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Enough is Enough: Nerf Minmatar

Author
Naomi Knight
Ministry of War
Amarr Empire
#241 - 2011-11-03 23:20:48 UTC
Roosterton wrote:

Nanopests are AC ships. So fine, remove the HAM ships, also remove the nanopest. The list is still pretty even.

As for the Rook/Falcon, they're decent alternatives to Scorps if more mobility is needed. Maybe Scorps are more commonly used because flying them requires nothing but sitting there and activating jammers, but that doesn't nullify the viability of other ECM ships.

not rly we use many tempests with nano and 1400mm arty fitted
rook/falcon only worth using in smaller gangs,they die too easily vs fleets , scorp has the range +tank for large fights
Nimrod Nemesis
Doomheim
#242 - 2011-11-03 23:24:51 UTC  |  Edited by: Nimrod Nemesis
Roosterton wrote:

Nanopests are AC ships. So fine, remove the HAM ships, also remove the nanopest. The list is still pretty even.


At the MOST generous, it's 10 to 9.

Quote:

1400mm Maelstrom
1400mm Tempest
720mm Nano Hurricane
Arty Muninn
Scimitar
Rapier
Huginn
Hound
Sabre
Broadsword

(10)

Vs

Caldari

HML Drake
100MN AB Tengu
Falcon
Rook

Basilisk
Cerberus (lol)
Manticore
Scorpion

(9) more like (6)


I would have to argue the Rook/Falcon don't belong in fleets. I would also argue the cerb is a truly LAUGHABLE fleet hac and I really can't imagine comparing it to the muninn. So that puts us, more realistically, at 10 to 6. Then you might as well consider the scimi is in most cases superior to the basi and the manticore is certainly not one of the better bombers... **** this is depressing.

Roosterton wrote:

As for the Rook/Falcon, they're decent alternatives to Scorps if more mobility is needed. Maybe Scorps are more commonly used because flying them requires nothing but sitting there and activating jammers, but that doesn't nullify the viability of other ECM ships.


We're still talking about fleets, yes?
Mfume Apocal
Brutor Tribe
Minmatar Republic
#243 - 2011-11-03 23:34:27 UTC  |  Edited by: Mfume Apocal
Nimrod Nemesis wrote:
We're still talking about fleets, yes?


Depends on how you define "fleet" because past a certain point, the 1400mm Pest and Muninn should be falling off that list as well. And who uses Sabres for fleets? More expensive for capabilities you don't need for a fleet dictor.

And that should be a 10MN Tengu.
Nimrod Nemesis
Doomheim
#244 - 2011-11-03 23:44:30 UTC  |  Edited by: Nimrod Nemesis
Mfume Apocal wrote:

Depends on how you define "fleet" because past a certain point, the 1400mm Pest and Muninn should be falling off that list as well. And who uses Sabres for fleets? More expensive for capabilities you don't need for a fleet dictor.

And that should be a 10MN Tengu.


How do you define fleet? And don't you mean at a certain point everything BUT 1400mm X falls off the list? (I guess it depends on which side has them) Anyhow, valid point about the sabre.

Tengu should just be tengu.

Quote:

1400mm Maelstrom
1400mm Tempest
720mm Nano Hurricane
Arty Muninn
Scimitar
Rapier
Huginn
Hound
Broadsword
(9)

Vs

HML Drake
HML Tengu
Basilisk
Manticore
Scorpion
(5)


Edited for more realism.
Zarnak Wulf
Task Force 641
Empyrean Edict
#245 - 2011-11-03 23:44:43 UTC
When the Deimos can approach vagabond speeds with the shortest range weapon system in the game I'll get excited about the hybrid buff.
Mfume Apocal
Brutor Tribe
Minmatar Republic
#246 - 2011-11-04 00:16:36 UTC  |  Edited by: Mfume Apocal
Nimrod Nemesis wrote:
How do you define fleet?


More than 50 or so. At that level, you're looking at about 30-35 damage dealers. If those damage dealers are Pulse BS, they have enough alpha to pink-mist anything will less than 100K EHP, practically speaking and will do it at a pretty frightening rate. So the 1400mm Tempest, in spite of it's speed, sig and utility advantage, loses out to the Maelstrom as a fleet BS simply because of tank.

Quote:
And don't you mean at a certain point everything BUT 1400mm X falls off the list? (I guess it depends on which side has them)


The Huginn serves a pretty crucial role and can be fairly survivable in big fights if you're willing to invest the SP and isk into a off-grid booster and faction webs. Scimitar works as well.

As for stuff that I wouldn't put on the list, I personally don't think the Broadsword is too different from the Onyx tbh. Properly fit, both have similar enough stats I'm pretty hesitant to put either one over the other. Anything past small gangs (10 or 11 guys), the Rapier is just a bad Huginn. Hounds are pretty much go-to bombers simply because of the explosive damage bonus; if armor tanks had an EM weakness, people would be singing the Purifier's praises instead.

edit: tl;dr if you're talking fleets, these are the good minmatar ships:
Arty Maelstrom
Scimitar
Huginn
Double plated web Loki (forgot about this one)

These are the debatable or interchangeable ones:
Arty Cane
Arty Muninn
Broadsword
Hound
Sabre

All the rest are bad.

Of course, all this changes in small(er) fights.
Ruah Piskonit
PIE Inc.
Khimi Harar
#247 - 2011-11-04 01:02:16 UTC  |  Edited by: Ruah Piskonit
Zarnak Wulf wrote:
When the Deimos can approach vagabond speeds with the shortest range weapon system in the game I'll get excited about the hybrid buff.


I like. . .a bit extreme but like. I have always argued that Gallente should have the best agility (get up to speed fastest - MWD) and the minmatar should remain the fastest top-speed but not get up to speed as fast. And i was glad to see CCP agrees.

Overall Liang, I don't think ACs should be balanced to Lazers. I feel that ACs should do the least DPS that will not-quite match Pulse damage at AC optimal. But if the Minmatar ship decides to go with a high-damage load-out - it can choose to load missiles in its extra high points (trading neuts), and use its drones (mobility). The drones especially take away from the mobility of the ship - but - when taken as a whole package - will just do less damage then a pure pulse ship. In exchange - the minmatar ship can elect to do less damage by removing the missiles and not using the drones - but gain major battlefield mobility and options instead.

That is something Mini ships have not lost - they still remain highly versatile in fittings and options. Hybrids and Lasers are both one trick ponies and impose very server load-outs and tactical considerations on the ship/pilot. Eagle is the perfect example of this kind of focused design that symbolizes Amarr and Caldari ship design. So if anyone argues to bring the weapon systems in line also have to propose to completely change the other three races to give them that degree of malleability. If not, then Mini ships and their weapon systems have to be balanced back to being the lowest damaging, highest mobility, lowest tech, highest adaptation race. The jack of all trades class of ships has to trade firepower, tank, and strategic focus for combat options, maneuverability, and a wide range of weapon systems employed. If not, then it will remain imba because it keep all the advantages and loses non of its disadvantages - with the exception of mass battleship fleet fights.

Now, does anyone want to take this kind of ship out to a fleet? Well, if its a skirmish fleet, yes. Which is why gallente and minmatar are the two skirmish style races (and conveniently allied). But not in a 'conventional fleet' where Amarr and Caldari with their more focused ships would dominate. Amarr and Caldari scale up well, while Gallente and Minmatar will have an edge in dictating the small scale fight.

The desire to balance ACs to Pulse and Blasters ignores the core design of the ships and the advantages/disadvantages that those weapon systems have. But lasers are supposed to be the best turret platform. So if we nurf lazers, then there also needs to be a major re-evaluation of its cap use and fittings - because an Amarr ship sacrifices a lot to get that 'face melting' dps. Remember, Amarr ships have few mids, generally slow due to the 'gank and tank' design, almost no Amarr ship is an exception to this except perhaps the Arbitrator class.

As I see it - the balance has been borked. And the ones to suffer have not been so much Amarr as Gallente. Minmatar ships do everything Gallente ships do, with easier fittings, better ranges, more combat options, and faster speeds. And don't get people started on drones. . .


Also in the TD changes were before the TE changes - yes. But that is where the crying started. There is no way that Minmatar should get a low-slot mod that acts as a second damage mod - not even you can argue that that is balanced.

Finally - ship lists of best and worst and this and that are not arguments. . .
Grog Barrel
Federal Navy Academy
Gallente Federation
#248 - 2011-11-04 01:15:20 UTC
Hannibal Ord wrote:

Over time Amarr ships and lasers were improved - the laser now being the best weapon system in the game as it stands, mounted on often perfect platforms - yes it is even better than projectiles.


Since feeding the trolls is now a trend, i will go with it too.

You must be ******* kidding right? The only thing that makes amarrr still "flyable" is the ammunition: Scorch, not the terribad weapon system. Take scorch off amarr technology and amarr ships are nothing but flying dildos and that's a fact. For multifrequency range just switch to a completely new race and win.
Bomberlocks
Bombercorp
#249 - 2011-11-04 01:23:43 UTC
Gypsio III wrote:
[quote=JitaJane].....the Typhoon works fine with projectiles.

Wut? Shocked
Zarnak Wulf
Task Force 641
Empyrean Edict
#250 - 2011-11-04 01:43:06 UTC
Ruah Piskonit hits the nail on the head and alot more eloquently then I ever could. The skulls, the bones..... He gives it all such a glow. I don't know if it's art- but I like it! Big smile
Roosterton
Sebiestor Tribe
Minmatar Republic
#251 - 2011-11-04 03:55:50 UTC
Nimrod Nemesis wrote:


I would have to argue the Rook/Falcon don't belong in fleets. I would also argue the cerb is a truly LAUGHABLE fleet hac and I really can't imagine comparing it to the muninn. So that puts us, more realistically, at 10 to 6. Then you might as well consider the scimi is in most cases superior to the basi and the manticore is certainly not one of the better bombers... **** this is depressing.?


Cerb has its niche in comparison to the Muninn - namely, perfect damage projection far, far past 100km. Of course, it will take a while for your missiles to hit out that far, but it can still make very viable support.

As for the Rook and Falcon, I would argue that they're still very useful in a fleet of around 50 people, where things like the added mobility of them will give them a role above the scorp. Once you start getting into the hundreds of people, I would agree that their usefulness begins to diminish... But so does the usefulness of Huginns/Rapiers.

Honestly, the Scimi is only superior to the basilisk in a perfect world where nothing hits you, nothing neuts you, and nothing tries to jam you. Even then, there are cases where the basi is better. (being able to run 5 large shield transporters as opposed to 4 comes to mind)

I actually prefer the Manti to the Hound, due to kinetic being a somewhat more flexible damage type than explosive, and four mids allows you to do some more interesting stuff with ewar. But I suppose that comes down to personal taste.
Ruah Piskonit
PIE Inc.
Khimi Harar
#252 - 2011-11-04 04:46:37 UTC
Zarnak Wulf wrote:
Ruah Piskonit hits the nail on the head and alot more eloquently then I ever could. The skulls, the bones..... He gives it all such a glow. I don't know if it's art- but I like it! Big smile


thanks man
Mfume Apocal
Brutor Tribe
Minmatar Republic
#253 - 2011-11-04 05:56:20 UTC  |  Edited by: Mfume Apocal
Ruah Piskonit wrote:
Also in the TD changes were before the TE changes - yes. But that is where the crying started. There is no way that Minmatar should get a low-slot mod that acts as a second damage mod - not even you can argue that that is balanced.


1. Amarr get a mid-slot mod that acts a second damage mod.
2. Even with the Amarr ship having 0 TCs and a Minmatar ship having 2 TEs, lasers still project damage better.

Quote:
Finally - ship lists of best and worst and this and that are not arguments. . .


WTB 700 DPS at 60km Tempest.
Liang Nuren
No Salvation
Divine Damnation
#254 - 2011-11-04 06:45:44 UTC
Ruah Piskonit wrote:

Overall Liang, I don't think ACs should be balanced to Lazers. I feel that ACs should do the least DPS that will not-quite match Pulse damage at AC optimal.
...
But lasers are supposed to be the best turret platform.


Please justify why you believe this. So far, you've just told me the way that it "should be" with absolutely no justification. I'll go out on a limb here and say you are utterly and completely wrong - and claiming that lasers should be the best weapon platform is nothing short of ludicrous.

Quote:

Also in the TD changes were before the TE changes - yes. But that is where the crying started. There is no way that Minmatar should get a low-slot mod that acts as a second damage mod - not even you can argue that that is balanced.


TEs work the same for everyone. Please stop pretending like they don't.

-Liang

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

Zoe Alarhun
The Proactive Reappropriation Corporation
#255 - 2011-11-04 07:47:15 UTC
Yay! A wild Liang appears!
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#256 - 2011-11-04 09:51:20 UTC
Liang Nuren wrote:
Ruah Piskonit wrote:

Overall Liang, I don't think ACs should be balanced to Lazers. I feel that ACs should do the least DPS that will not-quite match Pulse damage at AC optimal.
...
But lasers are supposed to be the best turret platform.


Please justify why you believe this. So far, you've just told me the way that it "should be" with absolutely no justification. I'll go out on a limb here and say you are utterly and completely wrong - and claiming that lasers should be the best weapon platform is nothing short of ludicrous.

Quote:

Also in the TD changes were before the TE changes - yes. But that is where the crying started. There is no way that Minmatar should get a low-slot mod that acts as a second damage mod - not even you can argue that that is balanced.


TEs work the same for everyone. Please stop pretending like they don't.

-Liang


Come off it, that's a ridiculous statement. The benefit that a ship gains from a TE is dependent on the nature of the ship, its weapons and fittings and its slot layout.

Saying that TEs work the same for everyone is like giving a knife and fork to a man with no arms and saying "Just use them the way that I do".
Mfume Apocal
Brutor Tribe
Minmatar Republic
#257 - 2011-11-04 09:55:14 UTC
Gypsio III wrote:
Come off it, that's a ridiculous statement. The benefit that a ship gains from a TE is dependent on the nature of the ship, its weapons and fittings and its slot layout.

Saying that TEs work the same for everyone is like giving a knife and fork to a man with no arms and saying "Just use them the way that I do".


Are you saying the TE doesn't help pulse with damage projection?
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#258 - 2011-11-04 10:04:23 UTC
Mfume Apocal wrote:
Gypsio III wrote:
Come off it, that's a ridiculous statement. The benefit that a ship gains from a TE is dependent on the nature of the ship, its weapons and fittings and its slot layout.

Saying that TEs work the same for everyone is like giving a knife and fork to a man with no arms and saying "Just use them the way that I do".


Are you saying the TE doesn't help pulse with damage projection?


I'm saying that it helps different ships to different extents. Are you saying that a blasterboat gets the same benefit from a TE as a AC/pulse ship, and that all these ships have the same ability to fit the same number of TEs?

And don't say "yes they all get 30% falloff from the first TE" P That's just a number in EFT, it's the usefulness of the ship in game that is important.
Onictus
Federal Navy Academy
Gallente Federation
#259 - 2011-11-04 10:35:51 UTC
Liang Nuren wrote:


TEs work the same for everyone. Please stop pretending like they don't.

-Liang



TE's favor AC's by virtue of increasing falloff considerably....they have a bigger effect on optimal+ falloff than any other turret system.

None of the other turrets have falloffs 130% of their optimal, by pushing falloff you reduce the drop in the curve and overall dps increases over x distance.

So a TE on a 800mm AC increases falloff what 7km or so? When you stack three of them you get about 25-30% (if memory serves) real range bonus with short range ammo (which I must say is going to rock when Hail gets buffed)

Opposed to the other systems that are primarily optimal, three TE's on a Neutron blaster cannon with faction AM pushes optimal + fall off from 19km (ish) to 28km where the comparable ACs go from 22km to 48km optimal + falloff with short range faction ammo. The amusing part is that the above example, blaster optimal is something like 11km and ACs are a whopping 3,500 or so with my my imperfect skills.

Not exactly game breaking in my opinion.

Hulls are more the issue than the turrets themselves.


Hannibal Ord
Fer-De-Lance
#260 - 2011-11-04 10:56:43 UTC
Grog Barrel wrote:
Hannibal Ord wrote:

Over time Amarr ships and lasers were improved - the laser now being the best weapon system in the game as it stands, mounted on often perfect platforms - yes it is even better than projectiles.


Since feeding the trolls is now a trend, i will go with it too.

You must be ******* kidding right? The only thing that makes amarrr still "flyable" is the ammunition: Scorch, not the terribad weapon system. Take scorch off amarr technology and amarr ships are nothing but flying dildos and that's a fact. For multifrequency range just switch to a completely new race and win.



High Optimal range equals to perfect damage onto a target baring issues with tracking.

Your argument that remove Scorch and Amarr is **** can be mirrored by removing Barrage from Minmatar and they are equally crap, because Barrage allows the ships to kite and fire at range, with few exceptions. Infact, a great deal of Hybrid ships are also only effective when they load Null. The long range ammo makes or breaks the weapon systems of all races when concerning short range guns.

The lasers ability to switch different Crystals on the fly is a super awesome ability and if you have a clue about fitting ships and good skills, the cap requirements for them doesn't really matter that much.

Not saying that some Amarr ships need work, like the Omen for example, but the weapon is pretty darn good and balanced against Projectiles.