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Bringing Back The Gallente

Author
Nomistrav
Center for Advanced Studies
Gallente Federation
#1 - 2012-03-01 06:23:23 UTC  |  Edited by: Nomistrav
According to E-ON, the top 10 ships being used both being destroyed and doing the destroying consisted mostly of Minmatar/Caldari ships with Drakes and Hurricanes being the top two. It's no secret that the cookie-cutter fits of these two races have over-shadowed the entire game in the past year or so because of their remarkable ability to not only dish out damage, but dictate speed (thereby dictating range) and still hold a tank.

Hybrid weapons were partially fixed but at the same time -all- T2 ammunitions were re-balanced (if you could call it that) so now that Hybrids have slightly better tracking depending on your ammo type it still isn't enough to fix the whopping disparity in the gameplay design among the races and their particular ships. Sure, you can bring up the Megathron's ability to gank with it's tremendous DPS capabilities; or the Arazu/Lachesis for their sensor dampening; but they're all completely eclipsed by the superiority of their competitors in anything past a solo fight.

The Gallentean ships all have their own traits that put them at a built-up disadvantage. An example of this would be that the Hybrids can only perform a set type of damage; being Thermal and Kinetic. These two damage types are the most commonly found resistances that you find on any ship, both shield and armor-wise. Yes, you can compare this to the fact that the Caldari's main damage type is Kinetic as their ships give them bonuses to such but in light of that they can switch out their missiles for a different damage type, albeit with a ten second reload timer.

To top it off some of you are obviously going to mention that Gallentean's strength is in their drones, able to field more than any other race. However, with the drone nerf of 2008 their main weapon type was severely hampered and Hybrids were considered a secondary weapon, originally. Even then only a handful of Gallente ships receive these bonuses and a smart pilot would just begin shooting the drones forcing the opposition to recall them or lose them entirely.

Another main issue is that Gallente ships suffer the issue of range; being forced to take an incredibly short range or go with Railguns which by all rights isn't a good way to go because of it's exchange of damage in return for rate of fire. It can be argued that the strength of this lies in more shots down range but the balance between Railguns and Artillery leaves a pretty wide gap.

A perfect example of this disparity is that the Brutix and the Myrmidon feature bonuses respective to active tanks, and with the Artillery guns lacking of cap-usage it's often used in tangent with the drones for a better tank. The Brutix is a good competitor but is out-classed by the Drake in excess of range, speed (armor hampering the propulsion capabilities of the Brutix), and without an active tank or weaponry that uses cap to damage it's cap usage the Drake can field a more diverse fit. Combined with the 5% bonus to shield resistances per level it's buffer fit used with damage mods in the low-slots makes the Drake an obvious choice, not to mention shows it's reasoning for why it has gained such popularity.

Further more, the Gallente don't show much promise in light of leadership either as they field the least used form of leadership; EWAR bonuses that only apply in extremely organized small-gangs with a niche for using EWAR as their main defensive fallback. The Eos is simply not used, and it's sibling The Astarte is used much in the same sense of the Megathron for quick ganking; relying on a damage dealing tank that wouldn't hold up in a fleet fight. They're good for solo but beyond that they're ill-advised.

This thread is not a propositional one; there aren't any fixes in mind. Rather, it's the opening of a discussion on what can be done to fix the issue and bring the Gallente back into fleets, making them more useful than suicide-ganking in Jita. I'm sure that by giving a little effort toward research anyone can see that they're severely in decline since the days of old, and I'm positive that there will be many nay-sayers that come about with their ideology that the Gallente are doing just fine. To this I politely retort that the statistics of Eve Online speak for itself.

In conclusion, I ask: What can be done discussion-wise to fix this?

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Kitt JT
True North.
#2 - 2012-03-01 06:52:07 UTC
Here's the thing: gallente really ARE ballanced atm.

Gallente Pros:
Arguably the best interceptors
The highest raw damage of ANY subcaps
Recently been buffed (all ships and their weapons)
Talos is boss
Brutix is boss
Great PvE boats - dominix is widely considered the second best t1 pve boat (next to the raven)
All the best caps: Moros is the best dread, Thanny is the best carrier, Nyx is the best supercarrier, and the erebus is (arguably, even though it gets the best bonus and uses capital blasters) the best titan.
One of the best cheap-pvp alternatives (thorax)
Every gallente ship still gets a decent sized drone bay.
Have 2 immediately great pirate faction battleship their skills are great for (guristas, and serpentis, one could argue angel cartel as well, but thats a lot more training)

Cons:
Some of their battleships are slow
Their command ships really are lacking
Not the best damage dealers for small gang pvp
Drones are targetable and destroyable

However, lets quickly look at the other races, shall we?

Amarr Pros:
Tend to have some of the tankiest ships out there
Do great damage at medium range.
Don't require ammo
Have neuting boats (curse anyone?)
have arguably the second best caps (maybe archon is tied with the chimera)

Amarr cons:
Guns require LOTS of cap
Aren't the greatest at extreme ranges
have SLOW ships (just like the gallente, although they didn't get a recent buff)


Caldari pros:
Missiles are effect at all ranges, and aren't succeptible to tracking
Drake/Tengu (AMIRITE?)
Arguably the best pve ships out there (Raven, CNR, Golem)
ECM boats
Railgun boats, particularly the rokh and the naga are actually quite good now, and can do great damage at rediculous range.
They have the best freighter?

Caldari cons:
MISSILE FLIGHT TIME MISSILE FLIGHT TIME MISSILE FLIGHT TIME
Large fleets hate shield tankers. Seriously.
most of the useful ships you're going to fly aren't mainline ships (damage dealers)
SLOW AS ****
****** caps (seriously, nobody likes them other than the chimera)
Worst dronebays in the game.

Minnie pros:
Fastest ships in the game
Great lineup of cheap pvp ships to fly... (rifter, stabber, rupture)
Battlecruiser many would consider equal to the drake (cane)
Tornado speaks for itself
Highest alpha ships (malestrom fleet anyone?)
versatile. they have shield ships, armour ships, missile ships, turret ships, fast ships, you name it!

Minnie cons:
Tend to be fairly thin (though not always)
Always fighting in falloff
Their caps REALLY suck... i mean, worse than the caldari ones.
Split weapon systems, and tank systems means very skill intensive. (train shield AND armour, missiles, AND guns.
leviticus ander
The Scope
Gallente Federation
#3 - 2012-03-01 08:01:22 UTC
unfortunately, pretty much any change that is suggested to fix gallente would "break the games current balance". can't make them faster, can't give them more range, can't give them better webs. what you need to do is lower other things to gallente level.
also, about the minmatar having to train for different weapon systems, gallente are quite heavily based around both drones and hybrids, this meaning we have 2 weapon systems to train for as well. so that fault is out. brutix and talos are pretty badass, but the only thing they are really used for is ganking, and the tornado pretty much took over that role in an instant. plus we still have pretty much no ability to dictate range.
The Hamilton
Sebiestor Tribe
Minmatar Republic
#4 - 2012-03-01 14:27:14 UTC
I'm not the oldest player and I usually like to avoid the dribble arguments about balancing. But why do you need to dictate range when your drones are always in range?
leviticus ander
The Scope
Gallente Federation
#5 - 2012-03-01 15:46:27 UTC
because they can just warp off when things start going south since you can't ensure they stay in jamming range.
Vertisce Soritenshi
The Scope
Gallente Federation
#6 - 2012-03-01 16:10:08 UTC
leviticus ander wrote:
because they can just warp off when things start going south since you can't ensure they stay in jamming range.

Theres a drone for that. Lol

Bounties for all! https://forums.eveonline.com/default.aspx?g=posts&m=2279821#post2279821

tankus2
HeartVenom Inc.
#7 - 2012-03-01 17:26:28 UTC
I'd like to see what a 5% mass decrease will do for the gallente. Doesn't sound like much (especially for small ships) but you have to figure that it can make all of their ships quite agile.

Also, cross-training between guns and drones is not bad, as they still have only ONE type of tank to train with. For a mini pilot to get the most out of their ship, they have to train guns, missiles, drones, armor-tank, AND shield-tank, with training neuts/nos being the only alternative to missiles. Should be noted that their form of EWAR (target painting) is the second-least used after the gallente EWAR (sensor dampening) systems.

Where the science gets done

Hellanna
Sebiestor Tribe
Minmatar Republic
#8 - 2012-03-01 18:45:56 UTC  |  Edited by: Hellanna
Anything that would threaten the chosen race (minmitar) is a no-go.

The fact they gave the speed race in the game the bonus to webs should have been your first clue.
Deanne Sheriff
Virtue Investments
#9 - 2012-03-01 19:32:35 UTC
So why then are there not more Gallente ships in the Top 20 as OP suggested.

Kitt JT wrote:
Here's the thing: gallente really ARE ballanced atm.

Gallente Pros:
Arguably the best interceptors
The highest raw damage of ANY subcaps
Recently been buffed (all ships and their weapons)
Talos is boss
Brutix is boss
Great PvE boats - dominix is widely considered the second best t1 pve boat (next to the raven)
All the best caps: Moros is the best dread, Thanny is the best carrier, Nyx is the best supercarrier, and the erebus is (arguably, even though it gets the best bonus and uses capital blasters) the best titan.
One of the best cheap-pvp alternatives (thorax)
Every gallente ship still gets a decent sized drone bay.
Have 2 immediately great pirate faction battleship their skills are great for (guristas, and serpentis, one could argue angel cartel as well, but thats a lot more training)

Cons:
Some of their battleships are slow
Their command ships really are lacking
Not the best damage dealers for small gang pvp
Drones are targetable and destroyable

However, lets quickly look at the other races, shall we?

Amarr Pros:
Tend to have some of the tankiest ships out there
Do great damage at medium range.
Don't require ammo
Have neuting boats (curse anyone?)
have arguably the second best caps (maybe archon is tied with the chimera)

Amarr cons:
Guns require LOTS of cap
Aren't the greatest at extreme ranges
have SLOW ships (just like the gallente, although they didn't get a recent buff)


Caldari pros:
Missiles are effect at all ranges, and aren't succeptible to tracking
Drake/Tengu (AMIRITE?)
Arguably the best pve ships out there (Raven, CNR, Golem)
ECM boats
Railgun boats, particularly the rokh and the naga are actually quite good now, and can do great damage at rediculous range.
They have the best freighter?

Caldari cons:
MISSILE FLIGHT TIME MISSILE FLIGHT TIME MISSILE FLIGHT TIME
Large fleets hate shield tankers. Seriously.
most of the useful ships you're going to fly aren't mainline ships (damage dealers)
SLOW AS ****
****** caps (seriously, nobody likes them other than the chimera)
Worst dronebays in the game.

Minnie pros:
Fastest ships in the game
Great lineup of cheap pvp ships to fly... (rifter, stabber, rupture)
Battlecruiser many would consider equal to the drake (cane)
Tornado speaks for itself
Highest alpha ships (malestrom fleet anyone?)
versatile. they have shield ships, armour ships, missile ships, turret ships, fast ships, you name it!

Minnie cons:
Tend to be fairly thin (though not always)
Always fighting in falloff
Their caps REALLY suck... i mean, worse than the caldari ones.
Split weapon systems, and tank systems means very skill intensive. (train shield AND armour, missiles, AND guns.

Mister Kwong
Doomheim
#10 - 2012-03-02 20:22:54 UTC
I don't mean to troll but the OP's KB is practically non-existent so it's hard to take what he says as valid points if he hasn't fought for at least a couple years. OP- Have you even flown these ships yourselves and done so on a consistent basis?
PinkKnife
The Cuddlefish
Ethereal Dawn
#11 - 2012-03-02 21:29:55 UTC
Kitt JT wrote:
Here's the thing: gallente really ARE ballanced atm.

Gallente Pros:
Arguably the best interceptors
The highest raw damage of ANY subcaps
Recently been buffed (all ships and their weapons)
Talos is boss
Brutix is boss
Great PvE boats - dominix is widely considered the second best t1 pve boat (next to the raven)
All the best caps: Moros is the best dread, Thanny is the best carrier, Nyx is the best supercarrier, and the erebus is (arguably, even though it gets the best bonus and uses capital blasters) the best titan.
One of the best cheap-pvp alternatives (thorax)
Every gallente ship still gets a decent sized drone bay.
Have 2 immediately great pirate faction battleship their skills are great for (guristas, and serpentis, one could argue angel cartel as well, but thats a lot more training)


I'll address these in turn.

1. Explain?
2. On paper damage != applicable in game damage
3. Recency of buff does not mean the race is fixed.
4 & 5. Great points /sarcasm. Care to explain in depth?
6. Ability to PVE does not sell the race on existing.
7. Having the best caps largely is relevant to their damage type and the role the ships serve. Carriers specialize in drones, it makes sense the Gallente would have the highest DPS carriers. Likewise, the hybrids do the most damage of any turret when range and movement are not a factor. Structure shooting thus stands right in their alley. It does not fix the entirety of the race.
8. A single cheap pvp alternative does not fix the race as a whole.
9. The ability to cross train does not give a reason for the race to exist.


The problem with the Gallente are three fold and quite simple.

1. Gallente focus on Drones. Gallente are a dual weapon class much like the Minmatar or Caldari. In this case however, they do not get the benefits that the other races do. Missiles are much better at applying dps than drones are, and are only limited by the fitting capabilities of the ship. It is possible to alter the fitting and damage types of the missiles. This is not possible for drones which are strictly limited by drone bandwidth/bay space.

Drone damage type is limited to what you bring with you, and unchangeable on the fly. Additionally, rather than simply altering damage type, many drones are inferior to others. Amarr drones are legendarily broken (as I've written about before) and in bad need of fixing. Additionally, there are much more modules to buff missiles than there are for drones, meaning drone centric ships are essentially handicapped in comparison to the other dual spec classes.

Furthering the Drone V Missiles argument, Drones often feature longer flight times, and are easier to destroy and render useless in comparison to missiles. One can easily destroy a flight of drones. Defender missiles are essentially useless.

2. Gallente are designed against themselves. Hybrid turrets, blasters in specific, depend largely on range control. They have the shortest possible range, but the highest possible DPS. Meaning that in order to apply their maximum damage, they have to be able to stay within their set range limitations. This is counterintuitive and counterproductive to how the ships themselves are designed. The ships are bonused, and designed for bulky and slow armor tanking. Making them essentially fighting against their natural abilities in order to be functional.

Compare this to the Minmatar, which feature the fastest ships, and have the largest general range. This allows them to effectively outrun and maneuver other ships, while essentially not worrying about applicable damage or range.

3. Gallente are missing a bonus. Many Gallente boats feature a bonus to active armor repair amount per level. This makes them essentially great at solo work and baiting fits. It however makes them handicapped in fleet operations where repair amounts are done by dedicated other ships.

Compare this to a Drake for example, which features a wonderful bonus to shield resistance per level. The drake also works for a wonderful bait ship, a great PVE ship, and a superb fleet ship because the resistance bonus is applicable for any fleet. In contrast the Myrmidon gets a bonus to active repair amount which makes it handicapped in fleets with dedicated repair boats.


How to fix it:

1. Swap the falloff and damage multiplier rates for every autocannon and blaster turret.
This change means that the slower ships that are not designed to control range by speed and maneuverability can still apply damage while closing into optimal, in addition to making the fastest most maneuverable ships utilize their natural abilities to stay withing their optimal ranges.

Downsides: It somewhat homogenizes the Amarr/Gallente fleet doctrines and abilities.

2. Change the Active rep bonus.
Changing the rep bonus to one that is applicable in every situation allows them to be viable in every situation. A bonus to drone bandwidth/bay space increases their applicable DPS and utility. A change to MWD amount/penalties also allows them to begin to more effectively dictate the engagement range.

Downsides: harder to bait tank or PVE in certain ships. Harder, however, does not mean impossible.

3. Increase/develop more modules that effect drone statistics.
Buffing and altering the secondary damage type for the Gallente also boosts their applicable DPS while not dramatically altering the ships themselves.
PinkKnife
The Cuddlefish
Ethereal Dawn
#12 - 2012-03-02 21:39:42 UTC
Deanne Sheriff wrote:
So why then are there not more Gallente ships in the Top 20 as OP suggested.

Kitt JT wrote:
Here's the thing: gallente really ARE ballanced atm.
Amarr cons:
Guns require LOTS of cap
Aren't the greatest at extreme ranges
have SLOW ships (just like the gallente, although they didn't get a recent buff)

Caldari cons:
MISSILE FLIGHT TIME MISSILE FLIGHT TIME MISSILE FLIGHT TIME
Large fleets hate shield tankers. Seriously.
most of the useful ships you're going to fly aren't mainline ships (damage dealers)
SLOW AS ****
****** caps (seriously, nobody likes them other than the chimera)
Worst dronebays in the game.

Minnie cons:
Tend to be fairly thin (though not always)
Always fighting in falloff
Their caps REALLY suck... i mean, worse than the caldari ones.
Split weapon systems, and tank systems means very skill intensive. (train shield AND armour, missiles, AND guns.



Regarding these:

Amarr are racially bonused to reduce the cap their guns use. Tachyons + Gleam are all the range you need. It doesn't matter if they are slow because they don't need to dictate range.

Caldari have bonuses to missile velocity. Define useful? Caldari are bonuses to shield tank to counter their slower base speed. Their primary damage type does not revolve around capacitor. Have you looked at the Amarr drone bays?

Minmatar are fairly thin in order to balance their ships. Their weapons do not use capacitor and thus they are less dependent on it. Additionally, most Minmatar ships are not meant to armor tank.

Lastly, most races require double training. Gallente = Hybrids + Drones, Caldari = Hybrids + Missiles, Minmatar = Projectiles + Missiles, Amarr = Energy + Missiles. All the races are required to be trained in a variety of areas in order to be fully effective.
Tanya Powers
Doomheim
#13 - 2012-03-02 23:47:49 UTC
Over a year and half now for me scouting/discussing etc on gallente/hybrids threads just brought me to this simple conclusion:

Crosstrain and use whatever is the op stuff at the moment, stop wasting your energy for "this".

The best example? -small hybrids that were already fine, that all players greed were fine and only ships needed tweaks got boosted whilist med/large hybrids, the ones players were asking for deep necessary and well deserved changes just got minor tweaks that once again make gallente ships shine at gate/station games provided targets are pinned by a lot of minmatar ships.

So actually there's really nothing you can do or that will ever be correctly done by CCP since at each time gallente will get +1 point they will still manage to give minmatar 2pts and make you be happy with.

Cya
Amaroq Dricaldari
Ministry of War
Amarr Empire
#14 - 2012-03-03 00:16:54 UTC
I have been thinking about the arguement of Drones versus Missiles. What if you made a ship for the Gallente that was designed from the ground up to be both a Droneboat and a Missileboat? And even better, make it no bigger than a Cruiser or a Frigate. And in case you can't use Missiles, never fear. Just give it one (or two) Turret hardpoints, but no turret bonuses, just Missile and Drone bonuses.

This is my signature. There are many like it, but this one is mine.

Nomistrav
Center for Advanced Studies
Gallente Federation
#15 - 2012-03-03 20:02:21 UTC
I participated in the Catch War back in 2010 with Gallentean/Amarr vessels, most notably the Deimos which has been adamantly referenced by myself as being the worst ship I've ever had the misfortune to use because of it's tenacity in being un-usable in null-sec fighting.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nalha Saldana
Aliastra
Gallente Federation
#16 - 2012-03-03 20:27:02 UTC
Gallente needs a different type of fixes for different hull sizes to work in null warfare.

Their frigates are powerful and fine, not much needs to be done.

The cruiser/battlecruisers are powerful for small gang warfare, I like the idea of giving all HACs the same bonus as assault ships of -50% mwd sig making them fast enough to use their high dps to blast people to bits.

Battleships is a bigger problem, sure their short range high dps might be usable in a specific fleet type (but i doubt it). They wont have enough range to fly with the amarrian scorch using fleets with blasters and they dont have enough cpu to use a good rail fit. Maybe redesign one of their hulls to use armor tank and rails? Give one of the ships a range bonus? Maybe giving sentries the ability to move while not shooting can make domis usable?
Nomistrav
Center for Advanced Studies
Gallente Federation
#17 - 2012-03-03 23:39:37 UTC
On top of the Drone nerf I forgotten to mention the nerf to Sensor Dampeners. CCP has a tendency to over-do their nerfs (exception of the dramiel which people have found a way to fit around the nerf) so Gallente really do need -something- to put them back in the playing field. You can say they're balanced but the fact of the matter is if they're not being used they're not balanced on par with everything else in the field today.

It would have been better if they had been given something coinciding with the things that are contribute-able to one another. ECM bonuses and the EWAR Leadership. Heavy damage dealing hybrids in favor for a shield tank. With the amount of effort it takes just to get within range to do this 'looks good on paper' damage that everyone says is their trade-mark, they aren't good ships; otherwise they'd be used more often.

Yes, I'd imagine the Brutix is a boss. In a one-on-one fight with a cruiser or another short range battlecruiser. You try to field a blaster brutix against an HML drake and the second you turn on your MWD to get within range you're signing your own death warrant, let alone if you're stupid enough to select 'approach' or 'keep at range' and put your transversal at 0; just adding onto your own problems. Sure, drones can get out there to bridge the gap but if you want to use that argument you'd have to take into account that in a measure of balance those drones are only doing 200dps or so; which isn't hardly enough to break through a passive shield tank by the time you're dead (in case you don't know, dead-ship = drones no longer working!)

They wouldn't have nerfed the drones and sensor dampeners if they weren't being used. That much is fact. So with most of the gallentean 'damage dealers' not even being fielded in fleets what's the point? They're a support race at this point in Eve Online. Super capitals can be good but to what extent? POS/Station shooting?

To that remark I retort with a very real situation that is almost inevitable: You're simply not going to dish out 20 Billion isk for something that you're only ever going to use with other capitals to protect it. It falls under the principle that corporations/alliances who don't solely invest in their own capital production never make it out into 0.0 because they just annihilated by the corporations/alliances that already have those assets; invested over the months if not years they've previously had the space.

With the drone argument debunked; DPS debunked; capitals debunked, I think I'm permitted to at least politely ask:

What is left for Gallenteans besides industry? What place do our ships honestly have outside of the non-existent small gang fights and the mind-numbing sovereignty bashing?

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nomistrav
Center for Advanced Studies
Gallente Federation
#18 - 2012-03-04 11:42:35 UTC
Forgot to add the permanently set Thermal and Kinetic damage which are the two most easily tanked resistances both on shields and armor. Hybrids can't perform to the same degree as Amarr as many times there are gaping holes of EM in many ships' base resistances.

"As long as space endures,

as long as sentient beings exist,

until then, may I too remain

and dispel the miseries of the world."

~ Vremaja Idama

Nick Bison
Bison Industrial Inc
Cat Scratch Fevers
#19 - 2012-03-07 03:35:20 UTC
The Hamilton wrote:
I'm not the oldest player and I usually like to avoid the dribble arguments about balancing. But why do you need to dictate range when your drones are always in range?


Drones are the only weapon system that can be targeted and killed, leaving the Gallente pilot missing the majority of his DPS. What would a Caldari do if we could shoot his missile launchers off his boat?
And, depending on skill level, drones are not always in range.

Nothing clever at this time.

Kitt JT
True North.
#20 - 2012-03-07 04:57:38 UTC
Alright... round 2


Quote:
1. Explain
2. On paper damage != applicable in game damag
3. Recency of buff does not mean the race is fixed
4 & 5. Great points /sarcasm. Care to explain in depth
6. Ability to PVE does not sell the race on existing
7. Having the best caps largely is relevant to their damage type and the role the ships serve. Carriers specialize in drones, it makes sense the Gallente would have the highest DPS carriers. Likewise, the hybrids do the most damage of any turret when range and movement are not a factor. Structure shooting thus stands right in their alley. It does not fix the entirety of the race
8. A single cheap pvp alternative does not fix the race as a whole
9. The ability to cross train does not give a reason for the race to exist




1) Ranis can put out 200 dps on a ceptor hull. No other ceptor can even come close. Thats a HUGE advantage vs other ceptors

2) If gallente had the highest damage, and fastest ships, they'd be OP as ****. Caldari get good damage/tank, but are slow, huge sig, and have flight time + wasted dps. Amarr get okay damage, average speed, strong tank, and decent range overall, a really good baseline to compare other races to. Minmatar might get good dps on paper, but are ALWAYS fighting in falloff. Their speed is made up for by their reduced damage, and their thin tanks


3) No, but it means that ccp are probably going to wait a while to see how players use the ships that they've recently buffed, rather than changing them AGAIN


4) In case you haven't noticed, the talos has actually come into its own a lot in the realm of solo pvp. Ask kil


5) The brutix is the only tier 1 bc thats regularly used. Its actually decently fast, and puts out rediculously awesome dps for a bc. I love flying drakes. I can 1v1 ANY cane hands down, i'll win every time. I always have said though that I try to avoid brutii if i can

6) No, but a lot of people try to sell that for caldari. Caldari and gallente are both hampered by some of the same problems. Their ships are slow, their battleships are somewhat lacking, they have great pve boats, that don't always translate well to pvp fleets. But there's few ships better than a priest domi for a 10/10


7) You're joking, right? All of the races are different, all of them have strengths, all of them have weaknesses. One of the gallente's strengths is that they DOMINATE the capital arena. How do you think the caldari feel? They have the short end here


8) No, but we're slowly starting to mount up the reasons why they're decent



Trying to call gallente "dual weapons, so they have to train more" doesn't really work. EVERYBODY has to train drone skills to fly their ships effectively. Gallente don't really

have to train any extra.

Caldari on the other hand must train missiles, hybrids, and ecm skills (as they have 3 distinct types of ships)


You're right that defender missiles are useless. But smartbombs aren't. Last time we fought PL/NC. tengus, we put 2x smartbombing phoons between us and them. Oops, no missile damage


By "designed against themselves" you really end up talking about all races.

One could comment how minmatar who have the weakest tank, are often forced to mwd around the battlefield to take advantage of their speed, thus blowing up their sig radius, and making them easy targets for large guns



Or... amarr ships are conducive to blob warfare, yet they are so slow, they tend to be unable to burn out of a bubble when the entire fleet gets bubbled, and have a tendancy for every ship to die..


Or... caldari ships, where ecm ships are always first primary, but have really weak tanks. they're designed against themselves
Missile boats have flight time/velocity bonuses are working against themselves. making missiles fly farther, reducing dps



Missing a bonus? First of all, may i remind you that that bonus the hyperion gets, the mael gets for shields


Missing a bonus? Lets talk about the amarr missing a bonus. Its the capacitor use bonus. Seriously, who gives a crap. In a short battle it doesn't make a difference. In a long fleet battle, you're cap boosting anyways. I don't see many buff amarr threads thoug


Most minmatar ships get a tracking bonus. too bad that autocannons already have the best tracking in the game...



Caldari missile velocity bonuses get on my nerves. its something the other races don't have to deal with. Whereas another race gets a tank bonus, or a damage bonus, or something, caldari get a missile velocity bonus... yay -_-


oh, still going?


Yeah, the drake is a great ship. So is the cane. So is the brutix. In all honesty, if we're talking about bc's, amarr got the short end with the 'lol' prophecy, and the 'just okay' harb



i can go on about how your proposed changes would make gallente OP (giving them the highest possible damage, as well as the ability to dictate range, etc.



or i could go on about how caldari have gotten the short end of the stick so many times, from easily killable ecm ships, to only 1 t1 battleship that uses missiles, or how slow they are...

but i decided long ago to maximize the good qualities of my race, and deal with the bad ones. And i realized that all races have their strong points and weak points, and that no matter how much i want MY race to be always that much better than the rest, it would be un-balanced



tl;dr Man up, smarten up, or x-train.
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