide the DPS, possibly even fit a nos or energy destabilizer in the highs. (probably the best fit for this ship), or you can stay at range and focus more on your damage output.



    As for equipment, Nos, cap batteries, warp scramblers, webifiers, energy destabilizers and MWD. These are the Items you would look to add for PVP, but it's about filling a role. Knowing what your ship is set up for and not engaging in a situation your ship can't handle.



    I've never flown Amarr but this is how it looks to me.





     

     

     

  • Blackwell99Blackwell99 Member Posts: 352
    Originally posted by qazyman


    Generally, the main differences are:
    1. PVE is all about tanking. For the Maller this would mean using the low slots to get the armor resist bonus. It's a singular concept really. You want to be able to remain in the mission for as long as possible.
    2. You can't use a MWD in missions/PVE
    3. PVP is all about filling a role and fitting your ship as best you can for that role.



    If you don't know the PVP role your trying to fill it's hard to say how you will fit the ship, but here are a few pointers.



    Use the ship bonuses!!! The maller doesn’t have bonuses for EWAR so this is probably not a good option.



    If you plan to tackle your enemy you will need a MWD to get in range and this will affect the range of your lasers.



    You will also need enough fire power to break your enemy tank before yours fails and this means making a decision between damage mods and armor resist in the 6 low slots. With only 3 mid slots your PVP options will be limited for solo PVP. You can get in range and bring your DPS bear but it's going to be a question of your ability to cause damage vs. your ability to take it, compared to your enemy. This goes back to what I was saying about the decision between damage and armor mods.



    In a group you have a few more options. You can set the ship up to tackle and boost your tank and allow others to provide the DPS, possibly even fit a nos or energy destabilizer in the highs. (probably the best fit for this ship), or you can stay at range and focus more on your damage output.



    As for equipment, Nos, cap batteries, warp scramblers, webifiers, energy destabilizers and MWD. These are the Items you would look to add for PVP, but it's about filling a role. Knowing what your ship is set up for and not engaging in a situation your ship can't handle.



    I've never flown Amarr but this is how it looks to me.





     
     
     

     

    AH i see, so looking at PvP as a simple one on one fight isn't the way to look at it--it's more about the role of the fleet--I understand now. Good Advice.

    I am starting to think I may have chose the wrong race--everything I hear about the Amarr  indicates it does not have a viable PvP role due to the lack of mid-slots. Too bad cuz I love the way the ships look Im hoping someone will correct me on this-lol

     

    Thanks

     

    P.S--For what it's worth, I was/am a huge fan of Farscape and participated (to a small degree) in the Save Farscape program.

  • Z3R01Z3R01 Member UncommonPosts: 2,426

    Pve is totally different then pvp setups

    For pve you usually fit range weapons, use a AB, use Cap rechagers, switch out resists for a particular mission and use a Active tank (repairers /shield boosters). the Idea is to jack up resists and keep your ship cap stable so you can infini run reppers/boosters.

    While Pvp is more buffer tank, using a MWD, Scram/disrupter and other forms of Ewar and capacitor boosters to counter Nuets/Nos and keep a normally cap unstable ship in the fights for a few minutes.

     

     

    Playing: Nothing

    Looking forward to: Nothing 


  • Z3R01Z3R01 Member UncommonPosts: 2,426
    Originally posted by Blackwell99

    Originally posted by qazyman


    Generally, the main differences are:
    1. PVE is all about tanking. For the Maller this would mean using the low slots to get the armor resist bonus. It's a singular concept really. You want to be able to remain in the mission for as long as possible.
    2. You can't use a MWD in missions/PVE
    3. PVP is all about filling a role and fitting your ship as best you can for that role.



    If you don't know the PVP role your trying to fill it's hard to say how you will fit the ship, but here are a few pointers.



    Use the ship bonuses!!! The maller doesn’t have bonuses for EWAR so this is probably not a good option.



    If you plan to tackle your enemy you will need a MWD to get in range and this will affect the range of your lasers.



    You will also need enough fire power to break your enemy tank before yours fails and this means making a decision between damage mods and armor resist in the 6 low slots. With only 3 mid slots your PVP options will be limited for solo PVP. You can get in range and bring your DPS bear but it's going to be a question of your ability to cause damage vs. your ability to take it, compared to your enemy. This goes back to what I was saying about the decision between damage and armor mods.



    In a group you have a few more options. You can set the ship up to tackle and boost your tank and allow others to provide the DPS, possibly even fit a nos or energy destabilizer in the highs. (probably the best fit for this ship), or you can stay at range and focus more on your damage output.



    As for equipment, Nos, cap batteries, warp scramblers, webifiers, energy destabilizers and MWD. These are the Items you would look to add for PVP, but it's about filling a role. Knowing what your ship is set up for and not engaging in a situation your ship can't handle.



    I've never flown Amarr but this is how it looks to me.





     
     
     

     

    AH i see, so looking at PvP as a simple one on one fight isn't the way to look at it--it's more about the role of the fleet--I understand now. Good Advice.

    I am starting to think I may have chose the wrong race--everything I hear about the Amarr  indicates it does not have a viable PvP role due to the lack of mid-slots. Too bad cuz I love the way the ships look Im hoping someone will correct me on this-lol

     

    Thanks

     

    P.S--For what it's worth, I was/am a huge fan of Farscape and participated (to a small degree) in the Save Farscape program.

    You picked the right race, Amarr are pwnage.

    Anyway race doesnt matter I started as Amarr and now fly every races Battleship.

     

    Playing: Nothing

    Looking forward to: Nothing 


  • GdemamiGdemami Member EpicPosts: 12,342

    First off to say: PvP is about mindset, not fittings.

    As qazyman stated it's about roles. Roles and playstyle. You fit your ship accrodingly to your task.

    PvE fit is just a role - high tank, low DPS. Brick sitting in space. Truly useless in PvP.

Sign In or Register to comment.