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Matari T1 Redux

Author
Tusker Crazinski
Native Freshfood
Minmatar Republic
#1 - 2015-06-06 17:08:01 UTC  |  Edited by: Tusker Crazinski
Minmatar ships in general are not every strong in the current meta. most of them are not even that fast anymore, horrid agility, their best weapon system is missiles ATM which is also a bottom of the barrel weapon system, ACs are confused, Arty unfittable, slot layout counter intuitive to to their strengths, which there are not many of ATM.

some things that would make them more viable

1- the weapon systems

-- Arty --
all arty really needs is a sharp drop in fitting reqs, it's already has the worst damage output of any weapon system ontop the worst tracking of any turret and poor projection. It shouldn't also be unfittable especially when the dominant weapon system in the game has no fitting reqs WHATSOEVER.

-- ACs --
honestly either they should just trade rolls with blasters, they have no optimal so the closer you get the harder they hit period, and they'd actually fair well in scram range. where they can make use of cap independent DPS and tank, utility highs, tracking ammo, and actually have the speed to make good use of a point blank weapon system. and if blasters had some projection gallente blaster fans could stop crying about being kited by just about everything.

or

give them an optimal so their damage output isn't so dismal at their most effective range.

2- undergunned and under bonused hulls.

namely the Ruppy, Stabber, Cane, and Pest. Most these ships get 2 Damage out put bonuses yet still deal worst in class DPS. the ruppy, stabber, and pest are -1 gun for some reason. the stabber gets a projection bonus but is down one gun and gets 2 utility highs, uuuuuuumm so with projection you never want to be in scram range and really the stabber does not have to cap or grid to properly fit out dual mid nuets.

any ship with 5 damage and RoF should be swapped with 10 damage and 7.5 tracking. good for arty and scram range and the aforementioned DPS and tracking buffed ACs

or just lose their -1 gun penalty.

3- the missile line

what if minmatar had two attack ships in every line both being their gun boats, mostly because missiles ships DO NOT NEED SPEED. so swap the phoons stats with the mael and mirror that with the rest of the line. so why not make the missile line the tanky monsters and make their gun boats the fast attack ships.

just some thoughts, this would avoid minmatar ships becoming the kiting monsters everyone hated, and let them actually align their strengths instead of having them fighting each other.

Edit

also the gallente and matari PG / CPU profile seems a bit backwards.

the way the PG and CPU profile works with now

Ammar - best grids worst CPU--- armor tanked, reasonable
Minmatar- second best grids second worst CPU --- shield tanked, WTF
Gallente- second worst comps second best CPU ---- armor tanked, WTF
Caldari- worst grids, best comps --- makes perfect sense.

I think Minmatar and gallente should switch PG and CPU profiles assuming the grid requirements for arty become something in the realm of sanity.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#2 - 2015-06-06 21:03:04 UTC
Just a few words

280mm; 220mm; 1400mm - works well still

10/7.5 bonuses given to T1 hulls sound a lil bit op. It's better to adjudt those stats at turrets and ammo vs hulls.

The missele line was discussed at thread where pilots asked for missiing faction - minmaldari or calmatar whatever you like.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Tusker Crazinski
Native Freshfood
Minmatar Republic
#3 - 2015-06-06 22:29:29 UTC
Tiddle Jr wrote:
Just a few words

280mm; 220mm; 1400mm - works well still

10/7.5 bonuses given to T1 hulls sound a lil bit op. It's better to adjudt those stats at turrets and ammo vs hulls.

The missele line was discussed at thread where pilots asked for missiing faction - minmaldari or calmatar whatever you like.


why? that'd be a straight DPS nerf in exchange for volley and application.

hell 5 damage and 7.5 tracking would be fine if the pest, sabber and ruppy, were not undergunned.
Hakaari Inkuran
State War Academy
Caldari State
#4 - 2015-06-06 23:53:34 UTC
Matari used to be plenty fast. What really needs to happen is a nerf to the cruisers that got buffed in the last balance pass.
Lloyd Roses
Artificial Memories
#5 - 2015-06-08 06:19:18 UTC
Tiddle Jr wrote:
10/7.5 bonuses given to T1 hulls sound a lil bit op. It's better to adjudt those stats at turrets and ammo vs hulls.

The missele line was discussed at thread where pilots asked for missiing faction - minmaldari or calmatar whatever you like.


Funnily, those are the bonuses consistently avaiable to gallente/caldari/Amarr ships.
Just compare brutix and cane, hyperion and maelstrom, megathron and tempest.

Brutix has a 10% damage bonus and a 7.5% tanking bonus, the cane has two damage bonuses that in total are about as strong as one of the brutix', but the brutix got the bigger drone bandwidth.

The Hyperion has 10% and 7.5% tanking, the mael has a weaker damage bonus, two more guns to fit to get to less damage, lacking the utility high and then two slots the hyperion got EXTRA over the mael. Basically 21 to 19 slots compared when saying that the Hype got as many effective guns as the mael.

The Mega has RoF and tracking, the tempest has double damage. The mega freuqently ends up having 20+% more dps at comparable range, a slot layout suited for more than a terrible welpfit and has qualities beyond *fits two heavy neuts and only costs 100mil after platinum insurance*, which is about the reason to fly a tempest right now for anything but basically solo, where both a smartbomb and a neut is handy coupled with the insurance payout.

So given minmatar T1 right now, turning ANY of these ships OP is going to require a bit more work than just increasing the bonuses massively. Currently, minmatar ships are good for pvp only because no one takes them seriously.
I still love canes, but it's more for their flexibility and the fact that two of them - at 0m - still eat HACs or pretty much any active tank within seconds. It's easy to welp 55mil really quick and not give a damn, especially if you just threw a rusty cane in the approximate direction of your enemies.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#6 - 2015-06-08 07:51:15 UTC
Thank you for finally posting what needed to be said about Minmatar ships.
Hakaari Inkuran
State War Academy
Caldari State
#7 - 2015-06-08 16:14:52 UTC
Lloyd Roses wrote:
Tiddle Jr wrote:
10/7.5 bonuses given to T1 hulls sound a lil bit op. It's better to adjudt those stats at turrets and ammo vs hulls.

The missele line was discussed at thread where pilots asked for missiing faction - minmaldari or calmatar whatever you like.


Funnily, those are the bonuses consistently avaiable to gallente/caldari/Amarr ships.
Just compare brutix and cane, hyperion and maelstrom, megathron and tempest.

Brutix has a 10% damage bonus and a 7.5% tanking bonus, the cane has two damage bonuses that in total are about as strong as one of the brutix', but the brutix got the bigger drone bandwidth.

The Hyperion has 10% and 7.5% tanking, the mael has a weaker damage bonus, two more guns to fit to get to less damage, lacking the utility high and then two slots the hyperion got EXTRA over the mael. Basically 21 to 19 slots compared when saying that the Hype got as many effective guns as the mael.

The Mega has RoF and tracking, the tempest has double damage. The mega freuqently ends up having 20+% more dps at comparable range, a slot layout suited for more than a terrible welpfit and has qualities beyond *fits two heavy neuts and only costs 100mil after platinum insurance*, which is about the reason to fly a tempest right now for anything but basically solo, where both a smartbomb and a neut is handy coupled with the insurance payout.

So given minmatar T1 right now, turning ANY of these ships OP is going to require a bit more work than just increasing the bonuses massively. Currently, minmatar ships are good for pvp only because no one takes them seriously.
I still love canes, but it's more for their flexibility and the fact that two of them - at 0m - still eat HACs or pretty much any active tank within seconds. It's easy to welp 55mil really quick and not give a damn, especially if you just threw a rusty cane in the approximate direction of your enemies.

I like how you ignore inconsequential details such as the hyperion having 6 turrets while the mael has 8. Try a more detailed analysis of your hulls.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#8 - 2015-06-08 17:20:07 UTC
Hakaari Inkuran wrote:
Lloyd Roses wrote:
Tiddle Jr wrote:
10/7.5 bonuses given to T1 hulls sound a lil bit op. It's better to adjudt those stats at turrets and ammo vs hulls.

The missele line was discussed at thread where pilots asked for missiing faction - minmaldari or calmatar whatever you like.


Funnily, those are the bonuses consistently avaiable to gallente/caldari/Amarr ships.
Just compare brutix and cane, hyperion and maelstrom, megathron and tempest.

Brutix has a 10% damage bonus and a 7.5% tanking bonus, the cane has two damage bonuses that in total are about as strong as one of the brutix', but the brutix got the bigger drone bandwidth.

The Hyperion has 10% and 7.5% tanking, the mael has a weaker damage bonus, two more guns to fit to get to less damage, lacking the utility high and then two slots the hyperion got EXTRA over the mael. Basically 21 to 19 slots compared when saying that the Hype got as many effective guns as the mael.

The Mega has RoF and tracking, the tempest has double damage. The mega freuqently ends up having 20+% more dps at comparable range, a slot layout suited for more than a terrible welpfit and has qualities beyond *fits two heavy neuts and only costs 100mil after platinum insurance*, which is about the reason to fly a tempest right now for anything but basically solo, where both a smartbomb and a neut is handy coupled with the insurance payout.

So given minmatar T1 right now, turning ANY of these ships OP is going to require a bit more work than just increasing the bonuses massively. Currently, minmatar ships are good for pvp only because no one takes them seriously.
I still love canes, but it's more for their flexibility and the fact that two of them - at 0m - still eat HACs or pretty much any active tank within seconds. It's easy to welp 55mil really quick and not give a damn, especially if you just threw a rusty cane in the approximate direction of your enemies.

I like how you ignore inconsequential details such as the hyperion having 6 turrets while the mael has 8. Try a more detailed analysis of your hulls.


He did state that the hype has 2 less guns but still does more dps than a mael. Reading comprehension is hard.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#9 - 2015-06-08 17:42:11 UTC
T1 cane is okish with current bonuses. Fleet cane should get 10% damage and 7.5% tracking to match up with the other fleet BCs.

Muninn/jag need rebalance, as do the ruppy. The stabber is ok, the dual utility slots can actually house 2 RLML with 220s and can get around 400-450dps, which is fine in anti-support role.

Arty needs to see some kind of fitting adjustment, even a 5% reduction, as most fits need 2 PG mods to fit plus an implant. Taking off the unneccessary implant would at least be something. Or using t1 ACR instead of t2.

Id still like to see base ac falloff increased another 7.5%-10%.. but since CCP already tweaked this, we prob wont ever see it.

The pest..idk.. the nado does 85% of what the pest does for pretty much half the cost. If the pest had more speed..nano pests could make a return.. which i didnt think they were that OP to start with.

Lloyd Roses
Artificial Memories
#10 - 2015-06-08 20:57:01 UTC
Hakaari Inkuran wrote:
I like how you ignore inconsequential details such as the hyperion having 6 turrets while the mael has 8. Try a more detailed analysis of your hulls.


I didn't ignore it, i explicitly stated that as an issue.

The Mael has 8 turrets and a 25% RoF bonus, yielding slightly more than 10.5 eff. turrets. It then has 6 mid and 5 lowslots.
The Hyperion has 6 turrets (+50% damage, 9 eff. turrets) and an utility highslot. Then 5 mids and 7 lows.

Without an application bonus, those ACs won't have any range advantage and even with more eff. turrets have less damage at all relevant ranges, being massively outclassed at short-medium ranges of roughly 15-25km (heated web to heavy neut range) by a hyperion using null.

Tl;dr: 8 turrets on a mael are almost as good as 6 turrets on a hyperion, but the hyperion has an extra slot around lows/mids and an utility highslot to become truly the plain better ship. If you insist on saying the mael has 19 slots, I raise you the hyperions 21 effective slots in comparison.
Maeltstome
Ten Thousand Days
#11 - 2015-06-08 23:05:35 UTC
Said this 3 years ago. Keep saying it now. 'Cane was OP, minmatar are ****. now the 'Cane is ****.

I actually wrote out a long post but decided to delete it: No argument ever convinces people of how truley bad minmatar ships are in most situations. The Sleipnir is a ship that is good and has exactly zero of the normal minmatar crappy design traits present on it. We need more Sleipnirs and less stabbers.
To mare
Advanced Technology
#12 - 2015-06-09 12:18:34 UTC
i can live with crappy weapons, what really make no sense about current matari lineup is that we are supposed to be the speedy race, yet matari ships are some the most heavy ships in their class (some amarr ships are lighter than the minmatar counterpart) , this pretty much cripple matari ship speed under prop mod and overall agility. quick fix would be to reduce the ship mass of minmatar ships to a reasonable level.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#13 - 2015-06-09 17:30:00 UTC
Stitch Kaneland wrote:

The pest..idk.. the nado does 85% of what the pest does for pretty much half the cost. If the pest had more speed..nano pests could make a return.. which i didnt think they were that OP to start with.


not exactly true, a tornado is at serious risk of being killed by an Ibis, something all ABCs that aren't the talos share. Honestly I'm not sure why these ships were nerfed to being with.

the pest dose have dual heavy nuets and about 100K EHP over the nado, as intended. and I agree I never saw how the nano pest was OP seeing how it still did meh damage, had a meh tank, and it's a battleship....... you're not sig tanking anything.

Stitch Kaneland wrote:

He did state that the hype has 2 less guns but still does more dps than a mael. Reading comprehension is hard.


not to mention the hype is faster for some reason.
Aza Ebanu
Brutor Tribe
Minmatar Republic
#14 - 2015-06-09 19:13:01 UTC
To mare wrote:
i can live with crappy weapons, what really make no sense about current matari lineup is that we are supposed to be the speedy race, yet matari ships are some the most heavy ships in their class (some amarr ships are lighter than the minmatar counterpart) , this pretty much cripple matari ship speed under prop mod and overall agility. quick fix would be to reduce the ship mass of minmatar ships to a reasonable level.

CCP needs to hire you right away! Either make those changes or give Matari ships proper bonuses and grid to fit like other ships.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#15 - 2015-06-09 20:15:06 UTC
Aza Ebanu wrote:
[quote=To mare]
CCP needs to hire you right away! Either make those changes or give Matari ships proper bonuses and grid to fit like other ships.


actually the sad thing is Matari ships have the second best grids in the game, Arty just takes up so much grid it require plants and fitting mods on half the gun boats the other half just straight up cant fit arty.

Not to mention the absolute lack of mid slots, I'm looking at you Matari HACs
Dato Koppla
Neuronix
#16 - 2015-06-10 02:53:10 UTC
Tusker Crazinski wrote:
Aza Ebanu wrote:
[quote=To mare]
CCP needs to hire you right away! Either make those changes or give Matari ships proper bonuses and grid to fit like other ships.


Not to mention the absolute lack of mid slots, I'm looking at you Matari HACs


Quote for the absolute truth.

CCP1: hey gais, we should give the vaga a shield boost bonus
CCP2: but it only has 4 mids, what do?
CCP1: well we could move the 5th low to a mid
CCP2: nah, lets not trolololwinmatarwtfpwnzorbbq
Tusker Crazinski
Native Freshfood
Minmatar Republic
#17 - 2015-06-10 03:55:22 UTC
Dato Koppla wrote:
Tusker Crazinski wrote:
Aza Ebanu wrote:
[quote=To mare]
CCP needs to hire you right away! Either make those changes or give Matari ships proper bonuses and grid to fit like other ships.


Not to mention the absolute lack of mid slots, I'm looking at you Matari HACs


Quote for the absolute truth.

CCP1: hey gais, we should give the vaga a shield boost bonus
CCP2: but it only has 4 mids, what do?
CCP1: well we could move the 5th low to a mid
CCP2: nah, lets not trolololwinmatarwtfpwnzorbbq


oh let's not even talk about T2 shield resist 3 mid munin.

really

minmatar get as many mids as ammarians, less mids then the ******* armor tanked gallente, and every one gets less mids than the caldari line.

Dato Koppla
Neuronix
#18 - 2015-06-10 04:53:04 UTC
Tusker Crazinski wrote:
Dato Koppla wrote:
Tusker Crazinski wrote:
Aza Ebanu wrote:
[quote=To mare]
CCP needs to hire you right away! Either make those changes or give Matari ships proper bonuses and grid to fit like other ships.


Not to mention the absolute lack of mid slots, I'm looking at you Matari HACs


Quote for the absolute truth.

CCP1: hey gais, we should give the vaga a shield boost bonus
CCP2: but it only has 4 mids, what do?
CCP1: well we could move the 5th low to a mid
CCP2: nah, lets not trolololwinmatarwtfpwnzorbbq


oh let's not even talk about T2 shield resist 3 mid munin.

really

minmatar get as many mids as ammarians, less mids then the ******* armor tanked gallente, and every one gets less mids than the caldari line.



Yeap, Muninn is honestly in quite a sad state. The best you can do is an arty alpha platform and then you run into grid problems if you want arty + armor tank since there's just not enough mids for a shield tank.

Even Vaga is very subpar, it does decently with XLASB fits, but the projection on autos is pretty bad even with the falloff bonus compared to the alternatives.

The entire Minmatar projectile frigate/cruiser/battlecruiser lineup is just...bad. Rifter is outclassed in every role, Jag is arguably the worst AF, Wolf suffers from 2-mid frig syndrome, Stabber has very weak dps, tank and projection, Rupture is outbrawled by every other combat cruiser, Munnin and Vaga are bad and even the Hurricane doesn't get very good dps/projection to tank ratio compared to Brutix/Myrm/Ferox/Harbinger and even Draek despite getting a double dps bonus.

The only good projectile Minmatar ships are the Thrasher, Slasher and Tornado IMO. Even the Battleships are crappy, Tempest is easily one of the worst T1 BS. Maelstrom isn't too bad though but still not very used (though that's more attributed to the crappiness of Battleships in the current meta).

TL;DR
The mighty have fallen and we've come full circle from Winmatar to Failmatar.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#19 - 2015-06-10 14:54:26 UTC
Dato Koppla wrote:


Yeap, Muninn is honestly in quite a sad state. The best you can do is an arty alpha platform and then you run into grid problems if you want arty + armor tank since there's just not enough mids for a shield tank.

Even Vaga is very subpar, it does decently with XLASB fits, but the projection on autos is pretty bad even with the falloff bonus compared to the alternatives.

The entire Minmatar projectile frigate/cruiser/battlecruiser lineup is just...bad. Rifter is outclassed in every role, Jag is arguably the worst AF, Wolf suffers from 2-mid frig syndrome, Stabber has very weak dps, tank and projection, Rupture is outbrawled by every other combat cruiser, Munnin and Vaga are bad and even the Hurricane doesn't get very good dps/projection to tank ratio compared to Brutix/Myrm/Ferox/Harbinger and even Draek despite getting a double dps bonus.

The only good projectile Minmatar ships are the Thrasher, Slasher and Tornado IMO. Even the Battleships are crappy, Tempest is easily one of the worst T1 BS. Maelstrom isn't too bad though but still not very used (though that's more attributed to the crappiness of Battleships in the current meta).

TL;DR
The mighty have fallen and we've come full circle from Winmatar to Failmatar.


The sleipnir is good too. It only took a 100% damage bonus to acs, 50% falloff and shield boost bonus to do it. Otherwise id say you are correct in the above statement. Hurricanes are okish imo, could use alil more grid tbh.

Ares Desideratus
Republic Military School
Minmatar Republic
#20 - 2015-06-10 15:41:01 UTC
Dato Koppla wrote:


Yeap, Muninn is honestly in quite a sad state. The best you can do is an arty alpha platform and then you run into grid problems if you want arty + armor tank since there's just not enough mids for a shield tank.

Even Vaga is very subpar, it does decently with XLASB fits, but the projection on autos is pretty bad even with the falloff bonus compared to the alternatives.

The entire Minmatar projectile frigate/cruiser/battlecruiser lineup is just...bad. Rifter is outclassed in every role, Jag is arguably the worst AF, Wolf suffers from 2-mid frig syndrome, Stabber has very weak dps, tank and projection, Rupture is outbrawled by every other combat cruiser, Munnin and Vaga are bad and even the Hurricane doesn't get very good dps/projection to tank ratio compared to Brutix/Myrm/Ferox/Harbinger and even Draek despite getting a double dps bonus.

The only good projectile Minmatar ships are the Thrasher, Slasher and Tornado IMO. Even the Battleships are crappy, Tempest is easily one of the worst T1 BS. Maelstrom isn't too bad though but still not very used (though that's more attributed to the crappiness of Battleships in the current meta).

TL;DR
The mighty have fallen and we've come full circle from Winmatar to Failmatar.

For projectiles the Slasher is a great ship actually. The Stabber is good too. Of course it lacks firepower but that's because it makes up for it with speed. If you fly it the way it is supposed to be flown, as a solo and small gang nano ship, it is in a good place.

All their missile ships are good as well, such as the Breacher and Bellicose. Those are two really good tech 1 combat ships.

The Rifter is crap. Sure. The two old school combat frigates, the Rifter and Punisher, are both crap, only in the Punishers case it has been this way since the beginning of time. The Rifter is probably in a worse place however, because the Punisher at least has a tangible role in the sense that it can fit a monstrous tank and be used as bait. Still, it is a pretty bad ship and is not very useful in combat.

Some projectile ships are bad, others are in a good place and most Minmatar missile boats are in a good place as well. The entire race doesn`t need a boost, it will become the OP FOTM again if it does. Just certain ships need to be looked at.
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