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The Argument is Over

Author
Misanthra
Alternative Enterprises
#101 - 2011-12-07 04:20:21 UTC  |  Edited by: Misanthra
Goose99 wrote:
SpaceSquirrels wrote:
Doesnt make them OP... just means they're easier to use....Which is why a missile boat is in second place. Capless, selectable damage, and have to worry less about range and other turret mechanics.



By missileboat, did you mean just drake? And no, it has less to do with "ease", being capless, selectable dmg, and missiles (lulz) and everything to do with drake buffer. Drake is popular despite lulz missiles, not because of it. If it has turret slots, those blob drakes would've been fit differently.Roll [



hydrid drake would be a different animal entirely for sure. Buffer tank would take a hit. One shield mod gone for cap mod. Lows I'd image owuld be 2 mags, pdu, dcu. So a Tc in mids might be inorder. Not much left after this setup. Invul gets a peice of whats left ofc. And prebuff (seen some new redo hydrid ship fits online, guessing they fit easier as not seeing ACR on some)...medium acr probably be on so one less cdfe so common.

drake is a meatshiled, alwasy has been. back befroe drake train it was often the last killed ship. for 2 reasosn. Its tank is a pita and lower dps. canes were a hight priority for the 220/425 II spam and tank easier to clear out once you tangled them up. harbs flown right and they engaged under good scenarios as well and drakes jsut fell to the bottom of the pile for target selection.


And these numbers. Liars figure and figures lie. On the combat char I am one of those final blows and I am a top damage. Heres one fun story as to how. 2 on 1, falcon kill (he faiied to jam us and his tank was somewhere just not on the ship, some days you get lucky). Other person....a rocket crow. drake top damage versus a rocket....\o/ lol. final blow pure luck. Crow probably veered out of range on orbit I'd put isk on.

More fun with these figures...are implants involved. On a gun boat I might run cheap implants. real common practice among some pvp'er to do so. Rof, damage....to me its worth it. drake/cerb would I run the missile hardwires....nah.
ElCholo
Brutor Tribe
Minmatar Republic
#102 - 2011-12-07 05:10:24 UTC
Tanya Powers wrote:
It doesn't take longer stop say'in crap.


Over all it does take longer to fly the spectrum of Minmatar ships effectively. You have to train to be able to armor tan your ships. You have to train to be able to shield tank your ships. You have to train to be able to use the projectile weapon system. You have to train to use the missile weapon system. You have to train to use the drone wepon system.

Of course there are other races that have a few cross-platform ships, such as the curse (missiles, drones, armor or shields), Lachesis (I think that is the missiles one for Gallente), and the hybrid platforms for Caldari. However, none of them have nearly as many ships that are designed specificly for multiple weapon and tanking systems as Minmatar do.

Of course, you can fly a shield tanked AC using Minmatar ship just as well as someone can fly an laser armor Amarr ship with the same ammount of sp in their given ships. However, that Amarr pilot can jump in just about any other Amarr ship and fly it just as well while the Minmatar pilot can fly, probably around 40% of his races ship as well while the other 60% of the ships will require against as much sp over what he has to fly them as effectively.

Sorry for the rambling. Tired of people who don't know better saying that all races are just as easy to train as any other.
Emily Poast
The Whipping Post
#103 - 2011-12-07 06:27:03 UTC
I think Grimpak has the right of it - most of the tweaks need to be done through ship bonuses. Changes to modules will change them for everyone and lead to less controllable results.

As for the rest of the folks who still dont believe there is a balance issue...try to be a little objective. If you guys dont think the quoted stats show an imbalance, what do they show?
Manar Detri
#104 - 2011-12-07 06:28:45 UTC
Maroxus wrote:
Manar Detri wrote:
Liang Nuren wrote:


- Sure, the ECM mechanic sucks. Its overall effectiveness is probably fine.

-Liang


- Ecm: Yes, in a duration of 100 hours ecm can be seen to be quite fine, but the pure lack of control for the victim and user makes it awful for usage, and most of all makes it overpowered on some occasions and totally useless on others.

.


ECM drones can get a nerf, but ECM shouldn't be nerfed until Caldari ships as a whole are rebalanced. After the drake, 100mn tengu, and maybe the Naga ... there isn't much in Caldari's ship lineup for PvP.


Changes don't always have to be nerfs.. from my perspective it'd rather be a buff if they made it reliable to use.
ElCholo
Brutor Tribe
Minmatar Republic
#105 - 2011-12-07 06:46:36 UTC
Emily Poast wrote:
I think Grimpak has the right of it - most of the tweaks need to be done through ship bonuses. Changes to modules will change them for everyone and lead to less controllable results.

As for the rest of the folks who still dont believe there is a balance issue...try to be a little objective. If you guys dont think the quoted stats show an imbalance, what do they show?


The stats don't show an imballance. There isn't enough information to show an imballance or a ballance. I've posted in that numbers thread for a list of the numbers of ship types lost to compare to ships killed with. If those Minmatar ships being killed with greatly outnumber the amount of them being lost, then I will believe that they are as OP as people are claiming. If their number of losses corespond to their number of kills, it will just show that they are very popular and are killing and dieing equally which is what should happen in a ship that is flown more than another.

I actually fly Amarr Recons, HACs, BSs, and Inties more than Minmatar. While I do have a vested interest in Minmatar (I like their flavor), it wouldn't really adversely effect me if they are nerfed. I just don't believe they are at the point that you need to nerf Minmatar or ACs. Just maybe the falloff bonus on a few of their ships.
Onictus
Federal Navy Academy
Gallente Federation
#106 - 2011-12-07 07:06:44 UTC
ElCholo wrote:


I actually fly Amarr Recons, HACs, BSs, and Inties more than Minmatar. While I do have a vested interest in Minmatar (I like their flavor), it wouldn't really adversely effect me if they are nerfed. I just don't believe they are at the point that you need to nerf Minmatar or ACs. Just maybe the falloff bonus on a few of their ships.



The amusing part there being that with the singular exception of the Tornado there are no T1 matar ships with a falloff bonus....Dram, Cyna, and Mach....they have the falloff bonuses. Tornado came pre-nerfed in the second balance pass when the fall off was dropped from 10% to 5%, Dram was rebalanced as well, no longer allowing it to outrun MED fit frigs on AB and removing the (IMO) cheese dual-prop fit. Cynabal is still pretty outrageous overall, it pretty much obsoletes the Vaga completely, other than a slight price differential, which is pretty pointless when both ships tend toward 200mil.

I still think that overall speed should be reversed between Gallente and Matar, there would be a lot less bitching about ACs if everyone was busy trying to dodge gank Brutix's and Talos hulls....but I just don't see that in the cards. Allow agility to favor matar so a smart pilot can keep the "faster" gal hull turning and unable to apply its speed (much like messing with crappy vaga/interceptor piltos).

In other news, Naga is getting very good reviews from people that are flying them.
ElCholo
Brutor Tribe
Minmatar Republic
#107 - 2011-12-07 08:05:48 UTC
Onictus wrote:

I still think that overall speed should be reversed between Gallente and Matar, there would be a lot less bitching about ACs if everyone was busy trying to dodge gank Brutix's and Talos hulls....but I just don't see that in the cards. Allow agility to favor matar so a smart pilot can keep the "faster" gal hull turning and unable to apply its speed (much like messing with crappy vaga/interceptor piltos).


I don’t think that Gallente should have the speed card. They should already have the highest DPS. They have, arguable, the second best tanks in the game (passive and active). Passive, second to Amarr. Active, second to Caldari. Minmatar only has speed and falloff going for them. If you remove their speed them you are making them fight a DPS / Tank fight vs Gallente which outperforms them on both fronts.
A compromise that I could see would to give Gallente the highest acceleration, yet allow Minmatar to keep top speed. This would allow them (Gallente) to get up in the face of their opponents quick enough to apply their dps yet it wouldn’t give them an unfair advantage over Minmatar pilots who require their speed to be used as their tank. Any competent Gallente pilot would easily be able to use this superior acceleration to break a Minmatar’s orbit, thus forcing the Minmatar to focus on manual orbiting and making their speed a strategy that needs to be actively concentrated on, and not an “I win” button.

As for agility, I don’t have any good reason to give a greater agility to Minmatar or Gallente. Minmatar need it for their orbiting (manual or auto) while Gallente need it to make sure their greater acceleration actually gets them up close and personal with their opponent. I think the use of Armor tanks on Gallente would sort out the Minmatar having a slightly greater agility in the long run without having to give one race or the other a greater one.

tl;dr
Minmatar should stay fastest. Gallente should have greatest acceleration. Agility should be the same for both.
Onictus
Federal Navy Academy
Gallente Federation
#108 - 2011-12-07 08:57:54 UTC
ElCholo wrote:


I don’t think that Gallente should have the speed card. They should already have the highest DPS. They have, arguable, the second best tanks in the game (passive and active). Passive, second to Amarr. Active, second to Caldari. Minmatar only has speed and falloff going for them. If you remove their speed them you are making them fight a DPS / Tank fight vs Gallente which outperforms them on both fronts.


I didn't say remove their speed, I said make Gallente faster with lower agility.....and we both know that higher DPS is crap because its BARELY in competition IF the Gallente ship has blasters AND null AND a couple TE's.....

.....which doesn't matter because the if the Gallenete ship is using ANYTHING but a shoehorned shield tank its bye bye matar ship and you get no dps except drones. Because a Hurricane is STILL faster than a shield Brutix if both have a nano, if the Gallente is using an armor tank active or buffer it has two choices leave the field or die.

ElCholo wrote:

A compromise that I could see would to give Gallente the highest acceleration, yet allow Minmatar to keep top speed. This would allow them (Gallente) to get up in the face of their opponents quick enough to apply their dps yet it wouldn’t give them an unfair advantage over Minmatar pilots who require their speed to be used as their tank. Any competent Gallente pilot would easily be able to use this superior acceleration to break a Minmatar’s orbit, thus forcing the Minmatar to focus on manual orbiting and making their speed a strategy that needs to be actively concentrated on, and not an “I win” button.


What's wrong with making matar manually pilot like EVERYONE else that spends half of the time breaking orbits so wecan get a scram on them.

I've done it, I'm sure you've done it....there is nothing wrong with making it so that NO ONE gets to sitting around and just hit "orbit at 20km" and chill out till something sparkles.

ElCholo wrote:

As for agility, I don’t have any good reason to give a greater agility to Minmatar or Gallente. Minmatar need it for their orbiting (manual or auto) while Gallente need it to make sure their greater acceleration actually gets them up close and personal with their opponent. I think the use of Armor tanks on Gallente would sort out the Minmatar having a slightly greater agility in the long run without having to give one race or the other a greater one.


Except that Gallente is taking a speed disadvantage from rigs and/or a mass penalty (bye bye acceleration) for using native tank. Without a speed advantage blasters remain cannon fodder for EVERYTHING faster than them, and when you are eating a 30% speed penalty for using armor rigs that means damn near EVERYTHING is faster than you.

This is why matar should have the agility advantage, a little point and clicky and a competent pilot with a more agile ship SHOULD be able to keep range on a faster ship that has to drop to 1/2 speed to make a turn.

As it is I almost never set an orbit unless its a capital or plated up BS.

ElCholo wrote:

Minmatar should stay fastest. Gallente should have greatest acceleration. Agility should be the same for both.


Which places everyone at a comparative disadvantage, an armor cane can plane out run an active tank Brutix unless the Cane has a double plate bait fir or something silly.
ElCholo
Brutor Tribe
Minmatar Republic
#109 - 2011-12-07 09:37:57 UTC
Onictus wrote:

I didn't say remove their speed, I said make Gallente faster with lower agility.....and we both know that higher DPS is crap because its BARELY in competition IF the Gallente ship has blasters AND null AND a couple TE's.....

.....which doesn't matter because the if the Gallenete ship is using ANYTHING but a shoehorned shield tank its bye bye matar ship and you get no dps except drones. Because a Hurricane is STILL faster than a shield Brutix if both have a nano, if the Gallente is using an armor tank active or buffer it has two choices leave the field or die.


I know exactly what you said and I replied to you with my opinion. The higher DPS is not crap. With higher acceleration this DPS will be applied much quicker. I am taking in the bigger picture of Gallente in PvP, not just Gallente in PvP with Minmatar. As for YOU believing that the DPS of blasters being high is crap, I do not believe that. The current boost to blasters has helped them significantly and I believe they will continue along this path. The blaster boosts along with making them the fastest ships would be too much imho.

Onictus wrote:


What's wrong with making matar manually pilot like EVERYONE else that spends half of the time breaking orbits so wecan get a scram on them.

I've done it, I'm sure you've done it....there is nothing wrong with making it so that NO ONE gets to sitting around and just hit "orbit at 20km" and chill out till something sparkles.

I think you need to reread what I posted. I am supporting them having to manually pilot again by removing their falloff bonuses from ships and giving Gallente acceleration bonuses to force this to happen. Please read through my posts fully if you want to have an actual discussion.
Onictus wrote:


Except that Gallente is taking a speed disadvantage from rigs and/or a mass penalty (bye bye acceleration) for using native tank. Without a speed advantage blasters remain cannon fodder for EVERYTHING faster than them, and when you are eating a 30% speed penalty for using armor rigs that means damn near EVERYTHING is faster than you.

This is why matar should have the agility advantage, a little point and clicky and a competent pilot with a more agile ship SHOULD be able to keep range on a faster ship that has to drop to 1/2 speed to make a turn.

You seem to be thinking in a two dimentional 1v1 fight where there is only a single Gallente and single Minmatar pilot fighting. Once you get into real world pvp and have multiple opponents on the field, then the agility wouldn’t be enough for the Minmatar pilots to keep away from the Gallente.
Throwing in that rigs and armor tanking mods have speed penalty does effect the speed of the Gallente ships, but this is a separate issues that may or may not need to be looked at. Armor tanked Minmatar ships face the same penalties when fitting them. And yes, there are still Minmatar ships that use armor tanks.
Also, boosting the acceleration to the fastest of the four races could/should also mean doing this so that the mass isn’t as much of a detriment to the acceleration, yet still maintaining only a second best top speed.
Onictus wrote:


Which places everyone at a comparative disadvantage, an armor cane can plane out run an active tank Brutix unless the Cane has a double plate bait fir or something silly.

A typical armor tanked Brutix has a top speed of 1050m/s while the Cane has a top speed of 1025m/s. The Brutix aligns at 11.9 and the Cane aligns at 14. This is using a single plated Cane (Typical) and a Dual Rep Brutix (Typical). You can of course argue fits if you like, however, this is just to show you that the speeds are comparable for armor tanking them. They aren’t as out of wack as people want to lead others to believe. (For armor tanking) Change the Brutix to a similar 1600 plate setup and their top speed is reduced to only 935m/s. This speed with a higher acceleration would make it very capable of catching the Cane who would be SLIGHTLY faster but have a slower acceleration.
So your comment that an armor cane can outrun an active tank Brutix is wrong. It can’t even out maneuver the Brutix. It can, however, outrun a plate brutix, but just barely. The Brutix can still turn faster than the Cane.
Naomi Knight
Ministry of War
Amarr Empire
#110 - 2011-12-07 09:38:39 UTC  |  Edited by: Naomi Knight
Onictus wrote:


In other news, Naga is getting very good reviews from people that are flying them.

cause they used to useless caldari/gallente hybrid ones , and the extra speed+actually doing dmg is fun
Onictus
Federal Navy Academy
Gallente Federation
#111 - 2011-12-07 09:48:27 UTC
Naomi Knight wrote:
Onictus wrote:


In other news, Naga is getting very good reviews from people that are flying them.

cause they used to useless caldari/gallente hybrid ones , and the extra speed+actually doing dmg is fun



No actually they are both damn near pure Amarr pilots
Naomi Knight
Ministry of War
Amarr Empire
#112 - 2011-12-07 09:55:07 UTC
Onictus wrote:
Naomi Knight wrote:
Onictus wrote:


In other news, Naga is getting very good reviews from people that are flying them.

cause they used to useless caldari/gallente hybrid ones , and the extra speed+actually doing dmg is fun



No actually they are both damn near pure Amarr pilots

hmm how can they use large hybrids then?:O
Onictus
Federal Navy Academy
Gallente Federation
#113 - 2011-12-07 10:01:52 UTC  |  Edited by: Onictus
ElCholo wrote:


I know exactly what you said and I replied to you with my opinion. The higher DPS is not crap. With higher acceleration this DPS will be applied much quicker. I am taking in the bigger picture of Gallente in PvP, not just Gallente in PvP with Minmatar. As for YOU believing that the DPS of blasters being high is crap, I do not believe that. The current boost to blasters has helped them significantly and I believe they will continue along this path. The blaster boosts along with making them the fastest ships would be too much imho.


I'm still a bit dubious, but I haven't had a lot of time to putz around with my blaster ships.


ElCholo wrote:

I think you need to reread what I posted. I am supporting them having to manually pilot again by removing their falloff bonuses from ships and giving Gallente acceleration bonuses to force this to happen. Please read through my posts fully if you want to have an actual discussion.



Then you may want to note that two ships have falloff bonuses, Vagabound and Tornado. Jury is still out on Tornado, and I have a hard time seeing a Vaga as overpowered.

Unless you are counting the Angel line, but that is a different discussion.




ElCholo wrote:

You seem to be thinking in a two dimentional 1v1 fight where there is only a single Gallente and single Minmatar pilot fighting. Once you get into real world pvp and have multiple opponents on the field, then the agility wouldn’t be enough for the Minmatar pilots to keep away from the Gallente.
Throwing in that rigs and armor tanking mods have speed penalty does effect the speed of the Gallente ships, but this is a separate issues that may or may not need to be looked at. Armor tanked Minmatar ships face the same penalties when fitting them. And yes, there are still Minmatar ships that use armor tanks.
Also, boosting the acceleration to the fastest of the four races could/should also mean doing this so that the mass isn’t as much of a detriment to the acceleration, yet still maintaining only a second best top speed.


Of course I was talking one on one, in gangs you generally have tacklers/bubbles/warp-ins ect....ship to ship comparison is kinda pointless because scram =dead

Ironically enough the Brutix is #3 behind the Myrmidon and Ares on my list of "ships I've broke **** with" Hurricane is #4


ElCholo wrote:

So your comment that an armor cane can outrun an active tank Brutix is wrong. It can’t even out maneuver the Brutix. It can, however, outrun a plate brutix, but just barely. The Brutix can still turn faster than the Cane.


You are likely right, I haven't looked at an active fit since the buff, mainly because I don't see the new blasters being enough to counter all of the disadvantages, specially since you are basically running against your cargo hold for an active tank, plated Brutix is too slow.
Onictus
Federal Navy Academy
Gallente Federation
#114 - 2011-12-07 10:09:42 UTC
Naomi Knight wrote:
Onictus wrote:
Naomi Knight wrote:
Onictus wrote:


In other news, Naga is getting very good reviews from people that are flying them.

cause they used to useless caldari/gallente hybrid ones , and the extra speed+actually doing dmg is fun



No actually they are both damn near pure Amarr pilots

hmm how can they use large hybrids then?:O



Same way everyone else is.....they had to trained millions of years ago and were trying it out for grins.

With the exception of you and a couple of the role players most pilots are cross trained I've found.
mental maverick
Percussive Diplomacy
Sedition.
#115 - 2011-12-07 12:23:46 UTC
I kind of like where this thread is going, there seems to be some actual discussing going on.

I agree with most of what ElCholo said, and also what Liang said about how Minmatar ships are often easier to fit, which might be one of the reasons I think they are a bit to good at a bit too many roles.They are simply easier to fit for different purposes. The more I read the back and forth arguments though the more I'm convinced that ""wait and see" is the right approach for now. No need to go rushing any more changes until we see what this hybrid change will bring when people get the feel of the new setups and actual pvp in them.
Tanya Powers
Doomheim
#116 - 2011-12-07 13:24:06 UTC
Zarnak Wulf wrote:
CCP is more likely to mess with Scorch, Barrage, and Null then modify Tracking Enhancers. Null range will broaden or the other two will see theirs shrink. I can't link CCP Tallest's comments from my iPhone but that is how I interpreted it.


If you nerf Tracking enhancers then you nerf every weapon system other than missiles and there's no point on doing this.

The better solution is to make the weapon system that profits the least from TE's (read hybrids) benefit more from those, this ONLY means you have to increase base OP/Falloff range on the weapons or tweaking individually each ship using hybrids.

Individually means you wouldn't see tomorrow Rokh shooting in full op distance at over 50km with blasters thx to 3 or 4 te's and actual hull bonus, this would be completely silly.

Emily Poast
The Whipping Post
#117 - 2011-12-07 14:37:59 UTC
So things to consider from the now excellent discussions here:

1. Reduce the falloff bonuses from the angel ships that have it,
2. Make changes to the races through ammo and/or hull bonuses and not modules (because modules would change everyone)
3. Give Gal the best accel and/or agility, but keep Matar having the highest speed and/or agility (that needs more discussion)
4. Remove/reduce speed penalty from armor rigs (have to be careful here because this will effect everyone - but amarr already have lower base speed - but might cause issues with armor matar ships)
5. Change the fitting balances between the races in some classes of ships (though this needs to be examined - it may be just perception - i dont think so though).

But above all, wait for these hybrid changes to shake out to see what we have. Think about the above in the meantime.

This would be a good start, IMHO.
Onictus
Federal Navy Academy
Gallente Federation
#118 - 2011-12-07 14:38:30 UTC
Tanya Powers wrote:
Zarnak Wulf wrote:
CCP is more likely to mess with Scorch, Barrage, and Null then modify Tracking Enhancers. Null range will broaden or the other two will see theirs shrink. I can't link CCP Tallest's comments from my iPhone but that is how I interpreted it.


If you nerf Tracking enhancers then you nerf every weapon system other than missiles and there's no point on doing this.

The better solution is to make the weapon system that profits the least from TE's (read hybrids) benefit more from those, this ONLY means you have to increase base OP/Falloff range on the weapons or tweaking individually each ship using hybrids.

Individually means you wouldn't see tomorrow Rokh shooting in full op distance at over 50km with blasters thx to 3 or 4 te's and actual hull bonus, this would be completely silly.




That would mean extending the falloff on hybrid turrets themselves.

Not sure about that one. really I'd rather see rails get a tracking boost (another one yes) so they are viable mid-range tracking enhancers aren't so much the issue there.
DarkAegix
Center for Advanced Studies
Gallente Federation
#119 - 2011-12-07 14:52:27 UTC
1. Increase TE's optimal bonus to be the same as falloff, or reduce falloff and increase optimal slightly.
2. Give blasters a large optimal and shorter falloff.
3. Change all hybrid falloff bonuses to either tracking/optimal.

The purpose of 1 is to remove the unnecessary Minmatar advantage.
The purpose of 2 is to make Caldari optimal bonuses useful for blasters.
The purpose of 3 is to balance Gallente ships with falloff bonuses after change 2.
Onictus
Federal Navy Academy
Gallente Federation
#120 - 2011-12-07 15:09:03 UTC
Tanya Powers wrote:
Zarnak Wulf wrote:
CCP is more likely to mess with Scorch, Barrage, and Null then modify Tracking Enhancers. Null range will broaden or the other two will see theirs shrink. I can't link CCP Tallest's comments from my iPhone but that is how I interpreted it.


If you nerf Tracking enhancers then you nerf every weapon system other than missiles and there's no point on doing this.





No no, notice only Amarr pilots advocate this for the most part.

Nerfing the falloff on TE has a negligible effect on lasers so they are all for it.

I for one would prefer to be able to use my hybrids.