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possible way to balance minmatar

Author
draconothese
Independant Celestial Enterprises
#1 - 2011-11-10 02:28:43 UTC  |  Edited by: draconothese
from looking at the guns for minmatar the main thing is not tracking or range its the base damage, and the fire times they have .

there almost the same as blasters, and most of the issues could possibly be solved by decreasing there fire rate by a few more seconds. as it is now the 800mm autos have the same fire rate of a neutron blaster, and that looks to be the same across the board not just that 1 cannon.


so in summery i propose a decrease in fire rates to bring balance to them.

what i propose would cause a bit of crying. all minmatar ships would be high alpha ships with long refire rates the auto cannons would still be shorter to fire then artillery. but im thinking a change of 14 seconds for 800mm cannons would be a good start and along the same lines to the rest.

such as the medium catagory minmatar 452mm autos 5.62 compared to the gallentes heavy neutron thats 5.25 fire rate

that 452mm could be changed to 8 seconds and still be effective
Ruah Piskonit
PIE Inc.
Khimi Harar
#2 - 2011-11-10 04:35:43 UTC
waiting for liang or someone to come in here. . . I have already spent too much time arguing some very reasonable points which just get 'scorch this, pulse that' thrown back at me so. . . good luck with your attempt.
Nimrod Nemesis
Doomheim
#3 - 2011-11-10 04:52:06 UTC  |  Edited by: Nimrod Nemesis
As I posted in the other hybrid thread, the convo starts with creative ways to get by with the current level of hybrid buffs (namely, by taking the nerf bat to obvious outliers in projectiles and/or lasers). The opposition resists any such ideas and insists that hybrids should be buffed up to laser/projectile levels. Curiously, most of those people also haven't contributed a single idea about how to get hybrids to that point. Most maintain that they do, in-fact, want hybrids competetive, but none of them seem interested enough in the endeavor to bring up note-worthy contributions to the brainstorm. Wether this means they have a great deal of newly-found hope in CCP Tallest or they are not geinune in their desire to see hybrids advance to parity is a mystery.

The more time I spend on sisi, the less i'm confident that any sane ammount of hybrid buffs can bring them in line. And honestly, from the baby-steps we've seen on sisi, I think CCP is beginning to recognize the same thing.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#4 - 2011-11-10 05:02:35 UTC  |  Edited by: Mfume Apocal
draconothese wrote:
but im thinking a change of 14 seconds for 800mm cannons would be a good start and along the same lines to the rest.


notsureifserious.jpg

That's easily over a 60% DPS nerf.

Ruah Piskonit wrote:
waiting for liang or someone to come in here. . . I have already spent too much time arguing some very reasonable points which just get 'scorch this, pulse that' thrown back at me so. . . good luck with your attempt.


Your argument's core was, "Amarr should have the best turrets because they are Amarr." The supporting reasoning was Amarr is a "gank and tank" race (seriously, what race isn't gank and tank?).
Liang Nuren
No Salvation
Divine Damnation
#5 - 2011-11-10 05:46:21 UTC
Ruah Piskonit wrote:
waiting for liang or someone to come in here. . . I have already spent too much time arguing some very reasonable points which just get 'scorch this, pulse that' thrown back at me so. . . good luck with your attempt.


Summarizing all of your posts on the subject "Lasers should be the WTFpwn kings of all guns. Projectiles should be utter ****. BTW, I'm in PIE."

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#6 - 2011-11-10 05:47:27 UTC
Nimrod Nemesis wrote:
As I posted in the other hybrid thread, the convo starts with creative ways to get by with the current level of hybrid buffs (namely, by taking the nerf bat to obvious outliers in projectiles and/or lasers). The opposition resists any such ideas and insists that hybrids should be buffed up to laser/projectile levels. Curiously, most of those people also haven't contributed a single idea about how to get hybrids to that point. Most maintain that they do, in-fact, want hybrids competetive, but none of them seem interested enough in the endeavor to bring up note-worthy contributions to the brainstorm. Wether this means they have a great deal of newly-found hope in CCP Tallest or they are not geinune in their desire to see hybrids advance to parity is a mystery.


So apparently when we say "it needs damage, not range" you think it means "hahahaohwow, not my problem m8 just boost it". Do you even know how to read m8?

Quote:
The more time I spend on sisi, the less i'm confident that any sane ammount of hybrid buffs can bring them in line. And honestly, from the baby-steps we've seen on sisi, I think CCP is beginning to recognize the same thing.


Nah, you're wrong. :)

-Liang

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

Nimrod Nemesis
Doomheim
#7 - 2011-11-10 05:51:32 UTC
Desired response elicited.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#8 - 2011-11-10 06:03:15 UTC
Mfume Apocal wrote:
Your argument's core was, "Amarr should have the best turrets because they are Amarr." The supporting reasoning was Amarr is a "gank and tank" race (seriously, what race isn't gank and tank?).


Well technically, Minmatar are touted as "gank and kite". Would be interesting if it actually worked like that, haha.

thhief ghabmoef

Mfume Apocal
Brutor Tribe
Minmatar Republic
#9 - 2011-11-10 06:13:48 UTC  |  Edited by: Mfume Apocal
Fronkfurter McSheebleton wrote:
Well technically, Minmatar are touted as "gank and kite". Would be interesting if it actually worked like that, haha.


Well in fantasy EVE, where you can MWD around at kite ranges without being raped by arty/scorch/HMLs, yeah, it might work.

EDIT: Yeah, it's worth noting that PIE has some RP thing going on where they only fly Amarr ships and I'm beginning to think their posting is an extension of that RP.
Liang Nuren
No Salvation
Divine Damnation
#10 - 2011-11-10 06:15:01 UTC  |  Edited by: Liang Nuren
Nimrod Nemesis wrote:
Desired response elicited.


This is you

-Liang

Ed: They changed the way urls work in the new forums. Laaame.

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

ElCholo
Brutor Tribe
Minmatar Republic
#11 - 2011-11-10 07:04:47 UTC  |  Edited by: ElCholo
draconothese wrote:
from looking at the guns for minmatar the main thing is not tracking or range its the base damage, and the fire times they have .

there almost the same as blasters, and most of the issues could possibly be solved by decreasing there fire rate by a few more seconds. as it is now the 800mm autos have the same fire rate of a neutron blaster, and that looks to be the same across the board not just that 1 cannon.


so in summery i propose a decrease in fire rates to bring balance to them.

what i propose would cause a bit of crying. all minmatar ships would be high alpha ships with long refire rates the auto cannons would still be shorter to fire then artillery. but im thinking a change of 14 seconds for 800mm cannons would be a good start and along the same lines to the rest.

such as the medium catagory minmatar 452mm autos 5.62 compared to the gallentes heavy neutron thats 5.25 fire rate

that 452mm could be changed to 8 seconds and still be effective


No, just no.

Largest in Class:

800mm Repeating Artillery II______Neutron Blaster Cannon II
Duration------------------7.85________Duration---------------7.85
Optimal-----------------4,800________Optimal---------------7,200
Falloff------------------19,200________Falloff---------------10,000
Damage Mod----------3.234________Damage Mod----------4.2
Tracking---------------0.0432________Tracking------------0.0433
Signature-----------------400________Signature---------------400


I'm not going into fittings or anything here. It's not worth it. These are the "raw" stats of the weapons from EFT. Unbonused for skills, ships bonuses, etc. I'm at work, or I would do this from in game and not eft-whore.

This looks to me that they both have the same duration. The optimal of the of the Blasters is almost double which means that while still in optimal the blaster is doing full damage and the AC is having to fight in falloff which means significantly reduce damage. The Blaster has nearly double optimal and the AC has nearly double Falloff. People seems to keep forgetting that even though the DPS may be similar, that the ACs are fighting in falloff which means you can probably cut that actuall DPS in half. The damage mod on the blasters is greater than that on the ACs. Tracking is just a TAD bit better on the ACs which will be getting even better on them in the expansion. Sig is the same.

Yes, ammo will can change this up, however, as you can see, the guns themselves are quite ballanced. In order for Minmatar to do full damage they must be at half the Blasters OPTIMAL. This means they are dead. The two BSs that have full racks of guns have significantly worse tanks than those of the Gallente BSs. The only one that has a tank that may be able to hang is the phoon, which has a split weapon system, so that's a moot point.

Now, I normally don't bother posting this **** but I'm tired at work and annoyed with all the bitchy people wanting to nerf Minmatar who probably won't even bother reading any of this. If you like ACs, train for them, don't try to get your guns turned into them. If you were faceraped by ACs, don't ask them to be nerfed just because you are butt hurt. Play the game and revel in the fact that there is variety and that you aren't playing WoW.
Naomi Knight
Ministry of War
Amarr Empire
#12 - 2011-11-10 07:55:47 UTC
ElCholo wrote:
dont touch my op ships+weapons!!!!!
cant you see they are balanced????

and lots of blabla showing us how "balanced" they are

yeah sure...typical minmatar fanboy
ElCholo
Brutor Tribe
Minmatar Republic
#13 - 2011-11-10 08:01:30 UTC
Naomi Knight wrote:
ElCholo wrote:
dont touch my op ships+weapons!!!!!
cant you see they are balanced????

and lots of blabla showing us how "balanced" they are

yeah sure...typical minmatar fanboy


Very constructive of you. Care to try again? I'm guessing not and that you're probably just a one trick pony.
Luh Windan
green fish hat bang bang
#14 - 2011-11-10 08:04:00 UTC  |  Edited by: Luh Windan
I don't see how you can just look at the guns.

I fly caldari (meh boring) and minmatar .

The catch with minmatar is that you can't build as good a tank so you are frequently living on borrowed time - you have to be fast and able to fly your ship and get the damage in before it's too late

If you could put caldari like tanks on min ships (I'm only talking about bc and below here) then you would have a good point.

You may even have a good point in general - but without considering the boats as a whole, including speed, tank (and probably drones), you aren't making it
ElCholo
Brutor Tribe
Minmatar Republic
#15 - 2011-11-10 09:36:59 UTC
Actually, I'm pretty sure I wasted my time posting that. After re-reading this guys post, I'm pretty sure that only a ******* nut job would even be able to get past the first few senteces and still be able to take any of it seriously. Either this guy has absolutely no idea what he is talking about or this is a very well done troll.
Onictus
Federal Navy Academy
Gallente Federation
#16 - 2011-11-10 09:42:20 UTC
ElCholo wrote:
draconothese wrote:
from looking at the guns for minmatar the main thing is not tracking or range its the base damage, and the fire times they have .

there almost the same as blasters, and most of the issues could possibly be solved by decreasing there fire rate by a few more seconds. as it is now the 800mm autos have the same fire rate of a neutron blaster, and that looks to be the same across the board not just that 1 cannon.


so in summery i propose a decrease in fire rates to bring balance to them.

what i propose would cause a bit of crying. all minmatar ships would be high alpha ships with long refire rates the auto cannons would still be shorter to fire then artillery. but im thinking a change of 14 seconds for 800mm cannons would be a good start and along the same lines to the rest.

such as the medium catagory minmatar 452mm autos 5.62 compared to the gallentes heavy neutron thats 5.25 fire rate

that 452mm could be changed to 8 seconds and still be effective


No, just no.

Largest in Class:

800mm Repeating Artillery II______Neutron Blaster Cannon II
Duration------------------7.85________Duration---------------7.85
Optimal-----------------4,800________Optimal---------------7,200
Falloff------------------19,200________Falloff---------------10,000
Damage Mod----------3.234________Damage Mod----------4.2
Tracking---------------0.0432________Tracking------------0.0433
Signature-----------------400________Signature---------------400


I'm not going into fittings or anything here. It's not worth it. These are the "raw" stats of the weapons from EFT. Unbonused for skills, ships bonuses, etc. I'm at work, or I would do this from in game and not eft-*****.

This looks to me that they both have the same duration. The optimal of the of the Blasters is almost double which means that while still in optimal the blaster is doing full damage and the AC is having to fight in falloff which means significantly reduce damage. The Blaster has nearly double optimal and the AC has nearly double Falloff. People seems to keep forgetting that even though the DPS may be similar, that the ACs are fighting in falloff which means you can probably cut that actuall DPS in half. The damage mod on the blasters is greater than that on the ACs. Tracking is just a TAD bit better on the ACs which will be getting even better on them in the expansion. Sig is the same.

Yes, ammo will can change this up, however, as you can see, the guns themselves are quite ballanced. In order for Minmatar to do full damage they must be at half the Blasters OPTIMAL. This means they are dead. The two BSs that have full racks of guns have significantly worse tanks than those of the Gallente BSs. The only one that has a tank that may be able to hang is the phoon, which has a split weapon system, so that's a moot point.

Now, I normally don't bother posting this **** but I'm tired at work and annoyed with all the bitchy people wanting to nerf Minmatar who probably won't even bother reading any of this. If you like ACs, train for them, don't try to get your guns turned into them. If you were faceraped by ACs, don't ask them to be nerfed just because you are butt hurt. Play the game and revel in the fact that there is variety and that you aren't playing WoW.



Now load them with Fusion and anti-matter and re-compare.

Balanced my ass.

I fly both by the way, AC more often then blasters because ACs actually like HIT STUFF.....
Alexandria Aesirial
Fancypants Inc
Pandemic Horde
#17 - 2011-11-10 14:03:47 UTC  |  Edited by: Alexandria Aesirial
Onictus wrote:
ElCholo wrote:
draconothese wrote:
from looking at the guns for minmatar the main thing is not tracking or range its the base damage, and the fire times they have .

there almost the same as blasters, and most of the issues could possibly be solved by decreasing there fire rate by a few more seconds. as it is now the 800mm autos have the same fire rate of a neutron blaster, and that looks to be the same across the board not just that 1 cannon.


so in summery i propose a decrease in fire rates to bring balance to them.

what i propose would cause a bit of crying. all minmatar ships would be high alpha ships with long refire rates the auto cannons would still be shorter to fire then artillery. but im thinking a change of 14 seconds for 800mm cannons would be a good start and along the same lines to the rest.

such as the medium catagory minmatar 452mm autos 5.62 compared to the gallentes heavy neutron thats 5.25 fire rate

that 452mm could be changed to 8 seconds and still be effective


No, just no.

Largest in Class:

800mm Repeating Artillery II______Neutron Blaster Cannon II
Duration------------------7.85________Duration---------------7.85
Optimal-----------------4,800________Optimal---------------7,200
Falloff------------------19,200________Falloff---------------10,000
Damage Mod----------3.234________Damage Mod----------4.2
Tracking---------------0.0432________Tracking------------0.0433
Signature-----------------400________Signature---------------400


I'm not going into fittings or anything here. It's not worth it. These are the "raw" stats of the weapons from EFT. Unbonused for skills, ships bonuses, etc. I'm at work, or I would do this from in game and not eft-*****.



Now load them with Fusion and anti-matter and re-compare.

Balanced my ass.

I fly both by the way, AC more often then blasters because ACs actually like HIT STUFF.....

Acs having more effective range than blasters is old news and I'm sure u are aware that new stats are inbound for blasters.
I can't tell you how blasters should be changed but I can tell you that blastercannons will ruin the game.

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

Liang Nuren
No Salvation
Divine Damnation
#18 - 2011-11-10 16:32:54 UTC
Onictus wrote:

Now load them with Fusion and anti-matter and re-compare.

Balanced my ass.

I fly both by the way, AC more often then blasters because ACs actually like HIT STUFF.....


"Oh no, a working weapons system works better than a non-working weapons system! But it works about as well as another working weapons system. Whatever shall we do? Nerf the working weapons systems!!!!!!!!"

No.

-Liang

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

Jacob Holland
Weyland-Vulcan Industries
#19 - 2011-11-10 17:21:01 UTC
ElCholo wrote:
Largest in Class:

800mm Repeating Artillery II______Neutron Blaster Cannon II
Duration------------------7.85________Duration---------------7.85
Optimal-----------------4,800________Optimal---------------7,200
Falloff------------------19,200________Falloff---------------10,000
Damage Mod----------3.234________Damage Mod----------4.2
Tracking---------------0.0432________Tracking------------0.0433
Signature-----------------400________Signature---------------400


{Snip}
This looks to me that they both have the same duration. The optimal of the of the Blasters is almost double which means that while still in optimal the blaster is doing full damage and the AC is having to fight in falloff which means significantly reduce damage. The Blaster has nearly double optimal and the AC has nearly double Falloff. People seems to keep forgetting that even though the DPS may be similar, that the ACs are fighting in falloff which means you can probably cut that actuall DPS in half. The damage mod on the blasters is greater than that on the ACs. Tracking is just a TAD bit better on the ACs which will be getting even better on them in the expansion. Sig is the same.
{Snip}

Unmodified by skills the ACs need to use approximately 12.5% of their available falloff to hit a target at the edge of Blaster Optimal. The significant reduction in damage you refer to is approximately 1%

That's right, one whole percent.

Now admittedly, all other factors being equal that one percent will mean that the AC equipped ship would die before the Blaster fit ship... But the difference is minimal.

Out at Scram range the Blasters are using approximately 18% of their falloff and losing approximately 4% of their damage while the ACs are using 21%... And losing about 4% of their performance...


The significant differences between fighting in Blaster optimal and fighting in Falloff are often overplayed. Even at half falloff the loss of DPS is actually less than 20%.

The improvements I've seen to hybrids so far seem rather lacklustre, though I am well aware that the knife edge of EVE combat is often upset by tiny percentages and it's essential that the hybrid rebalance is approached carefully for that reason.
Brynhilda
Chimp Hoons Export and Expo Service
Scary Wormhole People
#20 - 2011-11-10 17:21:49 UTC
A query

I thought you left EVE Liang. Did you come back or am I thinking of someone else?

How may I drug you with drugs?

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