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Rebalance the Muninn

Author
Stitch Kaneland
The Tuskers
The Tuskers Co.
#81 - 2015-09-06 15:37:42 UTC
Baali Tekitsu wrote:
Stitch Kaneland wrote:
Baali Tekitsu wrote:
AT is over, CCP Rise and Fozzie can start reading the forum and balancing again, I will bump the often now.


How would you feel about dropping 1 turret and increasing the damage bonus to compensate? 5% -> 10% per level? It would only drop the alpha by about 100, so mostly unchanged.

5 Turret Muninn alpha (5% dmg) = 2610
4 Turret Muninn alpha (10% dmg) = 2505

Now we get the much needed mid, fitting becomes significantly easier and still keep the utility high to help keep it flexible in fitting.

This opens up the potential for a dual armor rep brawler that has a neut/nos to potentially counter other brawlers more effectively. I've tinkered with dual rep muninn's, and they're not bad, they just really need a 4th mid so i can go MWD, scram, web, CB. As currently its pretty much mandatory to fit ab, scram, CB to have some semblance of range control.


I guess thats a concept one can work with, although I would much rather like to see a redesign away fro the armor concept where the Loki will always outcompete it.


I wouldn't be opposed to a shield redesign, but i don't see it happening. Considering lore crap, the Muninn and wolf are made by the same corp. Both are armor focused. They would have to redesign that corp into shield, and also redesign the wolf as well (which isn't a bad thing tbh).

The loki wouldn't out compete it in cost. Not to mention drones and utility high. I also want to say the muninn could potentially be faster and have better cap than a loki. I know cost isn't a balancing point per say, but some of us would rather fly something that costs 130m, than something that costs 500m.
Baali Tekitsu
AQUILA INC
#82 - 2015-09-06 16:51:37 UTC
The sleipnir and vargur come from the same corp, lore is flexible:)

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Juan Mileghere
The Corporate Raiders
Safety.
#83 - 2015-09-06 19:07:27 UTC
Muninn needs a bit of grid and a extra mid slot, doing what Stitch is saying seems the best way to get both, Lokis will always be better, T3s have 5 sets of bonuses whereas the muninn has 2 sets, just like a Proteus will out compete a Deimos, a Tengu beats out a Cerb and a Legion outpreforms a Zealot
Stitch Kaneland
The Tuskers
The Tuskers Co.
#84 - 2015-09-06 19:12:51 UTC
Baali Tekitsu wrote:
The sleipnir and vargur come from the same corp, lore is flexible:)


Ah, this is true.

Shield boosted muninn + maybe 5 or 6 mids would be pretty awesome. Think i'd have to drop the optimal bonus though. Tracking too useful on artillery, and optimal mostly useless for a/c's.

Still, i'm not going to my hold my breath for CCP to completely redesign the ship. And if they don't, I don't see any downside to just dropping a turret for a mid.
KitCat 01
Based And Redpilled.
#85 - 2015-09-19 01:18:21 UTC
I've been playing the arty muninn for some time now, and I think it's a really good ship. it's underated, but full of potential.

The small sig radius, combined with the tracking bonus makes it for a pretty decent HAC even though the dps/tank looks lower than the average for HACS. It's the only HAC to fully take advantage of that sig bonus to MWD and in order to be competitive, you'll have to use that to your advantage.

In the fights I had with it, the muninn has been really good against all the EAF (I've been able to OS a few kitsune out to 110km with tremor) as well as every single destroyers. The alpha strike makes it decent as a dps cruiser but it's not that crazy when applied on a more tanked cruiser like the eagle, sacrilege or deimos.
Even though the Muninn doesn't show an awesome base speed or agility, his capacitor is stable under MWD which is a huge plus, allowing him to stay mobile on the grid all the time compared to a capacitor tight gila, zealot or cynabal for example. It's actually not that easy to catch a cruiser going at 2km/s all the time without a single care for his capacitor and it helps a lot in negating heavy drones DPS from an ishtar or a battleship (event though you'll not be able to negate it completely).
Unfortunately, this comes at a huge price as it gets pretty hard to fit a capacitor booster on a 3 med slot cruiser, making it very hard to fit a decent tank on it (ancillary armor rep + kin-exp hardener is awesome if you get scrammed i but each cycle fucks up your capacitor when you're using your MWD).

At last, an arty muninn is completely unable to shot any decently piloted interceptor at any range, unless it's well webbed which has been one of the biggest problem I've encountered flying the muninn. The anti-frigate support is not there and you can't expect a muninn to do it. Otherwise, tracking was not a problem, the range is very flexible, you can still shoot your target as long as you can target it and there is no delay in the application. (there is no 60km limit like a drone boat)

In conclusion, the muninn has been a good ship in a 3-7 men gang. his versatility and flexibility were very useful to keep the pressure on the enemy. Unfortunately, for solo/duo you'll miss the control and anti-inty thingy and in a bigger fleet you may feel like the fifth wheel of the carriage.

P.S: once the new and upgraded hurricane fleet issue comes out, the arty muninn will simply die, the cane fleet is actually as expensive, but gets a better dps, damage application and mobility with a really fun MJD and the 4th mid slot that the muninn lacks
Baali Tekitsu
AQUILA INC
#86 - 2015-09-24 18:08:02 UTC
TIME FOR ANOTHER BUMP

With the upcoming BC rebalance its going to be made obsolete entirely so pls CCP have mercy.

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Noise Munga
Get A Life
#87 - 2015-11-19 20:18:00 UTC
#17 - 2015-05-30 18:14:32 UTC
Christopher Mabata wrote:
"THe interesting thing about the munnin is i almost never see it solo, but i do see munnin alpha fleets with 650mm artys every so often, the 650's will fit with an MWD and take up roughly 70% of the PWG, but theres still room for a proper fit leftover."



"An arty fit isn't exactly a solo thing, unless you mean it shoots once then warps off."



I've had a fair bit of success solo in a Muninn doing pretty much that. One shots are rare these days though, sometimes you have to stay for a second shot. It's a pretty big gamble, warp in to close to your target and you only get a few seconds to do what you do and gtfo. It definitely has it's uses as a fly swat to get rid of fast tackle. I like it because it means flying by the seat of your pants, but then again I do love to be the underdog ;-)