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3 Minmatar ships that just don't make sense

Author
Katalci
Kismesis
#21 - 2012-04-17 05:46:54 UTC  |  Edited by: Katalci
FT Diomedes wrote:
The Muninn is still widely used, but it would be awesome if one of the highs got moved to the mid slots. It could also stand to be a bit easier to fit.

Many Minmatar ships suffer from the original misguided attempts to make them split-weapon ships.I think that is why the Muninn has those two extra high slots.

cyno + smartbomb (if your fleet is into that kind of kinky thing) or offline probe launcher, or a salvager
FT Diomedes
The Graduates
#22 - 2012-04-17 05:56:56 UTC
Katalci wrote:
FT Diomedes wrote:
The Muninn is still widely used, but it would be awesome if one of the highs got moved to the mid slots. It could also stand to be a bit easier to fit.

Many Minmatar ships suffer from the original misguided attempts to make them split-weapon ships.I think that is why the Muninn has those two extra high slots.

cyno + smartbomb (if your fleet is into that kind of kinky thing) or offline probe launcher, or a salvager


I'm not suggesting they are not useful, I just think it would be a better ship with more mid slots. A 5-5-5 configuration would be sexy as hell.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Axel Greye
Unlikely Suspects
#23 - 2012-04-17 06:49:52 UTC
there's nothing wrong with either the wolf nor claw, both make fantastic gang & solo ships. Their lack of mids is massively compensated for by (in the case of the wolf: Falloff and Damage) and (in the case of the claw: Speed and Tank). It doesn't take a genius to figure out how to fit/fly these two ships to play to their strengths.

as for the Muninn, I would not say it's useless, it makes a nice arty sniper platform, but it is outperformed in every way by the Loki and/or gangs of Lokis. There are worse HACs one could complain about, like the Eagle.
Noisrevbus
#24 - 2012-04-17 14:01:58 UTC  |  Edited by: Noisrevbus
Alara IonStorm wrote:
I just don't get the Muninn.

I mean a Fleet Artillery Boat with 7 High Slots and only 5 Guns...

4 Mids, 6 Lows like the Hurricane would seem to be a much better use of those slots. Or at least 6 High, 4 Mid, 5 Low. But 3 Mids on a Shield Tanker...

It's like if the Zealot was 7 High, 3 Mid, 5 Low with 5 Guns.

Does anyone know why they gave it so many Highs?


Most likely a combination of Minmatar design-philosophy with utility highs and it being based off the Rupture that has a similar slot allocation (and primarily see the light of day as an armor-platform).

Apart from that i think Cipher has already nailed the thread from post #2 onwards.

Why are the lot of you trying to streamline perfectly functional ships? The AF has recently seen changes so they may still have some evaluation issues, but the Muninn has always been powerful within it's class and the slot allocation has always made sense in it's role as a sniper. The lowslots for fitting options, and since the mobile sniping trend for both mobility and tracking.

Going over the different waves and incarnations of the ship even the utility slots have seen a useful, rich and varied use; that made sense. From missiles as anti-tackle point defense in combination with drones (and later tracking ammo changes) back in the day when HACs were still used to break through camps; to drone-enhancers when sniping got more stapled, but faction-fit Recons were not yet as common (and you'd assign drones to forward tackle; Dics and Ceptors, from your sniper spot), to the recent things Black Legion outlined in a recent Muninn thread, with a smartbomb firewall.

Not that i see that as more useful than sniping BC still, as was claimed in that thread, but - within it's class - it's still undeniably one of the better and more thought-out creations. Compare that to ships that can't even fit their slots, or have the odd loose slot here and there that make no sense in combination with everything else it does. That's why the comparison with a Zealot's slots isn't very reasonable. The Muninn's utility kinks always made some sense, with it's drones and weapons, and got utilized. The Muninn survived many incarnations, even if it's role is a bit in question today, after "those new ships".

The Muninn have always seen use from early post-nano/nano and proto-SHACs to the height of the SHAC (Zealot) era, to early proto-alpha sniper revival (Machacs etc) to the sniper-profileration of today. If i'd bring a HAC like that today, just as then, it would either be a Muninn or Zealot. Everything else is just sweeping class-role issues.
Meditril
Hoplite Brigade
Ushra'Khan
#25 - 2012-04-17 14:09:38 UTC
The three named ships are indeed a bit strange because they are not straight forward in how to fit them. But they are great while still being not overpowered because of their strange slot layouts. So do not change them, just love them. Nobody said that every ship should be straight forward and easy to use and fit. With regards to power grid, Wolf has very high power grid but very low CPU which is a fair and limiting trade. I like excentric ships and fittings, they give spice to the game.
slam34
Transtar Services
#26 - 2012-04-17 15:46:24 UTC
Meditril wrote:
The three named ships are indeed a bit strange because they are not straight forward in how to fit them. But they are great while still being not overpowered because of their strange slot layouts. So do not change them, just love them. Nobody said that every ship should be straight forward and easy to use and fit. With regards to power grid, Wolf has very high power grid but very low CPU which is a fair and limiting trade. I like excentric ships and fittings, they give spice to the game.


+1

I've flown all three and wouldn't change a thing. There is versatility in their eccentricities. I've probably flown the Claw more than any other ship. A couple times I even flew it well. Roll But it is FUN to fly. And that trumps all other considerations.

Those extra two high slots on the Munin are a gift. Neuts, drone range augmentors, cloaks, salvagers, tractors, missiles, the list goes on what you can throw on there depending on what you want to do. And those artys hit hard. Being able to fit more artys in those slots would just overpower it. (What? a minnie pilot says he doesn't need more guns?)

OK, I admit I'd like another mid-slot on the Wolf, but it's a gun boat. Fit it and rig it like one. "Problem" solved.

High sec: That's the tutorial. Null Sec is the actual game. Wormholes? Even CCP isn't sure.

TuxedoMask
Void Covenant
The Initiative.
#27 - 2012-04-17 16:39:03 UTC
Whats a Claw?
Patient 2428190
DEGRREE'Fo'FREE Internet Business School
#28 - 2012-04-20 04:36:56 UTC
TuxedoMask wrote:
Whats a Claw?


You get a BPC for one when you fail to invent a Stiletto
Lord Dravius
Doomheim
#29 - 2012-04-21 12:42:13 UTC
Cipher Jones wrote:
Stop min/maxing them for solo PvP and you will find they all have viable roles.

People use AFs for stuff other than solo PvP?
Revii Lagoon
Ministry of War
Amarr Empire
#30 - 2012-04-21 13:25:06 UTC  |  Edited by: Revii Lagoon
Muninn is kind of an odd ship, it's primary function is either to be a lackluster sniper HAC, or a ghetto armor hac. Due to the introduction of tier 3 BC's, sniper hac's really have fallen out of flavor by everyone except Black Legion. Tier 3's can do pretty much everything a sniper hac can do, but better. Except for killing frigates. And a zealot does everything the muninn can, but a whole lot better for ahacs.

Armor hac's shine if used effectivly, however the zealot is far better than the muninn in every aspect for this type of fleet comp. The muninn seems to be lacking a role which it can fulfill effectively. I think the solution to change things up a bit is this, give it a 4th mid slot and possibly a bit of CPU and PG to accommodate the change.

Reason being is this: With a 4th mid slot this would provide access to something the zealot cannot do as well for armor hac's: More EWar. AHAC gangs tend to run all sorts of EWar modules in their mid slots. Points, Projected ECCM, Tracking Disruptors, Sensor damps, hell even possibly remote sensor boosters are all fairly common to have on an ahac. Having an AB, TC, Tracking Disruptor and Projected ECCM would greatly increase the usefulness of a muninn in an ahac gang.

As for a sniper hac gang, an additional mid slot would enable it to fit another TC, invuln, Sebo, shield extender ect. While at the same time not overshadowing the vaga or cane if someone chooses to fit a munnin out like a vaga or cane. Vaga's speed bonus makes it unique in it's own way, munnin is designed for more dps / alpha. But not quite as much dps as a cane. Plus the reduced capacitor amount on a muninn in comparision to a cane leaves it more vulnerable to neuts, as well as using them.

Simply adding a 4th mid slot to the muninn could possibly give it unique edge over some of the other ships that fulfill similar roles.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#31 - 2012-04-22 01:14:42 UTC
+1 mid would be cool. If you paired that with like 120 more PG and maybe 150 more base cap, could do some n1 things for tank, since you could choose between double invuln or double extender.
FT Diomedes
The Graduates
#32 - 2012-04-22 01:46:17 UTC
Mfume Apocal wrote:
+1 mid would be cool. If you paired that with like 120 more PG and maybe 150 more base cap, could do some n1 things for tank, since you could choose between double invuln or double extender.


That would be nice. I'd love to have a reason to refit the Muninn's I've been hauling around for years.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#33 - 2012-04-22 05:08:08 UTC
Alara IonStorm wrote:
4 Mids, 6 Lows like the Hurricane would seem to be a much better use of those slots. Or at least 6 High, 4 Mid, 5 Low. But 3 Mids on a Shield Tanker...

What makes it a shield tanker, then? Going by the slot layout it looks to be more of an armor ship.

thhief ghabmoef

Mfume Apocal
Brutor Tribe
Minmatar Republic
#34 - 2012-04-23 05:48:37 UTC
Fronkfurter McSheebleton wrote:
What makes it a shield tanker, then? Going by the slot layout it looks to be more of an armor ship.


Artillery + 1600mm plate doesn't fit too well.
Othran
Route One
#35 - 2012-04-23 10:54:22 UTC
Claw is lovely if you have a clue what you're doing with it. Great brawling inty.

Wolf and Jag have the wrong bonuses (falloff and optimal) IMHO. Not the end of the world by any means.

Muninn, well I've never found a fit I like. Tried a few, came to the conclusion that I'd be better off in a Zealot.

They can't all be perfect Smile
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