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What does the Phantasm even do?

First post
Author
Kenerian
Tri-gun
#241 - 2013-03-29 22:57:16 UTC
With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.


When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...


1. Medium Neut
2. The front of the cynabal looks like "Kit" from Knight Rider.



This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.


The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly.
Diesel47
Deep Core Mining Inc.
Caldari State
#242 - 2013-03-30 06:28:21 UTC
Kenerian wrote:
With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.


When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...


1. Medium Neut
2. The front of the cynabal looks like "Kit" from Knight Rider.



This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.


The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly.



I like how the counter to everything is tier3 BC.

Nerf them to the ground already.
Drake Doe
88Th Tax Haven
#243 - 2013-03-30 07:06:48 UTC
Diesel47 wrote:
Kenerian wrote:
With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.


When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...


1. Medium Neut
2. The front of the cynabal looks like "Kit" from Knight Rider.



This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.


The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly.



I like how the counter to everything is tier3 BC.

Nerf them to the ground already.


So t3s counter arazus, falcons, and pilgrims?

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Diesel47
Deep Core Mining Inc.
Caldari State
#244 - 2013-03-30 07:14:15 UTC
Drake Doe wrote:
Diesel47 wrote:
Kenerian wrote:
With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.


When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...


1. Medium Neut
2. The front of the cynabal looks like "Kit" from Knight Rider.



This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.


The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly.



I like how the counter to everything is tier3 BC.

Nerf them to the ground already.


So t3s counter arazus, falcons, and pilgrims?


Nah, you have those support the tier3s and you stomp everything. Most common ones being rapier and arazu.
Kenerian
Tri-gun
#245 - 2013-03-30 21:27:27 UTC
Only counter to Tier 3's right now really is BS fleet's that match range and can tank incoming dps or... Pilot/FC skill.


Not an accurate battle report as we only lost one ship.

VoC 41 vs TEST 120-130ish.

http://kb.vergeofcollapse.com/?a=kill_related&kll_id=26928
Tuxedo Catfish
Aliastra
Gallente Federation
#246 - 2013-04-04 16:07:20 UTC
I'm disappointed to hear you don't plan on changing the Serpentis ships -- the Vindicator and Daredevil are fine, sure, but the Vigilant could use some adjustments. I'd at least like to see it gain the Thorax's base speed, even if it came at the expense of fitting values.

Everything else about that list sounds great, though.
Bluetippedflyer
Fallen Rabbits
#247 - 2013-04-05 00:41:25 UTC
please buff the phantasm :(
Tilo Rhywald
Wilde Jagd
#248 - 2013-04-08 19:37:24 UTC
With the soon to be rebalanced navy faction cruisers, there will be an additional laser ship of this size with a range bonus for all the kiting fun one could wish for: the Omen Navy Issue. Accordingly, I find this yet another argument to buff the Phantasm towards the close(r)-range brawling role.

Cheers
Tilo R.
Dlareme
Space Ants
RAZOR Alliance
#249 - 2013-04-09 00:21:58 UTC  |  Edited by: Dlareme
I was under the impression that pirate ships were supposed to fill a role as a type of in-between from tech1 to tech2. If this is the case, then I think some are working correctly. Most, if not all, of the pirate ships work better than the basic tech1 ships of their class. They can "almost" do the same thing as tech2 ships, but are just a little shy of being on equal terms. If I'm wrong, then please yell at me and call me horrible names.

If what I stated above is true, then my only true problem with the pirate ships is the cost and difficulty in acquiring one. Why spend 50-70 mil (or more) on a pirate frigate when the tech2 frigates are going for cheaper? I love blood raider and sansha ships (lazors pew pew). I have an ashimmu, cruor, and an Immolator. Plan on eventually getting a Succubus and phantasm too, and once I'm rolling around in my space station full of isk, I'll grab a nightmare and a Bhaalgorn. Other than looks though, there doesn't seem to be much reason to grab one of these ships. I do believe that the Bhaalgorn and Nightmare are pretty good at where their at, especially since the Bhaalgorn is the only battleship class energy drainer. The nightmare is unique enough in its own way, as the pure damage it emits seems sufficient to me. I believe that it's damage is on par with the paladin. Since its a shield tank too, you can pretty much dedicate most of your low slots to damage modifiers. There's probably a cap problem with it, but I've yet to drive one so this is mostly speculation on my part.

I've heard the argument that it takes less skill points to pilot a pirate ship well, when compared to a tech2. This is a legitimate argument when trying to justify how a pirate ship is better in some way when compared to tech2. However, I still don't see how something that takes less skill points to pilot, and is inferior... costs more. Isn't that "kind of" like saying tech1 frigates should cost more than tech2?

True, the pirate ships are supposed to be a "rare" and cool looking ship, but cmon. Is that supposed to be their only redeeming quality? I don't necessarily think it should be better than tech2 ships, but I don't really think they should cost more than them either. If it's not better, then why pay more for it? These ships have been out for quite a while now, and lots of blueprints have been "procured" from the pirate factions. Have the empires seriously not capture a few of these ships and figured out a way to mass produce them? Maybe they sent in a spy to steal an "original blueprint" or something? Anywho, that's my take on it. Seacrest out.
Liang Nuren
No Salvation
Divine Damnation
#250 - 2013-04-09 03:46:39 UTC
This should help clear up your misperceptions about the historic balancing of T1, T2, faction, and pirate ships. http://cdn1.eveonline.com/www/newssystem/media/8742/1/Shiptech.jpg

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#251 - 2013-04-09 03:50:26 UTC  |  Edited by: Liang Nuren
Tilo Rhywald wrote:
With the soon to be rebalanced navy faction cruisers, there will be an additional laser ship of this size with a range bonus for all the kiting fun one could wish for: the Omen Navy Issue. Accordingly, I find this yet another argument to buff the Phantasm towards the close(r)-range brawling role.

Cheers
Tilo R.


Aye, I've been looking at that closely. The TE nerf was also announced recently, which should help bring the ranges down on some of the more egregiously offenders. I need to re-evaluate the entire situation, because it's changed so much. But yes, I'm mostly ok with a resist bonus Phantasm with the NOmen being pretty much exactly what I wanted (sans some power grid, damage, and a 4th mid).

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#252 - 2013-04-09 05:16:31 UTC
Tilo Rhywald wrote:
To sum up my suggestions again:

- better cap (20%?)

- more speed (at least comparable to rebalanced t1)

- role bonus: 167% damage to medium energy turrets instead of 100% (equals an increase of about 6,7% in damage or 8 effective turrets versus currently 7,5)

- swap Caldari bonus from 5% damage to 5% shield resist bonus per level

- (a little more pg or an additional lowslot would be quite nice, but that might be op, so that's not to be prioritised)


Ok, so let's assume that CCP goes absolutely ape **** hog wild with the Phantasm, and fulfills your every possible dream mentioned here. And then they go further. And then you go and fit deadspace gear and pirate implants. It's still not going to be even remotely viable:
- It's still extremely cap intensive (lasers + prop mod + invulns + tackle + neuts + etc).
- It's still quite slow, and there's basically nothing you can do about it (see: limited low slots)
- It's still got terrible damage. The Vigilant (as an example) has a super awesome web bonus on top of 60k EHP and 1100 DPS.
- It's still got a relatively weak tank (~25k EHP active tanked as you suggest, ~50k EHP buffer).

I just don't see how you plan to take one of the most cap intensive ships into the heart of neut and scram range while everyone has 1-2 neuts fit and plan to actually accomplish anything. There's a reason that brawling is held in such disdain for smaller ships.

Hell, even the Talos (blasters, blasters, and more blasters) kites.

-Liang

Ed: If you want to make the ship a brawler, I really can't see it working without 800+ DPS. The Phantasm is ultimately a one trick pony, designed entirely around damage. And it utterly and completely fails at that task.

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

Tilo Rhywald
Wilde Jagd
#253 - 2013-04-09 09:34:01 UTC  |  Edited by: Tilo Rhywald
Liang Nuren wrote:

Ok, so let's assume that CCP goes absolutely ape **** hog wild with the Phantasm, and fulfills your every possible dream mentioned here. And then they go further. And then you go and fit deadspace gear and pirate implants. It's still not going to be even remotely viable:
- It's still extremely cap intensive (lasers + prop mod + invulns + tackle + neuts + etc).
- It's still quite slow, and there's basically nothing you can do about it (see: limited low slots)
- It's still got terrible damage. The Vigilant (as an example) has a super awesome web bonus on top of 60k EHP and 1100 DPS.
- It's still got a relatively weak tank (~25k EHP active tanked as you suggest, ~50k EHP buffer).

I just don't see how you plan to take one of the most cap intensive ships into the heart of neut and scram range while everyone has 1-2 neuts fit and plan to actually accomplish anything. There's a reason that brawling is held in such disdain for smaller ships.

Hell, even the Talos (blasters, blasters, and more blasters) kites.

-Liang

Ed: If you want to make the ship a brawler, I really can't see it working without 800+ DPS. The Phantasm is ultimately a one trick pony, designed entirely around damage. And it utterly and completely fails at that task.


You raise some very valid points. Just to clarify: I really held back on my buffing wishes as I thought that more extreme calls for modification would seem too utopian to be considered serious. ;) I also must say that I didn't really give much thought to the speed issue apart from bringing it somewhat up to par as I don't have numbers in mind that would be viewed "ok".

I don't think that your statement about brawling in smaller cap-hungry ships should be phrased so generally, as the blaster Moa for example can perform quite nicely (5% shield resist bonus) in that role. You pretty much negate close-range active-tanking in total while the argument actually only holds ground when faced with more than a single medium neut. Fitting cap boosters is almost mandatory for laser/hybrid/shield/active ships above frig size, anyway, in my opinion. But back to the Phantasm, specifically:

Currently with only T2 guns, T2 heatsinks (2), T2 ammo and T2 drones (Roll) the maximum of DPS I can quench out of the Phantasm w/o either sacrificing essential rig slots or the damage control is 647 (overheated; 588 gun dps) ... totally subpar, agreed. Maybe we can figure out together what the best way to increase the damage output w/o gimping the cap and pg even more could be?

200%- role-boni to weapon systems aren't unheard of (Daredevil). If my math doesn't deceive me that would produce an additional 20% to turret damage: 705,6 DPS. So with 59,4 DPS from 3 drones that's 765PS overall - just a little more than a neutron Moa with three T2 magstabs. Using faction heat sinks and weapon implants that can be strechted to 870 DPS... hm... I have to consent to your argument that even with such a buff it would be subpar - at least compared to the Vigilant. It becomes more and more obvious that an additional lowslot is needed... with three faction heatsinks, two 5%-weapon-implants and a 200%-damage-bonus, one could get close to 1000 dps out of this Phantasm-version. With 3 faction magstabs and the according implants I get an almost similar DPS-number (945) out of a Vigilant, however - with Null!! Ugh (1260 with Void)

233%damage-role-bonus (10 effective turrets) and an additional low slot (i.e. not trading a utility high or - even worse - a mid) for the Phantasm? ;)

Cheers
Tilo R.

P.S.: Turning the Caldari bonus into a shield resistance bonus and the HP-, PG/CPU- and capacitor-enhancements still have to be transacted while a 25 m^3 drone bay has at least to be thought about.
Incindir Mauser
Caldari Provisions
Caldari State
#254 - 2013-04-09 23:20:48 UTC

What does the Phantasm do?

Generates hilarious killmails.

http://eve.battleclinic.com/item_database.php?id=i17718&tab=loadouts#usageHistory

Usage history is quite telling.

eneman81
The Scope
Gallente Federation
#255 - 2013-04-09 23:27:41 UTC
I'd like to see the daredevil pick up another mid, it would open up alot of options like dual web, dual prop, shield tank etc esp now that assault frigs are more competitive with it.
Liang Nuren
No Salvation
Divine Damnation
#256 - 2013-04-10 18:30:00 UTC  |  Edited by: Liang Nuren
Hey Tilo, did you see the bonuses on the new Navy Harbinger? It looks like we both got what we wanted. Now... what the hell to do with the Phantasm?

-Liang

Ed: Also, resist bonuses are getting smacked in the face.

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

Tilo Rhywald
Wilde Jagd
#257 - 2013-04-11 00:06:32 UTC
Liang Nuren wrote:
Hey Tilo, did you see the bonuses on the new Navy Harbinger? It looks like we both got what we wanted. Now... what the hell to do with the Phantasm?

-Liang

Ed: Also, resist bonuses are getting smacked in the face.


Heh, yes, it seems that way, although since CCP (Rise) showed to some extent that he/they is/are willing to reconsider changes, I still have some hope the resist boni aren't getting that undeserved nerf after all... -.-

With the Navy Harbinger there'll definitely be a nice laser brawling platform that can be made to work with shields at least to some degree (an active shield tank for brawling needs 6 midslots if you don't want to drop either web, invuln or propulsion mod IMO)... I'm not sure whether to view BCs as an entirely different ship class despite the same gun size, though, which would leave my proposed niche/role still open. And anway... the Harbinger doen't look like a Phantasm. ;)

What to do with it indeed... Maybe Din Tempre's ideas point in the right direction? Make it some sort of cloaky dive/pounce combat vessel with boni to MJDs and cloaked speed?

Cheers
Tilo R.
Tilo Rhywald
Wilde Jagd
#258 - 2013-04-14 13:37:36 UTC
Now, with the dawn of navy faction battlecruisers and the rebalancing of their smaller cousins, I want to reemphasize a new role for the Phantasm - based on its looks... ;)

The "Hyperion"-sci-fi novels by Dan Simmons should be known to quite a few people; if not - they're extremely well written. I can't stress enough how much fun they are to read.

On the world of "Hyperion" lives a creature called "the Shrike". And both from its quite visual description to its artistic adaptations it shows a remarkable resemblance to the Sansha design - especially on the Phantasm: Take a look at the book cover showing the Shrike.

One of the characteristics of said creature is that it can seemingly appear, kill and vanish in the blink of an eye (I won't disclose any more due to the threat of accidental spoilers). So... what if we make the Phantasm to resemble the Shrike not only in it looks, but also in its abilities? Some version of Din Tempre's idea of a cloak-bonus might achieve just that!

So: While greatly enhancing its DPS, boni to cloaked velocity (while NOT neccessarily being able to do cov-ops/cyno stuff) and - maybe later with the introduction of them - to MJDs. A 300-500 m/s speed while cloaked would not seem op. No locking-delay after decloaking should be self-explanatory.

What do you think of this deduction and proposal, or rather, what are your ideas?

Cheers
Tilo.

P.S.: Yes, this is also a shameless bump to an important thread. ;)
Starlenark
Arcane Odyssey
Electus Matari
#259 - 2013-04-14 21:30:46 UTC
So I've been in love with the Phantasm for a while because of the looks, and I do agree that it could use a bit more love.

Changes that _could_ be added include:

+1 midslot (for adding a capbooster, or a web, or whatever else floats your boat if you passive tank that)
or
+1 lowslot (for adding an extra heat sink)

AND

+ resists (would be nice seeing as how it seems to be something you can really only fly as a brawler atm - 1500 m/sec kiting with under 30km range on it is pretty bleh)

+ Speed (1500m/sec - I mean, seriously? A plated diemost is as fast. Ffs, BCs can be faster)

+ Cap - seriously - needs more cap - I can't even stress this enough.

That being said, IF you fit it right, you can get ~49k EHP (~55k EHP overloaded on the invuls), 500+ DPS at 20+KM out with scorch OH + drones, 700+ DPS at 8-10k KM out with Conflag OH. So really it's not that bad at all for being a cruiser hull at 150mil and looking sexy as ****. Just know that if you want to use the MWD for anything outside of a cycle or two you BETTER either 1) have a cap booster or 2) have minimum 1x med nos, 1x small nos and be latched onto something pretty much asap, or you're boned.

TL;DR - in its current iteration I find it quite decent for the 150mil pricetag - brawling with it you can push 700dps within scram range, and if the target gets away you swap crystals instantly to scorch for 500+ dps within 20+KM. Play with this thing in a gang and profit.

Just please, for the love of god, make it fly like a shield cruiser, and not a space-brick. Adding an effective nano to would be a MUCH needed change. That and some more EHP / Cap. ^^
Liang Nuren
No Salvation
Divine Damnation
#260 - 2013-04-15 04:01:34 UTC
While a covops cloak bonus on the Phantasm would play directly into my personal play style (wormhole roaming with probe launcher+cloak in the utility highs), I just can't imagine ever attempting to justify it. Let's look at what the pirate cruisers currently do:
Cynabal: Damage+Speed
Vigilant: Damage+Webs
Ashimmu: Webs+Neuts
Phantasm: Damage
Gila: Tank+Damage

So we know that the Phantasm will remain a shield tanking laser ship and that it basically has a role bonus and two cruiser bonuses. I'd say that the first step is to fold the role bonus into the existing damage bonus by increasing it to 30%/level. Now we have an extra role bonus laying around - and potentially also trading the tracking bonus for something else.

For instance, we could go the route you were suggesting earlier:
- Role: 25% resists
- Caldari Bonus: 30%/lvl damage
- Amarr: 7.5%/lvl tracking

The problem with this, in addition to all the other problems, with brawling in a shield tanking laser ship, is that it's just a bad Narbinger.

We could go a route more like what I was suggesting earlier:
- Role: 50% optimal
- Caldari: 30%/lvl damage
- Amarr: 7.5%/lvl tracking

The biggest problem with this is that it runs a very real risk of obsoleting (or being obsoleted by) either the NOmen or Zealot - depending on which one its more like.

We could do something really crazy and play off of what we actually see from the Sansha NPCs:
- Role: 37.5% shield rep effectiveness
- Caldari: 30%/lvl damage
- Amarr: 7.5%/lvl tracking disruption

Maybe the answer is to just make the Phantasm's role to be THE DPS MONSTER. Maybe something like this:
- Role: 50% cap use
- Caldari: 30%/lvl damage
- Amarr: 5%/lvl rate of fire

Maybe the answer is to do something truly revolutionary with the Sansha ships:
- Role: 100% cap use
- Caldari: 30%/lvl damage
- Amarr: 7.5% tracking/lvl

I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)

-Liang

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