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Rebalance the Muninn

Author
Baali Tekitsu
AQUILA INC
#21 - 2015-06-26 00:23:29 UTC
Another possibility is to completely rework the concept of the ship and make into a 6/5/4 or 6/6/3 (maybe 5/5/5) shield brawler. It would lose its optimal bonus for a shield boost bonus and to further distinguish it from the vagabond also lose 20m/s base speed.
Finetuning HP, drone bay and fitting values is CCPs job.

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Dmitry Kuvora
Sovetsky Soyuz
#22 - 2015-06-26 01:06:09 UTC
some speed + mid + pg please
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#23 - 2015-06-26 01:29:41 UTC
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Large Shield Extender II
Large Shield Extender II
50MN Quad LiF Restrained Microwarpdrive

720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
Rapid Light Missile Launcher II

Medium Ancillary Current Router I
Medium Anti-Kinetic Screen Reinforcer II

That's the fit I run around in. I feel it's worth pointing out, it doesn't actually have enough PG to fit even a shield tank if you use your utility high. A 500 shield hp buff isn't exactly out of line, nor would be a 2.5% buff to either dps bonus.
M1k3y Koontz
House of Musashi
Stay Feral
#24 - 2015-06-26 01:30:16 UTC
Low slot to mid slot, simplest change that would make it actually remotely viable.

Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!)

How much herp could a herp derp derp if a herp derp could herp derp.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#25 - 2015-06-26 07:33:35 UTC
Let me post this picture twit brent has made since I think it's somewhat relevant.
afkalt
Republic Military School
Minmatar Republic
#26 - 2015-06-26 07:45:40 UTC
M1k3y Koontz wrote:
Low slot to mid slot, simplest change that would make it actually remotely viable.

Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!)


Or a high to a mid and more grid to make fitting arty not ridiculous (and the loss of the utility high limits AC builds abusing the grid for a neut up there) and keeps lows for projection/DPS.

Or they could just fix arty fitting in general, that'd be nice.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#27 - 2015-06-26 14:29:41 UTC
afkalt wrote:
M1k3y Koontz wrote:
Low slot to mid slot, simplest change that would make it actually remotely viable.

Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!)


Or a high to a mid and more grid to make fitting arty not ridiculous (and the loss of the utility high limits AC builds abusing the grid for a neut up there) and keeps lows for projection/DPS.

Or they could just fix arty fitting in general, that'd be nice.


Fixing arty fitting would resolve a lot of issues with minmatar. No ship stats have to be modified, no extra grid/cpu to be abused by ac fits. It would only affect arty fits, as intended.

I still find it amusing that a broadsword does the muninns fleet role better. Same bonuses, same # of turrets, just falloff instead of optimal, and lose tracking. But you can get the same alpha and double the tank.

That being said, an extra mid is pretty damn important for the muninn to be viable. To keep it flexible , moving utility high to mid might be best. Though it would just be a repackaged SFI at that point i suppose. Can we get a free mid plz? I know.. no chance in hell.
Arya Regnar
Darwins Right Hand
#28 - 2015-06-26 17:06:01 UTC
Supported.

EvE-Mail me if you need anything.

Lloyd Roses
Artificial Memories
#29 - 2015-06-26 18:34:53 UTC  |  Edited by: Lloyd Roses
Stitch Kaneland wrote:
afkalt wrote:
M1k3y Koontz wrote:
Low slot to mid slot, simplest change that would make it actually remotely viable.

Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!)


Or a high to a mid and more grid to make fitting arty not ridiculous (and the loss of the utility high limits AC builds abusing the grid for a neut up there) and keeps lows for projection/DPS.

Or they could just fix arty fitting in general, that'd be nice.


Fixing arty fitting would resolve a lot of issues with minmatar. No ship stats have to be modified, no extra grid/cpu to be abused by ac fits. It would only affect arty fits, as intended.

I still find it amusing that a broadsword does the muninns fleet role better. Same bonuses, same # of turrets, just falloff instead of optimal, and lose tracking. But you can get the same alpha and double the tank.

That being said, an extra mid is pretty damn important for the muninn to be viable. To keep it flexible , moving utility high to mid might be best. Though it would just be a repackaged SFI at that point i suppose. Can we get a free mid plz? I know.. no chance in hell.


Lemme contrast that for you!

HACs that have a utility high:
Vagabond (has active tank bonus)
Sacriledge (has resist bonus)
Muninn (has nothing)
(Coincidentally, those are the three *useless* HACs)

Now while the vaga's bonus is pretty dumb and the ship generally useless since it can't use blasters/pulses, scrap that and take a look at the sacriledge! Has one more mid, but one less lowslot. A resist bonus is about as good or better than an extra EANM. So basically a muninn is a sacriledge that mustn't use missiles but is stuck with projectiles, can't fit artillery and armortank, and has less dps than the sacriledge once fitting ACs. It then proceeds to effectively have one less slot, less drones, less cap.

CCPlease. It's like comparing a hyperion and a maelstrom.

Edit: Should mention the Sac is all but bad, had fights 1v5 and worse with the sac tanking 2 RHML BS without a sweat. So minmatar HACs are the things that really, really suck it hard.
SFM Hobb3s
Perkone
Caldari State
#30 - 2015-06-26 19:42:11 UTC
Sac is getting an indirect boost with the next patch.
That being said, not even Black Legion flies Muninns anymore. I remember when they used to be our go-to fast response ship.
Gleb Koskov
Hedion University
Amarr Empire
#31 - 2015-06-27 03:02:13 UTC
720mm artillery tracking bonused by 37.5 would make anyone say "wow its literally nothing" and doesn't even begin to surpass base Heavy beam laser tracking, so why bother giving us this bonus? Just replace it with a fall off bonus.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#32 - 2015-06-27 03:37:24 UTC
Gleb Koskov wrote:
720mm artillery tracking bonused by 37.5 would make anyone say "wow its literally nothing" and doesn't even begin to surpass base Heavy beam laser tracking, so why bother giving us this bonus? Just replace it with a fall off bonus.

Because then it wouldn't hit anything in optimal range with 720mm. With that bonus it has laser tracking and better range than lasers. Better tracking even, if you're one of the crazies that remembers tracking ammo is a thing.

Mostly medium are pretty bad and the muninn is the only sniping cruiser that uses them. 720mm use as much PG as heavy beams on ships that don't have the base grid to do that.
Lloyd Roses
Artificial Memories
#33 - 2015-06-27 11:55:53 UTC
HiddenPorpoise wrote:
Gleb Koskov wrote:
720mm artillery tracking bonused by 37.5 would make anyone say "wow its literally nothing" and doesn't even begin to surpass base Heavy beam laser tracking, so why bother giving us this bonus? Just replace it with a fall off bonus.

Because then it wouldn't hit anything in optimal range with 720mm. With that bonus it has laser tracking and better range than lasers. Better tracking even, if you're one of the crazies that remembers tracking ammo is a thing.

Mostly medium are pretty bad and the muninn is the only sniping cruiser that uses them. 720mm use as much PG as heavy beams on ships that don't have the base grid to do that.


If a Zealot misses at 90km, it swaps from aurora to radio, hits twice, swaps back. Muninn sees that and sheds a tear.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#34 - 2015-06-30 14:31:47 UTC  |  Edited by: Stitch Kaneland
Lloyd Roses wrote:
Stitch Kaneland wrote:
afkalt wrote:
M1k3y Koontz wrote:
Low slot to mid slot, simplest change that would make it actually remotely viable.

Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!)


Or a high to a mid and more grid to make fitting arty not ridiculous (and the loss of the utility high limits AC builds abusing the grid for a neut up there) and keeps lows for projection/DPS.

Or they could just fix arty fitting in general, that'd be nice.


Fixing arty fitting would resolve a lot of issues with minmatar. No ship stats have to be modified, no extra grid/cpu to be abused by ac fits. It would only affect arty fits, as intended.

I still find it amusing that a broadsword does the muninns fleet role better. Same bonuses, same # of turrets, just falloff instead of optimal, and lose tracking. But you can get the same alpha and double the tank.

That being said, an extra mid is pretty damn important for the muninn to be viable. To keep it flexible , moving utility high to mid might be best. Though it would just be a repackaged SFI at that point i suppose. Can we get a free mid plz? I know.. no chance in hell.


Lemme contrast that for you!

HACs that have a utility high:
Vagabond (has active tank bonus)
Sacriledge (has resist bonus)
Muninn (has nothing)
(Coincidentally, those are the three *useless* HACs)

Now while the vaga's bonus is pretty dumb and the ship generally useless since it can't use blasters/pulses, scrap that and take a look at the sacriledge! Has one more mid, but one less lowslot. A resist bonus is about as good or better than an extra EANM. So basically a muninn is a sacriledge that mustn't use missiles but is stuck with projectiles, can't fit artillery and armortank, and has less dps than the sacriledge once fitting ACs. It then proceeds to effectively have one less slot, less drones, less cap.

CCPlease. It's like comparing a hyperion and a maelstrom.

Edit: Should mention the Sac is all but bad, had fights 1v5 and worse with the sac tanking 2 RHML BS without a sweat. So minmatar HACs are the things that really, really suck it hard.


Vaga is "ok" as anti-frig. But there are far more ships that do "anti-frig" better than vagabond, for cheaper as well. Plus the cynabun and vagabond having pretty much identical stats doesnt help either. Or that a vaga cant fit arty and be viable, which the cyna can kind of do. So the vaga is stuck with acs, and with 3 range mods, barely breaks 300dps at point range.

Sac seems to be pretty good, but people dont use it because its not fast enough for them. I will fly a sac no problem. Actually training into amarr for that reason. Minny dont have good brawler ships, except the SFI (sorta). I actually fit up a couple muninns as ac brawlers with dual armor reps. It works okish, assuming you know how to bait them into thinking youre arty fit. Have to fit ab for range control, since you have no web. IF we had a 4th mid, it would become a t2 SFI pretty much. Which isnt a bad thing.

If nothing else, id like to see CCP add some more HP into armor, as it sits now, it bleeds armor fast, even with 91% EM resist. Armor HP is around 2500 now. Bumping it up to 3-3.2k could help a little. Preferably, id take a 4th mid and be done with it.. but if CCP is doing this tweak 100hp at a time thing (like what theyre doing with ishtar), that would be a good place to start.
Reaver Glitterstim
The Scope
Gallente Federation
#35 - 2015-06-30 14:58:48 UTC  |  Edited by: Reaver Glitterstim
MWD is just a long-range webifier for artillery. Adjust your velocity such that you reduce opponent's angular movement to as low as possible, then fire. You can literally eyeball it, I scored over 8k damage on a rat frigate at 20km distance with 1400mm artillery in a Maelstrom during a practice test once. I'm not sure how hard it'll be in PVP but there's a fair few times I was in a non-artillery ship yet had an excellent chance to fire anyway based on my velocity nearly matching my target's velocity.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lloyd Roses
Artificial Memories
#36 - 2015-06-30 15:06:56 UTC  |  Edited by: Lloyd Roses
Reaver Glitterstim wrote:
MWD is just a long-range webifier for artillery. Adjust your velocity such that you reduce opponent's angular movement to as low as possible, then fire. You can literally eyeball it, I scored over 8k damage on a rat frigate at 20km distance with 1400mm artillery in a Maelstrom during a practice test once. I'm not sure how hard it'll be in PVP but there's a fair few times I was in a non-artillery ship yet had an excellent chance to fire anyway based on my velocity nearly matching my target's velocity.


For pvp, you really want to get a hull making 2km/s+ to pull that off where it matters, so tornado/linked sleipnir are sane choices. Look at the ship you want to nuke and move parallel, get your velocity up and his down if possible and cycle guns.

Roughly similar to how you exploit someones orbit-500m command in some edge cases by manually cutting into their orbit.
Stitch Kaneland
The Tuskers
The Tuskers Co.
#37 - 2015-06-30 15:36:03 UTC
Reaver Glitterstim wrote:
MWD is just a long-range webifier for artillery. Adjust your velocity such that you reduce opponent's angular movement to as low as possible, then fire. You can literally eyeball it, I scored over 8k damage on a rat frigate at 20km distance with 1400mm artillery in a Maelstrom during a practice test once. I'm not sure how hard it'll be in PVP but there's a fair few times I was in a non-artillery ship yet had an excellent chance to fire anyway based on my velocity nearly matching my target's velocity.


Not sure what this has to do with muninn balance? A mwd, 720s, and medium neut means you need a t2 ACR (30m) and can only fit an LSE for tank. Im spending 140m on a hull that gets below 20k EHP with its intended weapon system. Just to make use of its slot layout and get mediocre damage/application.

I used to fly 720 kite muninn, and used sabot most times to get better tracking and pop frigs out at 70km. 2km/s is not that fast, and if frigs want to get near you. They will. Ive found that a long range web works well in conjunction with MWD. I fly with no point on kite muninn. Since frigs die in 1-3 shots. Fedweb plus medium neut will shutdown frig for blap incase they get close.

Still though, thats such a niche fit, i did it for lulz more than "hey this is a good muninn fit". Then i got td'd and stopped flying 200m arty muninns.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#38 - 2015-07-01 07:27:26 UTC
lawl, someobody said Munnin.

Let's see. This, again. it basically explains everything. You can have an un-fit ishtar and it will outperform a fully fit Munnin.

the solution is to cheapen the powergrid costs of artillery and adjust the few ships which need adjusting to avoid egregious abuses of that. like the Cynabal; a 720 Artybal used to be barely doable, but if you make the 720mm as cheap to fit as a 425mm AC, suddenly you may find the Artybal having a bit too much PG spare, i dunno.

The balance of the Munnin was done with brains set in 2008 mode, when drones sucked and real men drove arty meta. But that's long gone - DDA's are now here, as are various other drone buff modules, and people can now target broadcasts, which results, more or less, in viable drone alpha +/- drone assign working.

Secondly, the most viable alpha fleets these days are Beam Legions, Slippery Petes and Attack battlecruisers.
* Why use the Munnin with 720's when the Tornado does the same job?
* You can't compete with a Beam legion as a fleet alpha ship because 140K EHP - you're never getting that out of a Munnin.
* For ultra-long range sniping you can't beat the Slippery Pete with a slow, high-sig arty platform like the Munnin, with a lower ROF and "better" alpha.

Armour brawling AC HAC? You use the Scythe Fleet with 90m sig versus this clunky piece of crap. You get better speed with Ab, full tackle, and can even go for a missile fit. Munnin sig is 125 (+35) and speed is 260 (-40m/s) compared to an SciFi. You lose about 5K EHP but you pick that back up with the cheapness (-150M) and lower sig radius, higher orbit velocity, and did i mention missiles?

It is abundantly clear the Munnin needs 10 slots.

it is abundantly clear the Munnin needs at least 200 PG more.

It is abundantly clear that artillery needs to be chopped down to within 5% of the PG cost of equivalent autocannons. eg;
T2 720mm 248 PG -> 160 PG (ie a 425mm +5 PG)
T2 650mm 196 PG -> 90PG (ie; a 180mm +10 PG)

afkalt
Republic Military School
Minmatar Republic
#39 - 2015-07-01 07:50:00 UTC
Trinkets friend wrote:
lawl, someobody said Munnin.

Let's see. This, again. it basically explains everything. You can have an un-fit ishtar and it will outperform a fully fit Munnin.


Why is the ishtar ehp so silly high?
Lloyd Roses
Artificial Memories
#40 - 2015-07-01 08:56:12 UTC
afkalt wrote:
Trinkets friend wrote:
lawl, someobody said Munnin.

Let's see. This, again. it basically explains everything. You can have an un-fit ishtar and it will outperform a fully fit Munnin.


Why is the ishtar ehp so silly high?


The damage profile is therm/kin right there.