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What does the Phantasm even do?

First post
Author
Muad 'dib
State War Academy
Caldari State
#121 - 2013-02-22 17:53:17 UTC
The cap tends to be bad on nearly all the faction cruisers, even on the capless SFI and cynabal have trouble doing more than tackling and bursting mwd from time to time.

Phantasm/ashimmu capacitor is as bad as the rest only able to stay in a fight for more than a few minutes, they should have a nice extra cap buffer to start with, they practically rely on cap boosters anyway it would be nice not to have to use the booster instantly in a fight, with the awkward 800 - wait 24 seconds - 800 injector cycle (cap injected cruisers seems like a bit of a forgotten broken mechanic anyway).

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Aflons
JUST PlXELS
#122 - 2013-02-23 19:05:34 UTC
I have flown the succubus, and the phantasm a fair bit due mainly too my love for shield tanking and lasers.

The Succubus in my opinion has good cap, it seems to be just as good as every other frig I have flown however it seems to be slow, and lacking in dps.

The Phantasm on the other hand has horrible cap, I cant put two adaptive invun fields on it without it going below cap stable. It also seems to be lacking in dps, and tank.

I think a decent fix for Sansha ships would be to remove the Caldari bonus and combine it with the role bonus for a total of 125%(150%) increased damage and add a shield resist bonus. Another suggestion could be to add another turret slot on these ships and again remove the caldari bonus and add the resist bonus, but keep the role bonus at %100. A final change i can think of is just buff the 5% dps bonus to 10%.

Every other pirate faction seems to have a defined role such as 90% webs. To me the role of Sansha ships is dps and currently you can get cheaper ships that fill the role of the phantasm/succubus so in order to make them worth flying they need to do this role better.
Diesel47
Deep Core Mining Inc.
Caldari State
#123 - 2013-02-23 20:50:30 UTC
Aflons wrote:
I have flown the succubus, and the phantasm a fair bit due mainly too my love for shield tanking and lasers.

The Succubus in my opinion has good cap, it seems to be just as good as every other frig I have flown however it seems to be slow, and lacking in dps.

The Phantasm on the other hand has horrible cap, I cant put two adaptive invun fields on it without it going below cap stable. It also seems to be lacking in dps, and tank.

I think a decent fix for Sansha ships would be to remove the Caldari bonus and combine it with the role bonus for a total of 125%(150%) increased damage and add a shield resist bonus. Another suggestion could be to add another turret slot on these ships and again remove the caldari bonus and add the resist bonus, but keep the role bonus at %100. A final change i can think of is just buff the 5% dps bonus to 10%.

Every other pirate faction seems to have a defined role such as 90% webs. To me the role of Sansha ships is dps and currently you can get cheaper ships that fill the role of the phantasm/succubus so in order to make them worth flying they need to do this role better.


Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable.
Cambarus
The Baros Syndicate
#124 - 2013-02-24 01:03:50 UTC
Diesel47 wrote:
Aflons wrote:
...


Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable.

It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you Big smile
Diesel47
Deep Core Mining Inc.
Caldari State
#125 - 2013-02-24 01:10:28 UTC  |  Edited by: Diesel47
Cambarus wrote:
Diesel47 wrote:
Aflons wrote:
...


Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable.

It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you Big smile


Well, with removing the caldari cruiser damage bonus and giving it another turret it would only do about 70 more dps... I don't think that is enough to make the ship worth using personally.

Keep in mind the think would only work with force fed cap boosters because its so unstable with 4 guns.
Cambarus
The Baros Syndicate
#126 - 2013-02-24 01:48:51 UTC
Diesel47 wrote:
Cambarus wrote:
Diesel47 wrote:
Aflons wrote:
...


Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable.

It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you Big smile


Well, with removing the caldari cruiser damage bonus and giving it another turret it would only do about 70 more dps... I don't think that is enough to make the ship worth using personally.

Keep in mind the think would only work with force fed cap boosters because its so unstable with 4 guns.

He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice.
Liang Nuren
No Salvation
Divine Damnation
#127 - 2013-02-24 03:07:43 UTC
Cambarus wrote:
He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice.


I dunno... that'd make it do almost as much DPS as a Navy Omen.

Yeah it'd be pretty cool then. It'd almost do as much DPS as a Navy Omen.

-Liang

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

Cambarus
The Baros Syndicate
#128 - 2013-02-24 04:11:40 UTC
Liang Nuren wrote:
Cambarus wrote:
He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice.


I dunno... that'd make it do almost as much DPS as a Navy Omen.

Yeah it'd be pretty cool then. It'd almost do as much DPS as a Navy Omen.

-Liang

Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage?
Lord BryanII
#129 - 2013-02-24 04:16:40 UTC
Bhall needs buff to cap imo
Liang Nuren
No Salvation
Divine Damnation
#130 - 2013-02-24 05:01:19 UTC
Cambarus wrote:

Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage?


The NOmen gets more lows (3 HS) and a bigger drone bay. A Phantasm with 4 HPL/2 HS deals less damage than a NOmen. It also has less capacitor and requires cap for its hardeners.

-Liang

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

Cambarus
The Baros Syndicate
#131 - 2013-02-24 06:03:09 UTC  |  Edited by: Cambarus
Liang Nuren wrote:
Cambarus wrote:

Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage?


The NOmen gets more lows (3 HS) and a bigger drone bay. A Phantasm with 4 HPL/2 HS deals less damage than a NOmen. It also has less capacitor and requires cap for its hardeners.

-Liang

Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.

EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen.
Liang Nuren
No Salvation
Divine Damnation
#132 - 2013-02-24 06:29:34 UTC
Cambarus wrote:

Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.

EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen.


Yeah looks like I had my implants in the NOmen and not the Phantasm. 536 vs 519 DPS @ 23km (Scorch), pretty sure that's not good enough DPS for it to be the "Sansha Shtick". I stand by my original suggestions earlier in the thread.

-Liang

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

Cambarus
The Baros Syndicate
#133 - 2013-02-24 06:57:52 UTC  |  Edited by: Cambarus
Liang Nuren wrote:
Cambarus wrote:

Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.

EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen.


Yeah looks like I had my implants in the NOmen and not the Phantasm. 536 vs 519 DPS @ 23km (Scorch), pretty sure that's not good enough DPS for it to be the "Sansha Shtick". I stand by my original suggestions earlier in the thread.

-Liang

I would fly the phantasm even if the only change was an extra turret, but yes, it does need some more cap (and ideally mobility)

Actually I wouldn't mind having that tracking bonus swapped out with a range one, though I feel it may step on the toes of the zealot a bit too much if that happened.

The last time I flew a phantasm was to go harass ratters out in the middle of butt-**** nowhere with a friend of mine like 2 years ago, and tbh I just want an excuse to fly it again Sad
EDIT:
March of 20****ing10 is the last time I flew a phantasm. FFS CCP get on this.

EDIT2: Apparently the filter is not very good on these forums :D
Liang Nuren
No Salvation
Divine Damnation
#134 - 2013-02-24 07:07:13 UTC  |  Edited by: Liang Nuren
If you're just looking for an excuse, we have periodic Phantasm Fleets in Amamake. ;-)

-Liang

Ed: Also, my experience with the Phantasm is a bit more recent than yours. P Although, looking at it, I have more experience in a Scythe Fleet than the Phantasm... Oops

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

Pr1ncess Alia
Doomheim
#135 - 2013-02-24 11:04:47 UTC  |  Edited by: Pr1ncess Alia
CCP Ytterbium wrote:

[list]
  • Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.

  • yeah, because that would be so terrible Roll

    Why, it might actually become useful... instead of mathematically justified as perfectly balanced and promptly docked to never undock again.

    Maybe instead of thinking imbalances require huge acts of God that take 2 years to deliberate over and plan... when an imbalance is identified you just push an adjustment to see how it plays out?

    It's depressing to think we might very well be looking at some of the flawed new balance actions CCP just did in this last patch for a year or more
    even though the problems are pointed out by long-time players with a wealth of knowledge above many CCP employees regarding balance and design before the patch even get's deployed.

    Every time you (CCP) think something might need a change, it takes 2 years of CSM and community bitching and then I don't know... apparently you have to cultivate an olive tree to fruition and then you can push the fix... that might fix the issue.

    You said it yourself, 2009!
    2009.
    Think on that a moment.
    How does it take 4 years (or longer) for a ship or mod to get a small adjustment? No matter how you answer this question, the answer is wrong. The entire thought process behind justifying it is wrong.

    This game is dynamic and living and your reactions to the balance of the elements in it also need to be so. It's been 10 years, it's time to stop making the same balancing mistakes over and over again.

    Stop being so damned afraid of making a good ship. We'd rather see the nerf bat make it's rounds every few months than be faced with a galaxy full of mediocre ships and mods.

    What do you think is worse?
    Multiple small deliberate actions taken over a month to balance a ship/mod?
    Or 2 years of doing nothing but deliberating and planning and packaging into an expansion and ultimately losing sight of the forest because of all the trees you're looking at?
    Tilo Rhywald
    Wilde Jagd
    #136 - 2013-02-24 23:59:48 UTC  |  Edited by: Tilo Rhywald
    Pr1ncess Alia wrote:


    You said it yourself, 2009!
    2009.
    Think on that a moment.
    How does it take 4 years (or longer) for a ship or mod to get a small adjustment? No matter how you answer this question, the answer is wrong. The entire thought process behind justifying it is wrong.


    I think that can't be emphasized enough.

    I never post on the forums but this thread really made me do it: The Phantasm is an affair of the heart. It's almost steam/tesla-punkish/20.000-leagues-under-the-sea-like-design makes it one of the most beautiful hulls in the game, and yes, that's why I pimp my Phantasms to around 400 mill because I just want to make those asthetic jewels work somehow.

    For PvP (I won't address PvE in my post) the dedicated shield-laser-combination (please don't refer to shield Harbingers or Zealots...) was one of my main goals when I started this game almost 3 years back, and it hasn't lost any of its appeal. But as it is now, I don't even look at the sad little dung beetle that is the Succubus, and while I love the Nightmare and the Phantasm per se, as brawlers (and IMO that's their natural role, after trying different options) they rely completely on crystal implants, drugs and - most importantly - on a very thick wallet when you optimize their stats with faction/DED-mods. Sometimes when siege links were available it became apparent that all they needed was that resitance boost to make them viable even with a standard T2 fit, tank-wise. The cap however is still a major problem: Even when using two small DED-nos's permadraining a locked drone, a Phantasm will have major trouble MWD'ing while shooting/tackling/tanking. And that's w/o having 1+ med neuts on you, as is commonplace wherever one goes.

    I find it troubling that I can fit a Rokh/Moa (specialties of mine though at least up until recently not commonly considered to be good solo PvP choices... ;) ) to outperform a Nightmare/Phantasm in both tank AND dps with better cap life for a fraction of the ISK.

    Hence, as some others have stated before, I'd also strongly vote for changing the Caldari cruiser bonus into a 5% per level shield resistance bonus while making it a fixed 167 % damage role bonus (only then I won't complain about its drone bay...) on the Phantasm. Tweaked speed/agility to at least resemble the T1 cruiser rebalance and hugely better cap life should be self-explanatory. These modifications would be enough for a start w/o having to adjust fitting specs or slot layout atm.

    There really is no reason not to pull the Sansha hulls out of the dark place in which they are now tomorrow. Don't tell us it's so complicated it takes years - one thing I know for certain from my professional life is this: Everybody everywhere puts on his/her trousers one leg at a time, and still everybody exclaims that his/her job is the hardest of all. ;)

    Cheers,
    Tilo R.
    Barrogh Habalu
    Imperial Shipment
    Amarr Empire
    #137 - 2013-02-25 05:44:33 UTC
    Liang Nuren wrote:
    If you're just looking for an excuse, we have periodic Phantasm Fleets in Amamake. ;-)

    -Liang

    Wait, that is an invitation to Amamake in a faction cruiser, correct? Blink

    More OT: Can't agree more with Princess Alia here. Nobody gonna die if devs will push needed fixes outright instead of waiting for a thematic expansion. Actually, doing that at least every few months is what many gaming companies that support actively running product do.
    Illia Vuilleurmier
    Blue Republic
    RvB - BLUE Republic
    #138 - 2013-02-26 02:22:21 UTC
    I don't think it was stated in this thread so far (i'm deeply sorry in the case i missed it) but the new Sansha rookie ship on Sisi has a 22.5% bonus to shield boost amount, among other things.
    Though that does not adress the cap issues when firing, i would be perfectly okay to see that on the whole sansha fleet :)
    Steel Roamer
    Southern Baptist Space Warrior Collective.
    #139 - 2013-02-26 20:04:19 UTC
    kyrieee wrote:
    Storm Novah wrote:
    And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP.


    That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs.



    Quoting the guy who is in a corp that fields fleets of arty machs on a regular basis.
    Who also happens to claim they use Bhaalghorns more.
    goldiiee
    Bureau of Astronomical Anomalies
    #140 - 2013-02-26 20:11:40 UTC  |  Edited by: Goldiiee
    Storm Novah wrote:
    And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP.


    That logic doesn't hold up, 99% of ships in EVE that use a damage control use the T2 varient which is only 1% better than the meta 4. Does that mean Damage controll is OP, or just the best choice of all the options.

    Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.