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How about gently adjusting Myrmidon & Brutix (non-hybrid related)

Author
Sylar Reuwich
Hek Trade and Industries
#21 - 2011-11-03 22:28:40 UTC
Double post
Pookoko
Sigma Sagittarii Inc.
#22 - 2011-11-03 22:49:28 UTC
 if drone bandwidt buff comes at the cost of fitting options i would rather it doesnt happen at all the best thing about mykidpn is its flexibility in fits
Onictus
Federal Navy Academy
Gallente Federation
#23 - 2011-11-04 01:26:12 UTC
Sylar Reuwich wrote:


125mb would be too much. If it were given that, a triple rep Myrm would be able to field easily more than HAC level DPS and tank as long as its drones stay alive and it has cap boosters. Those cap boosters don't run out too quickly either, then you can take overloading into account...Yeah it would just too much lol.

Cyniac wrote:
Eos needs the love. Myrm is fine.


Another idea - don't touch the Myrm, just modify augmented drones to use less bandwidth by about 40 %

So...

Augmented Ogre - 15 Mbit
Augmented Hammerhead - 6 Mbit
Augmented Hobgoblins - 3 Mbit

Now... given the cost of those things wouldn't it be interesting?

(Do NOT do this for Sentries!)


Interesting idea. Would finally make them worth buying to more than just a few people.


Myrmidon can already crush HAC level DPS, it just can't project it and it can't catch anything. So unless you get lucky with something slow coming through a gate or land inside web range everything just burns away and kills you drones.

x2 Ogre
x2 Hammerhead
x1 Hobgoblin
X6 Neutrons Blaster II

700 some-odd DPS no heat with FN/CN Anti-matter.

Reducing the bandwidth on the augmented and navy drones would be pretty cool, except that it would apply to everyone, so you could field 5 mediums from a Fleet Stabber.....actually that would be pretty cool too.
Goose99
#24 - 2011-11-04 01:36:59 UTC
Myrm is not fine. It's one of those things with partial drone + unbounced low range ac dps plus high rep that look good on EFT, but do far less real dps and pop upon coming anywhere near a neut... There's a reason ppl don't use active tank in pvp except on a few niche boats working under highly situational circumstances.

Myrm has a nice model. Too bad it's gimped to oblivion due to someone's idea of giving it a weird niche that doesn't work.
Calapine
Xeno Tech Corp
#25 - 2011-11-04 01:44:13 UTC
Myrm isn't a bad ship, but not that impressive either. Triple-rep Myrm is a nice gimmick and it's rather vertisile due to it's lack of weapon bonus. But in the end it's a rather slow boat and who really is afraid of 5 medium drones, bonused or not...?


My favourite option for a fix would be to bump the bandwith up to 100m/bit. That opens the possiblity of using sentries (with rigs) or maybe a 3xheavy, 2xmed combo (bleh). It's still rather subtle and makes sure it wont endangers the Domis or Ishtars niche.

Cala

Pain is short, and joy is eternal.

Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#26 - 2011-11-04 04:02:35 UTC  |  Edited by: Fronkfurter McSheebleton
Honestly, I'd like to see it get a hybrid bonus instead of a tank bonus, and be a mini domi, or mega vexor. Then you could actually shield tank or armor buffer tank and not feel dumb, with the option to continue using the current active fits with somewhat reduced tanking ability

thhief ghabmoef

Desudes
The Scope
Gallente Federation
#27 - 2011-11-04 05:03:51 UTC  |  Edited by: Desudes
Fronkfurter McSheebleton wrote:
Honestly, I'd like to see it get a hybrid bonus instead of a tank bonus, and be a mini domi, or mega vexor. Then you could actually shield tank or armor buffer tank and not feel dumb, with the option to continue using the current active fits with somewhat reduced tanking ability


tbh I'd rather see the opposite. I see the myrm as the real drone boat in the gallente lineup: hybrids really don't go well with them, though the current changes will help a lot, I'd rather see vexor/domi get rep bonus (and for **** sake, nerf neuts. buffer tanking is boring)

I'd like to see Gallente moved away from shield buffering: a mid slot active damage mod like tracking computer is to tracking enhancer would help.

Excuse me, but what the f*ck are you desu?

Onictus
Federal Navy Academy
Gallente Federation
#28 - 2011-11-04 05:37:49 UTC  |  Edited by: Onictus
Exactly, thus give it a working bandwidth.

A 125Mb Myrm still wouldn't sport:

The Speed or a Hurricane or nano-Harby
The tank of a drake
the DPS of any of the other three T2 BC's at 10km.

Seriously a flight of ogres does with 475DPS, moves at 1100m/s and can be blown out of the sky, can't overheat, have no damage mods, and no implants to help them....that is max hull bonus, max skills on a Domi

Sentries do less (best case) with Garde IIs they are out damaged by the ogres until you add sentry damage rigs. Plus if you really want them to perform you are giving up mids and a highs to Omni's and tracking links and with two drone damage rigs you get to a whooping 530DPS, again, no overheating, no implants and with max skills

Oh yeah, and unlike Dominix, and Ishtar...you get ONE set of real drone, with a 150m3 drone bay you get a set of heavies and a set of lights.

I think a 125mb bay would put the myrm pretty much right on par with the Hurricane and Drake by virtue of flexibility.
Emily Poast
The Whipping Post
#29 - 2011-11-04 05:58:29 UTC
I agree both need a bit of a buff, but I kinda like the current bonuses. Myrm needs bigger bandwidth, and the brutix needs another low, or a 10% rep bonus. Both need more speed.

And for pete's sake, please balance armor tanking so it is actually USEFUL on gallente ships instead of counter-productive. I know shield gank setups are somewhat viable, but that removes tackle or speed or cap boosters, all of which a gallente boat needs.

And anyway, shield tanking a gallente boat is dirty and wrong.
Fronkfurter McSheebleton
Horse Feathers
CAStabouts
#30 - 2011-11-04 06:26:56 UTC
actually...what about a dual buff to the drones? More speed or tracking or rof or something?

thhief ghabmoef

Zoe Alarhun
The Proactive Reappropriation Corporation
#31 - 2011-11-04 06:49:06 UTC
Calapine wrote:
Myrm isn't a bad ship, but not that impressive either. Triple-rep Myrm is a nice gimmick and it's rather vertisile due to it's lack of weapon bonus. But in the end it's a rather slow boat and who really is afraid of 5 medium drones, bonused or not...?


My favourite option for a fix would be to bump the bandwith up to 100m/bit. That opens the possiblity of using sentries (with rigs) or maybe a 3xheavy, 2xmed combo (bleh). It's still rather subtle and makes sure it wont endangers the Domis or Ishtars niche.

Cala


You realize people who use the myrm in pvp don't use a flight of 5 mediums ? They use 2x Heavies, 2x Mediums and 1x Light. Also the myrm is a ship that uses combined arms - Full rack of blasters (or auto's) + the above mentioned drones puts more than adequate damage to grind your way through enemy battlecruisers. And if you go dual rep (not triple) you can easily mount either ECCM or 2nd web to keep them in range.

Myrmidon is not a pure drone boat. It's a gun/drone boat. Do any of you actually fly the thing ?
Onictus
Federal Navy Academy
Gallente Federation
#32 - 2011-11-04 08:16:39 UTC  |  Edited by: Onictus
Zoe Alarhun wrote:
Calapine wrote:
Myrm isn't a bad ship, but not that impressive either. Triple-rep Myrm is a nice gimmick and it's rather vertisile due to it's lack of weapon bonus. But in the end it's a rather slow boat and who really is afraid of 5 medium drones, bonused or not...?


My favourite option for a fix would be to bump the bandwith up to 100m/bit. That opens the possiblity of using sentries (with rigs) or maybe a 3xheavy, 2xmed combo (bleh). It's still rather subtle and makes sure it wont endangers the Domis or Ishtars niche.

Cala


You realize people who use the myrm in pvp don't use a flight of 5 mediums ? They use 2x Heavies, 2x Mediums and 1x Light. Also the myrm is a ship that uses combined arms - Full rack of blasters (or auto's) + the above mentioned drones puts more than adequate damage to grind your way through enemy battlecruisers. And if you go dual rep (not triple) you can easily mount either ECCM or 2nd web to keep them in range.

Myrmidon is not a pure drone boat. It's a gun/drone boat. Do any of you actually fly the thing ?


All assuming that you find a couple morons that are slower than the myrm, a plated myrm goes something like 740m/s with good nav skills and and a 1600mm plate, active myrms top out just under 1000m/s.

Oh and active myrms can't tank more than two BCs...ever

The reason people fit AC's is because they at least can shoot at something out towards point range, otherwise you are have the standard 10km for medium neutrons that no pilot will go into anyway because they know they are going to get webbed and scrammed.

So yeah, it'll grind as you put it through a battlecruiser, if they are dumb enough to get caught, otherwise they are sitting out at the edge of point range blasting your face in while you are busy manual sticking and praying that they were dumb enough to set orbit so you might be able to catch them long enough to get a web on them.

Unless you are talkiing gang work, where you a single plated myrm is basically heavy tackle so the ceptors get a break....also a job that an armor cane does better.

I may add that I fly both the Myrm and the cane ...frequently.

Emily Poast wrote:


And anyway, shield tanking a gallente boat is dirty and wrong.


Nano-hype with a rack of Neutrons is so so right when the occasion calls for it.
Zoe Alarhun
The Proactive Reappropriation Corporation
#33 - 2011-11-04 09:14:35 UTC
Your statement that active myrms can't tank more than 2BC's is false - Prometheus has shown it in his videos' and there are vids on youtube of people doing the same. Overheated armor reps x 3 with Exile (? bad with names) booster = insane repping power. Besides saying it can't take 2 battlecruisers isn hardly a con when most shield fit harbs/hurricanes can't either. Even a plated they often fall before killing 2 battlecruisers as well. So how does this make the myrm worse?

Also you don't always need the speed - fights where you land on your people at the gate you can web/scram them and stay ontop of them. It's not always a case of landing on someone and then having them try to kite you. The fact of the matter is that people are dumb enough to get caught and sometimes the myrm pulsing it's overheated MWD gets you into pew pew range. You simply have to look at kilmails and fits posted to see the proof.

Also the myrm has pretty decent damage projection because of it's drones.
Onictus
Federal Navy Academy
Gallente Federation
#34 - 2011-11-04 10:05:25 UTC
Zoe Alarhun wrote:
Your statement that active myrms can't tank more than 2BC's is false - Prometheus has shown it in his videos' and there are vids on youtube of people doing the same. Overheated armor reps x 3 with Exile (? bad with names) booster = insane repping power. Besides saying it can't take 2 battlecruisers isn hardly a con when most shield fit harbs/hurricanes can't either. Even a plated they often fall before killing 2 battlecruisers as well. So how does this make the myrm worse?


So your suggesting that you have to fly around millions in drugs in your head for a hull to work?

A shield harb or cane DOESN'T HAVE TO FIGHT IN SCRAM RANGE.....why is this hard? Plate is a gang fit, you BETTER have back up because you can't outrun your smell.

Zoe Alarhun wrote:
Y
Also you don't always need the speed - fights where you land on your people at the gate you can web/scram them and stay ontop of them. It's not always a case of landing on someone and then having them try to kite you. The fact of the matter is that people are dumb enough to get caught and sometimes the myrm pulsing it's overheated MWD gets you into pew pew range. You simply have to look at kilmails and fits posted to see the proof.

Also the myrm has pretty decent damage projection because of it's drones.


LOL Drone damage projection, with what? Medium drone? or the a 2-2-1 heavy/medium/light set even than best case you are doing 350dps at 20km with 425mm and waiting 20seconds for your heavies to get the hell out there. If your target isn't a moron just just pops the drones with his.


Why must the myrm rely on its target being.........bad? Personally given the choice I just leave the ******* myrm(s) yes pluaral I have at least 6 of them because the hurricane can fill pretty much all of the same rolls.

...and I get to determine if I'm going to fight or run....because I don't have to rely on the other target making a mistake or being new to win toe to toe.


Sylar Reuwich
Hek Trade and Industries
#35 - 2011-11-04 10:42:49 UTC  |  Edited by: Sylar Reuwich
Onictus you realise a shield Myrm boasts more DPS and EHP than a shield cane right? Yeah the cane is more agile but the Myrm also has a web.

So, with an overheated MWD, you have a Myrm that can go around 1800m/s into blaster range and hold a target down with a scram and web at the same time as having EHP greater than but similar to a shield cane and then you also have the ability to apply ~700DPS to that target (800 overheated / cal navy AM) and you're saying you'd rather leave it in your hangar? Each to their own I guess.

Onictus wrote:

All assuming that you find a couple morons that are slower than the myrm, a plated myrm goes something like 740m/s with good nav skills and and a 1600mm plate, active myrms top out just under 1000m/s.


Active Myrms can go 1300m/s overheated, which is usually fast enough.

Onictus wrote:
Oh and active myrms can't tank more than two BCs...ever


1) They can
2) This is an innane point anyway considering basically no other BC can apart from the Drake
Onictus
Federal Navy Academy
Gallente Federation
#36 - 2011-11-04 10:52:47 UTC
Sylar Reuwich wrote:
Onictus you realise a shield Myrm boasts more DPS and EHP than a shield cane right? Yeah the Cane is more agile but the Myrm also has a web.



I do.

I if you are fitting web and scam than most of the increase is on hull, which currently I prefer not to try to use as a secondary tank level. Also most of that DPS advantage is drones that can't keep up with a nano-cane at full speed, so its hit or miss.

I have equal skills shield and a armor tanking, but I have had pretty bad luck with shield tanking myrms with anything but 720mm Arties. Its been a minute since I fit a shieldy one to brawl, I should give that another go I guess, pretty sure that I have a couple unfit hulls floating around.
Zoe Alarhun
The Proactive Reappropriation Corporation
#37 - 2011-11-04 11:56:10 UTC
I didn't say you need drugs for the hull to work - I said you can use drugs to allow you to tank up to 2-3 Bc's something I'm pretty sure the Cane/harb can't do. Myrm has plenty of mids - can fit scram + long point if you really want.

Also how much dps are you REALLY doing at 20Km with a cane ? At 20km you are at the edge of your maximum range with Fusion + 2 Tracking enhancers and with barrage you also deep into your second fall off so please don't tell me the Myrms damage projection at that range is crap.

I didn't say rely on the target being bad - I said not everyone is a perfect leet pvp warrior as they claim. Everyone makes mistakes and the myrm has many strengths all of it's own it can capitalize on.
Onictus
Federal Navy Academy
Gallente Federation
#38 - 2011-11-04 12:00:14 UTC  |  Edited by: Onictus
Zoe Alarhun wrote:
I didn't say you need drugs for the hull to work - I said you can use drugs to allow you to tank up to 2-3 Bc's something I'm pretty sure the Cane/harb can't do. Myrm has plenty of mids - can fit scram + long point if you really want.

Also how much dps are you REALLY doing at 20Km with a cane ? At 20km you are at the edge of your maximum range with Fusion + 2 Tracking enhancers and with barrage you also deep into your second fall off so please don't tell me the Myrms damage projection at that range is crap.

I didn't say rely on the target being bad - I said not everyone is a perfect leet pvp warrior as they claim. Everyone makes mistakes and the myrm has many strengths all of it's own it can capitalize on.



At 20km with a 425mm nano-cane with heavy HMLs and DPS drones over 400dps with a bit of manual flying no heat.

Not to mention that you wouldn't be using fusion for that, that is barrage range. ....maybe even hail once they do the ammo boost.


With fusion something like 250, on a normal nano-with dual neuts vice launchers. (not exactly cookie cutter).
Zoe Alarhun
The Proactive Reappropriation Corporation
#39 - 2011-11-04 12:54:04 UTC
Actually it's closer 340ish taking into account fall off, tracking, missile explosion velocity. So in actual fact they are almost the same. Anyways we are looking at it from different perspectives - I am looking at it from a solo pilot view and you are looking at it from a gang view since the last solo kill you made is about 8 months ago. For solo having a stiff tank that can stand up to people when backup lands is fantastic. ECCM (which a dual rep myrm can happily fit) is fantastic.
Sable Schroedinger
Jericho Fraction
The Star Fraction
#40 - 2011-11-04 13:23:57 UTC
The main problem with active reps over passive is the point at which they collapse.

Yes a Harbi, Drake etc struggles to tank multiple ships and live, and thats OK. However, with an active tank you have a DPS threshold that if breached you might as well not be there. In a sense, buffer tanked ships have the same, but the difference is massive.

An active Myrm can tank most BCs 1v1 for as long as it has cap boosters.
2v1 and it will need drugs and overheat etc. (and even then I'm not totally convinced tbh) but since this decreases the cycle time of the reppers it means the cap boosters last much shorter periods and therefore, whilst you may on paper tank the DPS of 2 BC you will run out of cap boosters if they have good/reasonable tanks before you can take them out and so fold. Without drugs and overheating, the armour belt of the Myrm will fold before the reppers can cycle. So whilst you may get a rep in just as you're hitting structure your structure will be gone before the second cycle.

Active rep myrms have the following problems.

Like with most Gallente ships, most of its hitpoints are in its hull. So its repping in one of its lower hit point belts and if the DPS can get through that armour belt in less time that it takes for a repper to cycle, your tank will fold before you get to use it.

Since the hit point boost, reppers have to run for much longer in order to break even, and therefore buffers are more appealing outside of extremely limited situations (pretty much 1v1's, however they may occur).

Cap usuage of active reps is such that they only really work with cap boosters, and since cap boosters take up so much cargo space, its hard to impossible (dependent on ship) to pack enough to run reppers for long enough to break even with the aforementioned buffer.
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