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Rebalance the Muninn

Author
Stitch Kaneland
The Tuskers
The Tuskers Co.
#61 - 2015-07-02 13:58:44 UTC
6 lows is useful. We need mids. Cutting up lows for mids just make it good at nothing (see rupture). It needs a mid and for minny flavor and utility, that utility high slot. Cutting off a turret and ramping up the damage bonus is maybe the better way to balance. Increasimg base armor HP would also not be a bad idea. Minny need a good armor brawler, the muninn is almost there, just needs that 4th mid.

Utility high is very important. Its not for missiles, but for neut or nos. Muninn cap is also quite strong, with a nos it can be cap stable with a rep and still fit a 1600 plate with acs. Doesnt need the cap booster at that point. With its strong cap, a neut is just as effective at turning off tank/guns.

Muninn can also fit a dual rep fit like a deimos that can tank 900dps until the AAR runs out. Or about 550dps with 2 t2 MARs. Neut, plus good cap, plus 515-570dps into deimos explo/EM hole, could hurt a deimos with a good pilot. Its the lack of mids that prevent it from being good.
Lloyd Roses
Artificial Memories
#62 - 2015-07-02 14:08:13 UTC  |  Edited by: Lloyd Roses
What about 4 turrets doing the same as 5, then another utility slot? With three mids but two utility highs this would feel very different.
720s take 20% less fitting space and you'd have a second smartbomb.
Or you'd fit a armor welpcane with 220s, plate and 2 med neuts. And still crappy dps, but neuts!

(Total changes be *loses one turret hardpoint, minmatar cruiser damage bonus/lvl 5%->10%* and almost nothing changes)
Nagarythe Tinurandir
Einheit X-6
#63 - 2015-07-02 20:31:20 UTC
All this would, of course, go hand in hand with a quick balance pass on medium projectiles, to nerf accordingly :P
Kosoku
3Ra Syndicate
#64 - 2015-07-02 21:03:46 UTC
Say, how about completely reworking the ship? (Along with a new ship design... please)

Make it a drone boat perhaps? (Ishtar MK II)

I say this because it seems CCP doesn't know what to do with it. In this case, make it a different ship. Mimmatar does have some connection to drones but do lack a drone boat of any kind. Aren't Mimmatar friends with Gallente?
Trinkets friend
Sudden Buggery
Sending Thots And Players
#65 - 2015-07-03 01:54:29 UTC
Pshaw drone boat. It would make more sense, really, to turn the Munnin into a missile boat so it can suck just like the Cyclone.

eg;

5 Highslots / 5 missile hardpoints
4 Midslots
6 lows


Traits
HAC Bonuses per skill level
10% bonus to explosive missile damage
10% bonus to ASB reload time (or 7.5% TP buff, 10% webrange, whatever)

Minmatar cruiser bonuses (per skill level)
5% bonus to HML, HAM and RLML rate of fire
5% bonus to missile explosion velocity

Role Bonus
50% reduction in MWD signature radius penalty


5 HAMs with the above bonuses =
Non-explosive = 263 DPS before BCU's / 435 w/ 3 x BCU's
Nova Rage = 394 DPS before BCU's / 652 w/ 3 BCU's.

5 HML's (including 5% buff upcoming)
Non-explosive = 198 DPS before BCU's / 328 w/ 3 x BCU's
Nova Fury = 297 DPS before BCU's / 492 w/ 3 x BCU's

So you have somewhat of a limited choice to get to 750 DPS, namely shield tank with Nova Rage, which has it's own drawbacks. However, this would be a fairly mean anti-tackle ship with the explosion velocity bonus. 492 DPS to 62km with Nova Fury HML's is fine and competitive with Cerbs, which maintain their range bonus, the difference here being better damage application and ability to really punch Amarr donuts.

I wouldn't know what you can put in the second HAC bonus slot. TP buffs and web range buffs are more Recon buffs, but the Vaga has a shield booster bonus already, whatever use that is. Hence the ASB reload time of 50%, might be an interesting fillip for the Munnin as a brawler.
Kosoku
3Ra Syndicate
#66 - 2015-07-03 03:45:59 UTC
I agree that it makes more sense to turn the ship into a missile boat if CCP are to completely change the ship.

Though there are currently two HACs that specialize in missiles in Cerb and Sac. Let me see...


Missile HAC
1. Cerb
2. Sac

Sniper HAC
1. Eagle
2. Zealot
3. Muninn

Drone HAC
1. Ishtar

Bawler HAC
1. Deimos
2. Vagabond

My idea of turning the ship into a drone boat comes from this, for the sake of variety and choices.

But, yes, as I said, turning the ship into a missile boat makes more sense if CCP are to completely change the ship.
Daniela Doran
Doomheim
#67 - 2015-07-03 11:37:01 UTC
Kosoku wrote:
I agree that it makes more sense to turn the ship into a missile boat if CCP are to completely change the ship.

Though there are currently two HACs that specialize in missiles in Cerb and Sac. Let me see...


Missile HAC
1. Cerb
2. Sac

Sniper HAC
1. Eagle
2. Zealot
3. Muninn

Drone HAC
1. Ishtar

Bawler HAC
1. Deimos
2. Vagabond

My idea of turning the ship into a drone boat comes from this, for the sake of variety and choices.

But, yes, as I said, turning the ship into a missile boat makes more sense if CCP are to completely change the ship.


Nope, bad idea. Drone boats and Minmatar don't blend well together. Turning it into a missile boat is also a bad idea, cause of Sacrilege (brawler), and Cerberus (sniper). A cap stable dual MAR arty sniper is very appealing to me. And since it's suppose to be a sniper, I would rather see it lose the utility high for a mid slot and increase it's pwd/cpu to be able to fit 5x 720's without the need for fitting mods/rigs. Or a free mid slot would also work (wouldn't make it OP or anything).

The Sacrilege could also use another low slot.

AND another mid for the Vaga.......
Speedkermit Damo
Republic University
Minmatar Republic
#68 - 2015-07-03 16:36:09 UTC
I support this thread.


I want to be able to fly a Muninn without my FC threatening to primary me.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Juan Mileghere
The Corporate Raiders
Safety.
#69 - 2015-07-03 17:41:48 UTC
Okay, getting back here since actually flying the damn ship a little, I'd honestly say to make the thing a bit faster and almost somewhat like a nomen, I mean with max skills you can get
[Muninn, PvP]
Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Armor Kinetic Hardener II
Armor Explosive Hardener II
800mm Steel Plates II

50MN Y-T8 Compact Microwarpdrive
Optical Tracking Computer I, Optimal Range Script
Optical Tracking Computer I, Optimal Range Script

720mm 'Scout' Artillery I, EMP M
720mm 'Scout' Artillery I, EMP M
720mm 'Scout' Artillery I, EMP M
720mm 'Scout' Artillery I, EMP M
720mm 'Scout' Artillery I, EMP M
[empty high slot]

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

yes, I know you really need that 1600 Roll
Trinkets friend
Sudden Buggery
Sending Thots And Players
#70 - 2015-07-05 01:22:16 UTC
Daniela Doran wrote:
Kosoku wrote:
I agree that it makes more sense to turn the ship into a missile boat if CCP are to completely change the ship.

Though there are currently two HACs that specialize in missiles in Cerb and Sac. Let me see...


Missile HAC
1. Cerb
2. Sac

Sniper HAC
1. Eagle
2. Zealot
3. Muninn

Drone HAC
1. Ishtar

Bawler HAC
1. Deimos
2. Vagabond

My idea of turning the ship into a drone boat comes from this, for the sake of variety and choices.

But, yes, as I said, turning the ship into a missile boat makes more sense if CCP are to completely change the ship.


Nope, bad idea. Drone boats and Minmatar don't blend well together. Turning it into a missile boat is also a bad idea, cause of Sacrilege (brawler), and Cerberus (sniper). A cap stable dual MAR arty sniper is very appealing to me. And since it's suppose to be a sniper, I would rather see it lose the utility high for a mid slot and increase it's pwd/cpu to be able to fit 5x 720's without the need for fitting mods/rigs. Or a free mid slot would also work (wouldn't make it OP or anything).

The Sacrilege could also use another low slot.

AND another mid for the Vaga.......


Sacrileges don't necessarily have to be brawlers, you know. Nothing is written in the ship description saying "this is a brawling HAC". i mean...let's look at the Cerb. it is the pre-eminent missile sniping HAC. Sure, HML's suck a little, but PL often runs Cerb gangs. They are effective for roams and skirmishing. Nothing says the Sac can't do the same, especially after a 5% HML buff. In fact, HML's are better for a Sac fleet with logi because you've got less chance of being kited.

MAR snipers? If you do snipers you do them tankless or buffer.
Daniela Doran
Doomheim
#71 - 2015-07-05 02:07:24 UTC  |  Edited by: Daniela Doran
Trinkets friend wrote:
Daniela Doran wrote:
Kosoku wrote:
I agree that it makes more sense to turn the ship into a missile boat if CCP are to completely change the ship.

Though there are currently two HACs that specialize in missiles in Cerb and Sac. Let me see...


Missile HAC
1. Cerb
2. Sac

Sniper HAC
1. Eagle
2. Zealot
3. Muninn

Drone HAC
1. Ishtar

Bawler HAC
1. Deimos
2. Vagabond

My idea of turning the ship into a drone boat comes from this, for the sake of variety and choices.

But, yes, as I said, turning the ship into a missile boat makes more sense if CCP are to completely change the ship.


Nope, bad idea. Drone boats and Minmatar don't blend well together. Turning it into a missile boat is also a bad idea, cause of Sacrilege (brawler), and Cerberus (sniper). A cap stable dual MAR arty sniper is very appealing to me. And since it's suppose to be a sniper, I would rather see it lose the utility high for a mid slot and increase it's pwd/cpu to be able to fit 5x 720's without the need for fitting mods/rigs. Or a free mid slot would also work (wouldn't make it OP or anything).

The Sacrilege could also use another low slot.

AND another mid for the Vaga.......


Sacrileges don't necessarily have to be brawlers, you know. Nothing is written in the ship description saying "this is a brawling HAC". i mean...let's look at the Cerb. it is the pre-eminent missile sniping HAC. Sure, HML's suck a little, but PL often runs Cerb gangs. They are effective for roams and skirmishing. Nothing says the Sac can't do the same, especially after a 5% HML buff. In fact, HML's are better for a Sac fleet with logi because you've got less chance of being kited.

MAR snipers? If you do snipers you do them tankless or buffer.


That's why I said they appeal to ME, cause I like rep/boost power. Unless the Munnin pilot have an independent tackler, it will not be able to control engagement range and will get caught by anything in it's class and below, which is why I would definitely fit some good tank on it.
Baali Tekitsu
AQUILA INC
#72 - 2015-07-22 18:02:52 UTC
Monthly bump

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Ellendras Silver
CrashCat Corporation
#73 - 2015-07-22 18:52:36 UTC
i have to admit that the munin is as useful as swimming fins on a cat

[u]Carpe noctem[/u]

James Baboli
Warp to Pharmacy
#74 - 2015-07-22 22:54:02 UTC
Lloyd Roses wrote:
What about 4 turrets doing the same as 5, then another utility slot? With three mids but two utility highs this would feel very different.
720s take 20% less fitting space and you'd have a second smartbomb.
Or you'd fit a armor welpcane with 220s, plate and 2 med neuts. And still crappy dps, but neuts!

(Total changes be *loses one turret hardpoint, minmatar cruiser damage bonus/lvl 5%->10%* and almost nothing changes)


Yey math time!

current turret math: 5 x1.25/.75 = 8.33333

With 4 turrets, doubling the damage bonus gives us: 8 via 4x 1.5 /.75
Going to 7.5% ROF gives us 8.
Going to 10% ROF gives us 10, and puts the munin pretty close to top DPS with ACs.
Going to 7.5 and 7.5 gives 8.8, for a slight DPS buff, but as close as the default increment of 2.5% adjustments to bonuses allows us to get.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Baali Tekitsu
AQUILA INC
#75 - 2015-08-25 22:43:40 UTC
Monthly bump

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Baali Tekitsu
AQUILA INC
#76 - 2015-09-05 23:01:22 UTC
AT is over, CCP Rise and Fozzie can start reading the forum and balancing again, I will bump this more often now.

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Stitch Kaneland
The Tuskers
The Tuskers Co.
#77 - 2015-09-06 13:11:46 UTC
Baali Tekitsu wrote:
AT is over, CCP Rise and Fozzie can start reading the forum and balancing again, I will bump this more often now.


How would you feel about dropping 1 turret and increasing the damage bonus to compensate? 5% -> 10% per level? It would only drop the alpha by about 100, so mostly unchanged.

5 Turret Muninn alpha (5% dmg) = 2610
4 Turret Muninn alpha (10% dmg) = 2505

Now we get the much needed mid, fitting becomes significantly easier and still keep the utility high to help keep it flexible in fitting.

This opens up the potential for a dual armor rep brawler that has a neut/nos to potentially counter other brawlers more effectively. I've tinkered with dual rep muninn's, and they're not bad, they just really need a 4th mid so i can go MWD, scram, web, CB. As currently its pretty much mandatory to fit ab, scram, CB to have some semblance of range control.
M1k3y Koontz
House of Musashi
Stay Feral
#78 - 2015-09-06 14:37:32 UTC
Stitch Kaneland wrote:
6 lows is useful. We need mids. Cutting up lows for mids just make it good at nothing (see rupture). It needs a mid and for minny flavor and utility, that utility high slot. Cutting off a turret and ramping up the damage bonus is maybe the better way to balance. Increasimg base armor HP would also not be a bad idea. Minny need a good armor brawler, the muninn is almost there, just needs that 4th mid.

Utility high is very important. Its not for missiles, but for neut or nos. Muninn cap is also quite strong, with a nos it can be cap stable with a rep and still fit a 1600 plate with acs. Doesnt need the cap booster at that point. With its strong cap, a neut is just as effective at turning off tank/guns.

Muninn can also fit a dual rep fit like a deimos that can tank 900dps until the AAR runs out. Or about 550dps with 2 t2 MARs. Neut, plus good cap, plus 515-570dps into deimos explo/EM hole, could hurt a deimos with a good pilot. Its the lack of mids that prevent it from being good.


Vagabond is a brawler, Minmatar need a kiting HAC since the Vagabond doesn't do it anymore.

Give Muninn a 4th mid (take it from a high or a low, I don't care where it comes from) and make it faster. Maybe ~2100m/s with an MWD running.

How much herp could a herp derp derp if a herp derp could herp derp.

Baali Tekitsu
AQUILA INC
#79 - 2015-09-06 14:56:53 UTC
Stitch Kaneland wrote:
Baali Tekitsu wrote:
AT is over, CCP Rise and Fozzie can start reading the forum and balancing again, I will bump the often now.


How would you feel about dropping 1 turret and increasing the damage bonus to compensate? 5% -> 10% per level? It would only drop the alpha by about 100, so mostly unchanged.

5 Turret Muninn alpha (5% dmg) = 2610
4 Turret Muninn alpha (10% dmg) = 2505

Now we get the much needed mid, fitting becomes significantly easier and still keep the utility high to help keep it flexible in fitting.

This opens up the potential for a dual armor rep brawler that has a neut/nos to potentially counter other brawlers more effectively. I've tinkered with dual rep muninn's, and they're not bad, they just really need a 4th mid so i can go MWD, scram, web, CB. As currently its pretty much mandatory to fit ab, scram, CB to have some semblance of range control.


I guess thats a concept one can work with, although I would much rather like to see a redesign away fro the armor concept where the Loki will always outcompete it.

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Stitch Kaneland
The Tuskers
The Tuskers Co.
#80 - 2015-09-06 15:31:23 UTC
M1k3y Koontz wrote:
Stitch Kaneland wrote:
6 lows is useful. We need mids. Cutting up lows for mids just make it good at nothing (see rupture). It needs a mid and for minny flavor and utility, that utility high slot. Cutting off a turret and ramping up the damage bonus is maybe the better way to balance. Increasimg base armor HP would also not be a bad idea. Minny need a good armor brawler, the muninn is almost there, just needs that 4th mid.

Utility high is very important. Its not for missiles, but for neut or nos. Muninn cap is also quite strong, with a nos it can be cap stable with a rep and still fit a 1600 plate with acs. Doesnt need the cap booster at that point. With its strong cap, a neut is just as effective at turning off tank/guns.

Muninn can also fit a dual rep fit like a deimos that can tank 900dps until the AAR runs out. Or about 550dps with 2 t2 MARs. Neut, plus good cap, plus 515-570dps into deimos explo/EM hole, could hurt a deimos with a good pilot. Its the lack of mids that prevent it from being good.


Vagabond is a brawler, Minmatar need a kiting HAC since the Vagabond doesn't do it anymore.

Give Muninn a 4th mid (take it from a high or a low, I don't care where it comes from) and make it faster. Maybe ~2100m/s with an MWD running.


Vagabond is supposed to be a kiter, hence the fall-off bonus. Its not the vaga's fault that medium a/c's are garbage and can't project, even with a projection bonus. People are just making vaga's into brawlers, because vaga's can't do their role since the weapon system is holding it back. Looking past the weapon system, the vaga is still a decent kiter in the speed and utility of the hull. Its just no one wants to handicap themselves kiting with a/c's.

Muninn can go 2100 with a single nano, so thats not difficult to accomplish. I used fly a nano arty muninn that was about 2100-2200 cold and 3k hot. Was good at killing frigs, not much else though.