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Enough is Enough: Nerf Minmatar

Author
Onictus
Federal Navy Academy
Gallente Federation
#141 - 2011-11-02 13:58:12 UTC
Elistea wrote:
Onictus wrote:
Elistea wrote:
Only recently i've started to fly minmatar ships but i instanly noticed incredible versatility of autocannons. Superior tracking, falloff, rate of fire makes them definitely most universal. Fact that in mach i can shoot from melee range up to 65km with HAIL is actualy kinda OP and makes autocannons weapon of choice for most PVPiers.
CCP should rly do some small changes to it. (Mby take a bit from projectile weapons and give it to hybrids)


That is mostly ship bonuses.

...its an insanely good hull, but not indicative of the Matari BS line.


That combination was only an example. Same thing goes for vargur, cane, sleipnir, vagabond, cynabal....

However mach + "advanced" autocannons are way to strong.


Cane you can remove from that list, its good, but not that crazy, the Sleip I'll give you.

But Angles can't be held against the system, their speed and hull bonuses make them silly....and the Vargur is a dedicated PvE ship.
Roosterton
Sebiestor Tribe
Minmatar Republic
#142 - 2011-11-02 14:23:00 UTC
Shadowsword wrote:
Bomberlocks wrote:
Shadowsword wrote:

Let's look at FOTM ships in the last few years: Dramiel, Machariel, Cynabal, Vaggabond, Ishtar, Drake, Hurricane, Abaddon, Maelstrom. Notice a pattern here?

Yes, two are Minmatar, three are angels (which require Minmatar and Gallente skills), one is Gallente, one is Amarr and one is Caldari. Also, you forgot the Zealot, and the Cane, which would bring that to three Minmatar, two Amarr, one Gallente and Caldari.


My bad, I didn't know angel ships weren't using autocanons. Roll


Nerfing an entire weapon system because of three overpowered ships seems like an unreasonable solution to fixing them.
Naomi Knight
Ministry of War
Amarr Empire
#143 - 2011-11-02 14:23:48 UTC
Imba matar is imba. No wonder why so many fanboys want to defend their favourite IWIN race.

Just look at ship stats matar ships are the best , no matter how you look at them.
Best speed, best agility ,best fit, best scan res, best signature,best slot layouts. All of them is very important in pvp.
What disadvantages:
-low sensor range? who cares if it is enough for the weapon it uses , it wouldnt matter a thing if all were 250km.
-low tank??rly? tank comes from fit anyway and not base stats mainly, with easy matar fitting +good slot layout ,matar ships are as tanky as other races ships , except vs resist bonused ones. so this isnt realy a disadvantage at all
-low sensor strength, oh yes 10% lower than the average what a HUGE disadvantage , would only matter a little if ecm would be used much much more, like in every fight
-lower maxcap? hmm the no cap weapons hugely negate this issue completly
what else?? nothing?
yeah the disadvantages completly outweights the advantages...matar ships are so weak bruhuhu


And adding that the ac-s are the perfect close range weapons or arties the only viable long range ones due to immense alpha.

Oh and angel ships are actually improved matar ships , same weapons same fits same style same skills needed.
The gallente skill needed for them doesnt mean anything.


So matar fanboys accept the fact that balancing is needed. It doesnt matter if it done by nerfing or boosting, only stupid ppl think nerf = poorer gameplay , boost = improved gameplay.

Oh and yes about "why dont you fly matar then? " ******** questions , yes we all should fly the same ships... that would rly help the immersion and diversity of eve

btw matar is op for 3+years , should be enough for even the most hardcore easy pvp fanboys, lets change the game if you are that "PRO " pvp gods as you say i bet you will adapt well to anything to come, even if that means crosstrain to another race.
Alexandria Aesirial
Outback Steakhouse of Pancakes
Deepwater Hooligans
#144 - 2011-11-02 15:41:01 UTC
Naomi Knight wrote:
Imba matar is imba.


You should at least wait for the proposed changes to be implemented before whining like a fowl.

It's only blobbing when you lose, otherwise it's good fleet comp.

Mfume Apocal
Brutor Tribe
Minmatar Republic
#145 - 2011-11-02 15:46:58 UTC
Hirana Yoshida wrote:
So to you, an imbalance should only be considered such if it exists on fleet level?


really im still stuck on how exactly the **** you lose to an autocannon harb in a pulse harb. harb gets an actual dmg bonus, how can you possibly welp to someone with the equivalent of BC 0? i mean, i was already 95% sure you were blithering idiot, but thanks for confirming you're bad at spaceships as well.

Quote:
"Hellcats" only work with a minimum number, same as the AHAC Swarm, same as Arty Swarms (although significantly lower number) .. but what of the majority of fights that are conducted at numbers below fleet level. That is where projectiles break the game completely thanks to allowing full gank + tank + damage selection + cap independence.


If you didn't want to discuss fleets, you shouldn't have brought up arty-abaddons and how you thought they were better than Hellcats. I mean, I knew you were talking out of your ass, but might not want to be so obvious about deflecting once someone with a clue about fleet fights posted. At any rate, arty-abaddons only work with a significant numerical advantage against a close range fleet comp. This has nothing to do with dumb, irrelevant (in fleet) **** like "hurr, I'm trimarked so I get kited" and everything to do with unbonused artillery being able to kill only approximately 3 properly tanked ships a minute. Granted, properly tanked means like 150K EHP for shields or 200K EHP for armor and in the early stages of the fight, they can very well volley any subcap or an undertanked carrier. But Hellcats can kill upwards of 10 per minute and sustain this killing more or less indefinitely, unlike artyboats, which very rapidly fade as you lose the critical mass necessary to volley your primaries.

Additionally, Hellcats can continue killing under triage reps, whereas arty has the choice to either volley the triage carrier (not actually as hard as it sounds) or bail out.

Anyway, enough about fleets, since, despite your insistence on bringing up fleet comps, you want to talk about solo/small gang stuffz:
-"Full" tank for a shield Cane is around 48k EHP against MF (assuming you fit a point, ofc).
-a plated and trimarked (2x because 1 ACR necessary for med neut and cap booster) Harb with two heatsinks gets around 62k EHP against Barrage/Fusion (more against everything else)
-that shield cane, with 3 gyros, 2 TEs and Warriors does about 676 DPS firing RF Fusion
-the plated Harb, with 2 heatsinks, HPLs and full flight of Valkyries does 663.

That's around a 2% difference in DPS, with a (roughly) 25% difference in tank. If the shield Cane immediately closes to neut range, it will lose the DPS/EHP race. Even with a small cap booster, you can keep the tackle and turrets on a Harb running, easily.

But wait, there is kiting too, right?

-shield Cane loads Barrage, does 555 DPS
-plated Harb loads Scorch, also does 555 DPS.
-shield Cane does 405 DPS at 20km.
-plated Harb still does 555 at 20km.

Unless the Harb is ******** and lets the Cane sit way out (beyond Scorch optimal, i.e. point range) and eat away it's buffer without trying to warp, it should be able to win or force the Cane to warp off.

This is completely ignoring the fact that the only good time to swap ammo in a Cane is before you are engaged. The 10 seconds of DPS you lose swapping from EMP to Barrage or whatever will not be regained in any reasonable timeframe, unless the Harb literally said "**** it" to any resist mods and is running around with a 10% EXP hole. In comparison, how long does it take to swap from MF to Scorch? Maybe three seconds? Perhaps five if you have fat fingers?

Quote:
Metrics never lie (only the interpretation thereof) and projectile platforms have ruled the killboards (as in making up 75+% of all ships/weapons used) ever since the buff .. there is no way to spin that into "projectiles are fine" .. but you are of course welcome to try.


Killboards reflect the current fleet doctrines of major 0.0 entities more than anything. Fleet fights heavily, so very heavily, favor DPS applied across a broad spectrum of ranges. Canes are very much the exception that proves this rule, since the Goon FCs are actually pretty good at what they do and are constantly getting bounces and warpins, but still managing to lose fights when they outnumber their opponent, just because autocannons are barely workable in fleets.

The exceptions are Angel FOTM, which is more about the illusion of invulnerability via speed and the perception that flying nano is more skillful than other forms: i.e. how many Cynas have you seen die stupidly to a single well-flown nano-Drake or Drams dying to Hookbills and Daredevils?

Quote:
PS: All laser boats are defeated with one hand tied behind ones back with just two modules, EM Hardener and Neutralizer. So if you lose to a pulse anything flying anything other than frigs (Slicers > All) you need to go back and revisit the basics.


Because nobody flies with a cap injector right? And an EM hardener fits well on my 2x LSE Cane. It also certainly does extremely well against MF which is half thermal. Which I'm going to be eating, since you apparently want me to close up and apply neuting.
Alara IonStorm
#146 - 2011-11-02 16:52:21 UTC  |  Edited by: Alara IonStorm
Mfume Apocal wrote:

-shield Cane does 405 DPS at 20km.
-plated Harb still does 555 at 20km.

1. Barrage Cane can Disrupt, Hit and Kite out to 24 and even farther if you overheat.
2. Cane can escape if it is loosing, Harbinger has to stay and die. 5 Cane vs 1 Harbinger = Dead Harbinger. 5 Harbingers vs 1 Hurricane = 1 Hurricane entering Warp.

No wonder so many fly them and so few fly the golden slug.
Naomi Knight
Ministry of War
Amarr Empire
#147 - 2011-11-02 17:16:34 UTC
why would anybody want to fight at 20km vs a pulse ship with ac fit?:O
Ruah Piskonit
PIE Inc.
Khimi Harar
#148 - 2011-11-02 18:41:38 UTC  |  Edited by: Ruah Piskonit
Mfume Apocal - 1) you are a 2010 character (or post with your main), 2) you spend too much time in EFT and don't give enough thought to larger strategic concerns. On paper it may seem balanced (its not) but reality and what you see out there speak volumes. Nice try though.

It is true that Pojectiles were overbuffed fo sure.

-- The TE falloff bonus was flat out wrong, it gives projectiles a second damage mod.

-- The ammo changes were not in keeping with minmatar 'jack of all trades' design - hybrids should have gotten the ammo changes.

-- the 9% damage buff was unnecessary.

- the core design concept for minmatar ships was always that they do the least dps - but trade that much lower dps with skirmish tactics (dictating a fight), the combination of multiple weapon systems (drones, missiles).

Arti was the warp in - alpha - warp out skirmish method, autos did pitiful damage, but had lots of falloff so the option to move close or far depending on the situation - the ultimate dictate the fight close range weapon system, the high tracking was to facilitate keeping high speeds while skirmishing. The key here is that even with perfect skills in all the weapon systems and all the tanking systems - you would either just break even with lazers (the best turrets in game - but at the cost of massive fitting and cap requirements), and could never compete with blasters at close range (if you get caught, you die, so kite). The advantage was that you could almost always get away.

Someone in CCP lost the core balance and now ACs do what blasters do, at near Amarr ranges, with low fitting requirements, no cap, and the best tracking AND do pure damage. Basically - the perfect weapon system. Now you don't need to fit missles in the highs - just fit neuts because the guns are good enough.

Minmatar are not the hard-mode race, they are the I-win race.

And of course because it still has the vernier of being the underdog system (which it was), people bat for it regardless of the fact that its clearly broken.


I also find it funny how scorch-pulse is the go-to defense.

1) Pulse lazers are incredibly difficult to fit, use lots of cap, and are only good with scorch.
2) They do great damage out to optimal for sure, but don't have the tracking to really take it closer, and, lose a lot if they fit any other crystal.
3) Amarr ships don't have the speed or flexibility to gtfo when things go south.
4) Lasers have 2 damage types. Mostly 1.
4) Lazers are supposed to be the best turrets in the game. Amarr ships often only have turrets to suppot their primary wepon system. No minmatar ship is a pure gunship. Some of the newer models are starting to look that way (Cane in particular) but the Cane is the least Minmatar-like minmatar ship and not representative.
Nimrod Nemesis
Doomheim
#149 - 2011-11-02 18:55:42 UTC
IDGI. The standard response's are:

1. Minmatar is fine, look at the drake. Actually, look at heavy missiles in general, but this is beside the point. Let me know when small, medium, and large missiles are all as great as their projectile counterparts.

2. Minmatar is fine, scorch pwns us! As it should, but the problem is you can engage or be engaged by any amarrian ship and have more than enough speed and agility to get out if you're loosing.

Projectiles are clearly out of line given the mobility of minmatar ships. Their only true weakness is sensor strength and I think most of us realize that is a problem.
Ruah Piskonit
PIE Inc.
Khimi Harar
#150 - 2011-11-02 19:06:11 UTC  |  Edited by: Ruah Piskonit
Mfume Apocal wrote:
Hirana Yoshida wrote:
So to you, an imbalance should only be considered such if it exists on fleet level?


really im still stuck on how exactly the **** you lose to an autocannon harb in a pulse harb. harb gets an actual dmg bonus, how can you possibly welp to someone with the equivalent of BC 0? i mean, i was already 95% sure you were blithering idiot, but thanks for confirming you're bad at spaceships as well.



Because you can run a tank and MWD with all the cap you save. Thats why. You underestimate the fitting, cap use, and damage type selection that lazers sacrifice too much. And are only proving that you don't understand the limitations of small gang warfare.

Mfume Apocal wrote:

Unless the Harb is ******** and lets the Cane sit way out (beyond Scorch optimal, i.e. point range) and eat away it's buffer without trying to warp, it should be able to win or force the Cane to warp off.


I could use the next paragraph to drive the point to you here - but you said it right here. 'or warp off' - I think a lot of mini pilots think all the races can do this. They can't.

Then you run off to things about fleets and how KBs are not an indicatior of anything and so on. . .

anyway - you math is also off by a fair bit - especially the insta-crystal swapping and how good that is. You see, you switch ammo to do more damage, lazeers switch crystals to do any damage.

anyway, just thought I should point a few things out there.

Onictus wrote:
Feyona wrote:


Hail is autocannon ammo.



Yeah I was busy fixing that post.

Point stands though, I've never seen hail used anywhere except battle clinic to bump up numbers.


The changes to Hail are huge. . . now its truly blaster level damage.

Apologies for the second post.
Tanya Powers
Doomheim
#151 - 2011-11-02 19:23:26 UTC
Joe Skellington wrote:
These forums are starting to resemble the WoW forums with cry threads about nerfing things. Wow, just wow.



And just like wow forums has more and more trolls and kids posting "nothing"

Sure.
Kelly Elongur
Republic University
Minmatar Republic
#152 - 2011-11-02 21:48:16 UTC
Even winmatar's cloaky indy is on top of the rest for he has 2 high slots instead of one 1 as the others, which is mandatory in w-space (to fit a probe launcher).
Mfume Apocal
Brutor Tribe
Minmatar Republic
#153 - 2011-11-03 00:29:23 UTC  |  Edited by: Mfume Apocal
Ruah Piskonit wrote:
Mfume Apocal - 1) you are a 2010 character (or post with your main), 2) you spend too much time in EFT and don't give enough thought to larger strategic concerns. On paper it may seem balanced (its not) but reality and what you see out there speak volumes. Nice try though.


"you're wrong because you've been playing this game for 18 months!"
Seriously, is that the best you have?

WTB 500 DPS at 24km Cane
WTB 700 DPS at 70km Maelstrom

Quote:
Minmatar are not the hard-mode race, they are the I-win race.


I never said Minmatar was hard-mode, because that would be silly. Hard mode is Gallente.

Ruah Piskonit wrote:
Because you can run a tank and MWD with all the cap you save. Thats why. You underestimate the fitting, cap use, and damage type selection that lazers sacrifice too much. And are only proving that you don't understand the limitations of small gang warfare.


I understand small gang warfare just fine. What I don't understand is how you can seriously defend the statement, "autocannon Harb is better than pulse Harb."

That's some mind-boggling **** right there.

Quote:
I could use the next paragraph to drive the point to you here - but you said it right here. 'or warp off' - I think a lot of mini pilots think all the races can do this. They can't.


I warp off 70% of the time when losing in a Drake that doesn't break 1300m/s (no links, poor nav skills, mids generally too burned to risk overheating, etc.). Speed is nowhere near as important as timing.

Quote:
Then you run off to things about fleets and how KBs are not an indicatior of anything and so on. . .


Your boy Veshta claimed that arty-abaddons were better than Hellcats, not me. I can't imagine what kind of cripple fight would lead one to believe that, but I assure you, from hands-on, non-EFT experience it's not true.
Zarnak Wulf
Task Force 641
Empyrean Edict
#154 - 2011-11-03 01:31:37 UTC
I'm going to consider the view of someone who experienced AC before the buff alot more then the view of someone who had not. The older pilot would have followed the buff threads and seen how CCP had caved on every issue. From falloff tiers to tracking to tracking enhancers to even throwing in a 9% DPS buff on short range ammo that hadn't even been asked for. Many don't even remember what the original issues were.
ImmutableDark
Absalom.
#155 - 2011-11-03 05:10:21 UTC
The only people I see crying are the Minmatar idiots that want to keep their shiny overpowered win boats.
ImmutableDark
Absalom.
#156 - 2011-11-03 05:13:41 UTC
Nimrod Nemesis wrote:
IDGI. The standard response's are:

1. Minmatar is fine, look at the drake. Actually, look at heavy missiles in general, but this is beside the point. Let me know when small, medium, and large missiles are all as great as their projectile counterparts.

2. Minmatar is fine, scorch pwns us! As it should, but the problem is you can engage or be engaged by any amarrian ship and have more than enough speed and agility to get out if you're loosing.

Projectiles are clearly out of line given the mobility of minmatar ships. Their only true weakness is sensor strength and I think most of us realize that is a problem.


Really take a look at the sensor strength of the Caldari counterparts to Minmatar ships and notice how there is basically no significant difference YET they still whinge about it.
SOLMEN
Earth Wings
#157 - 2011-11-03 05:28:54 UTC
Zarnak Wulf wrote:

Look at the total package:
Minmatar have the smallest, fastest, most agile ships for damage mitigation.
Actually, that would be the Angels.

Their drone bays are the second largest in the game.
I think you are confusing them with Amarr…
Amarr frigs with drones… (Off the top of my head) T2. Sentinel
I can’t think of any Minmatar ones.
Amarr Cruisers Drone boats... Pilgrim, Curse, and their T1 counterpart can all field flights of mediums with room to spare.
Minmatar…. Can only field one flight of mediums and maybe a light if they are lucky.
BS, all the races have at least 1 BS that can field a full flight of heavies. Typhoon and Armageddon being similar in this respect but the Typhoon suffers from a split weapon system + being an armor tanker so it’s either decent damage or decent tank.


They have damage selection and their weapon systems are cap free.
They also have terrible optimal. So while their range may equal that of Amarr’s, their damage is at about 30% while Amarr is still hitting at 100%. Learn the game mechanics.

And no one should think that Minmatar should have all the advantages that they currently get as well as 90% of what the other races have.
Minmatar doesn’t. If you learn ANY of the races weaknesses, you can defeat them with any other race. However, for some people it’s easier to cry “nerf” than to learn how to adapt and overcome situations.


DIAF (in game) you ******* tard.

Learn to play the game.
Smiling Menace
The Scope
Gallente Federation
#158 - 2011-11-03 05:37:03 UTC
Rhinanna wrote:
Zarnak Wulf wrote:
Zagam wrote:
I have an idea! Lets balance all races and weapons at the same time!

Everyone gets pillows to hit each other with (Amarr get yellow ones, Minmatar get red ones, etc.).
Everyone also gets a couch cushion fort to hide within.

This solution would be on the same level as most of the debate regarding weapon systems balance, and may also be slightly complex for some people's comprehension.


A game this size should have rebalancing with almost every single patch. There's absolutely no reason that in a few weeks or months after the projectile nerf for CCP not to notice that it was too much. How many clues can you get? Fleets of shield canes tend to give it away.... The fact that people are entrenched now and have poured time and effort getting into ships that are "Winmatar" is just as bad as the situation itself. CCP should tweak, step back, tweak again, etc. Eve-O has never gotten that attention.



Strange, 'cane fleets are RARE, drake fleets are more common.
Clearly missiles must need nerfing by your reasoning, they are far more numerous than 'cane fleets.

Also, PLEASE try doing damage out to 30km with a mid sized AC, even with barrage fitted, other than on the few falloff boosted ships with TC/TE in quite a few slots, you are down to below 50% dps. Can we hit? Yes, for under half the damage lasers are doing at that range and decreasing massively from that point.

There is simple NO excuse for thinking projectiles need nerfing except a sheer lack of skill, like the other weapon systems they have their weaknesses which includes the shortest optimal of all 3 guns only slightly compensated for by the long fall-off.
In general you'll find the dps of projectiles is almost always lower than that of Lasers unless you are sitting on the target at zero.

But hey, lets not let minor things like facts get in the way of a good nerf call right?


Huh? Did you just say cane fleets are 'rare'? Oh really?

Take a trip out to null and have a look around at what's flying by. You will find it's mainly minmatar or amarr ships with the odd drake fleet floating around. Apart from the odd niche ships, you will rarely see Gallente or any blaster ships above frigate.

Having said that, I don't agree with nerfing projectiles. I think they are fine as they are. Lazers are also pretty good (yes, I know...because of scorch Roll )

Blasters (and Gallente ships in general) need a lot of attention and probably more than CCP have currently proposed.

How about wait and see before we whine at CCP to swing the nerfbat. You know that's never good when they swing that.....
Liang Nuren
No Salvation
Divine Damnation
#159 - 2011-11-03 06:13:15 UTC
Hirana Yoshida wrote:
If projectiles were as perfectly balanced with lasers, then why/how can an AC Harbinger compete with a Pulse Harbinger?


This is because of mobility and fittings, not damage. As to the OP: I'm -1 to them nerfing before they finish panning out the Hybrid boosts. I don't want to see projectiles turned into the new damps (remember: nerf damps, boost ECM - all in the name of balancing the whole game at a whack).

-Liang

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

Zarnak Wulf
Task Force 641
Empyrean Edict
#160 - 2011-11-03 06:15:42 UTC
SOLMEN wrote:
Bitterness


Go lose another Dramiel. You are hardcore addicted to FOTM. And your tears are delicious.