
Hakera
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Posted - 2005.01.24 16:19:00 -
[1]
Edited by: Hakera on 24/01/2005 16:23:00
the problem is the basis of pvp, how fast you can cause damage to another ship at suitable range, how long & how much you can turn cap into hp for tanking.
The Minmatar ships are a contrast from what is written on the box, their base speed makes very little if no difference in PvP as the weapons they recieve a bonus for are the poorest tracking ones which require you to be stood still at a certain range to hit someone coupled with the shortest targeting range which makes the Minmater ships something of an odd combination of turret and ship.
You look at the usual setups we have across the all classes:
The short range autocannon tank
Medium DPS amongst other short range setups, the worst cap/cap recharge and hence worst tanks, their time in battle is shorter than the rest. Worst shield/armour HP mean low time in battle. Their bonuses tend more towards long range than close in. One thing people forget often is the ac's actually suck the small minmatar cap reasonablly fast on what is already a tight amount of availible cap when using mwd to get into range and run hardners/repairers. Add that into the double ship hp change and time in battle is a real consideration.
Short Range autocannon gank
same as above only this time swap out all repairers/hardners for dmg mods, thoery as ever being kill your enemy and no need to tank. Low chance of survivability if targeted , not the best dps even with stacked dmg mods.
long range sniper
artilleries with tracking mods/dmg mods - probably the last niche role of the minmatar ships at which it stands some chance, sit the bs in their falloff and fill the fleet support catagory with long range bombardment of targets with less/no need to tank.
problems are at that range the dps vs tanking is much lower.
Med range 1200mm semi-tank
a setup i am looking into, a hybrid of the long range sniper with some tanking and able to carry more dmg mods due to less RCU's needed. Can try to stay out of short range blaster boats range while dishing out good damage at medium range however a poor tank.
In summary - there are better options out there. Either dps - go for gallente blasters, or tanking go for amarr. Add to that that for a race usually 50% dependant on missiles, almost none of their ships recieve a bonus to use them making them 50% less effective than the concentrated missile/laser/blaster boats. However suggesting a change without making the minmatar ships too good is difficult. You increase their base speed, you worsen their tracking, decrease their mass and you can affect warp range/time/mw/ab speed.
I would go for a non offensive addition if ever I was to suggest one, a change to base speed or mass and a small reduction in base costs of the minmatar ships, and some ship bonus changes to the likes of the typhoon which must be 50% missile to take that into account.
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