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Succubus, Phantasm, and the Nightmare just me or do they seem a little under the weather?

Author
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#21 - 2012-01-16 16:24:23 UTC
Mr Floydy wrote:
The Nightmare is a nice ship, but the other 2 are just plain useless. I fly a Phantasm occasionally when doing level 3s for fun with a rookie mate, but not because it is good at them - it's just nice to fly something different, plus it looks good.

I'm pretty certain from memory that the Phantasm has one less slot than all the other Faction Cruisers, it's also tight to fit, has a weak cap and is slower than a navy omen? Not really bothered looking at the succubus at all...
I'd love to see them get a bit of a boost. If the Phantasm had a nice speed boost (even if agility didn't change) it could atleast be useful for a bit of nano/kiting for Amarr pilots in shield gangs :)

Agreed, mostly. I have heard of some folks flying "bleeder" Succubus fits, but those pilots have to be choosy about their prey, or else they DIAHF (there are several ships out there that have a nasty habit of eating frigates for breakfast, lunch, and dinner). 'Phasm's short a slot and has a chronically wheezy cap to boot, end of story.

The Nightmare, on the other hand, is a very nice PvE boat (L4s blitz-style against all factions except maybe Angels, Sleepers solo in C2/C3 space and in spider tanked shield gangs for C4-C6 work, you will want a cap chain partner in C4-C6 space though, and Incursions too). It sees less use in PvP, but if you have the cash to spare, you might be able to pull off a shield-tanked equivalent to a Hellcat Abbadon with it.
Petrus Blackshell
Rifterlings
#22 - 2012-01-16 17:21:06 UTC  |  Edited by: Petrus Blackshell
I don't know about the Nightmare, but I have flown the Succubus and Phantasm. They make decent DPS ships of their class. That is, the Succubus functions as an AF that is actually Y1, and the Phantasm functions as a short range HAC (like the Deimos) that is actually T1. This distinction makes them useful for FW plexes and other "class-limited" areas.

The reason they are widely viewed as underpowered is how they relate to other ships:

The Succubus does AF levels of damage, but has a worse tank and costs two times as much as an AF. It could use a little more damage or speed or something to make it more than a giant expensive paperweight.

The Phantasm is functionally the same as a HAC (tank, damage, speed, etc), but battlecruisers cost half as much and do more damage, tank more, and in some cases, are faster and more agile. The reason Phantasms aren't used is the same reason short range HACs aren't used: for the same price, you could fly two short range battlecruisers. That is just a general balance problem with battlecruisers that really should be addressed.

Each of the other pirate faction lineups have some sort of "unique perk" that makes it worth flying them compared to other ships of similar value. Angels? Fast as hell, and good falloff and tracking. Blood Raiders? Amazing webs and neuts. Guristas? Amazing tanks and too many drones. Serpentis? All of the damage ever, speed, plus awesome webs. The Sansha bonuses are just "excellent at straight up combat", and they really can't compete with AFs/battlecruisers on that front. Even the Nightmare doesn't do that much damage.

That said, I should mention that the Sansha line of ships sports extraordinary laser tracking. As a frigate pilot, I have learned to avoid the reaction of "ha ha, that ship has Heavy Pulse Laser IIs, I can just orbit it at 500m and it won't touch me". That reaction leads to horrible death. It's not enough to redeem the bad reputation of Sansha ships, but it is at least a small reason to fly them. "Deceptively good laser tracking" doesn't sound awesome as "webs with 90% speed reduction" though.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#23 - 2012-01-16 17:33:21 UTC
Petrus Blackshell wrote:

That said, I should mention that the Sansha line of ships sports extraordinary laser tracking. As a frigate pilot, I have learned to avoid the reaction of "ha ha, that ship has Heavy Pulse Laser IIs, I can just orbit it at 500m and it won't touch me". That reaction leads to horrible death. It's not enough to redeem the bad reputation of Sansha ships, but it is at least a small reason to fly them. "Deceptively good laser tracking" doesn't sound as "webs with 90% speed reduction" though.


Heh, yeah... exactly that.

-Liang

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

King Rothgar
Deadly Solutions
#24 - 2012-01-16 19:12:26 UTC
Indeed, and tbh you'd be surprised at how many people don't realize just how bad of an idea trying to duck under the guns of an ashimmu with an AF is. It has to be among the funniest things in eve. And that is what the phantasm lacks, that distinct capability that separates it from everything else. It's just another gunboat and it isn't a particularly good one either. It's just average.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

Petrus Blackshell
Rifterlings
#25 - 2012-01-16 19:14:16 UTC
King Rothgar wrote:
Indeed, and tbh you'd be surprised at how many people don't realize just how bad of an idea trying to duck under the guns of an ashimmu with an AF is. It has to be among the funniest things in eve. And that is what the phantasm lacks, that distinct capability that separates it from everything else. It's just another gunboat and it isn't a particularly good one either. It's just average.

And expensive. Don't forget that part.

Oh! And spiky!

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#26 - 2012-01-16 19:34:35 UTC
I'm not sure what I'd change on the Phantasm to make it *different* to everything else though. The only thing I can think of is something that would really likely end up with some unpopular opinion. ie a big bonus specifically to using Beam lasers instead of Pulse. As it stands I don't think I've ever seen medium beam lasers used on anything except a long range sniper Zealot when Pulse/Scorch can't quite cope!

Grabbing a frigate with an Ashimmu is so much fun :D
Rel'k Bloodlor
Federation Front Line Report
Federation Front Line
#27 - 2012-01-16 19:41:14 UTC
Honestly to make them different at this point would mean taking there extra hi-slots away and giving them +1 gun, would it be a little op in the damage department yes, would the others still do a lot more yes.

Well cap is proving to be a problem, and he fitting is also tough, but I'm going to get a phantasm fit i like even if it takes a week or too.

I wanted to paint my space ship red, but I couldn't find enough goats. 

Admiral Pelleon
White Shadow Imperium
#28 - 2012-01-16 19:47:33 UTC
More cap, another low, +2 light drones/bay. Oh, and enough fitting to actually use the slots. Perhaps a slight speed/handling tweak.

Those who cannot keep up will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

Skelee VI
Appetite 4 Destruction
#29 - 2012-01-16 20:04:57 UTC
Don't listen to anyone. Succubus and Phantasm look way too cool!
Pump this into eft, see if you like

[Phantasm, my beast]
Damage Control II
Heat Sink II
Heat Sink II

10MN Afterburner II
X5 Prototype I Engine Enervator
J5b Phased Prototype Warp Scrambler I
Large Shield Extender II
Invulnerability Field II
Medium Electrochemical Capacitor Booster I, NAVY Cap Booster 400

Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
Heavy Pulse Laser II, Imperial Navy Multifrequency M
50W Infectious Power System Malfunction
5W Infectious Power System Malfunction

Medium Anti-EM Screen Reinforcer I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Hobgoblin II x3
Liang Nuren
No Salvation
Divine Damnation
#30 - 2012-01-16 20:05:25 UTC  |  Edited by: Liang Nuren
What would make the Succubus/Phantasm interesting as hell would be a 100% cap use bonus on those lasers... :)

-Liang

Ed: And maybe +1 turret. :D

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

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#31 - 2012-01-16 20:36:39 UTC  |  Edited by: Mr Floydy
Can't think of a single situation that fit would have any real use Skelee. It's slow, doesn't do much damage and has no ehp.
It's trying to be a shield tanked Ashimmu and failing miserably.



Regarding the speed. Base speed of the Phantasm is only a fraction faster than a 1600mm plated Ashimmu with trimarks and is outran by a 1600mm plated Navy Omen with trimarks. It needs a good 30-40m/s extra base speed as it stands...
m0cking bird
Doomheim
#32 - 2012-01-16 20:54:48 UTC
No! It's just you...
Petrus Blackshell
Rifterlings
#33 - 2012-01-16 21:02:33 UTC
I think 1 more turret slot and a little extra speed would "fix" the whole Sansha lineup.

Liang's idea is scary as hell though. Possibly replace the damage bonus with a 20% per level reduction in laser cap use?

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#34 - 2012-01-16 21:05:14 UTC
Petrus Blackshell wrote:
I think 1 more turret slot and a little extra speed would "fix" the whole Sansha lineup.

Liang's idea is scary as hell though. Possibly replace the damage bonus with a 20% per level reduction in laser cap use?


Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

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

Aisha's Vengence
#35 - 2012-01-16 21:11:31 UTC  |  Edited by: Aisha's Vengence
pr0xy needs to lay down the ~shitfit~ and multi-paragraph explanation ITT
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#36 - 2012-01-16 21:23:37 UTC
Liang Nuren wrote:

Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

Could be fun in combination with some other changes!

I'd rather an extra low slot, significantly more speed and better cap though!
Aisha's Vengence
#37 - 2012-01-16 21:28:37 UTC
Mr Floydy wrote:
Liang Nuren wrote:

Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

Could be fun in combination with some other changes!

I'd rather an extra low slot, significantly more speed and better cap though!


Damage bonus to angel ships.
Petrus Blackshell
Rifterlings
#38 - 2012-01-16 21:47:52 UTC
Liang Nuren wrote:
Petrus Blackshell wrote:
I think 1 more turret slot and a little extra speed would "fix" the whole Sansha lineup.

Liang's idea is scary as hell though. Possibly replace the damage bonus with a 20% per level reduction in laser cap use?


Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

Think of the bitching if it had 3 bonuses. Add a turret and remove the 5% damage bonus (for an effective overall 17% damage increase), and add the cap usage bonus instead.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Liang Nuren
No Salvation
Divine Damnation
#39 - 2012-01-16 21:53:35 UTC
Petrus Blackshell wrote:
Liang Nuren wrote:
Petrus Blackshell wrote:
I think 1 more turret slot and a little extra speed would "fix" the whole Sansha lineup.

Liang's idea is scary as hell though. Possibly replace the damage bonus with a 20% per level reduction in laser cap use?


Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

Think of the bitching if it had 3 bonuses. Add a turret and remove the 5% damage bonus (for an effective overall 17% damage increase), and add the cap usage bonus instead.



I'll take it. >:-D

-Liang

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

Petrus Blackshell
Rifterlings
#40 - 2012-01-17 00:04:05 UTC  |  Edited by: Petrus Blackshell
Liang Nuren wrote:
Petrus Blackshell wrote:
Liang Nuren wrote:
Petrus Blackshell wrote:
I think 1 more turret slot and a little extra speed would "fix" the whole Sansha lineup.

Liang's idea is scary as hell though. Possibly replace the damage bonus with a 20% per level reduction in laser cap use?


Heh, I dunno about replacing the damage bonus with a 20% cap bonus. It is a pirate cruiser afterall!

-Liang

Think of the bitching if it had 3 bonuses. Add a turret and remove the 5% damage bonus (for an effective overall 17% damage increase), and add the cap usage bonus instead.



I'll take it. >:-D

-Liang


Aaaaand posted in F&I. The [url] tag appears to be broken, so have a short URL: http://goo.gl/rUAkx. Reduced the cap bonus to 15% rather than 20% because from what I know of CCP systems, capfree lasers would cause the buttons in station to appear upside down, and the overview to turn pink when you are being sensor disrupted.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)