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CCP, to Bring Balance, Nerf AC's (or Remove Blasters).

Author
Naomi Knight
Ministry of War
Amarr Empire
#141 - 2011-11-10 21:57:41 UTC
Tara Read wrote:



Lol. For one your forgetting one thing. Range. I had to burn 30 KM to get to the Mach on that kill. A bit egotistic? I'm a blood thirsty dirty pirate *****. Take a number and stand in line if you got an issue...


looks like the ship +weapons are the problem after all , had to make 2 post just make you admit it :I
pirate ? like these?
Tara Read
Blackwater USA Inc.
Pandemic Horde
#142 - 2011-11-10 22:08:59 UTC
Naomi Knight wrote:
Tara Read wrote:



Lol. For one your forgetting one thing. Range. I had to burn 30 KM to get to the Mach on that kill. A bit egotistic? I'm a blood thirsty dirty pirate *****. Take a number and stand in line if you got an issue...


looks like the ship +weapons are the problem after all , had to make 2 post just make you admit it :I
pirate ? like these?



Lol man you are so funny. I actually dress like that.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#143 - 2011-11-11 07:38:18 UTC
Hungry Eyes wrote:
AC's for one. even though theyre not advertised as long range, they reach very far and track well

pulse lasers. again, not meant to be long range, but they are due to Scorch.

heavy missiles. and then the actual long range turrets (i.e. 1400mm's) which dominate fleets.

so...everything? except hybrids.


I like how you leave actual LONG RANGE TURRETS out except arties.

And arties aren't even good except for volleying through rep cycles when you outnumber the opposition by 3 to 1.
Sebastian N Cain
Aliastra
Gallente Federation
#144 - 2011-11-11 08:55:11 UTC
Tara Read wrote:
I'll just leave these here.... Poor Mach pilot's TwistedTwistedTwisted Yep. Gallente suck alright.

http://eve.battleclinic.com/killboard/killmail.php?id=14586578

47% damage done.

http://eve.battleclinic.com/killboard/killmail.php?id=14586171

30%


Well, if you need 10 to 1 odds in your favor to get a killmail... yeah, then you suck.
And bragging how you burned 30km to strike at a target that was webbed, scrammed, jammed, painted and generally already half dead strikes me as pretty pathetic.
The weirdest thing about these kills is actually that you did show up in the killmail. Your fleetmates were nice enough to hold back so you would make it on the killmail instead of finishing him quickly and get done with it, weren´t they?

I got lost in thought... it was unfamiliar territory.

Tsubutai
Perkone
Caldari State
#145 - 2011-11-11 09:10:24 UTC
Mfume Apocal wrote:
And arties aren't even good except for volleying through rep cycles when you outnumber the opposition by 3 to 1.

Black Legion denounces Muninn?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#146 - 2011-11-11 09:25:43 UTC  |  Edited by: Mfume Apocal
Tsubutai wrote:
Black Legion denounces Muninn?


I missed the qualifier "large" when I wrote that. Medium arties are reasonably well-balanced. Small arties might also be all right, but I don't fly frigs much. It's when you compare Scorch L with 1400mm that the advantages of long-range disappear under the weight of facefuck DPS.
AnkaD
Simply Terribad
#147 - 2011-11-11 21:22:36 UTC  |  Edited by: AnkaD
Who thinks of the poor Moa/Rokh/Eagle/Ferox? Honestly everytime some writes Hybrids everybody only thinks of the Gallenteships. I admit they need work but is there any possibility to make the Caldari Gunbost viable? I actually don't know.

Harpies actually seem to work somehow though.
Nimrod Nemesis
Doomheim
#148 - 2011-11-11 21:28:34 UTC
AnkaD wrote:
Who thinks of the poor Moa/Rokh/Eagle/Eagle? Honestly everytime some writes Hybrids everybody only thinks of the Gallenteships. I admit they need work but is there any possibility to make the Caldari Gunbost viable? I actually don't know.


I believe the appropriate response here is something to the effect of "OMG DRAEK AND TANGU STFU!!














AND THE FALCON, ALMOST FORGOT THE FALCON. FFS NERF"
Buzzmong
Aliastra
Gallente Federation
#149 - 2011-11-11 22:07:31 UTC  |  Edited by: Buzzmong
AnkaD wrote:
Who thinks of the poor Moa/Rokh/Eagle/Ferox? Honestly everytime some writes Hybrids everybody only thinks of the Gallenteships. I admit they need work but is there any possibility to make the Caldari Gunbost viable? I actually don't know.

Harpies actually seem to work somehow though.


Ferox is easyish to fix and the solution has been bandied about for ages:

It's designed as a rail boat (aka a sniper), why does a rail boat have a tank bonus that's only useful when it's used as a Blasterox? Nobody outside of CCP knows.

Solution:

5% Shield Resist Per Level gets changed to 5% Tracking per level or a 5% damage per level.

I'd say damage bonuses err more towards Gallente and blasters while a tracking bonus generally helps rails more (esp coupled with a range bonus).
A'Brantox Foson
A'Brantox Foson Corporation
#150 - 2011-11-11 22:42:59 UTC
Ahh, FFS, balance is fine.

Perhaps the aeon or nyx need a buff, just to kick those minnie pilots in the balls once more... sheesh.
Green Beans
R and J Inc.
#151 - 2011-11-12 06:58:59 UTC  |  Edited by: Green Beans
Sarmatiko wrote:
I have better idea: remove Gallente completely. They whine too much lately. Twisted


Check the militia scores: Gallente has the most points, even though Caldari has at least 2,000 (I am not sure, haven't checked in a while) more soldiers. This means Gallente are perfectioni- *cough* I mean perfect!

Us Gallente pilots are just exercising our free speech rights; the ones that Caldari and Amarr citizens don't have!

This line for rent! YOUR AD HERE!

Ruah Piskonit
PIE Inc.
Khimi Harar
#152 - 2011-11-12 07:27:34 UTC  |  Edited by: Ruah Piskonit
Liang Nuren wrote:


No, this is exactly the same position I've always had. Always. Since before the projectile boost if you care to go look. I'm also rather impressed at the rest of your post which you seem to attribute to being my "new" position. I mean, considering its nothing at all like my position.


I have looked, I have argued with you. You feel that all the turrets should be balanced - no withstanding this fantasy - the weapon systems need to be balanced with the ships that use them. Caldari top speed and agility was massively nurfed once because CCP was afraid that they would be too good at kiting. They added some refinements to missiles - but it was clear then as it is now that its not necessarily the weapon system - its on which ships those are used. Your position has been that projectiles are balanced with pulse and that hybrids are suffering. But you seem to miss the point that even with a massive damage boost - say 10% - people will still use ACs because along with their 'balanced' state - they just have better ships that are designed to avoid damage.

All I am arguing is that if projectiles are going to be balanced to pulse and hybrids - then the ships too need to be re-balanced accordingly. This point seems to elude you.

Liang Nuren wrote:

The fact of the matter is that laser battleships outdamage hybrid battleships at just over EIGHT KILOMETERS. Thus, yes - the problem with hybrids is that all other weapon systems outperform them. Whether you want to admit it or not. The fact that you don't want to admit it seems (to me) to be rather intrinsically tied to the fact that you're in PIE. Drop the RP at the door and talk real when you're on the Eve forums, please.


What does my being in PIE have anything to do with this. . .seriously. . .I did not think you were one to troll. Basing any argument on this is a logical error and is quite weak. I can argue my points because I have experienced many things outside of PIE - if i were just in PIE, I would have no basis to speak from. The inverse is true. If Ruah bothers you, I am sure I can post with other characters you may or may not recognize. . .I am sure they will not sound as RP as this or any of my other posts sound.

More to the point, 20km is disruptor range. Its 12km for the mega to cross the distance to a geddon that cannot kite it. Before it begins to out damage the Geddon. Once there, its a race. The damage the Geddon has 'gained' at range, vs. the pain that the mega will inflict once at range. Sure, its hypothetical - but then again - you bring a mega, your are not going to have damage projection. . .that is not a matter of balance, thats just bringing a knife to a gunfight. The key here is that once at close range, the geddon will not be able to track the mega as well either - and often is not sporting things like a web. Its actually a close fight - if the mega commits. But that is always been the Gallente motto - MWD is a one way ticket.

Liang Nuren wrote:

It is very simple. Lasers were awesome while Projectiles and Blasters were total garbage. CCP had a choice right then: nerf lasers hard or boost projectiles and hybrids. They boosted only projectiles and left hybrids in the dust. Now they are hopefully fixing this error. It is wrong to start talking about nerfing when we don't know the landscape the weapons are going to fit into.


No, you are mis-representing my argument. My argument is that the weapon systems should be balanced with the ships in mind. you have a slow moving, heavily tanked ship with no utility - then give them the damage projection and dps to compete (and even then, give them major drawbacks) You have a very fast, high utility ship and you give them a similar weapon system (with few drawbacks) - then you have an unbalanced situation. What I have argued is that while Gallente frigates will be used more (because they are close range for all the races anyway) in the cruiser and up category - they still remain crappy NOT ONLY because of the weapon system, but because Mini ships were designed very well to overcome their inherent weakness' - which were super low dps in falloff (the TE buff is a dps buff for this reason) and mediocre dps at close range. The trick for a mini ship to beat an Amarr one is to get under its guns, the trick against the Gallente is to stay right at the falloff sweet-spot (which used to be very very tight), and against missiles was to use the low sig to get close. And all the while - the mini ship gets to choose whether to fight or not. Right now, it has all the advantages the ship gives, while doing basically everything the other races do 'almost' as well. What I have argued is that Mini ships do everything a Gallente ship wants to do, better. It trades a little damage for a lot of range and a lot of utility, speed, tracking, and options. Amarr ships have always remained a one-trick-poney. And that is why I laugh when people go from talking about hybrids to matching it with pulse, when it is projectiles that made hybrids redundant.

It is not that am I saying that Mini should be crap. . .I am saying they are too good. Little things like tracking and cap use and damage selection are meaningful in real combat that are just not really that apparent in theory-craft. And that all the Gallente buffs are going to compete directly with mini - agility buff, tracking buff, damage type (possible), base damage. . .these are all things to counter mini/projectiles. Not one gallente is complaining about damage projection - except when considering projectile damage projection with all that tracking.

Have I cleared up what I was arguing?

You should get out there and experience it a bit in FW or whatever - most Gallente pilots will tell you how nice it is as mini since the proj. buff.
xUnlimitedx
Doomheim
#153 - 2011-11-12 11:01:24 UTC  |  Edited by: xUnlimitedx
The Only thing what the Gallente needs is a strong Speed Buff like Minmatar more not.
And dont fu**** cry Gallente players....
m0cking bird
Doomheim
#154 - 2011-11-12 18:38:38 UTC
The premis blaster turrets are broken is inaccurate (r3tard3d). Blaster turrets apply damage to cruisers, battle-cruisers and battleships @ optimal (+ tracking). For example; if a cruiser is not using a afterburner (which would make tracking difficult).

To apply damage. A ship using blasters must immobilized a target to be able to apply damage. Mainly because of limited projected damage. Low optimal and falloff require a target to be almost stationary and in optimal or any slight movement will see a significant drop in overall damage. Assuming blaster turret is able to track most targets (medium blaster do). Increased tracking cannot help blasters do more damage, when a ship is out of range (more falloff and or optimal does that).

Assuming a Brutix (for example) is not in a vacuum with a single target. A pilot (for the most part) will be engaging more than one opponent (suicide). With that in mind. Most ships optimal for that situation. Skirmish! Mobility, projected and applied damage @ range, without committing to a conventional engagement. Where ships project damage and mitigate incoming damage (logistics). Even if a blaster-Brutix (for example) had a substantial increase in damage. Sh!t Current dynamics would remain the same. Maybe not solo, but a fleet of Artillery-Hurricane will still be superior to a feet of 2000 damage per second Brutix.

CCP and most pilots should be able to mirror alot of the issues with regard to Gallente, with Minmatar and Caldari ships. For instance! A Hurricane, fitted with a armour plate and no tracking enhancers. Is far less viable compared to a heavy missile-Drake or shield-Harbinger. Even a shield-Hurricane, with no tracking enhancers, and 2 nano fibres. Is not the most viable set-up. Although, it's very mobile. If a 850dps Hurricane with limited projected and applied damage. Moving @ 2200 meters a second is not as viable as a general shield-Hurricane with 2 tracking enhancers. Then this Idea of Gallente being the most mobile and highest damage wont change much. Also, increasing damage and velocity of Gallente ships and hybrids. Then lowering blaster range would be counter to a boost and r3ard3d. You just limited applied damage and lowered optimal to the point where most any movement would result in a HUGE drop in damage (r3tard3d).

So! Provided the projectile changes did not happen. A shield-Harbinger would be superior to a Hurricane in many ways (shields or armour). Not so much in a one versus one situation (although a shield Harbinger would own a armor Hurricane), but against multiple targets. Something that range control, high velocity, tracking and damage projection plays a big part in.

The same issue can be found in a Ham-Drake versus Shield-Harbinger or a Fleet of Ham-Drakes versus a fleet of shield-Harbinger or artillery-Hurricanes.

Any ship that is not able to skirmish (for the most part). Is not very effective solo or in small fleet warfare, @ the moment. As the player base increases. This problem will be compounded for all ships that operate close range (even frigates).

To some this all up. The thing that sucks about blasters and most close range set-up is RANGE. You have to commit in a game where you will most likely be facing multiple targets and a myriad of factors (ecm, damp, neutraliser, tracking disruptor, logistics ). Once you accept this. You cant expect much from CCP. I'll use one last example to get my point across. A auto-cannon Thorax is still as bad as a blaster Thorax. Mind you, the ship is still sluggish with both set-ups, but once you put lasers on the thing. The Thorax becomes significantly better (try Lazar Thorax).
Cambarus
The Baros Syndicate
#155 - 2011-11-12 19:59:13 UTC
Ruah Piskonit wrote:

All I am arguing is that if projectiles are going to be balanced to pulse and hybrids - then the ships too need to be re-balanced accordingly. This point seems to elude you.
While this point was aimed at liang I'll still throw my 2 cents in:
While it is true that the inherent flaws of blasters could be overcome by adjusting the ships moreso than the guns themselves, the only viable way to do so would be to make blaster boats both faster and more agile than their matari counterparts. Typically speaking, range advantages in most games are either balanced by having a minimum range, or being much slower than their close range counterparts. Consequently, were this any other game, the 2 options available would be to either make falloff work both ways (allowing for a minimum range) or make the race that needs to get on peoples faces to actually do damage the one best suited to dictate range. The problem, is that the idea that minmatar need to be the fastest is so deeply engraved in the minds of people playing the game that it would be insane to change it now, and the same thing goes for falloff mechanics, so CCP is then forced to balance the weapons that gallente use, rather than the ships.

Ruah Piskonit wrote:

More to the point, 20km is disruptor range. Its 12km for the mega to cross the distance to a geddon that cannot kite it. Before it begins to out damage the Geddon. Once there, its a race. The damage the Geddon has 'gained' at range, vs. the pain that the mega will inflict once at range. Sure, its hypothetical - but then again - you bring a mega, your are not going to have damage projection. . .that is not a matter of balance, thats just bringing a knife to a gunfight. The key here is that once at close range, the geddon will not be able to track the mega as well either - and often is not sporting things like a web. Its actually a close fight - if the mega commits. But that is always been the Gallente motto - MWD is a one way ticket.

A few things wrong with this:
1)It's true that a geddon cannot kite a mega, but a couple 1600 plates and some trimarks on each and you have a difference of 30m/s with the MWD on. Not much of a difference (another problem being how quickly MWDs burn out, making overloading less than viable in anything other than a 1v1) considering the range difference between the 2. Turn the MWDs off and they actually move at exactly the same speed >_>

2)The geddon has a good 10% more EHP than a mega. The mega has about 8% more DPS than the geddon. Even in EFT land where blasters are supposed to at least LOOK better, this is not a fight that looks to be going the mega's way.

3)I believe I've mentioned this before, but assuming the mega has a web and the geddon does not, the range at which tracking works to the advantage of the mega is only about a km and a half wide. That's not something you can expect a BS to maintain for any significant amount of time, even in fairly optimal conditions. There's also the issue of scalability, because you can only really keep your transversal up on one guy at a time, making the point where blasters become infective something like 2 people to a side.



Ruah Piskonit wrote:
My argument is that the weapon systems should be balanced with the ships in mind. you have a slow moving, heavily tanked ship with no utility - then give them the damage projection and dps to compete (and even then, give them major drawbacks) You have a very fast, high utility ship and you give them a similar weapon system (with few drawbacks) - then you have an unbalanced situation. What I have argued is that in the cruiser and up category - they still remain crappy NOT ONLY because of the weapon system, but because Mini ships were designed very well to overcome their inherent weakness' - which were super low dps in falloff (the TE buff is a dps buff for this reason) and mediocre dps at close range.
See that's not a problem. Minmatar need to get close to fight amarr, and stay far away to fight gallente, so it's not such a big deal that they have faster ships to do so (especially when you factor in that minmatar ships have less EHP than amarr ships, the geddon for example has about 20% more EHP than a pest, and that's a fairly significant difference)

The problem is that gallente have no real advantage even when they DO get close. And if you think that a buff to hybrids won't fix that, consider this:
If you were to up blaster damage by something insane like 600%, would that make them overpowered? (I'm assuming that the answer here will be yes)
Then, if they're underpowered now, there must be some numerical value that you could use to up blaster DPS by (not even getting into things like tracking/range/other stuff, which are also viable) that would result in them being balanced. It IS possible to balance the race by tweaking the guns they use, you just have to find the right changes/numbers.
Ruah Piskonit wrote:

The trick for a mini ship to beat an Amarr one is to get under its guns, the trick against the Gallente is to stay right at the falloff sweet-spot (which used to be very very tight), and against missiles was to use the low sig to get close. And all the while - the mini ship gets to choose whether to fight or not.
It's true that minmatar does gallente's job better, but the problem is that even if you were to remove minmatar completely, hybrids would still not be balanced. Minmatar don't do gallente's job better because they're good at it, they do it better because gallente are terrible at it, and gallente need to be changed to the point where they ARE better at doing their jobs.
Sylar Reuwich
Hek Trade and Industries
#156 - 2011-11-12 23:23:20 UTC  |  Edited by: Sylar Reuwich
Cambarus wrote:
Typically speaking, range advantages in most games are either balanced by having a minimum range, or being much slower than their close range counterparts. Consequently, were this any other game, the 2 options available would be to either make falloff work both ways (allowing for a minimum range) or make the race that needs to get on peoples faces to actually do damage the one best suited to dictate range. The problem, is that the idea that minmatar need to be the fastest is so deeply engraved in the minds of people playing the game that it would be insane to change it now, and the same thing goes for falloff mechanics, so CCP is then forced to balance the weapons that gallente use, rather than the ships.

The problem is that gallente have no real advantage even when they DO get close. And if you think that a buff to hybrids won't fix that, consider this:
If you were to up blaster damage by something insane like 600%, would that make them overpowered? (I'm assuming that the answer here will be yes)
Then, if they're underpowered now, there must be some numerical value that you could use to up blaster DPS by (not even getting into things like tracking/range/other stuff, which are also viable) that would result in them being balanced. It IS possible to balance the race by tweaking the guns they use, you just have to find the right changes/numbers.

Minmatar don't do gallente's job better because they're good at it, they do it better because gallente are terrible at it, and gallente need to be changed to the point where they ARE better at doing their jobs.
Yeah this is all true, though I think an agility/speed boost would be more feasible as it seems the biggest problem is moving from target to target where an enemy gang or fleet are spread out over 10s of km. I don't often have too much trouble getting into (and staying in) range (fighting that takes place 10-20km around you) and of course especially when ships are slower than you, so any significant increase in DPS would just tip the balance a little too much too often..Maybe do a little bit of both? Come to think of it that's what they've done with the winter update but I don't think it's quite enough. Hopefully they're just testing the water with this update, and that further buffs will come when they see it's not enough lol. It is pretty sweet though don't get me wrong, it's brought them to a respectable level. A 6x Neutron II shield Domi w/ 1 RCU with now 20% more tracking is no laughing matter.
Roosterton
Sebiestor Tribe
Minmatar Republic
#157 - 2011-11-13 00:24:56 UTC  |  Edited by: Roosterton
Quote:
No, you are mis-representing my argument. My argument is that the weapon systems should be balanced with the ships in mind. you have a slow moving, heavily tanked ship with no utility - then give them the damage projection and dps to compete (and even then, give them major drawbacks) You have a very fast, high utility ship and you give them a similar weapon system (with few drawbacks) - then you have an unbalanced situation.


Let's see;

Tempest: 890 base DPS, fights in falloff, rapidly loses that DPS as distance increases. More mids, slightly faster.
Armageddon: 1200 base DPS, can apply it fully to 30+km, has about 10k more EHP.

Vagabond: 516 base DPS (will be applying around 325 of that at 20km in fallof,) 36k ehp. Faster.
Zealot: 450 DPS, does full dps in optimal, 57k ehp. Cap injected.

Armor AC 'Cane: 603 DPS, 70k EHP, dual neuts, has an optimal of only 1.4km. Slightly faster.
Armor pulse Harby: 620 DPS, 76k EHP, single neut, has an optimal of 7km, cap injected.

I'm sorry, but it seems to me like they're pretty reasonably balanced. Where Minmatar ships are faster and more versatile, they have less EHP, less optimal, less dronespace, and less DPS. You can argue all you want that AC's are just as good as Amarr pulse lasers, and that Minmatar hulls are superior to Amarr ones, but it doesn't change the facts.
Tara Read
Blackwater USA Inc.
Pandemic Horde
#158 - 2011-11-13 00:34:35 UTC
Sebastian N Cain wrote:
Tara Read wrote:
I'll just leave these here.... Poor Mach pilot's TwistedTwistedTwisted Yep. Gallente suck alright.

http://eve.battleclinic.com/killboard/killmail.php?id=14586578

47% damage done.

http://eve.battleclinic.com/killboard/killmail.php?id=14586171

30%


Well, if you need 10 to 1 odds in your favor to get a killmail... yeah, then you suck.
And bragging how you burned 30km to strike at a target that was webbed, scrammed, jammed, painted and generally already half dead strikes me as pretty pathetic.
The weirdest thing about these kills is actually that you did show up in the killmail. Your fleetmates were nice enough to hold back so you would make it on the killmail instead of finishing him quickly and get done with it, weren´t they?


10 to 1 odds? Man you must be an idiot. They fielded more and outnumbered us. We ended up losing. All I posted where the mach kills not even the other bs bc kills. Actually alot of them were jammed. They fielded 3more more mach s not including these two.

But hey cry more man. I enjoy my kills and my mega. Just because people ***** and moan about hybrids because they can't close range or can't hold their target is their fault. Gallants blaster boats will always be situational. Its how you adapt and use.that to your advantage that makes blasters effective. But by all means cry more. Your tears are so yummy.
Nimrod Nemesis
Doomheim
#159 - 2011-11-13 00:40:13 UTC  |  Edited by: Nimrod Nemesis
Roosterton wrote:

Tempest: 890 base DPS, fights in falloff, rapidly loses that DPS as distance increases. More mids, slightly faster.
Armageddon: 1200 base DPS, can apply it fully to 30+km, has about 10k more EHP.

Vagabond: 516 base DPS (will be applying around 325 of that at 20km in fallof,) 36k ehp. Faster.
Zealot: 450 DPS, does full dps in optimal, 57k ehp. Cap injected.

Armor AC 'Cane: 603 DPS, 70k EHP, dual neuts, has an optimal of only 1.4km. Slightly faster.
Armor pulse Harby: 620 DPS, 76k EHP, single neut, has an optimal of 7km, cap injected.

I'm sorry, but it seems to me like they're pretty reasonably balanced.


Tempest is more than slightly faster than a geddon which will be plated and armor rigged. You're also downplaying falloff and mid slot importance. As Ruah said, utility can't be understated on ships that are naturally the fastest, most agile, and subsequently get to pick their engagements and leave them if they so desire. Where you're getting 1200 base dps at 30+km for the geddon, I don't know, but i'd like to see both tempest and geddon fits you're comparing just to see how wild you were with those numbers.

Vagabond and Zealot is a faux comparison for obvious reasons. Compare the zealot to the muninn then compare the lolsac to the vagabond, results look quite a bit diffirent.

Cane vs. Harb, you can't be serious. The hurricane is far superior and that's not even being generous. I'd ask to see those fits aswell, but I feel like this is a foregone conclusion. If harbs were in any way "reasonably balanced," with hurricanes in general, there wouldn't be 100 hurricanes for every one harbinger flying around.

Best limit yourself to griping about scorch optimal rather than comparing whole amarr and minmatar setups one for one. Only in rare cases (abaddon) do you get a definitively superior ship on the amarr side and ther rest of the time you're showcasing minmatar superiority.
Roosterton
Sebiestor Tribe
Minmatar Republic
#160 - 2011-11-13 00:49:19 UTC  |  Edited by: Roosterton
Nimrod Nemesis wrote:


Tempest is more than slightly faster than a geddon which will be plated and armor rigged. You're also downplaying falloff and mid slot importance. As Ruah said, utility can't be understated on ships that are naturally the fastest, most agile, and subsequently get to pick their engagements and leave them if they so desire. Where you're getting 1200 base dps at 30+km for the geddon, I don't know, but i'd like to see both tempest and geddon fits you're comparing just to see how wild you were with those numbers.

Vagabond and Zealot is a faux comparison for obvious reasons. Compare the zealot to the muninn then compare the lolsac to the vagabond, results look quite a bit diffirent.

Cane vs. Harb, you can't be serious. The hurricane is far superior and that's not even being generous. I'd ask to see those fits aswell, but I feel like this is a foregone conclusion. If harbs were in any way "reasonably balanced," with hurricanes in general, there wouldn't be 100 hurricanes for every one harbinger flying around.


*I was comparing an armor Tempest to an Armorgeddon, so no, it's only "slightly" faster. If you go with a shield fit, sure, but you'll lose all those preciously versatile mid slots for LSE's and invulns, will cut your EHP nearly in half, and suffer cap issues, making for an even more unfair comparison. But hey, you gain a couple hundred m/s! Roll (Oh, and to be exact, the Armageddon is 1172 DPS rather than 1200. :semantics:)

*I left out the Sac because it uses missiles, and I wasn't aware we were comparing those. But very well;

Sac: 427 DPS applied perfectly out to 20km, 76k EHP. More open mids due to armor tank.
Vagabond: 516 base DPS (will be applying around 325 of that at 20km in fallof,) 36k ehp. Faster.

*And why can I not be serious about the Cane vs. Harb? Just because more people fly 'Canes does not make them better. If this was how the world works, this thread would be about how Drakes are OP, and how we should nerf Caldari.