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Enough is Enough: Nerf Minmatar

Author
Onictus
Federal Navy Academy
Gallente Federation
#281 - 2011-11-04 23:57:27 UTC
Herr Wilkus wrote:
Onictus wrote:
Zarnak Wulf wrote:
Onictus wrote:

When I trained up Matar from Gallente and fit my frist Hurricane the first throught through me head was "Whoa that was easy"

No cap concerns, no fitting mods, no ridiculous ranges, overall they just work.



I started Matar and tried to go over to Gallente/ Caldari. I started to try to fit their ships and my initial thought was 'WTF?!?' ShockedBig smileShockedBig smile


Yeah without AWU IV and grid upgrades V its really not worth the trouble lol.



AWU IV?

Bush league, man, bush league.


Yeah Yeah I know.....still don't have AWU V....but I only have a year in game, its....4th down the list for crap to finish up at the moment.
Bomberlocks
Bombercorp
#282 - 2011-11-05 02:40:14 UTC
m0cking bird wrote:
This thread is not surprising and NO! All that matters was the 'Tracking Enhancer' and Artillery changes. You can take away the ammunition boost (damage increase, damage selection). Things would remain the same with the 'Tracking Enhancer' changes alone, which I don't want changed = )

I was flying Minmatar threw out all the times when they were considered less than even Gallente (Late 2007 - early 2009). Most ships that were viable in fleets still are and the ones that got thrown into fleet pvp. Were the Hurricane for the most part, auto-cannon Tempest, but there was artillery-Tempest and Rupture I suppose.

The same losers that complained about Minmatar being useless and Amarr all powerfull are the same losers fanning this thread with nonsense. Minmatar Didn't suddenly become better than Amarr, Caldari and Gallente. They always were in solo and small gang pvp. But! The 'Tracking Enhancer' boost made Minmatar ships that were already viable in fleets even more so and added the Hurricane and Rupture to the mix. Btw, if the Hurricane didn't become Vagabond like. It would have been the worst tier 2 battle-cruiser in-game (instead of the Harbinger now). I had every intention of replacing it with a Ham/Drake until the changes, in my opinion, saved the Hurricane.

So NO! This whole thing started because pilots are not capable of flying there ships correctly and complained that EVE was not easy. That's why you're able to cross train. That is why not all ships or One Race is NOT excellent in all classes. Gallente rule t2 frigates and solo battleships. Amarr Own Fleet battleships and have one of the best logistic ships in game. MInmatar owns cruiser hulls, Destroyers and T1 frigates and have one of the best logistic ships in-game. Caldari have the best T3, one of the best battlecruisers (Drake) one of the best logistics basilisk and MOF0cking ECM.

All that said has not change since I've been in-game (bar Introduction of strategic cruisers). Same sh!t different day of the month. Gallente will never be considered good unless they do massive damage or are viable in fleets. What matters most is their viability in fleets for the majority of pilots in this game because that is how most pvp. Minmatar is now good in it all, with the addition of 3 ships to fleet pvp: Hurricane, Tempest, Rupture (i dunno about this one <3). Now my beloved race is used by the masses and it disgusts me...


-proxyyyy

Hey man, good to see you back again as well. And well said.

This whole thread is based on some very strange ideas about what PvP is. Every time you see Canes in armour fleets you know which ships are going to be primaried. They then can't keep up with Drakes and Harbies outrange them. Canes make excellent arty gangs and they're excellent for small gangs when shield fit, but even then they have a pitiful tank compared to Drakes.

As soon as the numbers start to climb it becomes almost irrelevant what you fly so long at it's well tanked and you have enough of them.

Big fleet action was almost always armour based, due to the excellent Amarr BS ships. The only shield based big gangs were the Drake blobs and the Mael alpha fleets.

You do see Gallente ships in big armour gangs, mostly Megas, and they're about as evenly represented there, currently, as Pests are. With the fitting changes, Megas will probably be even more strongly present in armour fleets.

This leaves the Gallente BCs. The Myrm is currently competitive in small gangs, but is almost useless in big gangs. It would be A LOT better if it had 100mb drone bandwidth as 4 sentries or heavies in ranged or close combat would be pretty epic.

It would make the Myrm somewhat OP in solo or small gangs, though, but that would be ok, because Gallente have been bad for very long.

The Brutix shares the active tanking bonus of the Myrm without the low slots to use it well or the range or speed to be competitive apart from the shield gank fit, which is actually better than the Cane at close range.

A faster more agile Brutix (which is happening) with lower cap consumption and blaster fitting requirements (which are also happening) will make gank Brutixes with a full neutron stack and 5 x ec600 medium ecm drones very competitive in small gangs

The Gallente will still not have a good big gang BC, however, although a resistance fit rail Brutix might be much better after the changes. I don't know. I think it would probably still require an extra low slot to be useful.

I am NOT talking about cruisers, hacs or frigates (or the soon to be utterly OP dessies) here. The Gallente have two usable cruisers (Thorax and Vexor), which will soon be even better with the improved speed, agility and reduced fitting requirements and any complaints about that can GTFO. The same goes for frigates. Any moaning and whining there is childish and needs to go back to mommy.

One thing that gets ignored every single time the Gallente discussion comes up, is the big drone bays of Gallente Blaster boats (not talking about Myrm or Vexor here). The only cruiser with a 50m3 drone bay is the Thorax. The fit I used with great succes used the 5 x medium ecm drones, which effectively give a Thorax its own small falcon built in. The same goes for the Brutix and the Mega can do 125mb or 5 heavies, which adds to its dps considerably.

Sadly, after all is said and done, the people baying for buffing Gallente even more than they currently are will leave Caldari railboats still as useless as they are today. Slow, small drone bays, outranged and out dps'ed by the Drake at ranges where it matters. Cruise missiles will still not be used in combat and Torps will still be only used by Phoons for lack of anything better or by SBs which don't really figure into this conversation.

But all one reads is poor, poor Gallente.
Pistrik
Pandemic Horde Inc.
Pandemic Horde
#283 - 2011-11-05 04:15:22 UTC
Leave the changes to CCP, and not forum whoring "desktop devs". Minmatar is fine.
Ruah Piskonit
PIE Inc.
Khimi Harar
#284 - 2011-11-05 19:44:01 UTC  |  Edited by: Ruah Piskonit
Liang Nuren wrote:
Ruah Piskonit wrote:

Overall Liang, I don't think ACs should be balanced to Lazers. I feel that ACs should do the least DPS that will not-quite match Pulse damage at AC optimal.
...
But lasers are supposed to be the best turret platform.


Please justify why you believe this. So far, you've just told me the way that it "should be" with absolutely no justification. I'll go out on a limb here and say you are utterly and completely wrong - and claiming that lasers should be the best weapon platform is nothing short of ludicrous.

Quote:

Also in the TD changes were before the TE changes - yes. But that is where the crying started. There is no way that Minmatar should get a low-slot mod that acts as a second damage mod - not even you can argue that that is balanced.


TEs work the same for everyone. Please stop pretending like they don't.

-Liang


Um. . . I did in the post. With all the justification and reasoning. Mini ships should do the lowest dps even with max skills, and in exchange they get ships that skirmish very well. And if you are not going to respond, then don't bother. The choice is pretty clear to me - either give every race the same degree of flexibility and fitting variations or balance them accordingly (i.e. remove the flavor and balance through standarization). Btw, arti is not the problem - art is difficult to fit and fills the high alpha/low dps niche well. Its ACs that are broken when married to the ships.

lazers should be the best turret platform because Amarr are the gank and tank race. They trade midslots for lowslots, and those lowslots are used to either fit tank or gank or a combination of both. The suffer the most for fitting mwds due to the cap penalty, so mobility is not their strong suit (there are exceptions, but they remain exceptions), and basically thei entire ships is tungsten and lazer. Mini weapon systems are not equal, they overcome that gank and tank with flexibility, a myriad of weapon systems. Anyway, refer to my previous posts for the reasons.

I have posted two relatively long posts arguing my point.

TEs don't work the same for everyone. . . they just don't. When you push falloff out on mini ships and raise the base optimal - you are doing a lot more to improve dps for ACs then any other weapon system. Again, when coupled with the wide range of falloff bonused ships (that are also high speed) the benefits of TEs on minmatar ships is evidently greater. Which is why you see them fitted on mini ships more then any other. Also, you don't fit TEs on Amarr ships because it does not fit with the gank and tank, you may fit them on gallente, but with marginal success since falloff on Gallente is an afterthought. Falloff for Minmatar is damage and options. But you have not argued against this.

A little disappointing Lang - I don't think you are really interested in the debate at all.
Cpt Fina
Perkone
Caldari State
#285 - 2011-11-05 23:37:55 UTC
Ruah Piskonit wrote:

lazers should be the best turret platform because Amarr are the gank and tank race. They trade midslots for lowslots, and those lowslots are used to either fit tank or gank or a combination of both. The suffer the most for fitting mwds due to the cap penalty, so mobility is not their strong suit


Would like to echo this sentiment because i think this mentality has gone lost on the community when it used to be pretty widely understood.
The races should be different. People wanting every race and weaponsystem to be able to preform in every situation is arguing for a less colourfull and more homogenous playing experience.

Amarr are supposed to be the tankiest race with awsome damageprojection with good range. The downside is their inability to fit tackle mods.
Gallente are supposed to be the kings of short ranged dps and have reasonable abilities to fit tacklemods making them awsome in solo / small gang pvp. The downside is that they are supposed to suck in large fleets where instant damageprojection is key.

I would say this is was a pretty wide spread and accepted view in the playerbase - the notion that a race can excel at something while being bad at aomething else. Gallente has lost some – not all by any means – of their small gang / solo viability after a wide range of detrimental changes over the years. Minmatar have always (since 2006 atleast) been viable in small gang and solo engagements but they have become even more so recently.

The four races must have clearly defined roles - benefits and drawbacks - to fill before we start discussing balance. The payerbase must start accepting that each race should suck in some regards while they shine in other.
Naomi Knight
Ministry of War
Amarr Empire
#286 - 2011-11-06 00:37:27 UTC
winter expansion in short: ccp can make matar even more op... awesome...
Naomi Knight
Ministry of War
Amarr Empire
#287 - 2011-11-06 00:41:12 UTC
Cpt Fina wrote:


The four races must have clearly defined roles - benefits and drawbacks - to fill before we start discussing balance. The payerbase must start accepting that each race should suck in some regards while they shine in other.


yeah the problem is all matar disadvantages were removed , and all advantages were enchanted, so now we have one race which can adapt to be one of the best if not the best in every situation

it is time to put back those disadvantages ,and maybe cut back the advantages too
Roosterton
Sebiestor Tribe
Minmatar Republic
#288 - 2011-11-06 00:55:45 UTC
Naomi Knight wrote:
winter expansion in short: ccp can make matar even more op... awesome...


Because removing a falloff penalty from a terrible ammunition type which nobody is going to use even after the change is making minmatar more op... how, exactly?
Naomi Knight
Ministry of War
Amarr Empire
#289 - 2011-11-06 07:59:14 UTC
Roosterton wrote:
Naomi Knight wrote:
winter expansion in short: ccp can make matar even more op... awesome...


Because removing a falloff penalty from a terrible ammunition type which nobody is going to use even after the change is making minmatar more op... how, exactly?

yes , more dmg , isnt enough for u?
new tornado with hail 840 dps 64km falloff... imba opshit
Shivus Tao
Brutor Tribe
Minmatar Republic
#290 - 2011-11-06 08:11:55 UTC
Nerf scorch, nerf projectiles, suddenly hybrids look good again.
Herr Wilkus
Aggressive Salvage Services LLC
#291 - 2011-11-06 08:25:15 UTC
You cry so hard about a ship that hasn't even been released yet.

Still, I like the 1400MM glass cannon fit, cycle the guns twice in highsec with a little Concord pre-manipulation - kill two Exhumers for a 50M insurable hull. Pow, blam, scoop Intact Armor Plates, Stripminers and Howitzers.

The projectile buff was much needed and projectiles are now on par with lazors. I know that makes you sad, but with all the extra training you have to do to fly Minmatar (a LOT of extra training), nice to have at least some subcap ships on par with other races. The return of the alphastrike was a nice bonus, gave Arty a much needed role for instapopping Tengus and Hulks, and freighters.

Gallente SP isn't wasted though - you need to train it to fly Angel ships after all.

















Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#292 - 2011-11-06 11:59:09 UTC
Herr Wilkus wrote:
but with all the extra training you have to do to fly Minmatar (a LOT of extra training), nice to have at least some subcap ships on par with other races.



This is a complete myth. The most SP-intensive race is easily Caldari. Minmatar compete with Amarr for being least SP-intensive.
Alara IonStorm
#293 - 2011-11-06 16:00:26 UTC  |  Edited by: Alara IonStorm
Gypsio III wrote:
Herr Wilkus wrote:
but with all the extra training you have to do to fly Minmatar (a LOT of extra training), nice to have at least some subcap ships on par with other races.



This is a complete myth. The most SP-intensive race is easily Caldari. Minmatar compete with Amarr for being least SP-intensive.

They require about as much as any other race. 1400mm Arty can be used in Fleets with Meta 4 while you need T2 for Scorch. Missiles are not a priority because there best ships do not use them. You don't need to train Armor early on because Shield is there real strength. Base Speed means you actually need to train less Nav skills in the beginning. Everything else(Support, Drones, ect) are on par with other races. This myth that Minmatar is harder to train is just that. I don't get why it is so popular.
Nimrod Nemesis
Doomheim
#294 - 2011-11-06 16:44:17 UTC
Alara IonStorm wrote:
This myth that Minmatar is harder to train is just that. I don't get why it is so popular.


So a twat like wilkus can feel accomplished.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#295 - 2011-11-06 18:19:27 UTC  |  Edited by: Mfume Apocal
Ruah Piskonit wrote:
Btw, arti is not the problem - art is difficult to fit and fills the high alpha/low dps niche well. Its ACs that are broken when married to the ships.


Hirana Yoshida wrote:
If projectiles were as perfectly balanced with lasers, then why/how can an AC Harbinger compete with a Pulse Harbinger?
Or how about projectile Abbaddon's being equal to or better than laser ditto?


I honestly don't know if you are alt-posting or white-knighting or w/e. But I well and truly hope that Veshta (or you?) weren't claiming that an autocannon Abaddon beats a pulse Abaddon then. Because that's really silly.
Roosterton
Sebiestor Tribe
Minmatar Republic
#296 - 2011-11-06 19:12:30 UTC  |  Edited by: Roosterton
Naomi Knight wrote:
Roosterton wrote:
Naomi Knight wrote:
winter expansion in short: ccp can make matar even more op... awesome...


Because removing a falloff penalty from a terrible ammunition type which nobody is going to use even after the change is making minmatar more op... how, exactly?

yes , more dmg , isnt enough for u?
new tornado with hail 840 dps 64km falloff... imba opshit


Oh! You mean the Tornado which isn't going to be released for another month, is still subject to modification, and which uses large projectiles with no tracking bonus? That tornado?

Please, oh please, try shooting my gallente cruiser/myrm with Hail L. I beg you. Lol

(To give you an idea: With dual webs and a tracking computer loaded with tracking speed, you will still be missing a battleship if you're orbiting it at 2000m, and that's using fusion L. Hail is -30% tracking, for barely any more DPS than republic fleet fusion. And you have the idiocy to call it "overpowered" when they remove a falloff penalty from it?)

There are many reasons why people have accused Minmatar of being OP. This is the stupidest one I've heard yet.
Naomi Knight
Ministry of War
Amarr Empire
#297 - 2011-11-06 20:40:46 UTC
Roosterton wrote:
Naomi Knight wrote:
Roosterton wrote:
Naomi Knight wrote:
winter expansion in short: ccp can make matar even more op... awesome...


Because removing a falloff penalty from a terrible ammunition type which nobody is going to use even after the change is making minmatar more op... how, exactly?

yes , more dmg , isnt enough for u?
new tornado with hail 840 dps 64km falloff... imba opshit


Oh! You mean the Tornado which isn't going to be released for another month, is still subject to modification, and which uses large projectiles with no tracking bonus? That tornado?

Please, oh please, try shooting my gallente cruiser/myrm with Hail L. I beg you. Lol

(To give you an idea: With dual webs and a tracking computer loaded with tracking speed, you will still be missing a battleship if you're orbiting it at 2000m, and that's using fusion L. Hail is -30% tracking, for barely any more DPS than republic fleet fusion. And you have the idiocy to call it "overpowered" when they remove a falloff penalty from it?)

There are many reasons why people have accused Minmatar of being OP. This is the stupidest one I've heard yet.

omg , why the hell would i orbit at 2km when my weapon has 60km falloff with 6+ km optimal? pls tell me, btw who would use hail vs smaller targets? looks like you have absolutly no idea how pvp works
Liang Nuren
No Salvation
Divine Damnation
#298 - 2011-11-06 20:40:58 UTC
Ruah Piskonit wrote:

Um. . . I did in the post. With all the justification and reasoning. Mini ships should do the lowest dps even with max skills, and in exchange they get ships that skirmish very well. And if you are not going to respond, then don't bother. The choice is pretty clear to me - either give every race the same degree of flexibility and fitting variations or balance them accordingly (i.e. remove the flavor and balance through standarization). Btw, arti is not the problem - art is difficult to fit and fills the high alpha/low dps niche well. Its ACs that are broken when married to the ships.

lazers should be the best turret platform because Amarr are the gank and tank race. They trade midslots for lowslots, and those lowslots are used to either fit tank or gank or a combination of both. The suffer the most for fitting mwds due to the cap penalty, so mobility is not their strong suit (there are exceptions, but they remain exceptions), and basically thei entire ships is tungsten and lazer. Mini weapon systems are not equal, they overcome that gank and tank with flexibility, a myriad of weapon systems. Anyway, refer to my previous posts for the reasons.


Assertions:
- Mini ships should do lowest damage
- Mini ships should skirmish well
- Lasers should be the best
- Amarr is the tank and spank race
- Amarr is hurt most of all races by fitting a MWD
- Amarr have no flexibility
- Mini weapons should not be equal
- Mini ships are flexible

Justications:
(null)

Your entire line of thinking is based around the idea that nobody should approach Amarr in tank and spank. The reality of the situation is that Gallente is more tank and spank than Amarr is. Gallente hurts more from MWDs than Amarr ever has. This is pretty easy to reason out as well, given that Gallente have to actually use the damn thing just to get into range to fire. So do Minmatar - ACs and missiles have a pretty low effective range (despite your whining about TEs).

And even more amusing is the fact that DPS is the primary determiner of who wins a skirmish. It is absolutely critical to get the DPS in, get the kill, and get the **** out before the blob lands.

Quote:

TEs don't work the same for everyone. . . they just don't. When you push falloff out on mini ships and raise the base optimal - you are doing a lot more to improve dps for ACs then any other weapon system.


Three things:
- Optimal is rather significantly stronger than falloff.
- The optimal on ACs is pretty damn low... while it does affect the numbers (of course), it also isn't worth talking about most of the time.
- Nerfing TEs heavily nerfs blaster boats and mildly nerfs shield laser ships, which makes me very much against it.

Quote:

Again, when coupled with the wide range of falloff bonused ships (that are also high speed) the benefits of TEs on minmatar ships is evidently greater. Which is why you see them fitted on mini ships more then any other.

Also, you don't fit TEs on Amarr ships because it does not fit with the gank and tank, you may fit them on gallente, but with marginal success since falloff on Gallente is an afterthought.


Two things:
- You see them fitted on Minnie ships because they have extra lows and can be fit with a passable shield tank. Putting a pinch more CPU on the Harby would make it a no brainer to do the same thing to it.
- Blasters and Gallente are very much falloff centered. I'm a bit shocked that you're claiming its an "afterthought", and IMO this shows great ignorance of the game on your part.
- Maybe you don't fit TEs on Amarr ships, but I know a lot of people do. In fact, for a long time I remember the standard Zealot, Harby, NOmen, and Omen fits all had TEs.

Quote:
Falloff for Minmatar is damage and options. But you have not argued against this.


I find it hilarious that you are constantly complaining about Minmatar falloff being equal to "options" and ignoring the fact that Amarr optimal is the same thing -- except many times better. You keep talking about how Minnies can not use weapon slots and fill them up with neuts or RRs or something - which is notably something that you too can do as Amarr.

Quote:
A little disappointing Lang - I don't think you are really interested in the debate at all.


Dude, ******* sorry. I guess I'll take a break from my 110+ hour work week more often just to poast more on the forumz and debate with you. Roll

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#299 - 2011-11-06 20:44:16 UTC
Gypsio III wrote:
Herr Wilkus wrote:
but with all the extra training you have to do to fly Minmatar (a LOT of extra training), nice to have at least some subcap ships on par with other races.



This is a complete myth. The most SP-intensive race is easily Caldari. Minmatar compete with Amarr for being least SP-intensive.


It is not - at all - a myth. I have a character that can fly a ******* perfect Raven. Oh, and a bunch of other **** like freighters and stuff. I have another character that can only fly combat Minnie ships. He's got 75M pure combat SP and still doesn't have a perfect Typhoon.

*******.

Still.

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#300 - 2011-11-06 20:47:17 UTC
Naomi Knight wrote:
Roosterton wrote:
Naomi Knight wrote:
Roosterton wrote:
Naomi Knight wrote:
winter expansion in short: ccp can make matar even more op... awesome...


Because removing a falloff penalty from a terrible ammunition type which nobody is going to use even after the change is making minmatar more op... how, exactly?

yes , more dmg , isnt enough for u?
new tornado with hail 840 dps 64km falloff... imba opshit


Oh! You mean the Tornado which isn't going to be released for another month, is still subject to modification, and which uses large projectiles with no tracking bonus? That tornado?

Please, oh please, try shooting my gallente cruiser/myrm with Hail L. I beg you. Lol

(To give you an idea: With dual webs and a tracking computer loaded with tracking speed, you will still be missing a battleship if you're orbiting it at 2000m, and that's using fusion L. Hail is -30% tracking, for barely any more DPS than republic fleet fusion. And you have the idiocy to call it "overpowered" when they remove a falloff penalty from it?)

There are many reasons why people have accused Minmatar of being OP. This is the stupidest one I've heard yet.

omg , why the hell would i orbit at 2km when my weapon has 60km falloff with 6+ km optimal? pls tell me, btw who would use hail vs smaller targets? looks like you have absolutly no idea how pvp works


Huh, that sounds pretty wild. I kinda hope that doesn't come to TQ. Though I admit I'm taking what Naomi says at face value, which is typically something only a brain dead person would do. It seems kinda corroborated by the other posters though.....

Well anyway, this wouldn't be an example of Projectiles being OP but an example of a specific ship hull being OP.

-Liang

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