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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Kaarous Aldurald
ROC Academy The ROC
1158
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Posted - 2013.10.13 22:32:00 -
[331] - Quote
Barrogh Habalu wrote:VanKenMar wrote:slots...14 slots, rest have 15 slots!!! I guess Phantasm's role bonus ate 15th slot.
"Utterly suck" isn't a role bonus, or I'd be inclined to agree with you.
Like many, I really want to like the Phantasm, but it's stats just do not justify it. Not posting on my main, and loving it.-á Because free speech.-á |
Lucine Delacourt
The Covenant of Blood
70
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Posted - 2013.10.14 00:44:00 -
[332] - Quote
Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull. |
Ace Chet-Chaz Fancyslacks
University of Caille Gallente Federation
4
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Posted - 2013.10.14 02:56:00 -
[333] - Quote
Lucine Delacourt wrote:Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.
While I agree about 7 mids being too many. The Falcon, Rook, and Lachesis all have 7 mids and 4 Amarr ships(Including 2 Navy ships) have 7 lows so it wouldn't be unheard of to give the Phantasm a 7th Mid. Again I don't think they should, just pointing out that there are multiple cruisers with 7 slots in a power level. |
Battlingbean
Star Frontiers Dirt Nap Squad.
27
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Posted - 2013.10.14 02:57:00 -
[334] - Quote
Lucine Delacourt wrote:Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.
Well, I agree another mid would be excessive and another high would only be useful with another turret hard point. So an extra low seems the reasonable choice. It would be cool to be able to fit a great passive tank on it. In all honesty, the role bonus of 100% bonus damage is huge. That is 3 more effective guns for no slots, fitting or cap drain, so I wonder if an extra slot is even needed.
However, the extra slot is completely justifiable. Ashimmu has the exact same role bonus and 15 slots. The Gila and Stratios both have 15 slots and 125 Mbit/s bandwidth and don't have the slot penalty drone boats typically receive
The Phantasm's problem is, as others have mentioned, with the stats. The power grid specifically is always the problem when I fit it and I have great fitting skills.
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Liang Nuren
Heretic Army Heretic Initiative
3812
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Posted - 2013.10.14 17:18:00 -
[335] - Quote
CCP Ytterbium wrote:Domanique Altares wrote:You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns. Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper. CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?
The only way I'll agree to help you is if you guys play a cover of this song at rave on the last day. \o/
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Gloredon
zzzNightmarezzz Black Flame.
2
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Posted - 2013.10.17 01:27:00 -
[336] - Quote
I passive tank my Phantasm. It works good. I'd vote for the 4th low slot. Then I could make the passive tank better with several fitting choices, DCU, Power Diag, Shield Flux Coil. It's never going to be a ship I'd attempt to run level 4s in (like I have many times in the Cynabal), but it can crush level 3s well. The extra Cap from a Power Diag might help it's cap issues.
But I'd still say again, any pirate ship rebalance should look to making the weak performers meet the standards set by the better performers in class, not any sort of nerf of the best performers, because they aren't THAT far ahead of the Navy Ships already, and they are supposed to be. |
Zarnak Wulf
In Exile. Imperial Outlaws.
1385
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Posted - 2013.10.17 03:42:00 -
[337] - Quote
* cough cpugh* Navy Augorer * cough cough* |
Mocam
EVE University Ivy League
327
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Posted - 2013.10.18 12:08:00 -
[338] - Quote
Liang Nuren wrote:One of the cool things about the Phantasm is that it has its crewed by one of the lesser known races, called "capacitor vampires". You'll notice their handiwork when you undock and activate any module and your capacitor instantly empties. I can't wait until they extend WIS to include the bridge of your ship! I really want to see what they have conceptualized these beings to look like!
-Liang
You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? It doesn't need to be turned into some god mode toy like has been done in the past as they twiddle around with ships.
IMO that beats the hell out of all these "add slots! change 'em around!" so on and so forth gigs in this thread.
Go with the K.I.S.S. approach vs ending up with another dramiel type over-powered toy due to over tweaking/compensation. If the cap is the issue, then get rid of that issue. If it's more than that (which wasn't apparent until *AFTER* a CCP dev commented) then in very small ways tweak elsewhere.
This is a question. IMO - simply give it something like a ship bonus of faster cap regeneration or whatever it'll take to remove that as a problem. but I don't fly the hull (can but don't) so I'm not sure what it would really take but some of these suggestions ... pretty friggn far out there. |
SFM Hobb3s
Vanguard Frontiers Black Legion.
24
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Posted - 2013.10.18 18:57:00 -
[339] - Quote
This ship is like the pile of junk at the back of your garage...you're only paying attention to it when backing something else up in there so as not to get those spikes in your behind... |
Barrogh Habalu
Imperial Shipment Amarr Empire
546
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Posted - 2013.10.18 20:52:00 -
[340] - Quote
Mocam wrote:You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? Well, aside from alleviating really bad hull's problems, a good ship requires something going for it as well, a reason to fly it so to say. Considering what kind of T1/faction cruisers we have at the moment, I don't see Phantasm really compelling even if it's easier on cap than now.
As it was said already, perhaps at one point the concept of this hull was interesting (projection of lasers with alleviated tracking issues plus utility slots), but now that tracking lasers became more commonplace and there's not much Phantasm can use those utility highs for effectively, I feel that the ships became an artifact of the past. I don't think that sane amount of additional cap won't really help a lot, and giving it insane one sounds like asking for trouble (and for something silly, like this ship stepping on Ashimmu's toes, of all things) |
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Battlingbean
Star Frontiers Dirt Nap Squad.
32
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Posted - 2013.10.18 23:12:00 -
[341] - Quote
What do you guys think about making the Sansha line pure gank and ambush ships? Add an extra turret hardpoint and let them fit cloak but keep the EHP and speed low. Maybe overpowered but then they'd actually be good at something. |
Jasmine Assasin
State War Academy Caldari State
64
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Posted - 2013.10.18 23:47:00 -
[342] - Quote
Just give the Sansha line 10% more cap and cap recharge. Give the Phantasm a 4th low. Add 17.5% extra speed and add about 12.5% extra agility across the board for good measure and call it a day.
Sansha pirate ships are rebalanced, problem solved, and just in time for a drink at the local pub. I expect a check in the mail within 4 weeks.
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Abdullah Bahdoon
Somali Initiative for Dialogue and Posting
4
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Posted - 2013.10.19 01:35:00 -
[343] - Quote
18 pages of debate over this and for what ? It is still an excellent lvl2 mission boat |
Humang
Sefem Velox Swift Angels Alliance
22
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Posted - 2013.10.20 12:13:00 -
[344] - Quote
I think it's been said before, but it would appear that the phantasm is just lacking any kind of definitive role (that plus the horrible, horrible cap life) I would be all for having it as pure gank and mobility, and when i say mobility I don't mean speed, more like bonuses for the MJD as people have suggested, or for my favourite let it use blops jump bridges.
Have it as a "Get in, kill target with glorious fire, get out" kind of ship.
Also fix the cap. Witty Comment Here |
Kristoffon Ellecon
Immortalis Inc. Shadow Cartel
100
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Posted - 2013.10.21 16:15:00 -
[345] - Quote
Abdullah Bahdoon wrote:18 pages of debate over this and for what ? It is still an excellent lvl2 mission boat That's like saying your phone is an excellent paper weight. |
Mocam
EVE University Ivy League
329
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Posted - 2013.10.22 04:25:00 -
[346] - Quote
Barrogh Habalu wrote:Mocam wrote:You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? Well, aside from alleviating really bad hull's problems, a good ship requires something going for it as well, a reason to fly it so to say. Considering what kind of T1/faction cruisers we have at the moment, I don't see Phantasm really compelling even if it's easier on cap than now. As it was said already, perhaps at one point the concept of this hull was interesting (projection of lasers with alleviated tracking issues plus utility slots), but now that tracking lasers became more commonplace and there's not much Phantasm can use those utility highs for effectively, I feel that the ships became an artifact of the past. I don't think that sane amount of additional cap won't really help a lot, and giving it insane one sounds like asking for trouble (and for something silly, like this ship stepping on Ashimmu's toes, of all things)
First off - without adding effects to the hull, no way in hell could this hull step on the Ashimmu - no web bonus so it's not stepping on that turf readily and that's without the vamp/neut bonuses on the hull. The Ashimmu is used but not much beyond an "entry webber" along amarr lines but it has its own issues compared to T3's and such for long-term use.
As for the Phantasm hull itself, it's not a bad ship except it can't support any type of extended use - even minor style. As for "sane" vs "insane" amounts of cap use - if the hull would work well without the capacitor issues - how OP do you see it being when it's bottom of the heap right now? An Amarrian pilot finding a cruiser that would be easy to use via no cap issues ...
Let's suppose that it were taken to fully cap stable even with fully loaded & overheated guns - what would that potentially cause as problems - without mods elsewhere? Just take the capacitor fully out of the picture as a limit. |
VanKenMar
Beach Boys Cartel.
2
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Posted - 2013.10.22 15:21:00 -
[347] - Quote
You will not kill a frig in Phantasm..or criuzer.. 1. scan ress is way to small to catch anything if You use scram, to hold it.. 2. if u use long point ..You will be to slow to control the distance.. 3. if You are lucky enough to catch something on scram and web, then "cap vampires"will drains Your vein (1min +/- fight, no neuts on You) 4. point on You and have no chance to run, 3 light ecm it is not enough (died to fast before let u run off) 5. lasers works perfect on this Beauty, but are unable to do various damage types.
It could be the best Pirate Ship..plz dont touch lasers and spikes, but keep in mind what I wrote above. Dont get me wrong ..i dont want to make every ship the same, but give the Phantasm chance to fight not just explode!
From.. i like an idea giving Phantasm some sort of cloaky bonus! (its just my personal wish). Every change will be good! |
Yummy Chocolate
Brutor Tribe Minmatar Republic
1705
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Posted - 2013.10.23 08:03:00 -
[348] - Quote
Cute E wrote:[Phantasm, pvp]
shame it needs a cap boost to avoid drying its own cap in a fight.
lasers are so lame. |
FallenTitan
Blue Republic RvB - BLUE Republic
39
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Posted - 2013.11.21 07:56:00 -
[349] - Quote
It certainly needs a buff. The OP highlighted its issues fairly well.
Slow ship, usually primary because it's shiny, poor cap, poor fitting space and t1 cruiser DPS I don't know what the other highslots are for because it certainly has no cap to neut... and who uses nos.. |
Aleks Rova
Imperial Academy Amarr Empire
23
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Posted - 2013.11.29 07:14:00 -
[350] - Quote
Bumping because I plan to train for this ship. |
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Tasiv Deka
End-of-Line
90
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Posted - 2013.11.29 08:36:00 -
[351] - Quote
It looks pretty... especially as a Killmail Oh, Do go on... no seriously ive got nothing better to do then listen to all the petty arguments and feeble trolling attempts...-á
The sad thing is i'm not sure if i'm telling the truth. |
Niena Nuamzzar
Royal Amarr Institute Amarr Empire
134
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Posted - 2013.11.29 09:56:00 -
[352] - Quote
Aleks Rova wrote:Bumping because I plan to train for this ship. Bumping because I have perfect skills for that ship. |
elitatwo
Congregatio
170
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Posted - 2013.11.29 14:22:00 -
[353] - Quote
I think the Phantasm needs more of everything,
- more speed - lower shield regen - more scan resolution - more sensor strenght - more agility - plus 100 cpu - plus 200 powergrid - plus 600 capacitor ( - plus 1000 shield hp (pun intended ) ) - role bonus for medium smartbombs (range and damage) - NOS drain amount - plus 1 low
and the Succubus needs, - more speed - more agility - better cap regen - role bonus for small smartboms (range and damage)
Why smartbomb bonus? No boat has it and it sounds kinda cool signature |
FallenTitan
Blue Republic RvB - BLUE Republic
76
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Posted - 2013.12.14 23:50:00 -
[354] - Quote
As cool as the smartbomb bonus sounds. on a medium size ship, even with hypothetical range/damage bonus, it would not match up to a cheap smartbomb BS. and since smartbombs don't need a lock, it makes little difference if it's on a slow lock BS or a small cruiser.
Incoming wild idea... Maybe the phantasm can get a role bonus that makes Nosferatu work no matter the capacitor percentage differences. So that it can always drain cap to support it's insane cap dependance. |
elitatwo
Congregatio
178
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Posted - 2013.12.15 03:33:00 -
[355] - Quote
FallenTitan wrote:As cool as the smartbomb bonus sounds. on a medium size ship, even with hypothetical range/damage bonus, it would not match up to a cheap smartbomb BS. and since smartbombs don't need a lock, it makes little difference if it's on a slow lock BS or a small cruiser.
Incoming wild idea... Maybe the phantasm can get a role bonus that makes Nosferatu work no matter the capacitor percentage differences. So that it can always drain cap to support it's insane cap dependance.
I hear ya and I agree, the nosferatu changes are still not even close to what I would want them to be. All sizes still don't give you enough cap to be worth using them. You hardly notice them at all. I'd rather see them work as counter to neuting where one nos gets at least 75% of the that cap back to what has been neutralized from you.
And my smartbomb idea was intentionally as anti small, medium and heavy drone pirate boat, not as gatecamping podkiller.
Imagine the Succubus gets it and if you fight an Astro, an Ishkur or any small droneboat, the Succubus kills the small drones and lasers you dead. And up the chain the Nightmare would become a 'nightmare' for heavy drones.
But that's just an idea that's never going to see the light of the day, instead we get a super nos with a fourty seconds relo- erm.. duration cooldown and a new 'gank me noaw, I'm halpless' sign on them.. signature |
Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
693
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Posted - 2013.12.15 11:41:00 -
[356] - Quote
I like the phantasm, it looks nice in my hanger, that is all that there is to say about it... Dumbing down of Eve Online will result in it's destruction... |
Red Teufel
Mafia Redux Phobia.
283
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Posted - 2013.12.15 22:21:00 -
[357] - Quote
I never see it used in anger only ratting. give it a special ability. the greater the negative sec status is the greater the bonuses become muhhahahaahha |
Liang Nuren
Heretic Army Heretic Initiative
3818
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Posted - 2013.12.16 08:17:00 -
[358] - Quote
Red Teufel wrote:I never see it used in anger only ratting. give it a special ability. the greater the negative sec status is the greater the bonuses become muhhahahaahha
Ideas like this used to be a very common suggestion for all of the pirate ships. The associated line was usually something like "Cannot be used in high sec".
-Liang
Ed: FFS. Editing because I can't form a complete thought. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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NickSuccorso
Arcana Imperii Ltd. Surely You're Joking
26
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Posted - 2013.12.17 20:00:00 -
[359] - Quote
kyrieee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs.
You are 100% right. Bhaal is literally part of our fleet doctrine... Vindi and Mach are just fun, No SRP toys. |
Shalashaska Adam
DubiousOnes
9
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Posted - 2013.12.17 20:37:00 -
[360] - Quote
Nightmare needs more speed but other than that it works perfectly in incursions and I don't want to see it messed up. |
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