These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Enough is Enough: Nerf Minmatar

Author
Liang Nuren
No Salvation
Divine Damnation
#161 - 2011-11-03 06:23:01 UTC
Zarnak Wulf wrote:
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.


I remember what the original issues were, and I remember giving up on the thread where it was being discussed because it was just too noisy for reasonable conversation. I also remember that my preferred solution was a mild nerf to lasers instead of a boost to projectiles. At any rate, they attempted to boost projectiles (As a weapon platform) to be equal to lasers (as a weapon platform). IMO, they succeeded - but what is most of the time overlooked is that Pulse ships (as a whole) are mildly inferior to AC ships.

I think when you take everything into account, they probably should have simultaneously purified damage types as well as added falloff by tier. The Hybrid changes look unexciting, but I'd hesitate to go nerfing the crap out of Projectiles until the changes from that are pretty well panned out.

-Liang

PS: Anyone got a link to the new EFT thread? I have been out of game for a while now.... :)

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

Zarnak Wulf
Task Force 641
Empyrean Edict
#162 - 2011-11-03 06:30:44 UTC
It's on page 2 of ships and modules. I'm on my cell phone at work and can't link :). Good to see you again. I did a double take.
Liang Nuren
No Salvation
Divine Damnation
#163 - 2011-11-03 06:34:12 UTC
Zarnak Wulf wrote:
It's on page 2 of ships and modules. I'm on my cell phone at work and can't link :). Good to see you again. I did a double take.


Got it. Thanks! Good to see you're up and about - though I'm mildly surprised to see you suggesting a Projectile nerf. :)

-Liang

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

Mfume Apocal
Brutor Tribe
Minmatar Republic
#164 - 2011-11-03 07:14:36 UTC
Zarnak Wulf wrote:
You are hardcore addicted to FOTM. And your tears are delicious.


I don't actually fly many AC boats. Does this apply to me as well?
SOLMEN
Earth Wings
#165 - 2011-11-03 07:16:15 UTC
Zarnak Wulf wrote:
SOLMEN wrote:
Bitterness


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


Dramiel? I think you may have an issue with your ability to use your eyes.
JitaJane
Science and Trade Institute
Caldari State
#166 - 2011-11-03 07:20:06 UTC
Matar are OP? Maybe. Just maybe. Consider. The intent was for them to be the most skill-intensive and rewarding ships available. This I think is the one thing CCP got right. 95% perfect skill to fly alll but 1 Matar Bs still means you are about a year from building a great Phoon. Will a minnie, pound for pound and ounce for ounce out perform every other ship in it's class? Most of the time. It will take more training to get that result? Yes. This, in game theory, is what you would call balance....

90% of of the time my posts are about something I actually find interesting and want to learn more about. Do not be alarmed.

Hannibal Ord
Fer-De-Lance
#167 - 2011-11-03 09:22:18 UTC
Liang Nuren wrote:
Zarnak Wulf wrote:
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.


I remember what the original issues were, and I remember giving up on the thread where it was being discussed because it was just too noisy for reasonable conversation. I also remember that my preferred solution was a mild nerf to lasers instead of a boost to projectiles. At any rate, they attempted to boost projectiles (As a weapon platform) to be equal to lasers (as a weapon platform). IMO, they succeeded - but what is most of the time overlooked is that Pulse ships (as a whole) are mildly inferior to AC ships.

I think when you take everything into account, they probably should have simultaneously purified damage types as well as added falloff by tier. The Hybrid changes look unexciting, but I'd hesitate to go nerfing the crap out of Projectiles until the changes from that are pretty well panned out.

-Liang

PS: Anyone got a link to the new EFT thread? I have been out of game for a while now.... :)



HOLY **** LIANG IS BACK!
Bomberlocks
Bombercorp
#168 - 2011-11-03 11:01:21 UTC
Liang Nuren wrote:
Zarnak Wulf wrote:
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.


I remember what the original issues were, and I remember giving up on the thread where it was being discussed because it was just too noisy for reasonable conversation. I also remember that my preferred solution was a mild nerf to lasers instead of a boost to projectiles. At any rate, they attempted to boost projectiles (As a weapon platform) to be equal to lasers (as a weapon platform). IMO, they succeeded - but what is most of the time overlooked is that Pulse ships (as a whole) are mildly inferior to AC ships.

I think when you take everything into account, they probably should have simultaneously purified damage types as well as added falloff by tier. The Hybrid changes look unexciting, but I'd hesitate to go nerfing the crap out of Projectiles until the changes from that are pretty well panned out.

-Liang

PS: Anyone got a link to the new EFT thread? I have been out of game for a while now.... :)

Welcome back, oh king of Ships and Modules! Lol Good to see you, man.
Bomberlocks
Bombercorp
#169 - 2011-11-03 11:19:41 UTC
Zarnak Wulf wrote:
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.

Good, I used to fly Ruppies and Rifters in FW before the projectile buff. It was simply hopeless. All those who could, flew Amarr or Gallente due to Minnie tank and dps being weak.

Even today, in FW, whenever there is a medium (for FW sizes) gang fight of say 30 vs 30, it's Amarr BS that are most used and get the most damage and survive the longest due to Guardians.

In other words, no.
Tanya Powers
Doomheim
#170 - 2011-11-03 11:59:34 UTC
Liang Nuren wrote:


-Liang

PS: Anyone got a link to the new EFT thread? I have been out of game for a while now.... :)


Welcome back home Blink

This sign missed me Bear
Arazel Chainfire
Aliastra
Gallente Federation
#171 - 2011-11-03 13:32:50 UTC  |  Edited by: Arazel Chainfire
First, this:
Hannibal Ord wrote:
Liang Nuren wrote:
stuff



HOLY **** LIANG IS BACK!


Second:
I'm in favor of both a laser and a projectile nerf.

My favored projectile nerf is to reduce T2 tracking computers/tracking enhancers falloff bonus to 20% or maybe 25% instead of 30%, and then leave it at that. That means that if I want to orbit at 20km in a cane, I should be using barrage, instead of sticking to EMP. As it is right now, it makes little difference either way.

My favored laser nerf is to reduce scorch damage to the same as either standard, or navy standard. As it is now, I use (navy) multifrequency, rarely x-ray, and then scorch. I never, ever use anything in between. This would make it so that there is sometimes a point in carrying something other than multi and scorch, which at the moment there isn't. It would also reduce the dps of pulse lasers to the point where if you are consistantly trying to hammer people from beyond about 20km on a non-optimal bonused hull, you would probably be better off using lasers.

These two nerfs combined would keep the 2 weapon systems pretty balanced combared to each other, and making there be some poing of using longrange weapons again, which 90% of the time there isn't anymore. It would also start to bring them back closer to the range that blasters operate in, so that way hopefully with the upcoming hybrid buffs they will actually be able to catch their targets and damage them, provided that you have good piloting skills.

As for longrange weapons... lets see how the hybrid buff turns out before addressing anything more there.

-Arazel
Wacktopia
Fleet-Up.com
Keep It Simple Software Group
#172 - 2011-11-03 13:46:58 UTC
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.


Except the green pillows would be so heavy that they could not catch the people with red pillows. Also the people with yellow pillows could set the people with blue pillows on fire except the people with blue pillows would have a magic wand that made all the yellow pillows miss. The people with red pillows would have sharp things in them too so they hurt a lot more so now everyone wants a red pillow but the green pillows still cannot catch them.

Kitchen sink? Seriousy, get your ship together -  Fleet-Up.com

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#173 - 2011-11-03 13:49:51 UTC
JitaJane wrote:
Matar are OP? Maybe. Just maybe. Consider. The intent was for them to be the most skill-intensive and rewarding ships available. This I think is the one thing CCP got right. 95% perfect skill to fly alll but 1 Matar Bs still means you are about a year from building a great Phoon. Will a minnie, pound for pound and ounce for ounce out perform every other ship in it's class? Most of the time. It will take more training to get that result? Yes. This, in game theory, is what you would call balance....


Honestly, this is nonsense. The most skill point-intensive race is Caldari.

Caldari have three lines of ships, each using a different and mutually non-SP-supporting weapon - hybrids, missiles and ECM. There are no shared support skills between hybrids and missiles, and the missile skill tree is longer than any single turret weapon tree.

What do Minmatar have? Armour and shield, sure, but competence in both is not a large SP sink, and your average Scorpion needs to be able to armour tank when needed. Projectiles, that's equal to hybrids as a SP-sink. No great focus on drones for either race. No real purpose in specialising in target painting, unlike ECM. Minmatar have only two non-SB ship that use missiles to any extent. On one of these (Cyclone), they're very much an optional extra, and the Typhoon works fine with projectiles.
Ruah Piskonit
PIE Inc.
Khimi Harar
#174 - 2011-11-03 13:54:00 UTC  |  Edited by: Ruah Piskonit
Liang Nuren wrote:
Zarnak Wulf wrote:
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.


I remember what the original issues were, and I remember giving up on the thread where it was being discussed because it was just too noisy for reasonable conversation. I also remember that my preferred solution was a mild nerf to lasers instead of a boost to projectiles. At any rate, they attempted to boost projectiles (As a weapon platform) to be equal to lasers (as a weapon platform). IMO, they succeeded - but what is most of the time overlooked is that Pulse ships (as a whole) are mildly inferior to AC ships.

I think when you take everything into account, they probably should have simultaneously purified damage types as well as added falloff by tier. The Hybrid changes look unexciting, but I'd hesitate to go nerfing the crap out of Projectiles until the changes from that are pretty well panned out.

-Liang

PS: Anyone got a link to the new EFT thread? I have been out of game for a while now.... :)


Then you will remember that the reason for the TE buff was not because ACs lacked tracking or needed more falloff, but because TDs got falloff added to the optimal range script. The argument was that there was no hard counter to TDs and because TDs were so good now - everyone would use them in their spare mids like ECM used to be. An awful argument at best. By the same logic, there should be a low slot mod that increases optimal. . .and that would buff pulse even more.

And yes - you see the problem when ACs are married to the ships. As I see it, the problem is that when taken as a whole, ACs are simply too good right now. They were ******, that is why they had all those advantages.

And yes - I don't want to see projectiles nurfed to oblivion. Just take the edge off. Mainly 1) revert to the old ammo model - or at least tweak it so that they can't focus damage types. And give that ammo change to hybrid ammo. Reduce the flat dps increase from the previous 9% to something more reasonable, and remove the TE falloff bonus entirely.

and welcome back. while I don't agree with everything you say, its nice to have some reason back.
Rhinanna
Brutor Tribe
Minmatar Republic
#175 - 2011-11-03 14:26:29 UTC
Errr what damage buff to Minmatar Projectiles?

Fusion and Phased Plasma got buffed to be EQUAL in damage to EMP since they had the same disadvantages, the ammo was also made a bit smaller. Compared to using EMP previously there was no damage boost.

Because AC optimal was the smallest and the Arty optimal is the smallest of the long range guns, TEs + TCs prior to the change were practically pointless, they basically just added a bit of tracking and that was it. Now they are actually useful and can just about do some damage at long range, however its normally down to about 10-20% max DPS and ONLY if you half gimp yourself in other aspects to do this. Why are there complaints that ACs/Arties can finally increase their range via modules? Compared to a equivilent laser with the same number of TEs/TCs the Laser is going to always be more effective at range and far more easily able to switch crystals to keep max DPS on the target.

Minmatar have massive problems as soon as you remove their ability to move quickly, look at the Vaga's stats for example, its got 40k EHP with maxed skills and a good fit and only putting out a MAXIMUM of 500dps at point blank range, thats when it HASN'T been fitted out for max speed. The faster Vagas you see are often fit down to 25k EHP tank, less than some T1 cruisers. They maybe be harder to catch but it takes much less to drive them off, a single drake is a match for a vaga that tries it's luck, a zealot would however do nasty things to the same drake, particually if its AB fit.

Different ships for different roles, minmatar do work best in the skirmish, hard to catch but crap face to face role, thats how their ships are designed. Amarr ships are the slower, work better in massive fleets and combine fire better.

If we follow through with your suggestions then you have to nerf Minmatar for smaller gangs and buff them in bigger gangs, so basically make all the races an exact copy of the Amarr....... would that make you happy? Because thats the only way to make all the races balanced equally in all areas.

-The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more) 

Alara IonStorm
#176 - 2011-11-03 15:07:19 UTC  |  Edited by: Alara IonStorm
Rhinanna wrote:

Minmatar have massive problems as soon as you remove their ability to move quickly, look at the Vaga's stats for example, its got 40k EHP with maxed skills and a good fit and only putting out a MAXIMUM of 500dps at point blank range, thats when it HASN'T been fitted out for max speed. The faster Vagas you see are often fit down to 25k EHP tank, less than some T1 cruisers. They maybe be harder to catch but it takes much less to drive them off, a single drake is a match for a vaga that tries it's luck, a zealot would however do nasty things to the same drake, particually if its AB fit.

1. Drakes own Zealots.
2. Muninn is the long range HAC not the Vaga,
3. All skirmish ships are in trouble when they loose speed not just Minmatar. Vaga is one of the top skirmish ships.
4. Take away the Zealots 10% Range Bonus and it would suck as well.
5. Vega is probably the most extreme and over the top example since it is basically a Cruiser Frig.

Rhinanna wrote:

If we follow through with your suggestions then you have to nerf Minmatar for smaller gangs and buff them in bigger gangs, so basically make all the races an exact copy of the Amarr....... would that make you happy? Because thats the only way to make all the races balanced equally in all areas.

Do you play the game? Manmatar have a huge fleet line up on top of there small gang / solo Dominance.

1400mm Maelstrom
1400mm Tempest
Nano Tempest
720mm Nano Hurricane
Arty Muninn
Scimitar
Rapier
Huginn
Hound
Sabre
Broadsword
Claymore

Vs

Caldari

Drake
Tengu
Cerberus
Manticore
Vulture
Scorpion

and Gallente

Excluding Supers

No Example Available


Poor Minmatar, they are really, really suffering in the fleet department.
Naomi Knight
Ministry of War
Amarr Empire
#177 - 2011-11-03 15:15:43 UTC
OH NO vaga cant solo a drake := lets boost matar !!!
Alara IonStorm
#178 - 2011-11-03 15:18:05 UTC  |  Edited by: Alara IonStorm
Naomi Knight wrote:
OH NO vaga cant solo a drake := lets boost matar !!!

Fun Fact. 5 Vagabonds can solo a Drake while 5 Drakes can watch a Vagabond escape.

Everyone forgets that in balance discussions.

It has proved to be important.
Roosterton
Sebiestor Tribe
Minmatar Republic
#179 - 2011-11-03 15:22:26 UTC
Alara IonStorm wrote:

1400mm Maelstrom
1400mm Tempest
Nano Tempest
720mm Nano Hurricane
Arty Muninn
Scimitar
Rapier
Huginn
Hound
Sabre
Broadsword

Vs

Caldari

HAM Drake
HML Drake
Nano Drake
HAM Tengu
100MN AB Tengu
Falcon
Rook
Basilisk
Cerberus
Manticore
Scorpion


Fixed.
Alara IonStorm
#180 - 2011-11-03 15:28:19 UTC  |  Edited by: Alara IonStorm
Roosterton wrote:
Quote:

Caldari

HAM Drake
HML Drake
Nano Drake
HAM Tengu
100MN AB Tengu
Falcon
Rook
Basilisk
Cerberus
Manticore
Scorpion


Fixed.

HAM Tengu, 2x Nano Drake and HAM Drake are small gang ships not blob boats. The Basilisk is a lesser Scimitar for when you don't have a Scimitar. The Falcon/Rook are not often big fleet assets. Not enough to be worth mentioning. The 1600mm Plate Scorp is one I forgot about.

Also you forgot the Vulture which means I did.