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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.20 22:03:00 -
[1]
Traditionally Minmatar weaknesses have been low sensor strength making them easier to jam than other races along with generally weaker local tanks relying more on speed and hit and run tactics.
How much of a weakness these things are in todays game environment is debatable.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.20 22:09:00 -
[2]
Originally by: Tobias Sjodin
Originally by: Moonmonkey Split weapon systems. Split slot lay out, making for a weaker tank.
Split weapon systems? Only one ship springs to mind that uses that, the Typhoon. And with split weapon systems it does some amazing dps.
Split slot layout, in a way yes. But it doesn't suffer so much for it. Minmatar ships overall still has some great tankers with eg. the shield boost bonuses on some of them, and the hurricane being one of the more versatile of the ships in their arsenal.
Bellicose and Recons are very much split. Rupture is kind of split with the 2 utility slots. Tempest is in the same boat as the Ruppy. Minnie ships tend to need a few extra skillpoints to take full advantage of what the ships can do.
The solid tanking issues have been somewhat taken care of with the introduction of ships like the BCs and Command ships and the Maelstrom.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.20 22:15:00 -
[3]
Originally by: Tobias Sjodin
Originally by: Mr M The true weakness of minnie ships is that you need more skill points to use them good. The typhoon is a tier 1 battleship but needs more skill points than most tier 3 ships.
I think this is true compared to maybe Caldari ships. But to Gallente and Amarr? With the exception of maybe the Typhoon. Yes. So a skill-intensive tier-1 BS is it?
You need to train drone skills to supplement your dps that you lack in comparison to other races. You need to train up missiles or some other high slot utility modules like a nos / neut to take advantage of those slots. You need to train up both shield and armor skills to take advantage of all the different ships. You need to train up a few extra gunnery skills to make up the lack of tracking and dps. You also need to train up your navigation skills to utilize the speed tanking of Minmatar ships.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.20 23:13:00 -
[4]
Originally by: RuleoftheBone Since when does tourney resemble reality of combat ops on TQ?
This. I really hope people don't start thinking Minmatar ships are superior in real world PvP based off their prevalent usage and apparent superiority in the tournament.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 01:52:00 -
[5]
Is it true that after years of being sub par the Minmatar finally have the more powerful ships ?
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 02:16:00 -
[6]
Originally by: Ocih Edited by: Ocih on 21/06/2010 02:09:01
Originally by: Balsak Is it true that after years of being sub par the Minmatar finally have the more powerful ships ?
Yep, gratz. they are FotM. That should last 4 or 5 months in nerf bat EvE.
So before they kill Matar again, consider a prudent nerf to all EvE. No more perma cloak AFK. Every 20 minutes or so you need to turn off your cloak and recycle it. Do it in warp, thats fine. But if you want to AFK camp a system? Tough. If you want to cloak camp a system do it staring at the screen.
-Add on: Better idea. low m3 fuels for cloaks.
LoL nice, turn this thread from a Minmatar are OP thread to a nerf cloaks thread.
Wouldn't bother me if they nerf Minmatar anyways. I always flew Minnie and always will bar a couple of other races ships for certain tasks. Besides, knowing how slow CCP are at fixing obvious overpowered things I really doubt Minmatar will be up on the nerf block any time soon. Going by CCPs latest trends in weapon and racial imbalance they tend to buff rather than nerf just like they did with Amarr and the projectile buff. Angel ships are a much bigger problem than Minnies.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 04:48:00 -
[7]
You asked what the weaknesses of Minmatar were and you have been answered. You can go train to fly Minmatar and find out for yourself. Just because the Gallente may have some problems that doesn't make Minmatar more powerful than everyone else.
There is no doubt that the falloff boost really helped Minnie ships out and everyone loves flying fast ships over the slow ass bricks of the other races.
Damage types are really a non issue like was mentioned in the tournament. Everyone pretty much omni tanks anyways, combine that with drone and missile boats being able to mix up their damage types. It's not like Gallente get a bonus to their thermal damage drones only.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 04:59:00 -
[8]
Originally by: omgevenmoarfreemoniez
Originally by: Balsak
Damage types are really a non issue like was mentioned in the tournament. Everyone pretty much omni tanks anyways, combine that with drone and missile boats being able to mix up their damage types. It's not like Gallente get a bonus to their thermal damage drones only.
Ever tried fighting a T2 ship while using the wrong damage types? Or killing a Drake with explosive? Switchable damage types DO matter.
I never said was never useful, but it isn't a Minmatar exclusive ability.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 21:28:00 -
[9]
Originally by: Demolishar
No, I said Minmatar have a monopoly in GOOD kiting ships. The Curse is a passable kiter, but far from good. But since I can't fly Minmatar, and I don't like training FOTM... 
Shocker that the race that has the fastest ships designed around the hit and run philosophy have the best kiting ships in thee game.
No body said you have to train it because it's FOTM but you can train it if you want to fly those ships. Excluding yourself from something just because it is FOTM is just silly.
Originally by: Vaerah Vahrokha
I suppose cross training to Minmatar frig and cruiser is still some tiny bit easier than for me to cross train to Amarr Carrier and Dread and related gunnery 
This.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.21 22:08:00 -
[10]
Originally by: Demolishar
Originally by: Balsak
Originally by: Demolishar
No, I said Minmatar have a monopoly in GOOD kiting ships. The Curse is a passable kiter, but far from good. But since I can't fly Minmatar, and I don't like training FOTM... 
Shocker that the race that has the fastest ships designed around the hit and run philosophy have the best kiting ships in thee game.
No body said you have to train it because it's FOTM but you can train it if you want to fly those ships. Excluding yourself from something just because it is FOTM is just silly.
It would take me years to train a Vagabond. By then, it would probably not be FOTM anymore.
Years ? Really ? Besides you aren't training it because it's fotm, you are training it because it does what you want to do.
Oh well it's just easier to whine that Amarr (the armor tanking race) aren't as fast as Minmatar (the hit and run race).
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.22 01:57:00 -
[11]
I would hardly call the Cynabal, and the other Angel faction ships Minmatar. Yes they require the Minmatar ship and projectile skills (along with Gallente ship skill) but they are in their own league all together and claiming them as Minmatar and using them as examples of Minmatar ships is not very fair at all. Even though they share the same skill sets they are not Minmatar.
Oh well you just keep ignoring the actual negatives that have been pointed out many times already.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.22 02:22:00 -
[12]
Originally by: Kethry Avenger I am obviously biased but still.
Minmatar guns should be restricted to explosive and kinetic damage, mostly explosive to bring them in line with other races, at the very least.
I would also love to see them use a little cap, say half to a third of what Gallante use.
I think they should drop most of their misslie hard points and have them replaced with guns.
I have never understood why Minmatar recons developed web bonuses to slow down the speedy Amarr ships, and why Amarr recons developed cap neutralizing bonuses to cap out the primarily non-cap using Minmatar ships.
In an E-war boost do something to make target painters more effective, and have tracking disruptors work on missile guidance systems.
You're right, you are obviously biased.
Changing damage types is one of our racial distinctions, just like how not having to fill your cargo hold with ammo is one of the Amarrs. Our main damage type is explosive in case you haven't looked at fusion ammo and Hounds damage bonus type. Again like I said in a previous post it's not like other races cannot mix up their damage types if they wanted.
Tech 2 projectiles did use 1 cap per shot back when tech 2 guns came in. CCP decided this was silly and removed it, capless weapons was another one of the racial distinctions for Minmatar to offset the fact we have the worst cap in the game.
Our recons got bonus to webs and painters to help with our **** poor tracking and the fact we have missiles as a secondary weapons system.
Amarr recons got a tracking disruptor bonus to counter Minmatar projectiles and a neut / nos bonus to kill our already crap cap and to boost your own cap if needed.
Target painters are fine as is and asking for tracking disruptors to work vs missile systems is just silly, do you really want them to be that overpowered ? Everyone would fit them as a no-brainer defense vs everything but drones.
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Balsak
Minmatar Friends of Bigfoot
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Posted - 2010.06.22 22:24:00 -
[13]
Originally by: 1Ekrid1
you seem to mistake being able to right click modules with "knowledge". Im thinking you are impressed that I know how to fin d module info? your picture, that is you? A real paper bagger..
You seem to mistake being able to right click and read a modules info with knowing how it all works in practice rather than theory.
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