These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Gallente needs a buff+redesign

Author
X Gallentius
Black Eagle1
#41 - 2012-02-16 00:23:04 UTC
Mechael wrote:
Gallente active armor rep bonus is a godsend when roaming in small gangs with only one or maybe two Onieros for logi.
I lol'd at this. Any small roaming gang is formidible when it has logi support.

I bet 2x gank canes + 1 scimitar support > 2x active myrms + 1 oneiros support.

Why? Canes stay away from Myrms, kill oneiros. Myrms can't catch scimi. Oneiros down, game over.

Liang Nuren
No Salvation
Divine Damnation
#42 - 2012-02-16 00:39:50 UTC  |  Edited by: Liang Nuren
I don't know. Seems like it would depend on where the fight happened and what the starting ranges were. If it made sense for the Myrms to engage in the first place, I'd put my money on them.

-Liang

Ed: Besides, that Ony should be able to rock a pretty nice active tank if its fit properly and if the gank canes come in close to kill it they WILL die. The Scim just can't rep that much.

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

Deen Wispa
Sheriff.
United Caldari Space Command.
#43 - 2012-02-16 00:53:16 UTC
Canes would need to get past the Myrms first to get into range to kill the Onei. A good logi pilot should have enough situational awareness on the battlefield and know where the hostile fleet is relative to those he's repping as well as himself in order to avoid getting killed.

Of course, I realize many logi pilots have a hard time keeping track of the actual battle so Onei could die as well .

High Five. Yeah! C'est La Eve .

Tanya Powers
Doomheim
#44 - 2012-02-16 06:22:51 UTC
Mechael wrote:
snip



I noticed these words you currently use like: skirmish, oportunity targets, gtfo rep and gtet back etc etc

Those are valid tactics, no doubt about it, but I'm currently asking my self why do you need oneiros and local rep since your tactics are all about easy pickings and quite sure the moment you see equivalent fleet or higher you'll just dock/logofski like rats.

Is this elite pvp? -indeed you must find that Gallente ships are awesome. I don't.
I'm almost perfect skills up to BS ships, ho yeah it's awesome against rats, I can put holes on those you'd be amased to see the number of shots I need to kill a high bounty BS rat, Tengu it's a kids toy compared with my shield rails Mega when is about dps'n rats.

Now, other than in high sec gates/stations, some low sec gates/stations, I don't see those that much because they're too easily counterable.
Now there are vagabonds and uber vagabonds (cynabals) everywhere, drakes from jita to whatever SS systems those are everywhere, every alliance flies those and there's no exception.

Please enlight me how I should fly my Gallente ships so I could stop dieing like a noob in those hulls while when I fly rakes or canes/cynas/vagas sudenly I become skilled and succeed.
Deen Wispa
Sheriff.
United Caldari Space Command.
#45 - 2012-02-16 07:19:23 UTC
Tanya Powers wrote:
Mechael wrote:
snip



Please enlight me how I should fly my Gallente ships so I could stop dieing like a noob in those hulls while when I fly rakes or canes/cynas/vagas sudenly I become skilled and succeed.


It isn't so much about just you and how you fit your ship. It's fleet composition and knowing what fights to pick and what to avoid. Are you picking the right fights?

High Five. Yeah! C'est La Eve .

Roime
Mea Culpa.
Shadow Cartel
#46 - 2012-02-16 08:25:15 UTC
MYRM NEEDS A BUFF!111

I couldn't even kill a Proteus, Typhoon and Vindicator (ooohlalala, what a web :o I was moving almost 1m/s) solo even though they had the gate guns on them.!!!11111 What good is active tanking really you tell me. (I did solo Cane+Osprey before that, though :) )

Anyway, I am disappoint, the KB hero did not post us any juicy "battle reports" :(

thoth rothschild wrote:
i do notice that all pilots who say gallente are fine do have terrible kb stats.

Not sure what you are doing the entire day.


Awsum m8m8m8m8m8, but to be honest with you, you can wipe your ass with your ridiculous kb stats. It is perfectly clear to everybody what you do the entire day: sit on Jita undock and shoot ******* pods, noobships and shuttles, like a boss :D

Are you really dead serious, bragging here on public forums with that kind of kb?

Quote:
If you are insisting that gallente ships are fine i'm happy to provide some battle reports vs thorax gangs or vs dominix fleet.
Right after the past buff people fly gallente like nuts but die even more.


You don't have any Thorax kills. You have a Domi kill, a 3 vs 1, where most damage was done by a Myrmidon.

Incidentally your alliances all time top dog flies Gallente almost exclusively, ships like the Proteus are very prominent in Double Tap monthly top ten, and even you fly the Vigilant a lot. Also, in the km you posted the Thoraxes were killed by goddamn Megathrons :D

Quote:
Fly whatever you like. My conclusion is the more gallente i see the more neutralizers i will fit.


That is actually a solid piece of advice. If I was not flying Gallente, I'd definitely fit a neut. But at the moment I have zero reasons to crosstrain, Gallente is awesome.

.

slowill
Trinity Project
Sabaton.
#47 - 2012-02-16 17:23:33 UTC
Verity Sovereign wrote:
The Myrm should get a bandwidth of 100. Without bonuses guns, and the same drone DPS, its just a tankier version of the Vexor, with a little more flexibility due to a larger drone bay.
Compare that to the step up in DPS you get from other BCs, (while also improving tank), and its just substandard for a tier 2 ship.


^^^^This I completely and whole heartily agree with. The Eos as well needs a redesign especially it's drone BW. What's the point of that huge drone bay if you have the same bw of a vexor.
X Gallentius
Black Eagle1
#48 - 2012-02-16 22:39:57 UTC
Liang Nuren wrote:
I don't know. Seems like it would depend on where the fight happened and what the starting ranges were. If it made sense for the Myrms to engage in the first place, I'd put my money on them.

-Liang

Ed: Besides, that Ony should be able to rock a pretty nice active tank if its fit properly and if the gank canes come in close to kill it they WILL die. The Scim just can't rep that much.

I think even you will agree that the engagement envelope for two canes and a scimi is much greater than two myrms and an oneiros.

That said, the only point I was really trying to make was that "Active Myrms are great with logi" is lol-worthy. It's not the active Myrms that makes the gang good...
Liang Nuren
No Salvation
Divine Damnation
#49 - 2012-02-17 00:36:45 UTC  |  Edited by: Liang Nuren
X Gallentius wrote:

I think even you will agree that the engagement envelope for two canes and a scimi is much greater than two myrms and an oneiros.

That said, the only point I was really trying to make was that "Active Myrms are great with logi" is lol-worthy. It's not the active Myrms that makes the gang good...


Active myrms with insufficient logi is most certainly not lolworthy. Which is what he was trying to say in the first place.

-Liang

Ed: At least, not more lolworthy than the Myrm normally is.

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

Tanya Powers
Doomheim
#50 - 2012-02-17 01:53:06 UTC  |  Edited by: Tanya Powers
Deen Wispa wrote:
Tanya Powers wrote:
Mechael wrote:
snip



Please enlight me how I should fly my Gallente ships so I could stop dieing like a noob in those hulls while when I fly rakes or canes/cynas/vagas sudenly I become skilled and succeed.


It isn't so much about just you and how you fit your ship. It's fleet composition and knowing what fights to pick and what to avoid. Are you picking the right fights?



hem, no I'm not gate camping or station camping or ganking in space, just roaming null sec or some fleet battles witch obviously I don't bring anything else than lachesis/arazus (if I ever decide to pick gallente over my canes/tornados/drakes).

Actually whenever I roam alone I'll only choose a few of those gallente ships that I can fly, all have the GTFO ability or cloaking abilities, everything else is still loot pinatas.

I'll pick the vaga/cyna over Deimos everyday, bubble camp or not who cares when with a regular meta MWD you can run away between 2600 (vaga) and 4K/s (cyna)
Cances I get the kill of the Sabre+Dramiel and maybe another nerd or two are realistic and high while with Deimos first things first: 1600m/S what do you want to do with that? -horribly die trying to hit the sabre or another ship the closest possible.

Now this is some specific situation, but is it really that specific that every gallente pilot has to admit from the beginning that you should not undock if you don't have at least an oneiros/guardian and eventualy double web rapier ?
They're supposed to be the skirmish race with minmatar, yet with minmatar while playing those ships like blaster ships you really succeed and have fun because the ships have the tools for their purpose, Gallente obviously not.

Unless I choose to spend my time watching gates/undocks, or unless I have a full dedicated fleet/gang, that means I don't know how to fly gallente?
-plz CCP gime back my fracking gallente/hybrids sp so I can put it in Amarr, thx
Morrigu Storm
D'tael Contracts
#51 - 2012-02-17 03:58:27 UTC
Exclusively Gallente spec here.

The biggest thing I'd personally like to see change is a role swap for our Black-ops and Marauder hulls.

Make the Sin a Marauder with bonuses for drones and repping and have the Black-ops based on the MegaT with gunnery bonuses pretty much along the same lines as the Redeemer.







Hrett
The Scope
Gallente Federation
#52 - 2012-02-17 04:19:20 UTC
Ive been off for a few weeks, so I havent gotten a huge use out of the null change yet, but it seemed nice before I took off. Unless something else major has changed since I have been gone...

Gallente still need tweaks. Blaster tracking still needs a tweak. Rails could probably still use a fitting and/or tracking tweak. Hype needs another low slot. Brutix (and all T1 BC) needs another slot. The capacitor bonus on the Thorax needs to be changed. I think our dedicated EWAR ships need the damp bonus changed from 5% to 10% and/or the power usage for damps needs to be reduced.

I personally have an active tank fetish, so I like the current bonus. Makes the Gal BCs unique. I also think that armor REP rigs need to have the speed penalty taken away. Keep it on the resist ones and trimarks, but it is counter-productive to the rep rigs.

Just IMHO.

spaceship, Spaceship, SPACESHIP!

Roime
Mea Culpa.
Shadow Cartel
#53 - 2012-02-17 11:38:19 UTC
Hrett wrote:
Ive been off for a few weeks, so I havent gotten a huge use out of the null change yet, but it seemed nice before I took off. Unless something else major has changed since I have been gone...

Gallente still need tweaks. Blaster tracking still needs a tweak. Rails could probably still use a fitting and/or tracking tweak. Hype needs another low slot. Brutix (and all T1 BC) needs another slot. The capacitor bonus on the Thorax needs to be changed. I think our dedicated EWAR ships need the damp bonus changed from 5% to 10% and/or the power usage for damps needs to be reduced.

I personally have an active tank fetish, so I like the current bonus. Makes the Gal BCs unique. I also think that armor REP rigs need to have the speed penalty taken away. Keep it on the resist ones and trimarks, but it is counter-productive to the rep rigs.

Just IMHO.


Great post!

I'd add that the Myrm deserves 25mbit/s more drone bandwidth.

I haven't had much issues with blaster tracking, but I've seen people complain about bad quality hits, and I have a tracking implant so truth could be that they still don't track quite well enough at their optimals.

.

Nikuno
Atomic Heroes
#54 - 2012-02-17 13:37:00 UTC
I still have problems with blasters at medium sizes - they're still not usable in a fleet of any size - despite my best efforts to make them useful somehow. Medium rails still also have major issues when it comes to fitting onto anything other than an astarte, whilst rails in general are still very lack-lustre. It'd be nice to know if CCP still consider there to be problems to be addressed, but CCP Tallest has flatly refused to communicate with the community about this matter which I consider to be criminal given the promises made by Hilmar about improving this aspect of Eve. If Hilmar meant what he said then something should be done about this disgrace.
Jodie Amille
EVE Corporation 690846971
#55 - 2012-02-17 13:52:11 UTC  |  Edited by: Jodie Amille
Tanya Powers wrote:
Deen Wispa wrote:
Tanya Powers wrote:
Mechael wrote:
snip



Please enlight me how I should fly my Gallente ships so I could stop dieing like a noob in those hulls while when I fly rakes or canes/cynas/vagas sudenly I become skilled and succeed.


It isn't so much about just you and how you fit your ship. It's fleet composition and knowing what fights to pick and what to avoid. Are you picking the right fights?



hem, no I'm not gate camping or station camping or ganking in space, just roaming null sec or some fleet battles witch obviously I don't bring anything else than lachesis/arazus (if I ever decide to pick gallente over my canes/tornados/drakes).

Actually whenever I roam alone I'll only choose a few of those gallente ships that I can fly, all have the GTFO ability or cloaking abilities, everything else is still loot pinatas.

I'll pick the vaga/cyna over Deimos everyday, bubble camp or not who cares when with a regular meta MWD you can run away between 2600 (vaga) and 4K/s (cyna)
Cances I get the kill of the Sabre+Dramiel and maybe another nerd or two are realistic and high while with Deimos first things first: 1600m/S what do you want to do with that? -horribly die trying to hit the sabre or another ship the closest possible.

Now this is some specific situation, but is it really that specific that every gallente pilot has to admit from the beginning that you should not undock if you don't have at least an oneiros/guardian and eventualy double web rapier ?
They're supposed to be the skirmish race with minmatar, yet with minmatar while playing those ships like blaster ships you really succeed and have fun because the ships have the tools for their purpose, Gallente obviously not.

Unless I choose to spend my time watching gates/undocks, or unless I have a full dedicated fleet/gang, that means I don't know how to fly gallente?
-plz CCP gime back my fracking gallente/hybrids sp so I can put it in Amarr, thx



Why do you want gallente ships that do exactly the same thing as minmatar ones? Why not simply fly minmatar and accept that gallente doesn't suit your preferred play style?

And since this has been annoying me greatly, gangs in this internet spaceship game are not limited to one single race. Saying gallente have no way to catch minmatar is asinine. Last I checked most corps/alliances/groups of friends have people capable of flying ALL races and as such you compose with ships from each race towards some greater-than-the-sum-of-it's-parts goal.

In this, gallente have ships to contribute to ALL type of gangs(though perhaps not the BEST), but generally focus on smaller engagements and/or in circumstances where they can control when and where the battle is started. I fail to see a problem with this

I don't whine cause amarr can't skirmish like minmatar. I don't whine that minmatar can't project dps like amarr or caldari. I pick the ship that's needed for the type of gang I'm flying in, be it gallente or any other.

I would still like to see blasters get a bit more dps to offset their range deficiencies, but in all honstly that's mostly just me eft warrioring sice I don't play a whole lot any more, and not even applicable to all ships that I look at.
mecubed
The Scope
Gallente Federation
#56 - 2012-02-21 19:20:58 UTC
Mechael wrote:
This is ridiculous. Learn to fly in small gangs. Active armor bonuses are quite useful. The problem is that you're trying to tank them like they're Amarr ships in the first place.

Amarr and Caldari for prolonged slugfests. Minmatar and Gallente for Skirmishing.

Let me break this down. Minmatar and Gallente fleets are not designed to go toe to toe against Caldari and Amarr fleets. The resist bonuses on Caldari/Amarr boats give their fleets a serious advantage when it comes to sustaining damage over long periods of time, as happens in large fleet battles or during missions/incursions. However, the boats that do have those bonuses are also seriously gimped in viable speed (armor plates/rigs) or damage (missiles take the longest by far to apply their damage.) This is where Gallente and Minmatar ships really shine.

Gallente active armor rep bonus is a godsend when roaming in small gangs with only one or maybe two Onieros for logi. Such a fleet can roam around, with a combat probe capable scout, gank targets of opportunity, get out of dodge, and rep up if they've taken any scratches. Try doing that with a caldari/amarr fleet and you'll see a very noticeable loss of efficiency. Getting a basi/guardian logi chain going removes valuable dps from your gang, and the ships will be much slower (and in the case of the caldari, waiting for missiles to hit means that you're giving your enemy's friends/alts that much more time to show up.) Even your average minmatar small gang is boned if they take some armor damage. Assuming the gang is all minmatar, they've got shield logi (Scimitar) and will most likely all be flying shield tanked ships (Jag, Vaga, Cyclone/Sleip/Claymore, etc.) No way to rep armor damage there without docking up.

Just gotta learn the style of gameplay that Gallente ships present. It's not for everyone. No single race is. I will give you this, though: armor rigs need a different penalty.


Let me know when a caracal can go toe to toe with anything.


A ruppy and a thorax and a decent omen pilot will laugh at you.
mecubed
The Scope
Gallente Federation
#57 - 2012-02-21 19:28:08 UTC
Jodie Amille wrote:
Tanya Powers wrote:
Deen Wispa wrote:
Tanya Powers wrote:
Mechael wrote:
snip



Please enlight me how I should fly my Gallente ships so I could stop dieing like a noob in those hulls while when I fly rakes or canes/cynas/vagas sudenly I become skilled and succeed.


It isn't so much about just you and how you fit your ship. It's fleet composition and knowing what fights to pick and what to avoid. Are you picking the right fights?



hem, no I'm not gate camping or station camping or ganking in space, just roaming null sec or some fleet battles witch obviously I don't bring anything else than lachesis/arazus (if I ever decide to pick gallente over my canes/tornados/drakes).

Actually whenever I roam alone I'll only choose a few of those gallente ships that I can fly, all have the GTFO ability or cloaking abilities, everything else is still loot pinatas.

I'll pick the vaga/cyna over Deimos everyday, bubble camp or not who cares when with a regular meta MWD you can run away between 2600 (vaga) and 4K/s (cyna)
Cances I get the kill of the Sabre+Dramiel and maybe another nerd or two are realistic and high while with Deimos first things first: 1600m/S what do you want to do with that? -horribly die trying to hit the sabre or another ship the closest possible.

Now this is some specific situation, but is it really that specific that every gallente pilot has to admit from the beginning that you should not undock if you don't have at least an oneiros/guardian and eventualy double web rapier ?
They're supposed to be the skirmish race with minmatar, yet with minmatar while playing those ships like blaster ships you really succeed and have fun because the ships have the tools for their purpose, Gallente obviously not.

Unless I choose to spend my time watching gates/undocks, or unless I have a full dedicated fleet/gang, that means I don't know how to fly gallente?
-plz CCP gime back my fracking gallente/hybrids sp so I can put it in Amarr, thx



Why do you want gallente ships that do exactly the same thing as minmatar ones? Why not simply fly minmatar and accept that gallente doesn't suit your preferred play style?

And since this has been annoying me greatly, gangs in this internet spaceship game are not limited to one single race. Saying gallente have no way to catch minmatar is asinine. Last I checked most corps/alliances/groups of friends have people capable of flying ALL races and as such you compose with ships from each race towards some greater-than-the-sum-of-it's-parts goal.

In this, gallente have ships to contribute to ALL type of gangs(though perhaps not the BEST), but generally focus on smaller engagements and/or in circumstances where they can control when and where the battle is started. I fail to see a problem with this

I don't whine cause amarr can't skirmish like minmatar. I don't whine that minmatar can't project dps like amarr or caldari. I pick the ship that's needed for the type of gang I'm flying in, be it gallente or any other.

I would still like to see blasters get a bit more dps to offset their range deficiencies, but in all honstly that's mostly just me eft warrioring sice I don't play a whole lot any more, and not even applicable to all ships that I look at.


It would be nice that gallente ships could actually fit a similar fit, with medium guns and a 1600 plate. Since Gallente are already slower and have a larger sig radius..
mecubed
The Scope
Gallente Federation
#58 - 2012-02-21 19:30:09 UTC
Nikuno wrote:
I still have problems with blasters at medium sizes - they're still not usable in a fleet of any size - despite my best efforts to make them useful somehow. Medium rails still also have major issues when it comes to fitting onto anything other than an astarte, whilst rails in general are still very lack-lustre. It'd be nice to know if CCP still consider there to be problems to be addressed, but CCP Tallest has flatly refused to communicate with the community about this matter which I consider to be criminal given the promises made by Hilmar about improving this aspect of Eve. If Hilmar meant what he said then something should be done about this disgrace.



Thats why they buffed null, so now you can have half the range and the same dps as everyone else.
Liang Nuren
No Salvation
Divine Damnation
#59 - 2012-02-21 19:44:55 UTC  |  Edited by: Liang Nuren
mecubed wrote:

Thats why they buffed null, so now you can have half the range and the same dps as everyone else.


haha, if you are having trouble with Null these days I suggest you're Doing It Wrong. Lol

-Liang

Ed: Hell, that goes for most blaster work.

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

Stan'din
Pandemic Alpha
#60 - 2012-04-10 21:24:06 UTC  |  Edited by: Stan'din
If anything Caldari Hybrid boats need a buff a damage buff rather than a range bonus

The caldari are supposed to me masters of long range fighting, but the minmatar alpha boats always outshine, ships such as the rokh need a damage buff to put them on the same line

less damage higher ROF works itself out

Your about as much use as a condom dispenser in the Vatican.