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Sinaitra
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Posted - 2008.09.01 00:46:00 -
[31]
Edited by: Sinaitra on 01/09/2008 01:06:08
Originally by: Nocturnal Avenger
Originally by: AstroPhobic
Originally by: Cpt Branko Munnin needs more verticality so it can legitimately suck.
Agreed.
Agreed - although muninn, 720's, gate and RF emp = win 
If i saw you on a gate in a muninn and you agressed me, i'd laugh, put a point on you, and watch the sentryguns tear you a new one. Poewrgrid doesn't seem to be a problem to me yes its tight, but it fits. But I don't see why a ship that is supposed to do huge damage should drop all it's damage upgrade points just so it can fit a viable tank, a tank that wont even hold against gate guns.
Any munmitar ship that is supposed to use armour reps as its tank is s**t. Ccp should fire the guy who thought up the fit for the muninn because he's probably the same person who thought up the typhoon  |

Liang Nuren
Perkone
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Posted - 2008.09.01 02:58:00 -
[32]
A couple of points: - The Typhoon is pwn. - The Muninn as described is obviously not a lowsec ship.
-Liang |

Haniblecter Teg
F.R.E.E. Explorer Elitist Cowards
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Posted - 2008.09.01 04:37:00 -
[33]
Fit a ton of tracknig mods and instapop inties. |

Satura
Most Wanted INC
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Posted - 2008.09.01 05:10:00 -
[34]
Quote: If i saw you on a gate in a muninn and you agressed me, i'd laugh, put a point on you, and watch the sentryguns tear you a new one. Poewrgrid doesn't seem to be a problem to me yes its tight, but it fits. But I don't see why a ship that is supposed to do huge damage should drop all it's damage upgrade points just so it can fit a viable tank, a tank that wont even hold against gate guns.
1. you will not see a muninn in low sec at some gate agroing you. Unless he's aligned and hoping to insta pop something. 2. pg is a problem on the ship. But with a pg rig can fit a lse and some launchers. :) 3. if you armor tank a muninn...is bad. 4. try 3-4 muninns, few zealots, cerbs in a gang with basilisks or scimitars... |

Excesse
Reikoku Band of Brothers
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Posted - 2008.09.01 06:30:00 -
[35]
Artillery or passive shield tank it. It works fine. |

Sinaitra
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Posted - 2008.09.01 09:46:00 -
[36]
Originally by: Liang Nuren A couple of points: - The Typhoon is pwn. - The Muninn as described is obviously not a lowsec ship.
-Liang
I think you just lost all credibility.
Which inties are you trying to pop, the ones that sit still?
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Sinaitra
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Posted - 2008.09.01 10:10:00 -
[37]
Not trying to start a flame war, end of the day you know as well as i do the muninn deserves a buff to pg, or tank, or arty in general. |

Captator
Universal Securities
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Posted - 2008.09.01 10:32:00 -
[38]
Originally by: Sinaitra
Originally by: Liang Nuren A couple of points: - The Typhoon is pwn. - The Muninn as described is obviously not a lowsec ship.
-Liang
I think you just lost all credibility.
Which inties are you trying to pop, the ones that sit still?
Both Liang's points are correct, how does that lose credability in your eyes?
Also yes, as I think stated earlier by Liang you can only pop them before they get up to speed. |

Ruciza
Minmatar The Feminists
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Posted - 2008.09.01 10:50:00 -
[39]
The Muninn is a close-medium range medium gun fire support ship. It can evade battleships and has more range than Minmatar battlecruisers. Its role is not to snipe frigs, its role is to shoot everything, best cruiser sized and upwards.
Whether it is a lowsec ship is irrelevant. |

Kaeh
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Posted - 2008.09.01 15:36:00 -
[40]
Both Liang's points are correct, how does that lose credability in your eyes?
Also yes, as I think stated earlier by Liang you can only pop them before they get up to speed.
The typhoon is crap... |
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Liang Nuren
Perkone
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Posted - 2008.09.01 15:51:00 -
[41]
Originally by: Sinaitra I think you just lost all credibility.
Which inties are you trying to pop, the ones that sit still?
Actually, yes. You generally shoot them before they get up to speed. In fact, I've personally instapopped and podded a couple of gistii/snaked crow pilots with my Muninn. I did it by shooting them before they got up to speed (as cited earlier in this thread).
Now that's not to say that the Muninn doesn't generally suck, because it does... but it is to say that it does have a use, and it's not to be at 100km. ;-)
-Liang |

Liang Nuren
Perkone
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Posted - 2008.09.01 15:52:00 -
[42]
Originally by: Ruciza The Muninn is a close-medium range medium gun fire support ship. It can evade battleships and has more range than Minmatar battlecruisers. Its role is not to snipe frigs, its role is to shoot everything, best cruiser sized and upwards.
Whether it is a lowsec ship is irrelevant.
Shooting anything above frig size means that you'll run out of ammo long before it actually pops. This is a role that's best suited to pulse Zealots.
-Liang |

Satura
Most Wanted INC
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Posted - 2008.09.01 18:55:00 -
[43]
Nah, and i think this is the first time i disagree with you Liang. :) Even in a gang of 2-3 damage ships, your target will pop before you need to reload. At least this is my experience. Shooting with Emp or Phased Plasma ammo ofc. Tremor sucks! |

Captator
Universal Securities
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Posted - 2008.09.01 19:23:00 -
[44]
Originally by: Kaeh
Both Liang's points are correct, how does that lose credability in your eyes?
Also yes, as I think stated earlier by Liang you can only pop them before they get up to speed.
The typhoon is crap...
Typhoon is awesomesauce torps heavies, big tank, rem reps/AC/capwarfare |

AstroPhobic
Minmatar
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Posted - 2008.09.01 19:30:00 -
[45]
Originally by: Captator
Typhoon is awesomesauce torps heavies, big tank, rem reps/AC/capwarfare
I still prefer a torp raven for omg-gank-with-buffer, and a geddon for RR goodness.  |

Captator
Universal Securities
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Posted - 2008.09.01 20:15:00 -
[46]
Originally by: AstroPhobic
Originally by: Captator
Typhoon is awesomesauce torps heavies, big tank, rem reps/AC/capwarfare
I still prefer a torp raven for omg-gank-with-buffer, and a geddon for RR goodness. 
Fair enough, but geddon cannot fit MWD with tackle mods and injector, and actually can only run 1 rather than 2 LRAR, and raven again sacrifices buffer for tackle/propulsion, or tackle/propulsion to get the buffer.
Either way, it certainly isn't crap, like the poster I responded to seems to think. |

AstroPhobic
Minmatar
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Posted - 2008.09.01 20:18:00 -
[47]
Originally by: Captator
Either way, it certainly isn't crap, like the poster I responded to seems to think.
Nahh. I just hate the DPS or range. You either fit torps and get 17km or so, or you fit autos and do the DPS of a thorax.  |

Saraah Leeown
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Posted - 2008.09.02 05:53:00 -
[48]
Ahhh the ol' muninn vs zealot debate. The zealot hits further, and harder and can tank better is what normally gets thrown about. But people tend to overlook 1 small fact. The zealot is stuck doing EM/thermal damage. The muninn can pick and choose to an extent.
If I run into a sniping zealot in my muninn, I'm not all that worried. Scorch (the lasers close range high dps ammo) does about 82% of it's damage in EM. Just so happens the muninn has 75/90% resists on shields/armor and 60/67.5% thermal resists. So shooting laz0rs at a muninn is going to do about as much damage as shouting loudly at him in local 
Granted I'd like to see the muninn get a little more alpha (and maybe some grid) but it's not hugely outclassed as some people make it out to be. Oh and using tremor is just plain stupid by the way \ / |

Liang Nuren
Perkone
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Posted - 2008.09.02 06:03:00 -
[49]
Originally by: Saraah Leeown Ahhh the ol' muninn vs zealot debate. The zealot hits further, and harder and can tank better is what normally gets thrown about. But people tend to overlook 1 small fact. The zealot is stuck doing EM/thermal damage. The muninn can pick and choose to an extent.
The big problem with this line of thinking is that EM/Thermal is actually great damage types.
-Liang |

Saietor Blackgreen
The First Foundation SOLAR FLEET
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Posted - 2008.09.02 06:45:00 -
[50]
Originally by: Ruciza The Muninn is a close-medium range medium gun fire support ship. It can evade battleships and has more range than Minmatar battlecruisers. Its role is not to snipe frigs, its role is to shoot everything, best cruiser sized and upwards.
Whether it is a lowsec ship is irrelevant.
This is the comment of a person who never flied a Muninn or a Hurricane, or didnt do it enough to see the result of both. I used to think this way too, when I was training up for Muninn :)
A whole Muninn design points that way, I agree. It looks like it was designed in 30-60 range in mind, and thus drones, 650mm artilleries, and a possibility of missiles (heavies or assaults) in highs.
But, the Truth: within these ranges and this role you're speaking off Hurricane beats Muninn in every possible and impossible respect - HP, DPS, skill-intensiveness, even when fitted with some agility mods to compensate for the heavier weight. You can see that even in EFT, let alone in combat situation.
TBH, its the case with lots of HAC-BC pairs, but its less exaggerated. Zealot doesnt suck compared to Harbinger in this role that much due to bonus that works very well with pulses (we are omitting tha nano-setups for now, as inapplicable to Muninn) Ishtar doesnt suck that much in closer ranges compared to Myrm because it can field Heavy drones. Deimos... well. Cerberus is arguably better than Drake, but again, it's range bonus is cumulative to missile ranges.
Muninn is the worst of these cases because: - Artilleries hit it's fitting capabilities very hard - It's resistances do not favor armortanking, and midslots are too few for shieldtank - Main one - it's HAC bonuses modify tracking and optimal, which is inapplicable to Autocannons, and modifies the Artilleries in the area they suck the most.
This is supposed to be off-weighted by drone bay and missile/utility slots, but in fact you get a ship which is bonused in everything, and thus excells in nothing. Just like many other Matari ships.
So, no. As much as I'd want it, Muninn can't do closer ranges.
2 sensorboosters, 2 optimal mods, gyros, 720s and Domination CL or Nuclear in the barrels - thats the only application, I'm afraid. |
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Saietor Blackgreen
The First Foundation SOLAR FLEET
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Posted - 2008.09.02 06:47:00 -
[51]
Originally by: Liang Nuren
Originally by: Saraah Leeown Ahhh the ol' muninn vs zealot debate. The zealot hits further, and harder and can tank better is what normally gets thrown about. But people tend to overlook 1 small fact. The zealot is stuck doing EM/thermal damage. The muninn can pick and choose to an extent.
The big problem with this line of thinking is that EM/Thermal is actually great damage types.
-Liang
Plus, Muninn cant choose even to an extent, really. Nor you can reload in PVP, nor you need to, as PvP setups are omnitanking. |

Ruciza
Minmatar The Feminists
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Posted - 2008.09.02 09:13:00 -
[52]
Edited by: Ruciza on 02/09/2008 09:15:43
Originally by: Saietor Blackgreen Edited by: Saietor Blackgreen on 02/09/2008 07:10:38
Originally by: Ruciza The Muninn is a close-medium range medium gun fire support ship. It can evade battleships and has more range than Minmatar battlecruisers. Its role is not to snipe frigs, its role is to shoot everything, best cruiser sized and upwards.
Whether it is a lowsec ship is irrelevant.
This is the comment of a person who never flied a Muninn or a Hurricane, or didnt do it enough to see the result of both. I used to think this way too, when I was training up for Muninn :)
A whole Muninn design points that way, I agree. It looks like it was designed in 30-60 range in mind, and thus drones, 650mm artilleries, and a possibility of missiles (heavies or assaults) in highs.
But, the Truth: within these ranges and this role you're speaking off Hurricane beats Muninn in every possible and impossible respect - HP, DPS, skill-intensiveness, even when fitted with some agility mods to compensate for the heavier weight. You can see that even in EFT, let alone in combat situation.
TBH, its the case with lots of HAC-BC pairs, but its less exaggerated. Zealot doesnt suck compared to Harbinger in this role that much due to bonus that works very well with pulses (we are omitting tha nano-setups for now, as inapplicable to Muninn) Ishtar doesnt suck that much in closer ranges compared to Myrm because it can field Heavy drones. Deimos... well. Cerberus is arguably better than Drake, but again, it's range bonus is cumulative to missile ranges.
Muninn is the worst of these cases because: - Artilleries hit it's fitting capabilities very hard - It's resistances do not favor armortanking, and midslots are too few for shieldtank - Main one - it's HAC bonuses modify tracking and optimal, which is inapplicable to Autocannons, and modifies the Artilleries in the area they suck the most.
This is supposed to be off-weighted by drone bay and missile/utility slots, but in fact you get a ship which can do everything, and thus excells in nothing. Just like many other Matari ships. And with this type of design, bigger is always better, and Hurricane is bigger. And Typhoon is even bigger than that, but much more skill-intensive.
So, no. As much as I'd want it, Muninn can't do closer ranges.
2 sensorboosters, 2 optimal mods, gyros, 720s and Domination CL or Nuclear in the barrels - thats the only application, I'm afraid.
Your view has a tiny little problem: Arty doesn't suck at all. I guess you are indeed flying Artyships, but obviously (and sadly) have undersigned the reigning paradigms. It's more complex than that. Live the transversal my friend.
The Muninn is faster and more agile, that is why it got the tracking bonus, combined with the higher ranges it has double the tracking of the Hurricane. It is a matter of how you fly with artillery, especially in the pvp landscape as it is, with its criminal underuse of target painters on target painter ships. Speed is life, as you surely know, and in combination with range it is magic, too. That is the tao of the arty.
Minmatar t2 ships are designed to take on laserships. I don't see a problem in the kin/exp "hole", it's natural and part of the deal.
The bonuses are very much applicable to AC, which are the Minmatar antidote for tracking disruptors. ACs do their most damage point blank range, where both tracking and optimal is useful. As long as you don't want to go into neut/web range, arty is the way to go except the tracking problem, which can be compensated by target painters. Which are not used because, well, they are supposed to suck. They are the answer to all Minmatar problems actually. Just like the rest of the racial EW. |

Cpt Branko
Surge.
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Posted - 2008.09.02 10:01:00 -
[53]
Originally by: Ruciza
Your view has a tiny little problem: Arty doesn't suck at all. I guess you are indeed flying Artyships, but obviously (and sadly) have undersigned the reigning paradigms. It's more complex than that. Live the transversal my friend. The "truth" is YOUR truth.
The Muninn is faster and more agile, that is why it got the tracking bonus, combined with the higher ranges it has double the tracking of the Hurricane. It is a matter of how you fly with artillery, especially in the pvp landscape as it is, with its criminal underuse of target painters on target painter ships. Speed is life, as you surely know, and in combination with range it is magic, too. That is the tao of the arty.
Minmatar t2 ships are designed to take on laserships. I don't see a problem in the kin/exp "hole", it's natural and part of the deal. The Hurricane has no shield EM resists either, still shield is what you use when putting all those agility and speed and damage mods into the lows, right?
The bonuses are very much applicable to AC, which are the Minmatar antidote for tracking disruptors. ACs do their most damage point blank range, where both tracking and optimal is useful. As long as you don't want to go into neut/web range, arty is the way to go except the tracking problem, which can be compensated by target painters. Which are not used because, well, they are supposed to suck. They are the answer to all Minmatar problems actually. Just like the rest of the racial EW systems.
The Muninn fits into the Minmatar philosphy.
Your view has one small problem: it contains a lot of fantasy and theorycraft.
Fact of the matter is that arty ships underpreform compared to their competitors. Like it, don't like it, they do. Numbers, unlike people, don't lie.
Secondly, if discussing the Hurricane and Munnin, well, if you really want to, you can preety much get the Hurricane practically on level for some things (tracking,range - you have more slots then the Munnin) while having better alpha and better EHP (yeah, you get the cool T2 resists on the Munnin - and yes, DC II obliterates your T2 resist advantage), while having a agility and speed disadvantage over it.
Thirdly, more tracking is not the antidote for tracking disruptors. Tracking disrupting ships are incredibly stupid if they don't go for range reduction. A single TD will wreck AC falloff (particularly on falloff-unbonused ships) to the point where you must fight in hugging range.
Fourthly, optimal does the least for a Minmatar ship using ACs. Medium ACs will gain about 500 metres optimal. Can you say 'wasted ship bonus'?
Five, target painters are not used because, unless TP-ing something for a torp ship to fire on, they're much much worse compared to the other EW used by Minmatar recons. Namely, webs. Even if SISI changes go the way they're now (which is rather bad), a web is still a 4-5 times stronger effect then a target painter. They're also by far the worst EW system in the game.
Munnin fits into the Minmatar philosophy only if the Minmatar philosophy is "must suck, because we're capless".
|

Delichon
The First Foundation SOLAR FLEET
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Posted - 2008.09.02 10:26:00 -
[54]
Originally by: Cpt Branko Munnin fits into the Minmatar philosophy only if the Minmatar philosophy is "must suck, because we're capless".
... AND VERTICAL!
But back on topic - since Muninns suck so obviously, can someone explain me why these guys use 5 Muninns in a dedicated nano-gang. (fits are locked on their killboard, but you can find their muninn fits on the Goodfellas killboard)
These are not some run-of-the-mill gankers, they are good at what they do. Why they use Muninns and not Zealots?
I think I know the answer. It probably has something to do with focus fire and ability to generate half of average Vagas EHP (and full EHP of an untanked falcon) with a volley from 5 ships... |

Cpt Branko
Surge.
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Posted - 2008.09.02 10:34:00 -
[55]
Edited by: Cpt Branko on 02/09/2008 10:36:02
Originally by: Delichon
These are not some run-of-the-mill gankers, they are good at what they do. Why they use Muninns and not Zealots?
I think I know the answer. It probably has something to do with focus fire and ability to generate half of average Vagas EHP (and full EHP of an untanked falcon) with a volley from 5 ships...
Probably because they didn't train Amarr Cruiser V + Medium Energy turret V + spec skills?
Check the alpha on a Zealot.
|

Delichon
The First Foundation SOLAR FLEET
 |
Posted - 2008.09.02 11:37:00 -
[56]
Edited by: Delichon on 02/09/2008 11:37:33
Originally by: Cpt Branko
Probably because they didn't train Amarr Cruiser V + Medium Energy turret V + spec skills?
Check the alpha on a Zealot.
2/3 of the Muninn. Meaning you need 7 Zealots for the alphastrike of 5 Muninns.
But wait before you get the arguement "Alpha is nothing in the age of HP-buff". I don't have my own opinion on whether Muninn does or does not suck. I see facts and I try to intrepret them. Fact is: people who know how to inflict hurt use 5 muninns in their nano-gang. The querstion is why. I am willing to accept any good answer.
And as for your answer, Cap - even if this is the case and if we accept "Zealot >> Muninn" as an axiom, it just means that Zealots would be pure pwnage when used the same way. But it would in no way make gang with 5 muninns useless or even weak. (multiple KMs are there to prove it is not) It would just make gang with 5 zealots better. But I doubt that you are right. Come to think of it - if I wouldn't be at work ATM, I would have scimmed their KB to look for damage contribution from those muninns. See if it is really the matter of alpha.
P.S. making text more clear |

Ruciza
Minmatar The Feminists
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Posted - 2008.09.02 11:48:00 -
[57]
Edited by: Ruciza on 02/09/2008 11:52:34
Originally by: Cpt Branko
Your view has one small problem: it contains a lot of fantasy and theorycraft.
Fact of the matter is that arty ships underpreform compared to their competitors. Like it, don't like it, they do. Numbers, unlike people, don't lie.
Secondly, if discussing the Hurricane and Munnin, well, if you really want to, you can preety much get the Hurricane practically on level for some things (tracking,range - you have more slots then the Munnin) while having better alpha and better EHP (yeah, you get the cool T2 resists on the Munnin - and yes, DC II obliterates your T2 resist advantage), while having a agility and speed disadvantage over it.
Thirdly, more tracking is not the antidote for tracking disruptors. Tracking disrupting ships are incredibly stupid if they don't go for range reduction. A single TD will wreck AC falloff (particularly on falloff-unbonused ships) to the point where you must fight in hugging range.
Fourthly, optimal does the least for a Minmatar ship using ACs. Medium ACs will gain about 500 metres optimal. Can you say 'wasted ship bonus'?
Five, target painters are not used because, unless TP-ing something for a torp ship to fire on, they're much much worse compared to the other EW used by Minmatar recons. Namely, webs. Even if SISI changes go the way they're now (which is rather bad), a web is still a 4-5 times stronger effect then a target painter. They're also by far the worst EW system in the game.
Munnin fits into the Minmatar philosophy only if the Minmatar philosophy is "must suck, because we're capless".
Fact is that numbers are irrelevant without tactics. That is the beauty if the balance in the game. I don't think it is tilted that badly anyway. "Must suck, because we are capless" shows you have not understood the minutiae of the Amarr-Minmatar balance. Minmatar are capless because Amarr use energy neuts and they need to run prop modules constantly.
Second, the Hurricane is of course really good, yeah, but it is less agile and has less range, and has bad shield resists against lasers, and has less tracking. Less agility means easier caught, and it takes more damage in the hit and run environment especially against larger ships. Minmatar combat is a game of catch me if you can, and extended webs might not get all the Amarr tacklers.
Third, while more tracking is indeed another antidote for tracking disruptors, I said that ACs are the antidote which enables them to go in. That is where they generally armor tank, to use their armor resists against EM. Over longer ranges armor tanking is not so efficient, since they don't have the PG and slots for both arty + damage mods + speed and an armor tank.
Fourth, when fighting at 1000m, 500 more optimal is not bad, especially with another tracking bonus, and while TDs are on you.
Fifth, webs are useless when you want to keep your speed up, which you do indeed want. Webbing the opponent is equal to webbing yourself, because you have to slow down to still hit him. It's no wonder you think arty underperforms. You fly Minmatar like Gallente. Can work, but not ideal. As I said before, target painters are the solution to all your problems. I find it fascinating that so few people have noticed that. Even rubbing their noses into it doesn't do any good.
I have a high opinion of you, not the least because you believe in Assault Frigs when so many stupid professional forum detractors think they're a lost case. Too bad the self fulfilling prophecy got you too now. I know my posts may make little sense for you and others, but that's because you haven't thought it through. I still try my best to make a good Minmatar out of ya!  |

Cpt Branko
Surge.
 |
Posted - 2008.09.02 11:56:00 -
[58]
Originally by: Delichon
And as for your answer, Cap - even if this is the case and if we accept "Zealot >> Muninn" as an axiom, it just means that Zealots would be pure pwnage when used the same way. But it would in no way make gang with 5 muninns useless or even weak. (multiple KMs are there to prove it is not) It would just make gang with 5 zealots better.
It'd make it comparatively weaker - and that is what really counts.
I mean, I use Minmatar BS at times (mostly because I haven't trained Amarr BS yet) - and they're not useless globally speaking - in a gang it's still a BS, contributes some DPS, remote repping and all that jazz, and they do a solid job in the end.*
They're just weaker then the other options. A ship sucks if it's outclassed by other ships in the same role, or it's role (where it has advantages over competition) is too narrow.
The fact some people use ship X with fit Y successfully doesn't really mean much. People use ships which are inferior to their competitors all the time, and with good pilots and good tactics, they get by fine. It doesn't make the ship not suck, because you measure ship performance by comparing to equivalent ships.
*So why would I train for something else if they do a solid job? Simply. I want to preform better. If I preform better, my gang preforms better too.
|

Ruciza
Minmatar The Feminists
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Posted - 2008.09.02 12:02:00 -
[59]
Originally by: Delichon I see facts and I try to intrepret them.
I interpret it this way: Minmatar are the quintessential nanos, and that's why the Muninn works well in a nano gang. CCP has made them that way. The sum is greater than its parts because of tactics.
(Amarr are the quintessential anti-nanos btw) |

Ruciza
Minmatar The Feminists
 |
Posted - 2008.09.02 12:05:00 -
[60]
Originally by: Cpt Branko
The fact some people use ship X with fit Y successfully doesn't really mean much. People use ships which are inferior to their competitors all the time, and with good pilots and good tactics, they get by fine. It doesn't make the ship not suck, because you measure ship performance by comparing to equivalent ships.
It means EVERYTHING. "Inferior" is only in your head. |
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