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What does the Phantasm even do?

First post
Author
Tilo Rhywald
Wilde Jagd
#261 - 2013-04-15 18:54:04 UTC  |  Edited by: Tilo Rhywald
First, let me say that I really enjoy this conversation, and I do hope that maybe by discussing various alternatives ("for" CCP) we can have some small effect on how the Phantasm 2.0 will turn out. But daydreaming can be nice, too... ;)

Liang Nuren wrote:
While a covops cloak bonus on the Phantasm would play directly into my personal play style (wormhole roaming with probe launcher+cloak in the utility highs), I just can't imagine ever attempting to justify it. Let's look at what the pirate cruisers currently do:
Cynabal: Damage+Speed
Vigilant: Damage+Webs
Ashimmu: Webs+Neuts
Phantasm: Damage
Gila: Tank+Damage


A 100%-covops role would perhaps be too radical (not that I'm against it), which is why I originally suggested a role close to blackops: Not being able to warp cloaked, but having the capability to move around cloaked on grid relatively fast (which would still make it a great WH platform). This would only be really nice combined with some other sort of trick like the mentioned MJD bonus. For example:

get in position -> decloak -> pounce (microjump) -> melt face -> microjump out -> cloak

Does seem very cool to me, but maybe it's just too out of the ordinary for CCP to implement such changes...

Liang Nuren wrote:
So we know that the Phantasm will remain a shield tanking laser ship and that it basically has a role bonus and two cruiser bonuses. I'd say that the first step is to fold the role bonus into the existing damage bonus by increasing it to 30%/level. Now we have an extra role bonus laying around - and potentially also trading the tracking bonus for something else.

For instance, we could go the route you were suggesting earlier:
- Role: 25% resists
- Caldari Bonus: 30%/lvl damage
- Amarr: 7.5%/lvl tracking

The problem with this, in addition to all the other problems, with brawling in a shield tanking laser ship, is that it's just a bad Narbinger.

We could go a route more like what I was suggesting earlier:
- Role: 50% optimal
- Caldari: 30%/lvl damage
- Amarr: 7.5%/lvl tracking

The biggest problem with this is that it runs a very real risk of obsoleting (or being obsoleted by) either the NOmen or Zealot - depending on which one its more like.


I totally agree about the Zealot/Nomen; those are also in the same ship class/size category.

As to your first option, I'd leave the damage to the role bonus like on other ships to enable pilots w/o maxed skills to apply maximum damage sooner; that's not a relevant point though. However, this alternative would have the same DPS output as the current Phantasm unless it gets another lowslot for an additional heat sink.

I also still think a 6-7 midslot shield laser boat of smaller size (!) would not necessarily collide too much with the Narbinger (5 mids).

Liang Nuren wrote:
We could do something really crazy and play off of what we actually see from the Sansha NPCs:
- Role: 37.5% shield rep effectiveness
- Caldari: 30%/lvl damage
- Amarr: 7.5%/lvl tracking disruption


Unless it gets a 7th midslot this would most definitely be a wasted bonus on a (solo) shield ship that wants to have a web. And personally, I don't like TDs. ;)

Liang Nuren wrote:
Maybe the answer is to just make the Phantasm's role to be THE DPS MONSTER. Maybe something like this:
- Role: 50% cap use
- Caldari: 30%/lvl damage
- Amarr: 5%/lvl rate of fire


Yes, nice! It would still need the fourth lowslot for a third heatsink, in my opinion, as the three-magstab-Vigilant would out-damage it with Null in comparable ranges even then while being able to apply that damage better due to 90% webs and superior tracking.

Liang Nuren wrote:
Maybe the answer is to do something truly revolutionary with the Sansha ships:
- Role: 100% cap use
- Caldari: 30%/lvl damage
- Amarr: 7.5% tracking/lvl

I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)

-Liang


The 100% cap use bonus would absolutely give them a really powerful twist, and on the Nightmare it might be perfect. I'm not sure it would be enough to make the Phantasm competitive... must look at numbers later.

...not at all opposed to the covops bonus even on the current Phantasm, indeed. Cool

Cheers
Tilo R.
Lucine Delacourt
The Covenant of Blood
#262 - 2013-04-15 21:17:20 UTC  |  Edited by: Lucine Delacourt
Liang Nuren wrote:

Maybe the answer is to do something truly revolutionary with the Sansha ships:
- Role: 100% cap use
- Caldari: 30%/lvl damage
- Amarr: 7.5% tracking/lvl

I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)

-Liang



I would like either of these ideas and both fit more or less within accepted lore.

Now if only the Devs like either of them...
Ginger Barbarella
#263 - 2013-04-16 15:15:15 UTC
Been using a Phantasm fit with Large ASB, medium cap injector, 3x Arqebus beams, Fed 10mn AB, and passive shield hardeners since first seeing this thread, and it's been working fine in most L3's. Never had a gtfo moment, and only use the drones (Warrior IIs) for fast frigates that get in too close. Also have a Domination medium Proton SB fit for the Minnie NPCs, but haven't needed to use it yet. Fun little ship. It's definately not a go-to ship for L3's, but hey. It was fun playing with it. Love the damage bonuses for this cruiser class.

I don't think I'd ever use this for peeveepee because of it's cost vs benefit assessment; there are other ships that are cheaper that would work better for that job. I do have to add that I prefer the Ashimmu over the Phantasm because I can comfortably fit T2 lazors, while T2's on the Phantasm are a very tight fit (taking in. Just my $.02...

"Blow it all on Quafe and strippers." --- Sorlac

Starlenark
Arcane Odyssey
Electus Matari
#264 - 2013-04-16 21:34:53 UTC
I think a covops addition to the Phantasm would add a LOT of depth to the playstyle of the game - especially since you would have a decent damage platform that also has a covops role bonus - which would be amazing for exploration. I'm not sold on it not being able warp cloaked, but I suppose that it would have to have _some_ sort of drawback - however the question is - would you be able to initiate warp when you were cloaked? Or how would it work? Would the cloak disappear the moment you reached enough speed to enter warp?

I +1 that covops suggestion :)
Anyura
Imperial Academy
Amarr Empire
#265 - 2013-04-19 18:03:30 UTC
A cov-ops Phantasm would tingle a large number of my Happy Places.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#266 - 2013-04-23 07:18:57 UTC  |  Edited by: Barrogh Habalu
I came here to bump this thread by posting a thought that Sansha need some new shtick as everyone and their little sister now has tracking lasers it seems.

Apparently this thread already presented an idea for that, the one I'd never expect; but really, what else would you do with the thing to give it unique role pirate ship might deserve?

On a side note, what will Nightmare become then, pirate BlackOps or something? Lol

P.S. I find all this strangely fitting Sansha's Nation lore, if only a bit...
Jack Miton
School of Applied Knowledge
Caldari State
#267 - 2013-04-23 07:49:19 UTC  |  Edited by: Jack Miton
CCP Ytterbium wrote:
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.

Rattlesnake is not 'fine', it's utterly useless.
There's a good reason it's by FAR the cheapest pirate BS.

Even if you argue that it's good for PVE (which it really isnt, it's just easy for PVE), it virtually never sees PVP use.
All of the other pirate BSs are heavily PVP leaning, the Rattler should be too.
It needs to be brought back to close to what it used to be; a torp DPS boat, rather than the 'look at me, I have tank' ship that it is now.

There is no Bob.

Stuck In Here With Me:  http://sihwm.blogspot.com.au/

Down the Pipe:  http://feeds.feedburner.com/CloakyScout

Barrogh Habalu
Imperial Shipment
Amarr Empire
#268 - 2013-04-23 18:13:29 UTC
Jack Miton wrote:
CCP Ytterbium wrote:
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.

Rattlesnake is not 'fine', it's utterly useless.
There's a good reason it's by FAR the cheapest pirate BS.

Even if you argue that it's good for PVE (which it really isnt, it's just easy for PVE), it virtually never sees PVP use.
All of the other pirate BSs are heavily PVP leaning, the Rattler should be too.
It needs to be brought back to close to what it used to be; a torp DPS boat, rather than the 'look at me, I have tank' ship that it is now.

The kicker? It's gonna get its tank nerfed alongside every other ship with resistance bonuses.
I think it was Rise who said that they have some ideas for sentries. Those should better be good then I'd say...
Nalha Saldana
Aliastra
Gallente Federation
#269 - 2013-04-23 18:56:34 UTC
Tilo Rhywald
Wilde Jagd
#270 - 2013-04-25 14:07:23 UTC  |  Edited by: Tilo Rhywald
So... During the rebalancing presentation at Fanfest CCP Fozzie just hinted at an ATXI prize to be a pirate recon ship... (!)

Does this mean that the cov-ops remake of the Phantasm as a ship that's actually accessable to the playerbase and flyable is completely off the table?

I think it is such a great idea - even look at the meaning of the word "phantasm":

phan·tasm [fan-taz-uhm] - noun
1. an apparition or specter.
2. a creation of the imagination or fancy; fantasy.
3. a mental image or representation of a real object.
4. an illusory likeness of something.

This ship screams for a cloaky role!

A response by CCP that this proposal has at least been noted would be much appreciated.

Cheers
Tilo R.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#271 - 2013-04-25 15:08:14 UTC
It's no coincidence that the subpar pirate factions are the ones that have no special ability. Angel - mobility and damage projection; Raiders - neuts and webs; Serpentis - webs and DPS. Neither Sansha nor Guristas have any special feature that sets them apart from any other generic gank 'n' tank ship.

Covert ops cloaky Sansha may be a bit tricky to balance. But what would a Guristas special ability look like? No ECM, please... even super-strong ECM bursts would probably be a really bad idea in practice. Capless lasers for Sansha is an option, albeit a slightly dull one, but I just don't know what to do with Guristas to make them relevant.
Liltha
Lost My Way Enterprises
#272 - 2013-04-27 23:32:02 UTC
Goldiiee wrote:
I didn’t want to start an argument in a thread fraught with arguments, but I wouldn’t think anyone would want to play a game with all the ships ‘Balanced’

Minmitar, was faster than everything else but couldn’t take a hit,
Amarr, slow, could tank a titan, but ran out of cap so they couldn’t hit anything,
Caldari, bad mix of two races but with ECM they could afford it,
And Galente was the same thing but Drones made them... well IDK what that was supposed to be the tradeoff of :)

But anyways, if you wanted the benefits of a certain races ship you were supposed to get the disadvantages as well. But the new Homogenization of ships means that it doesn’t matter what ship you fly, or what race you train, they will all eventually be the same except for the colours; so who wants to fly the blue ship, gold ship, red ship, silver ship (Dr Suess in space)?

Or maybe we can all get colour coded fleets since race and ships type don’t matter anymore as long as you match your friends. (sounds more like a night out with the girls than ships in space)


I think most people would want to play a game where the ships were 'Balanced', since balanced doesn't mean mirror imaged. It mean that the ships are of equivilent effectiveness within their roles and that those roles are common enough not to be "I pull this ship out once every 3 months to do one thing then mothball it again."

The trouble with your initial argument is that with say Damage control modules there are a limited number of types with a small number of variables to balance. In a game where every little bit makes a difference of course you'll use the tech2 version if you have the fitting room, if not you use the best you can afford to lose.

Ships on the other hand live in a much more delicate world of balance that's less like a traditional scale and more like a mobile. Too many variables to say "I use this ship over that because it does 1% more damage." Speed, Damage, Utility, Tankiness, all play a role in why you might choose to a use a ship and balance doesn't mean making all those stats the same, it means making tiny changes until in theory a person choosing a speedy high damage ship meeting a high tank utility ship are on evenish ground and there is equal reason to choose either of these ships instead of everyone being in the speed high damage ship.

Xavier Thorm
Caldari Provisions
Caldari State
#273 - 2013-04-28 20:47:10 UTC
I stumbled across this thread right after having a conversation with a friend of mine about how it doesn't make sense that Sansha ships to be designed (at least in terms of slot layout) to shield tank, when all defensive Sansha faction mods that drop are armor mods.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#274 - 2013-04-29 08:02:42 UTC
Xavier Thorm wrote:
I stumbled across this thread right after having a conversation with a friend of mine about how it doesn't make sense that Sansha ships to be designed (at least in terms of slot layout) to shield tank, when all defensive Sansha faction mods that drop are armor mods.

As far as I was told, flyable Sansha ships used to be armor-biased in terms of slot layout, then it was changed. NPC loot tables, however, weren't.
Liang Nuren
No Salvation
Divine Damnation
#275 - 2013-04-29 16:37:42 UTC
That is correct. Back in 2009 or so Ytterbium rebalanced the Sansha ships from their previously absolutely terrible state. A year or so later he rebalanced them all.

-Liang

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

Tilo Rhywald
Wilde Jagd
#276 - 2013-04-30 14:54:25 UTC  |  Edited by: Tilo Rhywald
Changing Sansha ships to armor boats (again) would make them completey redundant. Monsieur Sansha is Caldari if I'm not mistaken. Lasers are Amarr territory, so the Caldari contribution to his ships is their superior (lol.. blanket resistance nerf pending) shield technology. Armor is already a little predominant in lore:

Amarr: Armor
Gallente: Armor
Minmatar: Shield/Armor
Caldari: Shield
Sansha: Shield
Guristas: Shield
Blood Raiders: Armor
Serpentis: Armor
Angel Cartel: Armor/Shield

Gypsio III wrote:
It's no coincidence that the subpar pirate factions are the ones that have no special ability. Angel - mobility and damage projection; Raiders - neuts and webs; Serpentis - webs and DPS. Neither Sansha nor Guristas have any special feature that sets them apart from any other generic gank 'n' tank ship.

Covert ops cloaky Sansha may be a bit tricky to balance. But what would a Guristas special ability look like? No ECM, please... even super-strong ECM bursts would probably be a really bad idea in practice. Capless lasers for Sansha is an option, albeit a slightly dull one, but I just don't know what to do with Guristas to make them relevant.


I'd really like to see Guristas ships as really good missile brawlers. Not very original, I know, and it would simply make them Caldari boats on crack, yes, but so are Serpentis ships compared to Gallente... both use the respective race's hulls for the cruiser/battleship size. However that's just me not liking drones as main weapon system in PvP...

A covops bonus to the Phantasm wouldn't be tricky to balance... It would finally - in its own right - balance a ship that in its uncloaked state simply performs terribly compared to other pirate cruisers. Being able to warp cloaked vs. a cloaked speed bonus can be discussed, certainly. But if the latter should be chosen the ship definitely needs an additional buff as suggested throughout the thread.

Cheers
Tilo R.
Barrogh Habalu
Imperial Shipment
Amarr Empire
#277 - 2013-04-30 20:43:05 UTC  |  Edited by: Barrogh Habalu
Tilo Rhywald wrote:
I'd really like to see Guristas ships as really good missile brawlers. Not very original, I know, and it would simply make them Caldari boats on crack, yes, but so are Serpentis ships compared to Gallente... both use the respective race's hulls for the cruiser/battleship size. However that's just me not liking drones as main weapon system in PvP...

Well, it's not just DPS improvement that makes Serps so popular and pretty powerful - their almost unique webbing bonus (IIRC only Paladin has similar bonus), which is used as both supplement for their ability to do damage and as a means to support dreds.
I wouldn't mind Guristas to become missile brawlers, but it would be much better for their ships (especilaly for Rattlesnake) if they will achieve their pirate-grade prowess by possessing similarly unique quirk. This way they could find some niche usage in smaller gangs, while (maybe) being somewhat viable for fleets (like Gila right now) or solo through suggested "brute force" abilities.

And really I don't think that ECM bonuses would even work well enough for them. If anything, we should leave EWar for possible future T2 BSs or something along those lines.

P.S. I hope my post is understandable - I really shouldn't post this late, but well...
Markus Navarro
Osmon Integrated Robotics
#278 - 2013-04-30 20:50:09 UTC
Jack Miton wrote:
CCP Ytterbium wrote:
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.

Rattlesnake is not 'fine', it's utterly useless.
There's a good reason it's by FAR the cheapest pirate BS.

Even if you argue that it's good for PVE (which it really isnt, it's just easy for PVE), it virtually never sees PVP use.
All of the other pirate BSs are heavily PVP leaning, the Rattler should be too.
It needs to be brought back to close to what it used to be; a torp DPS boat, rather than the 'look at me, I have tank' ship that it is now.


It's good enough, easy to tank and sentrie +missile means you can fit dps to enemies.

With good skill and MJD it work pretty damn well.

I sell drones and drones accessories.

Charlie Jacobson
#279 - 2013-05-01 00:19:52 UTC
The Rattlesnake needs to get a missile damage bonus while keeping its drone bonus imo. 4 unbonused launchers are pretty useless.
Liang Nuren
No Salvation
Divine Damnation
#280 - 2013-05-01 20:45:17 UTC
A corpmate (Hayz Hayward) asked Fozzie and Rise about the state of pirate ships. They are aware that the Serpentis and Angel ships are the only really useful pirate ships. However, it didn't sound like they'd be getting fixed in the near term and they didn't seem to have put a whole lot of thought into how they were going to get fixed.

But, they *will* get fixed.

Someday.

-Liang (actually fairly happy with the answer)

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