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What does the Phantasm even do?

First post
Author
Lucine Delacourt
The Covenant of Blood
#321 - 2013-10-10 23:37:13 UTC
Battlingbean wrote:
Remove the drones and add smartbomb bonuses. :D




My first thought was "Ugh, Kinakka gate will never be safe again. Smartbombing BS's all day." Then I realized they would be doing this in a 900m isk hull.
VanKenMar
Beach Boys
The Minions.
#322 - 2013-10-11 10:24:11 UTC
„Abandon hope, all ye who enter”


Lost all hopes that we will see my beloved Phantasm in the fight, more like on the red side of kb!
Year by year..next time we will focus/rebalance the pirate line ships!
Phanatsm is the only one ship with pround name..DODO!
Domanique Altares
Rifterlings
#323 - 2013-10-11 14:27:53 UTC
CCP Ytterbium wrote:
Lucine Delacourt wrote:
CCP Ytterbium wrote:
We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though.



I understand that redoing interceptors at the same time as the warp changes makes sense, I also get that EAFs are broken in their entirety and that the Marauder changes are a big deal. However, while not broken as a whole, the pirate ship lines are the least balanced of any in the game. The DD and the Dram are world's apart from the Worm & Succubus. The Cynabal and Vigilant laugh at the Phantasm. Pirate rebalancing has to be at the top of list. Especially now that EAFs, Inties, and Marauders are being taken care of.


One thing at a time - we do realize they need some love, but designers assigned to ship balancing (mainly CCP Rise, CCP Fozzie) aren't focusing only on this single field. We have many other internal tasks and duties to look at, and as we said above, there is so much we can do for a release.

For Rubicon, we had a choice between a Tech2 ship package (Marauders, Interceptors, Interdictors, EAFs) or Pirate Ships. We opted for the former. Pirate Ships will be looked at, just not right now.

You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns.
CCP Ytterbium
C C P
C C P Alliance
#324 - 2013-10-11 20:32:27 UTC
Domanique Altares wrote:
You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns.


Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper.

CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?
Morrigan LeSante
Perkone
Caldari State
#325 - 2013-10-11 20:38:10 UTC  |  Edited by: Morrigan LeSante
CCP Ytterbium wrote:
Domanique Altares wrote:
You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns.


Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper.

CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?


I believe the only fitting EVE based forum retort is: HTFU

Take the concordokken for the team

Lol
Ghost Phius
Tribal Liberation Force
Minmatar Republic
#326 - 2013-10-12 01:50:16 UTC
Pirate ship rebalance should be an improvement to the low level performers period full stop. Anything more would be nothing more than two devs losing their spines and caving to "forumite" pressures which of course is patently absurd.
Wo Shing
Stribog Kybernaut Subclade
Stribog Clade
#327 - 2013-10-12 02:14:23 UTC
This is the only thing I've ever used the Phantasm for, boosting standings with corporations and then there are other ships that can probably do it a lot faster. I just felt using a pretty ship while doing some thing so boring. Turns out it ran them pretty fast though, would've been enough to slap on the EM ward field tbh but with the native tracking bonus and dual tracking comps a third one just felt like overkill any way. (this was vs sanshas)

[Phantasm, Level 2's]
Heat Sink II
Heat Sink II
Heat Sink II

EM Ward Field II
Domination Medium Shield Booster
Tracking Computer II, Optimal Range Script
Thermic Dissipation Field II
10MN Afterburner II
Tracking Computer II, Optimal Range Script

Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
Heavy Pulse Laser II, Scorch M
[empty high slot]
[empty high slot]

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Energy Discharge Elutriation I

Acolyte II x3
Gloredon
zzzNightmarezzz
#328 - 2013-10-13 04:15:41 UTC
On the topic of pirate ship rebalance, there isn't really a lot to do there. The Sansha ships needs some love, possibly the Cruor and Ashimmu. But really, Look at what you have on the BSes:

1. Rattlesnake - pretty much the best sub-capital tank in the game (until Bastion-mode Marauders). And good solid DPS.
2. Machariel - fast - hits pretty hard, and maeuvers like a cruiser.
3. Vindicator - Hits like a ton of bricks, but has a shorter effective range, so you FLY it close.
4. Bhaalgorn, a pure PvP boat that is super-good at what it's supposed to do, neut hell out of capitals.
5. Nightmare - Range second to none, decent tank, but has serious capacitor issues.

So, fix the cap issues on the Nightmare, leave the rest mostly alone. They're pretty fairly balanced already.

The cruisers might need a little love. I have a Phantasm, and it works fine for a fair number of things. It's not as versatile as I'd like, and it also suffers some cap issues. Cynabal and Vigilant are both fine as they are. Ashimmu, I've test-fitted and fiddled with on Sisi, but I think in PvP (where it should shine) it might need some love. The Gila is pretty nice as is.

I've had both the Daredevil and the Dramiel for years and they're awesome. The Cruor I've not flown, nor the Worm, but it seems that several ships overshadow the Worm. Maybe it needs some love. I had a succubus in the past as well, and it was OK then, with recent weapons changes, I think it'd be better now.

I think people calling for a major Mach/Cyna nerf haven't flown them lately, compared to others in the class. With all the weapon nerfs and boosts (don't forget Tracking Enhancers) that have happened over the last two years, there's a lot more parity in this class than people realize.
VanKenMar
Beach Boys
The Minions.
#329 - 2013-10-13 09:56:08 UTC  |  Edited by: VanKenMar
LolLolYou are wrong..Phantasm..compared to other pirate ships..

speed...like BC,
scan res..BC,
align...nano bc,
drone badwith..less then most of t1 cruize,
cap..long story, to fight u need 1 slot for cap booster
and the most important..

slots...14 slots, rest have 15 slots!!!Shocked

Edit..Gloredon it is not direct against Yours post! More to ppl who dont realize what Phantasm is!
Barrogh Habalu
Imperial Shipment
Amarr Empire
#330 - 2013-10-13 20:15:27 UTC
VanKenMar wrote:
slots...14 slots, rest have 15 slots!!!Shocked

I guess Phantasm's role bonus ate 15th slot.
Kaarous Aldurald
Black Hydra Consortium.
#331 - 2013-10-13 22:32:23 UTC
Barrogh Habalu wrote:
VanKenMar wrote:
slots...14 slots, rest have 15 slots!!!Shocked

I guess Phantasm's role bonus ate 15th slot.


"Utterly suck" isn't a role bonus, or I'd be inclined to agree with you.

Like many, I really want to like the Phantasm, but it's stats just do not justify it.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Lucine Delacourt
The Covenant of Blood
#332 - 2013-10-14 00:44:01 UTC
Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.
Ace Chet-Chaz Fancyslacks
University of Caille
Gallente Federation
#333 - 2013-10-14 02:56:31 UTC
Lucine Delacourt wrote:
Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.




While I agree about 7 mids being too many. The Falcon, Rook, and Lachesis all have 7 mids and 4 Amarr ships(Including 2 Navy ships) have 7 lows so it wouldn't be unheard of to give the Phantasm a 7th Mid. Again I don't think they should, just pointing out that there are multiple cruisers with 7 slots in a power level.
Battlingbean
Wings of the Dark Portal
#334 - 2013-10-14 02:57:18 UTC
Lucine Delacourt wrote:
Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.


Well, I agree another mid would be excessive and another high would only be useful with another turret hard point. So an extra low seems the reasonable choice. It would be cool to be able to fit a great passive tank on it. In all honesty, the role bonus of 100% bonus damage is huge. That is 3 more effective guns for no slots, fitting or cap drain, so I wonder if an extra slot is even needed.

However, the extra slot is completely justifiable. Ashimmu has the exact same role bonus and 15 slots. The Gila and Stratios both have 15 slots and 125 Mbit/s bandwidth and don't have the slot penalty drone boats typically receive

The Phantasm's problem is, as others have mentioned, with the stats. The power grid specifically is always the problem when I fit it and I have great fitting skills.
Liang Nuren
No Salvation
Divine Damnation
#335 - 2013-10-14 17:18:24 UTC
CCP Ytterbium wrote:
Domanique Altares wrote:
You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns.


Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper.

CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?


The only way I'll agree to help you is if you guys play a cover of this song at rave on the last day. \o/

-Liang

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

Gloredon
zzzNightmarezzz
#336 - 2013-10-17 01:27:25 UTC
I passive tank my Phantasm. It works good. I'd vote for the 4th low slot. Then I could make the passive tank better with several fitting choices, DCU, Power Diag, Shield Flux Coil. It's never going to be a ship I'd attempt to run level 4s in (like I have many times in the Cynabal), but it can crush level 3s well. The extra Cap from a Power Diag might help it's cap issues.

But I'd still say again, any pirate ship rebalance should look to making the weak performers meet the standards set by the better performers in class, not any sort of nerf of the best performers, because they aren't THAT far ahead of the Navy Ships already, and they are supposed to be.
Zarnak Wulf
Task Force 641
Empyrean Edict
#337 - 2013-10-17 03:42:57 UTC
* cough cpugh* Navy Augorer * cough cough*
Mocam
Aliastra
Gallente Federation
#338 - 2013-10-18 12:08:00 UTC
Liang Nuren wrote:
One of the cool things about the Phantasm is that it has its crewed by one of the lesser known races, called "capacitor vampires". You'll notice their handiwork when you undock and activate any module and your capacitor instantly empties. I can't wait until they extend WIS to include the bridge of your ship! I really want to see what they have conceptualized these beings to look like!

-Liang


You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? It doesn't need to be turned into some god mode toy like has been done in the past as they twiddle around with ships.

IMO that beats the hell out of all these "add slots! change 'em around!" so on and so forth gigs in this thread.

Go with the K.I.S.S. approach vs ending up with another dramiel type over-powered toy due to over tweaking/compensation. If the cap is the issue, then get rid of that issue. If it's more than that (which wasn't apparent until *AFTER* a CCP dev commented) then in very small ways tweak elsewhere.

This is a question. IMO - simply give it something like a ship bonus of faster cap regeneration or whatever it'll take to remove that as a problem. but I don't fly the hull (can but don't) so I'm not sure what it would really take but some of these suggestions ... pretty friggn far out there.
SFM Hobb3s
Perkone
Caldari State
#339 - 2013-10-18 18:57:09 UTC
This ship is like the pile of junk at the back of your garage...you're only paying attention to it when backing something else up in there so as not to get those spikes in your behind...
Barrogh Habalu
Imperial Shipment
Amarr Empire
#340 - 2013-10-18 20:52:27 UTC
Mocam wrote:
You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem?

Well, aside from alleviating really bad hull's problems, a good ship requires something going for it as well, a reason to fly it so to say. Considering what kind of T1/faction cruisers we have at the moment, I don't see Phantasm really compelling even if it's easier on cap than now.

As it was said already, perhaps at one point the concept of this hull was interesting (projection of lasers with alleviated tracking issues plus utility slots), but now that tracking lasers became more commonplace and there's not much Phantasm can use those utility highs for effectively, I feel that the ships became an artifact of the past. I don't think that sane amount of additional cap won't really help a lot, and giving it insane one sounds like asking for trouble (and for something silly, like this ship stepping on Ashimmu's toes, of all things) Big smile