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The Argument is Over

Author
Sadayiel
Caldari Provisions
Caldari State
#21 - 2011-12-06 08:49:23 UTC
ElCholo wrote:
Emily Poast wrote:


Projectiles are so high up because EVERYONE USES THEM. Its a simple fact like that that proves they are imbalanced.



You keep trying to convince people that because something is flown the most means that it is imballanced. This just isn't the case. It means that it is the most popular.

If you can find me some statistics that show the Cane is the least killed (and others on that list) then that would potentially lead to them being overpowered and not just overflown. However, I'm willing to bet that Canes are most flown and most lost. This just shows that they are popular and easy to fly, not overpowered.

Remember, "everyone uses them" =/= overpowered. However, everyone uses them and hardly anyone dies in them would mean that they are overpowered.

Posting that anyone who disagrees with you is blah blah blah, etc... is just another spin tactic to brow beat others into supporting you regardless of facts.



There is a difference in popular and WAY TO POPULAR.


You can say that energy weapons are popular when compared to hybrids/drones and missiles since they get around 100k final blows plus but then Projectiles gets like 1,1Million more final blows

The only reason they are not OP as you like to claim it's the single fact that since everyone can fly them, then everyone it's in an even playing field wich it's not

All the people ask it's a balance so in a couple of years there is way more options than projectiles and projectiles all the way.
Liang Nuren
No Salvation
Divine Damnation
#22 - 2011-12-06 08:50:57 UTC
Takeshi Yamato wrote:
Basically, nerf kiting ships.


They already did. (Promised blog post - covers Deimos vs Vagabond and reopens the Rupture vs Thorax arguments. Also outlines why ECM drones are OP as hell).

-Liang

I'm an idiot, don't mind me.

Liang Nuren
No Salvation
Divine Damnation
#23 - 2011-12-06 08:53:22 UTC
Zarnak Wulf wrote:
Hybrids and lasers both need the same treatment to ammo that projectiles had. There are eight bands to hybrid ammo. That's just confusing. And it would be nice if Amarr had more choices then scorch or MF.


The ability to switch your crystals out instantly means that those crystals are actually useful for beams. The mid level Hybrid ammo is pretty much only useful for the Eagle. I'd be completely down with some ammo fixing - though the 5 second reload time is really nice and very underestimated.

-Liang

I'm an idiot, don't mind me.

Emily Poast
The Whipping Post
#24 - 2011-12-06 08:55:26 UTC
ElCholo wrote:
Emily Poast wrote:


Projectiles are so high up because EVERYONE USES THEM. Its a simple fact like that that proves they are imbalanced.



You keep trying to convince people that because something is flown the most means that it is imballanced. This just isn't the case. It means that it is the most popular.

If you can find me some statistics that show the Cane is the least killed (and others on that list) then that would potentially lead to them being overpowered and not just overflown. However, I'm willing to bet that Canes are most flown and most lost. This just shows that they are popular and easy to fly, not overpowered.

Remember, "everyone uses them" =/= overpowered. However, everyone uses them and hardly anyone dies in them would mean that they are overpowered.

Posting that anyone who disagrees with you is blah blah blah, etc... is just another spin tactic to brow beat others into supporting you regardless of facts.


In MMO, popularity is a direct correlation to relative (power, value, looks, whatever). People can choose what ships to fly. They dont choose to fly ships that increase their chance of losing. They fly the ones that increase the chance of winning. Its Darwinisim in action. If I can plumb the depths of my memory and dig up some sacreligios examples, I would say: 'Meltface' Shadow Priest, Affliction Warlocks, and Arms Warriors are perfect exmples from the game thatshallnotbenamed. Everbody respecced to those specs and they became hugely popular for a reason - they were horridly OP.

Again, I dont favor getting into an argument about it. Just hoping we can move on from this part of the discussion to something that is more productive - like balance.

Ipad typos wont be fixed. Sorry.
McRoll
Extraction and Exploration Ltd.
#25 - 2011-12-06 09:08:03 UTC  |  Edited by: McRoll
Emily Poast wrote:


In MMO, popularity is a direct correlation to relative (power, value, looks, whatever). People can choose what ships to fly. They dont choose to fly ships that increase their chance of losing. They fly the ones that increase the chance of winning. Its Darwinisim in action. If I can plumb the depths of my memory and dig up some sacreligios examples, I would say: 'Meltface' Shadow Priest, Affliction Warlocks, and Arms Warriors are perfect exmples from the game thatshallnotbenamed. Everbody respecced to those specs and they became hugely popular for a reason - they were horridly OP.

Again, I dont favor getting into an argument about it. Just hoping we can move on from this part of the discussion to something that is more productive - like balance.

Ipad typos wont be fixed. Sorry.


Take into account that in Eve it takes quite some time to spread around the word of the new FOTM, adjust the tactics and finally get all the needed skills by crosstraining. What you see now is the result of the broad mass training Minmatar since projectile buff. It will take a while until you see more Gallente for example, there needs to be some group of people who use them with effiiency and the word will spread around- just dont expect it to happen in 2 weeks.

I am sure that people will discover new tactics with the new Tier3 BC's and the hybrid buff so Minmatar use will decline a bit.
Emily Poast
The Whipping Post
#26 - 2011-12-06 09:12:49 UTC
McRoll wrote:
It comes mainly to fighting environment, in today's PvP of large fleets ad blobs, Minmatar are just good because of their ablity to escape (and alpha with arties which is handy in fleets). If it would be mainly small gangs, Gallente would be all over the place because this is where they shine, grab a Rapier in adition to some blasterships and go **** faces- it just doesnt work because its blob after blob today.

Not the fault of the weapon systems and ships, it's what the players make of the game. From my time of lowsec piracy, I remember the CEO always take out the Vindicator when something needed to die at the gate.


Yes. People fly them because of the GTFO ability. There is, very simply stated, less risk when flying these ships. People like less risk.

Admittedly, the new 'Jump' button landed me in the middle of two ship eating blobs that even my nano cane and nano myrm could not escape. So GTFO isnt perfect, but its really dang good.
mkjkgkvk Melkan
Doomheim
#27 - 2011-12-06 09:13:20 UTC
Emily Poast wrote:
Kass Boor wrote:
272k drakes and 80k tengus only making 200k final blows with missiles? What am I missing here?


I would presume because HMLs have the slowest volly speed. They just hit fewer times to do their damage, so have less random chances to get the KB.

EDIT: may have some drone kills there? Not sure.

some will be using hams
Zarnak Wulf
Task Force 641
Empyrean Edict
#28 - 2011-12-06 09:20:54 UTC
Liang Nuren wrote:
Takeshi Yamato wrote:
Basically, nerf kiting ships.


They already did. (Promised blog post - covers Deimos vs Vagabond and reopens the Rupture vs Thorax arguments. Also outlines why ECM drones are OP as hell).

-Liang


CCP Tallest indicated specific ship tweaks and options to get blaster boats in range faster. The Deimos has some future potential.
ElCholo
Brutor Tribe
Minmatar Republic
#29 - 2011-12-06 09:28:05 UTC
Takeshi Yamato wrote:
Minmatar ships need to have a weakness that can be exploited. As long as they are the fastest ships that can comfortably fight from out of web and scram range while having excellent anti-tackler defenses, they will always be more popular and dominant. They should commit to a fight just like everyone else. Basically, nerf kiting ships.

What would you suggest?


I only see a couple ships that a really "op" in the mind of the nerfmatards. (( I use this term to refer to the folks who want to nerf minmatar for reasons that are in no way, shape, or form, based on valid reasons. )) The Angel lineup, Vagabond, and Cane. (If I'm missing a few, feel free to correct me. It's 4am.)

I agree that the range on some of these ships are excessive. I wouldn't be adverse to removing the range bonus and making it into a tracking bonus. This would force those pilots to manual pilot again and give other pilots a much greater chance of catching them or forcing them off the field. Tactics that work on Amarr, Gallente, and to a lesser extent Caldari, also work just as well on Minmatar. Tracking Disruptors for the most part negate any substantial damage from Minmatar guns, causing them to fight at the end of falloff and into 2x falloff. Sensor Damps keep them from locking at kiting ranges. ECM works just as well against them as they do against all the other races. Any of the recons will kill them just as they will any other race. Arazu kills their speed advantage. Rapier kills their speed advantage. Curse kills their MWD killing their speed advantage. Falcon…. Well everyone hates the falcon. Lol

I like flying solo on occasion, however, ships shouldn’t be nerfed or buffed because of solo play. Competent inty pilots are good for killing nano-ships. Scram them and they are dead. I say competent, because a lot of people will cry that they die trying to tackle said nano-ships. Competent inty pilots will know when to chase the nano-pilot off yet not so far as to leave the safety of their fleet and be picked off. They will also know how to manually pilot into range to tackle the nano-pilot while keeping up transversal. Dedicated tacklers (stiletto, malediction, etc…) have a nice range boost to scrams + heat, and you can shut off their mwd’s outside of neut range to allow your fleet to catch them.

Drones used to kill tacklers can just as easily be picked off by said tacklers / support until they are in range to kill the main target.

To say that you need to nerf kiting ships is basically removing the Minmatar play style (not to mention the play style of all other races that have kiting ships.) By doing this you would essentially have to turn Minmatar into Amarr or Gallente. That’s just silly. I believe that it is possible to keep kiting ships in the game without them being OP. Changing TEs to 15%/15% would probably be a good way to do this. Removing falloff bonuses on non-sniping ships and replacing it with a tracking bonus would be another way to help with this. This would allow the ships to continue to utilize their speed, yet it would cause the amount of room to error to be significantly decreased for kiting. They will always be able to GTFO when being competently flown. Just like active armor tankers will be able to disengage and survive on a gate long enough to jump out. If you have a properly formed fleet with good support and competent pilots, then there isn’t much that needs to be changed to bring things into balance.

Sorry if this is a bit incoherent, like I said, 4am here.
Manar Detri
#30 - 2011-12-06 09:33:33 UTC
From my point of view, i'd say they ought to nerf the autocannon damage by a small amout, i'm talking around 5% nothing big but enough to get it tad under what it is atm, another thing to do might be touching the te and tc bonuses on falloff and optimal. Fighting in falloff takes a brunt off autocannon dps already if aiming to be out of other turret dps, so this shouldn't be that big a problem. And tbh, it is the minmatar way of life and we shouldn't kill this well created race niche.

But on top of autocannons, i do have to say scorch needs a bit of a nerf, in away that drops it to 50km range with large pulses with 3 te/tc's. This would go a long way to making long range weaponry useful ones again and with this change blasters actually get closer to these weapons in usefullness (as the range difference isn't so big anymore).

On a bigger change, i do have to say ccp needs to get the ewar types fixed ones and for all. Having tracking disruptors and most of all dampers having a bigger role in the whole equation of fleet and small gang fighting should be encouraged. Especially in a way where you'll use em on ships not bonused towards them and when on bonused ships, having the possibility of doing much to many.

At the same time ecm does need a good look at it, i'd say even dropping it to a 5 second jam or just dropping locks might be a good answer. Unless a good way of making them none rng can be found. But all in all doing something to it being a pain in the ass for the user and the ship getting jammed (this needs to effect ecm drones alot also, which atm are rather funnily broken).
ElCholo
Brutor Tribe
Minmatar Republic
#31 - 2011-12-06 09:37:53 UTC
Sadayiel wrote:
[quote=ElCholo]
There is a difference in popular and WAY TO POPULAR.


You can say that energy weapons are popular when compared to hybrids/drones and missiles since they get around 100k final blows plus but then Projectiles gets like 1,1Million more final blows

The only reason they are not OP as you like to claim it's the single fact that since everyone can fly them, then everyone it's in an even playing field wich it's not

All the people ask it's a balance so in a couple of years there is way more options than projectiles and projectiles all the way.


Let me start off by saying that what follows is not a troll. Was there a point to this reply? Popular can be argued to be a statistic. Way too popular is an opinion.

You are saying that they are not OP...?

Right now there ARE way more options that projectiles, a few projectile ships are just easier to fly than most and it seems like "most" people (in your terms) want to fly what is easier and not more challenging. Plenty of people do take the option of flying less popular and more challenging (and still very viable) ships. Some of the other ships are MUCH more powerful ships (arguable OP) then the select Minmatar ships that are argued as OP. They just require more attention and experience to fly. The first one that comes to mind is the Curse. A well flown curse can take out multiple oponents fairly efficiently.

I am not saying that there should not be ballance. However, I am saying that the ballance should keep variety while not limiting based on skewed opinions and statistics that aren't complete nor cover all bases.
Liang Nuren
No Salvation
Divine Damnation
#32 - 2011-12-06 09:51:05 UTC
Manar Detri wrote:

Suggestions (Paraphrased):
- Nerf AC damage by 5%
- Nerf Falloff on TCs and TEs
- Nerf Scorch in order to boost long range weapons
- Boost unbonused ewar
- Nerf ECM


A few comments:
- Nerfing AC damage may or may not be necessary. To me, the biggest thing I envy is the ease of fittings. The Hybrid fittings buff went a long way towards fixing this, but I still feel like ship fitting is just slightly (and needlessly) frustrating on occasion.
- I'm also highly against nerfing TCs and TEs because of the splash over effect against Hybrids.
- There's no need to nerf Scorch - and i dislike all ideas which nerf ACs and then Scorch. You're asking for really big changes to the game, and trying to make the AC/Scorch nerfs justify each other. -_-
- Unbonused ewar used to be viable, until CCP nerfed it into total oblivion. We're still trying to get it viable on bonused ships on occasion.
- Sure, the ECM mechanic sucks. Its overall effectiveness is probably fine.

-Liang

I'm an idiot, don't mind me.

m0cking bird
Doomheim
#33 - 2011-12-06 09:58:29 UTC  |  Edited by: m0cking bird
So, I Just finished roaming 0.0 with a bro in Federation Navy Comet's. Only to be linked another ******** blog. Not surprisingly it was Liang's blog. After rolling my eyes and switching the subject, because clearly the trajectory of the coming conversation would only yield more eye rolling and rude statements on both our parts ("check this guys ******** blog out"). However, I was told there was something about the Rupture stated in this blog.

Knowing a little about this ship, I read Liang's blog post. Honestly, this is why I don't pay much attention to most of what he post nor care. Some of the only pilots that post on the forums that have the depth of knowledge in game to comment on most things seems to be Hirana Yoshida and Cpt bronk ( haven't seen him roaming Gallente low-sec in forever) who is not playing any-more. (Cpt bronk was also one of the handful of pilots who suggested the changes to tracking enhancers and realised very quickly what this would do to game-play) = check old projectile boost thread

Along with myself. These pilots were against changes to Minmatar because Minmatar ships and projectiles were and are really good. You often heard arguments by those like Liang saying they don't excel @ anything. Many like my self argued. Well that's right, because Minmatar ships are GOOD @ everything... Simply stated interpretations are often not enough for those who play with graph's and lack skill @ actual game-play. Constant comparisons between pulse lasers and beam lasers were made. Auto-cannons performance was inferior on graphs when compared to lasers (vacuum). Other factors often being ignored that compensated heavily. This can all be found by using eve search. I'm able to link mad statements from Liang. Something that could only come from someone with no experience and has never played the game in a challenging way (gank online). How would you know the extent of a ships abilities and your own if you never put it in situations that push the boundaries of any vessels performance.

Liang who for a long time wrote off solo engagements. Who often stated Minmatar was so much more inferior to Amarr because, they were not optimal in fleets. Although, still having the ability to disengaged and use it's superior mobility over other racial ships and has had a history of being incorrect about most everything having to do with engagements, ships and set-ups in-game.

Their are few on the forums who have credibility as a pilot and a leader. Liang has none of either and should stick to throwing out numbers and formulas within a vacuum.

I don't care about Liang's silly statements about many things, but the Rupture being inferior to a Thorax? I may be biased because it's my favorite ship, but I'm very sure the set-ups shown as examples were not optimal to taking full advantage of the Ruptures performance. I say that as a pilot who has massive experience with a Rupture. Engaging in very challenging engagements often in a armour-Rupture instead of a shield-Rupture. Please move silly arguments on to another class of ship please. Stick with battleships and graphing the difference between large weapon systems. Leave the lower classes of ships to those who've mastered them a very long time ago.

(with that all said. A armour-Thorax is a suitable alternative to a armour rupture fitted with with 2 gryo's)

I tend to only agree with Liang when he points out the obvious (which he does most of the time like most in-game who never innovate(think outside the box)) and the irrefutable. I'm more inclined to acknowledge the facts no matter what my biases. To ignore them would be foolish. Especially for someone (myself) who's always looking to improve in all areas of gameplay.


-Rupture being inferior to a Thorax? Really annoyed me to be honest...
Zarnak Wulf
Task Force 641
Empyrean Edict
#34 - 2011-12-06 10:05:04 UTC
While on SISSI, before Crucible, I noticed the following:

1) Higher DPS blaster frigates tore through drones likes hot knife through butter. I divided the Catalyst's 8 guns into two groups of four so I didn't have to wait 2.02 seconds for the guns to recycle as much.
2) Blaster cruisers were scary to frigates. Blaster BS were scary to cruisers.
3) Blaster frigates have a tough time with Acolytes II! They orbit right at falloff range.
Liang Nuren
No Salvation
Divine Damnation
#35 - 2011-12-06 10:05:30 UTC
m0cking bird wrote:
Cpt bronk


Branko. -_-

Quote:
the set-ups shown as examples were not optimal to taking full advantage of the Ruptures performance


Hurray, I correctly anticipated what people would say. Feel free to suggest ones that you feel are more appropriate.

-Liang

I'm an idiot, don't mind me.

m0cking bird
Doomheim
#36 - 2011-12-06 10:12:30 UTC
Zarnak Wulf wrote:
While on SISSI, before Crucible, I noticed the following:

1) Higher DPS blaster frigates tore through drones likes hot knife through butter. I divided the Catalyst's 8 guns into two groups of four so I didn't have to wait 2.02 seconds for the guns to recycle as much.
2) Blaster cruisers were scary to frigates. Blaster BS were scary to cruisers.
3) Blaster frigates have a tough time with Acolytes II! They orbit right at falloff range.



I noticed, provided you were able to throw a statis webifier. Medium Blaster's on the test sever were better able to track frigates before their orbits settled. Same with battleships tracking cruisers. Most battleships that use blasters are able to track as well as the Megathron could in the past. However, a after-burning cruiser is still able to abuse the tracking of a medium turret ship. Except now you're not able to do it to medium blasters with a stasis webifier applied.

In the past. Dual propulsion cruisers could not be tracked by any medium turret close range even with a statsis webfier applied. You would need 2 webs or cap them out.
Arazel Chainfire
Aliastra
Gallente Federation
#37 - 2011-12-06 10:31:09 UTC
Emily Poast wrote:
McRoll wrote:
It comes mainly to fighting environment, in today's PvP of large fleets ad blobs, Minmatar are just good because of their ablity to escape (and alpha with arties which is handy in fleets). If it would be mainly small gangs, Gallente would be all over the place because this is where they shine, grab a Rapier in adition to some blasterships and go **** faces- it just doesnt work because its blob after blob today.

Not the fault of the weapon systems and ships, it's what the players make of the game. From my time of lowsec piracy, I remember the CEO always take out the Vindicator when something needed to die at the gate.


Yes. People fly them because of the GTFO ability. There is, very simply stated, less risk when flying these ships. People like less risk.

Admittedly, the new 'Jump' button landed me in the middle of two ship eating blobs that even my nano cane and nano myrm could not escape. So GTFO isnt perfect, but its really dang good.


Perfect example... DON'T PRESS THE LEMMING BUTTON. Those who press the lemming button get called as next primary by FC. It only takes a few friendly fire incidents to get it out of most people... but then again, there are always some, and they will ALWAYS ruin your planned ambush.

Lemmings are bad.

Now then - on to the actual topic. Yes, minmatar were OP, and they were excessively popular. With the exception of the dramiel, I can't remember any changes that actually nerfed minmatar. However, I can tell you this right now - gallente still sucks. The agility boost still doesn't allow them to catch targets, they still have to go well into "i'm gonna die" range, and they still get kited to hell and back. As for any incidental changes to blasters - who knows and who cares? You're still gonna die and the rest of your fleet of minmatar buddies is going to be laughing on their way out of town while you will (if you're lucky) be following them in a pod.

Railguns may have been given new life breathed in them... but I doubt it. Yeah, a 1400mm tornado (or maelstrom) does about 100 less dps than a 425mm naga or talos, (but still beats the rohk and megathron in gun dps) but it has 11k alpha to the 4k of the naga/hyperion. The myrmidon is still useless once a gang gets past about 5 people, the ferox and the brutix are still horrible, an arty cane with 3 gyro's does all of 20 less dps than a brutix, and actually has the slots and fitting to put something else on - I won't even mention anything about what the ferox "manages". Part of that though is the fact that teir 1 BC's have been ignored basically since teir 2 came out - you can't really say anything good about the prophecy either, and the only good thing to do with a cyclone is make a slepnir.

The diemost still has nothing to recommend it over a brutix, even with railguns fit (and only an idiot is going to fit blasters to those things, unless they like regular, expensive lossmails) so the laser zealot ahac fleets haven't been disrupted there. And it still has that useless spare highslot and no available fitting to actually put something there. The rest of cruisers in general can pretty much be ignored, as they have been useless basically since teir 2 BC's came out (and another comment, the teir system, it used to make sense, ish. now... wtf?). I won't comment on the frigate level since I don't fly frigates, but I understand that 90% of frigs have to fight in scram range, and those that don't generally are hard to kite with.

So in conclusion, my guess is that we'll have some people check gallente ships out, and have a possible rise in gallente usage in PvP in WH's, but not much since they're still useless at PvE there, and then everyone will go back to ships that are actually useful, like minmatar...

-Arazel
Takeshi Yamato
Ministry of War
Amarr Empire
#38 - 2011-12-06 10:32:03 UTC
ElCholo wrote:
I only see a couple ships that a really "op" in the mind of the nerfmatards. (( I use this term to refer to the folks who want to nerf minmatar for reasons that are in no way, shape, or form, based on valid reasons. )) The Angel lineup, Vagabond, and Cane. (If I'm missing a few, feel free to correct me. It's 4am.)


Thrasher, Sabre, Rifter are also dominant in their respective categories. It's also worth mentioning that Minmatar have without a doubt the overall best subcapital lineup. Very few of their ships have below average performance (Claw comes to mind), while the other races have plenty of weak ships. At least that's how I see it.

Quote:
I agree that the range on some of these ships are excessive. I wouldn't be adverse to removing the range bonus and making it into a tracking bonus. This would force those pilots to manual pilot again and give other pilots a much greater chance of catching them or forcing them off the field.


Yea that's the kind of idea that I was looking for.
The Djego
Hellequin Inc.
#39 - 2011-12-06 10:32:37 UTC  |  Edited by: The Djego
McRoll wrote:
It comes mainly to fighting environment, in today's PvP of large fleets ad blobs, Minmatar are just good because of their ablity to escape (and alpha with arties which is handy in fleets). If it would be mainly small gangs, Gallente would be all over the place because this is where they shine, grab a Rapier in adition to some blasterships and go **** faces- it just doesnt work because its blob after blob today.

Not the fault of the weapon systems and ships, it's what the players make of the game. From my time of lowsec piracy, I remember the CEO always take out the Vindicator when something needed to die at the gate.


Blasterships don't shine in small gang and you can get more out off some nano pests on top of this Rapier, they also work for solo reasonable well.

The vindicator is pretty much this what a working blaster mega should look like, it got a working web, enough cap, good speed and a damage advantage that you can actually play out reasonable well in real situations to make a reasonable choice compared to other options. Still you just see in high sec or over tanked, hugging a gate or a undock in low sec because the ship by no means justify his price with his ability's in the open as a straight gank machine like the mega did combined with the high risk this style involves.

What TQ lacks is the fluid blaster pvp, what is quick, aggressive and effective enough to nail targets in open space(similar to what you can see for frigs or kitting ships). This can't be archived by nerfing minmatar, amarr or whatever people complain about today. CCP should have addressed exactly this(for both gallente and caldari) and fixing the hole thing back into a working shape instead adding 5% here and there.

Improve discharge rigging: https://forums.eveonline.com/default.aspx?g=posts&t=246166&find=unread

Naomi Knight
Ministry of War
Amarr Empire
#40 - 2011-12-06 10:34:07 UTC
McRoll wrote:
It comes mainly to fighting environment, in today's PvP of large fleets ad blobs, Minmatar are just good because of their ablity to escape (and alpha with arties which is handy in fleets). If it would be mainly small gangs, Gallente would be all over the place because this is where they shine, grab a Rapier in adition to some blasterships and go **** faces- it just doesnt work because its blob after blob today.

Not the fault of the weapon systems and ships, it's what the players make of the game. From my time of lowsec piracy, I remember the CEO always take out the Vindicator when something needed to die at the gate.

hmm imho minmatar shines in smaller gangs even more than any other race