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Enough is Enough: Nerf Minmatar

Author
Mfume Apocal
Brutor Tribe
Minmatar Republic
#261 - 2011-11-04 12:00:48 UTC  |  Edited by: Mfume Apocal
Gypsio III wrote:
I'm saying that it helps different ships to different extents.


OK.

Quote:
Are you saying that a blasterboat gets the same benefit from a TE as a AC/pulse ship


Hell no. Which is part of the reason blasters specifically and Gallente in general are hard-mode EVE.

Quote:
...and that all these ships have the same ability to fit the same number of TEs?


If shield tanked, *most* can fit the traditional 2+2 or 3+1. Higher damage is supposed to be the advantage of shield tanking, so I see nothing wrong with this. For ships locked into armor-tanking by virtue of bonuses, they (typically) have mids for TCs, which do the same thing as TEs. See: Hellcat Abaddon.

Quote:
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.


I agree. Pulse BS still rule the day in fleet fights, shield tanked Zealots can ruin your day out to 50km (thanks to TEs!) and even a plated Harb with no TE/TCs still projects damage better over relevant solo/small gang ranges than a Hurricane.
Bomberlocks
Bombercorp
#262 - 2011-11-04 12:21:50 UTC
Mfume Apocal wrote:
Gypsio III wrote:
I'm saying that it helps different ships to different extents.


OK.

Quote:
Are you saying that a blasterboat gets the same benefit from a TE as a AC/pulse ship


Hell no. Which is part of the reason blasters specifically and Gallente in general are hard-mode EVE.

Quote:
...and that all these ships have the same ability to fit the same number of TEs?


If shield tanked, *most* can fit the traditional 2+2 or 3+1. Higher damage is supposed to be the advantage of shield tanking, so I see nothing wrong with this. For ships locked into armor-tanking by virtue of bonuses, they (typically) have mids for TCs, which do the same thing as TEs. See: Hellcat Abaddon.

Quote:
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.


I agree. Pulse BS still rule the day in fleet fights, shield tanked Zealots can ruin your day out to 50km (thanks to TEs!) and even a plated Harb with no TE/TCs still projects damage better over relevant solo/small gang ranges than a Hurricane.

Wouldn't a change to rig mechanics help Gallente? Give the Hybrid burst aerator give higher bonus than the equivalent projectile and laser rigs?
Onictus
Federal Navy Academy
Gallente Federation
#263 - 2011-11-04 12:29:33 UTC
Bomberlocks wrote:


I agree. Pulse BS still rule the day in fleet fights, shield tanked Zealots can ruin your day out to 50km (thanks to TEs!) and even a plated Harb with no TE/TCs still projects damage better over relevant solo/small gang ranges than a Hurricane.

Wouldn't a change to rig mechanics help Gallente? Give the Hybrid burst aerator give higher bonus than the equivalent projectile and laser rigs?[/quote]


More like get rid of the speed penalty on active armor armor rigs
Sable Schroedinger
Jericho Fraction
The Star Fraction
#264 - 2011-11-04 12:33:47 UTC
IMO 2 things were over buffed. Pulse tracking and TE fall off bonus.

For now, I have no problem with the damage level of projectiles, even the alpha on arties, though in time that opinion might change. However, at this time, the issue is too clouded by the above over buffs.

Lasers are listed as medium to long range weapons, however with the current tracking on Pulse there is no meaningful concept of getting under their tracking, therefore they become short, medium and long range weapons.

Projectiles are short to medium weapons, however with the boost to TEs they are short medium and long range weapons.

Blasters are short range weapons, rails are long range weapons.Since those divides have not been blurred (and nor should they be), the obvious imbalance we see is created.

Now I agree that pulse needed a tracking boost as it was too easy to get under their tracking. I also agree that TEs needed to effect falloff as TDs were changed to effect fall off. But in both cases, I think it went too far and removed flavour from the weapons systems by making them omni useful.

Other things need looking at, some need buffing and some need rolling back - others (mentioning no active tanks) need reworking completely, but the above issue just need their buffs rolling back a little (doesn't need to be huge). The reason it can't be a buff everything else to the same level answer, is a. as the gallente have found recently a buff to other things is often a nerf to another and because arms races never end (boosting the damage to everything just results in calls for more HPs again and the cycle begins anew).
Naomi Knight
Ministry of War
Amarr Empire
#265 - 2011-11-04 16:41:48 UTC
what about a role bonus ? all matar fanboys say those ships arent tanky , so lets make it more apparent , add a "bonus" for all matar ships:
-30% shield,armor,hull hp even for modules
Liang Nuren
No Salvation
Divine Damnation
#266 - 2011-11-04 18:07:52 UTC
Gypsio III wrote:
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.


Comments:
- Optimal is a much stronger mechanic than falloff, so I would say that lasers get a similar benefit.
- Blasters are useless anyway and therefore not useful to bring into this conversation. The comment about the man with no arms is appropriate, but not very useful.
- I make heavy use of TEs on all turret based ships. TEs would be simply useless most of the time without the falloff bonus.

-Liang

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

Liang Nuren
No Salvation
Divine Damnation
#267 - 2011-11-04 18:15:22 UTC
Onictus wrote:

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


Amusingly, optimal + falloff is a much less interesting mechanic than optimal + 0 falloff or optimal + falloff/2. You have to remember that just because you can deal damage doesn't make it good damage.

Quote:

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.


Please stop equating falloff with optimal. They are not at all the same. One of them is quite dramatically inferior.

-Liang

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

Onictus
Federal Navy Academy
Gallente Federation
#268 - 2011-11-04 18:26:22 UTC
Liang Nuren wrote:
Onictus wrote:

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


Amusingly, optimal + falloff is a much less interesting mechanic than optimal + 0 falloff or optimal + falloff/2. You have to remember that just because you can deal damage doesn't make it good damage.

Quote:

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.


Please stop equating falloff with optimal. They are not at all the same. One of them is quite dramatically inferior.

-Liang



Agreed, optimal is more valuable.

But no one is screaming about nerfing pulse lasers despite their very long optimals....

The optimal on ACs is shorter than blasters, under 2000 with 425s? Compared to 2300 with neutrons. While uninteresting you simply can't say damage in falloff is ineffective.

You just said yourself that blasters are useless, yet they have a LONGER optimal than ACs.....and I doubt you will hear many cries about under powered autocannons in fall off.
cyka776
#269 - 2011-11-04 18:30:30 UTC
they should have just nerfed scorch and lasers a while back instead of buffing projectiles
Liang Nuren
No Salvation
Divine Damnation
#270 - 2011-11-04 19:40:28 UTC
Onictus wrote:

Agreed, optimal is more valuable.

But no one is screaming about nerfing pulse lasers despite their very long optimals....

The optimal on ACs is shorter than blasters, under 2000 with 425s? Compared to 2300 with neutrons. While uninteresting you simply can't say damage in falloff is ineffective.

You just said yourself that blasters are useless, yet they have a LONGER optimal than ACs.....and I doubt you will hear many cries about under powered autocannons in fall off.



Comments:
- Actually, several people in this thread have stated their desire to nerf both projectiles and lasers. Or just projectiles (which would lead to lasers).
- I didn't say that all damage in falloff is ineffective, so please stop putting words in my mouth. I said that optimal + falloff is not as interesting as optimal and optimal + falloff/2. If you're at optimal + falloff your damage isn't anything to write home about.
- Again, blasters have deeper problems than can be solved by TEs. It is ******* useless to continue bringing them up. Either CCP will boost blasters to the levels of Lasers and Projectiles or they will continue to be useless. If you want to talk about the balance of TEs you should restrict yourself to functional weapons systems.

cyka776 wrote:
they should have just nerfed scorch and lasers a while back instead of buffing projectiles


Yes, this was the right answer. Unfortunately (or fortunately?) that time has long since passed and it is no longer the right answer. CCP must now buff hybrids, which is the direction they're going. After that, they'll need to look at Cruise.

-Liang

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

Onictus
Federal Navy Academy
Gallente Federation
#271 - 2011-11-04 20:57:44 UTC
Liang Nuren wrote:
Onictus wrote:

Agreed, optimal is more valuable.

But no one is screaming about nerfing pulse lasers despite their very long optimals....

The optimal on ACs is shorter than blasters, under 2000 with 425s? Compared to 2300 with neutrons. While uninteresting you simply can't say damage in falloff is ineffective.

You just said yourself that blasters are useless, yet they have a LONGER optimal than ACs.....and I doubt you will hear many cries about under powered autocannons in fall off.



Comments:
- Actually, several people in this thread have stated their desire to nerf both projectiles and lasers. Or just projectiles (which would lead to lasers).
- I didn't say that all damage in falloff is ineffective, so please stop putting words in my mouth. I said that optimal + falloff is not as interesting as optimal and optimal + falloff/2. If you're at optimal + falloff your damage isn't anything to write home about.
- Again, blasters have deeper problems than can be solved by TEs. It is ******* useless to continue bringing them up. Either CCP will boost blasters to the levels of Lasers and Projectiles or they will continue to be useless. If you want to talk about the balance of TEs you should restrict yourself to functional weapons systems.

cyka776 wrote:
they should have just nerfed scorch and lasers a while back instead of buffing projectiles


Yes, this was the right answer. Unfortunately (or fortunately?) that time has long since passed and it is no longer the right answer. CCP must now buff hybrids, which is the direction they're going. After that, they'll need to look at Cruise.

-Liang

Onictus
Federal Navy Academy
Gallente Federation
#272 - 2011-11-04 21:03:16 UTC
Liang Nuren wrote:
Onictus wrote:

Agreed, optimal is more valuable.

But no one is screaming about nerfing pulse lasers despite their very long optimals....

The optimal on ACs is shorter than blasters, under 2000 with 425s? Compared to 2300 with neutrons. While uninteresting you simply can't say damage in falloff is ineffective.

You just said yourself that blasters are useless, yet they have a LONGER optimal than ACs.....and I doubt you will hear many cries about under powered autocannons in fall off.



Comments:
- Actually, several people in this thread have stated their desire to nerf both projectiles and lasers. Or just projectiles (which would lead to lasers).
- I didn't say that all damage in falloff is ineffective, so please stop putting words in my mouth. I said that optimal + falloff is not as interesting as optimal and optimal + falloff/2. If you're at optimal + falloff your damage isn't anything to write home about.
- Again, blasters have deeper problems than can be solved by TEs. It is ******* useless to continue bringing them up. Either CCP will boost blasters to the levels of Lasers and Projectiles or they will continue to be useless. If you want to talk about the balance of TEs you should restrict yourself to functional weapons systems.

cyka776 wrote:
they should have just nerfed scorch and lasers a while back instead of buffing projectiles


Yes, this was the right answer. Unfortunately (or fortunately?) that time has long since passed and it is no longer the right answer. CCP must now buff hybrids, which is the direction they're going. After that, they'll need to look at Cruise.

-Liang


And the functional difference between blasters and acs

Optimal..nope
Dps.....nope
Fitting.....already buffed on sisi

Oh wait.....they don't have any appriciable fall off thus no effictive range.

That is it.

And you goddamn sure said falloff was inferior ....which belied ACs effectiveness against pulse lasers at sane ranges
Zarnak Wulf
Task Force 641
Empyrean Edict
#273 - 2011-11-04 21:21:35 UTC
There are two discussions going on here. The first is stubbornly comparing Pulse lasers to AC. When you do the comparison in just that context the argument that AC are a bit much seems tenuous at best.

It's only when you add in the respective hulls that you get the full picture. Minmatar have the ability to control engagement range. They can kite the Gallente or get in the Amarr's face. They can engage or disengage. When you add in the choice in damage selection, the luxurious fitting grid available, the generous drone bays, the utility highs - the argument becomes AC are too close to Pulse lasers considering all the other advantages Minmatar get.

Ruah Piskonit wrote:
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.


Quoting for truth.
m0cking bird
Doomheim
#274 - 2011-11-04 22:18:35 UTC
This thread is not surprising and NO! All that matters was the 'Tracking Enhancer' and Artillery changes. You can take away the ammunition boost (damage increase, damage selection). Things would remain the same with the 'Tracking Enhancer' changes alone, which I don't want changed = )

I was flying Minmatar threw out all the times when they were considered less than even Gallente (Late 2007 - early 2009). Most ships that were viable in fleets still are and the ones that got thrown into fleet pvp. Were the Hurricane for the most part, auto-cannon Tempest, but there was artillery-Tempest and Rupture I suppose.

The same losers that complained about Minmatar being useless and Amarr all powerfull are the same losers fanning this thread with nonsense. Minmatar Didn't suddenly become better than Amarr, Caldari and Gallente. They always were in solo and small gang pvp. But! The 'Tracking Enhancer' boost made Minmatar ships that were already viable in fleets even more so and added the Hurricane and Rupture to the mix. Btw, if the Hurricane didn't become Vagabond like. It would have been the worst tier 2 battle-cruiser in-game (instead of the Harbinger now). I had every intention of replacing it with a Ham/Drake until the changes, in my opinion, saved the Hurricane.

So NO! This whole thing started because pilots are not capable of flying there ships correctly and complained that EVE was not easy. That's why you're able to cross train. That is why not all ships or One Race is NOT excellent in all classes. Gallente rule t2 frigates and solo battleships. Amarr Own Fleet battleships and have one of the best logistic ships in game. MInmatar owns cruiser hulls, Destroyers and T1 frigates and have one of the best logistic ships in-game. Caldari have the best T3, one of the best battlecruisers (Drake) one of the best logistics basilisk and MOF0cking ECM.

All that said has not change since I've been in-game (bar Introduction of strategic cruisers). Same sh!t different day of the month. Gallente will never be considered good unless they do massive damage or are viable in fleets. What matters most is their viability in fleets for the majority of pilots in this game because that is how most pvp. Minmatar is now good in it all, with the addition of 3 ships to fleet pvp: Hurricane, Tempest, Rupture (i dunno about this one <3). Now my beloved race is used by the masses and it disgusts me...


-proxyyyy
Mfume Apocal
Brutor Tribe
Minmatar Republic
#275 - 2011-11-04 22:25:51 UTC
Onictus wrote:
And you goddamn sure said falloff was inferior ....which belied ACs effectiveness against pulse lasers at sane ranges


Inferior to optimal. It's not the same as saying falloff is competely useless. It's clearly not, especially when you can actually do decent damage outside of web/scram range (thanks to TEs!), but it's not competitive with Scorch by any means.

Zarnak Wulf wrote:
The argument becomes AC are too close to Pulse lasers considering all the other advantages Minmatar get.


Ruah Piskonit wrote:
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. 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.


You have the only short range weapons in the game that is competitive with long range weapons outside a small gang setting. This is quite a massive advantage and no amount of exceptionalism is going to get you off the hook of being top dog in one of the most common PvP scenarios in the game.
Onictus
Federal Navy Academy
Gallente Federation
#276 - 2011-11-04 22:32:16 UTC
m0cking bird wrote:


All that said has not change since I've been in-game (bar Introduction of strategic cruisers). Same sh!t different day of the month. Gallente will never be considered good unless they do massive damage or are viable in fleets. What matters most is their viability in fleets for the majority of pilots in this game because that is how most pvp. Minmatar is now good in it all, with the addition of 3 ships to fleet pvp: Hurricane, Tempest, Rupture (i dunno about this one <3). Now my beloved race is used by the masses and it disgusts me...


-proxyyyy



its a consequence.

When I trained up Matar from Gallente and fit my frist Hurricane the first throught through me head was "Whoa that was easy"

No cap concerns, no fitting mods, no ridiculous ranges, overall they just work.

I planned on being a split Gal/Matar pilot before I knew anything about the game, what I didn't know was just how good Minmatar actually were.

I've never flown (indeed can't) fly a laser ship, but seeing AC's toned down a bit either range or raw damage wouldn't put them out of line for ALL of their other advantages.

I still want to see my native hybrids be useful, but they are taking baby steps with blasters ....while buffing the **** out of hail.

....and oddly I didn't see Void on the list of ammo being rebalnced...../sigh.
Onictus
Federal Navy Academy
Gallente Federation
#277 - 2011-11-04 22:35:15 UTC
Mfume Apocal wrote:


You have the only short range weapons in the game that is competitive with long range weapons outside a small gang setting. This is quite a massive advantage and no amount of exceptionalism is going to get you off the hook of being top dog in one of the most common PvP scenarios in the game.



Not arguing that one ...at all.

Its just a little silly when scortch pulses actually work BEYOND 425 railgun optimal.....

I mean really? Rails are supposed to be about range exclusively, and you need to get into range bonused ammo to get your optimal out to scortch range.
Zarnak Wulf
Task Force 641
Empyrean Edict
#278 - 2011-11-04 22:35:48 UTC
Onictus wrote:

When I trained up Matar from Gallente and fit my frist Hurricane the first throught through me head was "Whoa that was easy"

No cap concerns, no fitting mods, no ridiculous ranges, overall they just work.



I started Matar and tried to go over to Gallente/ Caldari. I started to try to fit their ships and my initial thought was 'WTF?!?' ShockedBig smileShockedBig smile
Onictus
Federal Navy Academy
Gallente Federation
#279 - 2011-11-04 23:07:15 UTC
Zarnak Wulf wrote:
Onictus wrote:

When I trained up Matar from Gallente and fit my frist Hurricane the first throught through me head was "Whoa that was easy"

No cap concerns, no fitting mods, no ridiculous ranges, overall they just work.



I started Matar and tried to go over to Gallente/ Caldari. I started to try to fit their ships and my initial thought was 'WTF?!?' ShockedBig smileShockedBig smile


Yeah without AWU IV and grid upgrades V its really not worth the trouble lol.
Herr Wilkus
Aggressive Salvage Services LLC
#280 - 2011-11-04 23:35:21 UTC
Onictus wrote:
Zarnak Wulf wrote:
Onictus wrote:

When I trained up Matar from Gallente and fit my frist Hurricane the first throught through me head was "Whoa that was easy"

No cap concerns, no fitting mods, no ridiculous ranges, overall they just work.



I started Matar and tried to go over to Gallente/ Caldari. I started to try to fit their ships and my initial thought was 'WTF?!?' ShockedBig smileShockedBig smile


Yeah without AWU IV and grid upgrades V its really not worth the trouble lol.



AWU IV?

Bush league, man, bush league.