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Rebalance the Muninn

Author
Baali Tekitsu
AQUILA INC
#1 - 2015-02-24 11:40:05 UTC  |  Edited by: Baali Tekitsu
The Muninn needs some serious tweaking, be it either a rework of the bonuses, or of the slot layout. In its current form it can neither fully support artilleries because of its lacking fitting resources nor can it be used as a competent brawler as it has the inherent weaknesses of the minmatar t2 resist profile combined with a weak armor tanking slot layout.
Artilleries as a weapon system are heavily dependent on utility modules like defensive webifiers or Tracking computers and the Minmatar T2 resist profile is atrocious for armor tanking as you have to plug two major resist holes opposed to the other races which have just one on their main tank profile.
I vote for either moving a lowslot to a midslot, a midslot to a lowslot OR trading the optimal range bonus for a armor resist bonus.
Each of those would put it in a much better place than it is now without destroying the current game balance, just make it a viable option for different playstyles.

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Baali Tekitsu
AQUILA INC
#2 - 2015-05-13 17:06:07 UTC
Bump because Muninn still bad.

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James Baboli
Warp to Pharmacy
#3 - 2015-05-13 17:21:24 UTC
Agreed. munin needs help. More grid, or fixing arty fitting, is the fastest way to fix it IMO.

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Making battleships worth the warp

Stitch Kaneland
The Tuskers
The Tuskers Co.
#4 - 2015-05-13 17:40:30 UTC
Agreed. Muninn is in a mostly terrible spot.

You can get somewhat decent resists with dcu, kinetic/explo hardeners. That leaves you 3 slots for plate/reps/dmg mods. Not ideal by any means, but is manageable. Like you said though, using 3-5 slots on tank, means you will do pitiful damage with arty. Not to mention the confliction of arty and armor and only 3 mids. Range control? Whats that...

If the muninn was actually fast, 3 mids might work. like a nomen.

In my opinion there are a few options to make it viable.

-Reduce arty PG (which is needed across multiple minny ships)

-Move a low to a mid, i dont think moving a mid to a low is going to help. Means a rep is out of the question since no CB. Having 4 mids will mean you can brawl with acs, use CB, and dual rep it. Ive tinkered with dual reps and you can get around 900dps tank with it. It just has no range control.

-Change it to a missile ship. Blasphemy i know, but the armor/arty slot layout is just bad design.

Hell fighting nulli when they fielded muninns they used shield doctrine (that died quickly to arty machs). If you put the muninn in an armor role, you get terrible dps/range and okish tank(53k ehp with a 1600 plate). shield doctrine takes advantage of all the lows but gives a **** tank.

Its actually sad that the broadsword is a better arty fleet ship, than the muninn. Hell you can even put a bubble on it with 720s and a cheap implant. Broadsword fit i made had about 100k EHP, and did more damage. Muninn could never get close to that.

FT Diomedes
The Graduates
#5 - 2015-05-13 18:03:40 UTC
The Muninn needs some serious work. It should be viable as a shield tanked artillery ship, but it just is not. My preference has always been to move a high to a mid. That and some reduction in PG usage for 720mm artillery would really spruce up this poor ship.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Stitch Kaneland
The Tuskers
The Tuskers Co.
#6 - 2015-05-13 18:40:59 UTC
FT Diomedes wrote:
The Muninn needs some serious work. It should be viable as a shield tanked artillery ship, but it just is not. My preference has always been to move a high to a mid. That and some reduction in PG usage for 720mm artillery would really spruce up this poor ship.


Moving a high to a mid could work.. sort of turns into an SFI, which isnt horrible i suppose. Neuts/utility high are really nice to have on minny ships though. Course if we drop a low for a mid, then we have a pretty poor armor tank.

Can we just get a free mid??? Lol

Joking aside, moving a high to a mid might be the best way at balancing without giving it a ****** armor and shield tank.
Catherine Laartii
Doomheim
#7 - 2015-05-13 21:34:07 UTC
High into a mid; same with the wolf. Losing some utility would be a fair tradeoff since the guns don't use any cap and the Muninn is specc'd as a mobile arty platform, and it gives them the option for shield tanking or more ewar.
Tusker Crazinski
Native Freshfood
Minmatar Republic
#8 - 2015-05-13 22:53:29 UTC
Nah matari ships actually have the second best power grids in the game, what needs to happen is both beam lasers and Howitzers need a massive fitting reduction. arty deal the least DPS of any primary weapon system in the game and has the worst application. and beams of their own slew of problems there's absolutely no reason a ship should need 2 ACRs for fit a rack of the weapon system it is bonused for.

anyway yes the munin has issues. and you are 100 percent correct the munin's slot layout is really dumb.

I'd say lose a high for a mid, it should be a dedicated GUN boat, it has 4 bones to projectiles for fucksakes
Baali Tekitsu
AQUILA INC
#9 - 2015-05-30 11:04:33 UTC
Almost 2 years have passed since the HAC rebalance,
Muninn status: still ****

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Arla Sarain
#10 - 2015-05-30 11:08:43 UTC  |  Edited by: Arla Sarain
****A transcript from a recent fleet ****

Fleet Member: FC can I bring a Muninn?
Fleet FC: I didn't hear that clearly, did someone asked if they could bring a Huginn?

Fleet FC: Yes you can bring a Huginn.




True Story.
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#11 - 2015-05-30 11:18:50 UTC
James Baboli wrote:
Agreed. munin needs help. More grid, or fixing arty fitting, is the fastest way to fix it IMO.


Could you actually provide a fit as a baseline for the rebalance?
Khan Wrenth
Viziam
Amarr Empire
#12 - 2015-05-30 11:43:26 UTC
Hey guys - quick idea.

I hear the thing about "Artillery-based Minnmitar ships can't support artillery!" all the time, and something popped into my mind as a possible way to fix it.

Rework the artillery-based ships so that one of their skill bonuses is % less powergrid for artillery. This way, the high powergrid requirement still prohibits their use on non-bonused ships, but the ships that need them can start fitting them.

I got this idea because of my heavy use of Amarr ships. People often whine about Amarr boats having to waste a skill bonus on just having the laser weapons not consume all the capacitor every salvo. I'm fine with it, and I think the spirit of that idea as described above could work to alleviate some problems with Minnmitar artillery ships.
Donnachadh
United Allegiance of Undesirables
#13 - 2015-05-30 13:25:31 UTC
The disclaimer first. I have never tried to fit a Muninn and I am not sure I would know how to select a good fit for that ship and your purpose.

Sine Minmatar is not specifically "artillery" but more a generalized preference for "projectile" weapons I wonder if auto canon might not be a better weapons system for this hull. Looking at the medium sized projectile weapons the auto canon PG requirements are approaching half that of the artillery options.
Is it possible that CCP balanced this hull that way on purpose?
If they gave it the PG for a "proper" artillery fit would that not present a possibility for the next OP ship of the month?

As I said at the beginning never fit one and do not claim to be good at fitting this hull but looking at its slot layout, PG and CPU available and the PG / CPU requirements of artillery versus auto canon this one seems like a no brain required choice to me, use auto canon or suffer from PG related issues.

Varus Vindicti
Combined Conglomerate Inc.
Solyaris Chtonium
#14 - 2015-05-30 13:30:30 UTC  |  Edited by: Varus Vindicti
Completely agree, and while your at it, the graphics are WAAAAAY overdo for an update.

The "pirate galleon" look is so 16th century....
Christopher Mabata
Northern Accounts and Systems
#15 - 2015-05-30 16:07:34 UTC
THe interesting thing about the munnin is i almost never see it solo, but i do see munnin alpha fleets with 650mm artys every so often, the 650's will fit with an MWD and take up roughly 70% of the PWG, but theres still room for a proper fit leftover.

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Lloyd Roses
Artificial Memories
#16 - 2015-05-30 16:27:01 UTC  |  Edited by: Lloyd Roses
Khan Wrenth wrote:
Hey guys - quick idea.

I hear the thing about "Artillery-based Minnmitar ships can't support artillery!" all the time, and something popped into my mind as a possible way to fix it.

Rework the artillery-based ships so that one of their skill bonuses is % less powergrid for artillery. This way, the high powergrid requirement still prohibits their use on non-bonused ships, but the ships that need them can start fitting them.

I got this idea because of my heavy use of Amarr ships. People often whine about Amarr boats having to waste a skill bonus on just having the laser weapons not consume all the capacitor every salvo. I'm fine with it, and I think the spirit of that idea as described above could work to alleviate some problems with Minnmitar artillery ships.


That'd be totally cool if artillery damage, tracking and range would be somewhere remotely in line with lasers. Hint, it's not. A double damage bonused hull using artillery still looks pathetic next to lasers with even one bonus.
(Beam-Harbinger and Artycane. Checkthe pun.)
Caleb Seremshur
Bloodhorn
Patchwork Freelancers
#17 - 2015-05-30 18:14:32 UTC
Christopher Mabata wrote:
THe interesting thing about the munnin is i almost never see it solo, but i do see munnin alpha fleets with 650mm artys every so often, the 650's will fit with an MWD and take up roughly 70% of the PWG, but theres still room for a proper fit leftover.



An arty fit isn't exactly a solo thing, unless you mean it shoots once then warps off.

Baali Tekitsu
AQUILA INC
#18 - 2015-06-25 23:36:04 UTC
Monthly bump. Muninn aint getting better still.

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James Baboli
Warp to Pharmacy
#19 - 2015-06-26 00:08:40 UTC  |  Edited by: James Baboli
Caleb Seremshur wrote:
James Baboli wrote:
Agreed. munin needs help. More grid, or fixing arty fitting, is the fastest way to fix it IMO.


Could you actually provide a fit as a baseline for the rebalance?

Missed this request when it was first made.

If it actually is getting rebalanced into an arty armor ship with current arty, it should be able to fit t2 720s, a t2 MWD and a t2 1600 plate with an RCUII and perfect skils, with enough PG left to fill the other slots with 1 PG modules IMO. To do this, it currently needs a buff of roughly 125 base PG, for a total effect with RCU and maxed skills of 175. This is still very much on the tighter end of HAC fitting, as every other HAC fits with their bonused weapons largest size of long range, large (LSE/1600 plate) buffer mod and a t2 MWD with perfect skills IIRC.

For refrence, this is where I pulled the PG numbers from

[Muninn, derived from]
1600mm Steel Plates II
Reactor Control Unit II
[empty low slot]
[empty low slot]
[empty low slot]
[empty low slot]

50MN Microwarpdrive II
[empty med slot]
[empty med slot]

720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
[empty high slot]

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Kenrailae
Center for Advanced Studies
Gallente Federation
#20 - 2015-06-26 00:19:44 UTC
Halp muninn

The Law is a point of View

The NPE IS a big deal

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