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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
91
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Posted - 2012.10.02 17:08:00 -
[1] - Quote
CCP Fozzie wrote: Maller: Cruiser skill bonuses: 5% bonus to Medium Energy Turret damage 5% bonus to all Armor Resistances Slot layout: 5 H (-1), 3 M, 6 L, 5 turrets Fittings: 1000 PWG (+100), 280 CPU Defense (shields / armor / hull) : 1200(-168) / 2100(+225) / 1700(-19) Capacitor (amount / recharge rate / average cap per second): 1550(+50) / 515s(-22.5s) / 3 (+0.2) Mobility (max velocity / agility / mass / align time): 205(+41) / 0.56(-0.045) / 11550000 / 6.1s (-0.4) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 47.5km / 280(+10) / 6 Sensor strength: 16 Radar (+2) Signature radius: 130 Cargo capacity: 480 (+200)
So you decided to just make the Maller plain bad? Removing the utility high so that you effectively HAVE to fit a cap booster (Even though tbh a nos wouldn't do as much as it should) is pretty ****. Especially since for some bizarre reason CCP have decided that Minmatar shall have the best cap in the game seeing how the only difference between them and amarr is a bit of cap amount....
It means you really only have 2 mid slots so you have no range control what so ever and you also have no cargo space if you ever kill anything and want to scoop the loot. Fantastic.
Not to mention that pretty much the only way to fit it would be a ******** brick setup that hardly moves since CCP have apparently decided that active armor tanking is only for frigates. Seeing how its pretty **** on anything above..
How about a medium rep buff? buff the armor rep and decrease the cap use so that you could run it on a nos.. That is if the ships can fit a nos....
So what we have here is a ship with no range controll, 2 mids, no cargo, no drones, ****** cap and aligns like a freaking battleship. If you're going to make a ship HAVE to carry a cap booster you should at least give them for mids so that it can still mwdwebscram...
And here i've spent the last month trying to convince people that the maller wouldn't be ****.. Sigh..
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
91
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Posted - 2012.10.02 18:17:00 -
[2] - Quote
Make the rupture slower.. Make it a big breacher or something, except slow. With less dps.
And give the poor Vexor a rep bonus, and then buff medium reps by a fuckton. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
91
|
Posted - 2012.10.02 19:41:00 -
[3] - Quote
Liang Nuren wrote:Takeshi Yamato wrote:The new Omen and Maller demonstrate why the Maller should really have been redesigned as HAM ship.
I believe the Maller not having drones is an attempt to differentiate it from the Omen. The drone bay and the second ship bonus (-10% cap usage vs +5% armor resists) are the only major differences between the two ships. The slot layout is identical and minor differences in armor and speed don't really affect the "feel" of the ship.
Now the Maller is running into problems because not having a drone bay hurts especially with lasers. But if you give it a drone bay, it's going to be very, very similar to the Omen. At the same time, the Maller pretty much needs a cap injector too because it doesn't have a laser cap usage bonus. So it would need one more slot than its peers which is "breaking the rules" so to speak.
If the Maller becomes a HAM ship you don't need to give it a drone bay nor an extra slot and it's going to be a very different ship from the Omen.
There is a similar problem at the frigate level too, with too many laser ships being too similar to each other. I feel like the right answer is to turn the Omen into a giant Slicer - make it fast with an optimal+damage bonus. Then give the Maller the brawler role with a 25m^3 drone bay. -Liang
Or keep the bonuses as they are and use beams.. you know, the long range weapon...
**** TE's |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
92
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Posted - 2012.10.02 20:57:00 -
[4] - Quote
Liang Nuren wrote:Vladimir Norkoff wrote:Spr09 wrote:aaannndd Gallente gets the short end of the stick again. Mixed bonuses, largest sig radius, and low mobility, At least make it a full drone boat so it at least looks like it can be built into an Ishkur. I don't want to be rude, but you should probably stop posting. You obviously have no freaking clue wtf you are talking about. These Vexor changes make it a broken overpowered beast. Noooo, it's not OP at all! Leave my pretty alone! Look at that evil, mean Rupture instead! -Liang
It really isn't.. The bandwith is silly and drones have absolutely terrible projection.
Its not terrible but not op either. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
92
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Posted - 2012.10.02 21:43:00 -
[5] - Quote
Vladimir Norkoff wrote:Garviel Tarrant wrote:Liang Nuren wrote:Noooo, it's not OP at all! Leave my pretty alone! Look at that evil, mean Rupture instead!
-Liang It really isn't.. The bandwith is silly and drones have absolutely terrible projection. Its not terrible but not op either. Errr.... Vexor ain't about projection. It's about getting in your face and unleashing hell. And with these changes it just does that ALOT better now. One of the the highest cruiser speeds with it's low mass and decent agility. Enough mids to sport a modest shield buffer, with plenty of lows for damage mods. Increased grid so you can slap on some Neutrons for extra love. Bandwidth is perfectly fine for it's close-range blaster assault. It's a cruiser that will be surpassing 800+dps, with a ~25K+ buffer, and still be able to tackle. That is pretty broken. I use a Vexor all the time. It is my go-to ship for shooting people in the face. As it is now on TQ, it's pretty damn good. And I'm rather successful using it. And that's flying it with an armor tank. These proposed changes will just make it an insane killing machine.
Everything is about projection, doesn't matter if you're brawling or kiting. Projection and range controll are everything.
And 800 dps.. So i'm guessing a 20k ehp shield buffer thing with 2 2 1 drones, void and heat. So its not actually 800
First the ogres can be outrun by a space station and die fast. Hammerheads are better but also lag behind a LOT when they do the AB/MWD switch.
Doing the Same thing the Thorax can get pretty much the same dps/tank while being faster without relying as heavily on drones so meh?
The really broken thing is that there is absolutely NO reason why you should fit an 800 plate over an LSE. That is seriously broken..
And you would have to be mad to fit a medium repper.. So if you're taking GCC to fight you're going to have to do a lot of waiting, and a lot of docking.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
92
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Posted - 2012.10.02 22:07:00 -
[6] - Quote
Alara IonStorm wrote:Perhaps add a 5th Turret to the Rupture and 120ish Grid. Then change the Dmg Bonus to a 7.5% Tracking Bonus like the Rifter or Stabber Fleet Issue.
Make it into a good Shield Artillery Ship / Armor Duel Prop Ship / High Tracking Mid Dmg Rush Ship. Double DPS Bonuses seem like a really boring way to go here.
Its already way to good at killing frigs tbh <.<
What they need to do is nerf short range weapon range so that short range weapons become short range again... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
92
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Posted - 2012.10.02 22:40:00 -
[7] - Quote
Alara IonStorm wrote:Garviel Tarrant wrote: Its already way to good at killing frigs tbh <.<
Because Tracking only helps for killing Frigates.  Tracking also helps with Artillery. Garviel Tarrant wrote: What they need to do is nerf short range weapon range so that short range weapons become short range again...
The weapon is not being nerfed.  If it can not operate with 5 Turrets and a DPS Bonus like the other Cruisers then the weapon is the problem. As for why should short range weapons be short I am going to give you a huuuge hint here. They are short range weapons. If you want long range weapons fit long range weapons and if those long range weapons suck then CCP should look into that instead of white washing over it like with the Moa. Double DPS Bonuses are boring, give it a real second bonus and role.
1. Yes but what helps for arties also helps for AC's. Much like the wast pg difference between arties and AC's causes minmatar ships to be able to fit ANYTHING if you fit AC's on them. You may think of it as something for arties but the truth is that most people will do a nano TE thing with AC's that shoots to point range and rapes frigs.
2. I think you completely missunderstood me. I am saying i don't like short range weapons being able to shoot to 20km+ while outdpsing long range weapons. TE's have changed everything in eve into mid range bullshit.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
92
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Posted - 2012.10.02 22:50:00 -
[8] - Quote
Alara IonStorm wrote:Garviel Tarrant wrote: 1. Yes but what helps for arties also helps for AC's. Much like the wast pg difference between arties and AC's causes minmatar ships to be able to fit ANYTHING if you fit AC's on them. You may think of it as something for arties but the truth is that most people will do a nano TE thing with AC's that shoots to point range and rapes frigs.
That is entire a problem with Artillery Balance that should be solved before this expansion comes out and we are forced to deal with a bunch of Cruisers optimized with bonuses solely based around short range weapons. Even if tracking does make it easy to kill Frigates it won't matter because pretty much every cruiser can do that now anyway. Also it will help with Hail making up for the Dmg Bonus. I don't want to see it become Stabber Mk II and instead be optimized for other things.
i'm not really disagreeing on the bonus thing.. although i kind of hate ruptures so i would be happy if it just became bad like the rifter.
But yea if they nerfed the range on short range weapons (Or just shoot TE's in the face) so that the long range ones would outperform them at medium ranges i would be a happy man. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
93
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Posted - 2012.10.03 11:15:00 -
[9] - Quote
I think the general consensus is that you should take this all back to the drawing board and give it quite a lot more thought.
Especially the maller, stop hating on amarr <.< |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
93
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Posted - 2012.10.03 12:37:00 -
[10] - Quote
I'm also rather saddened by the fact that not a single cruiser was made with active tanking in mind.
Why not? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
100
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Posted - 2012.10.04 17:32:00 -
[11] - Quote
Nnezu wrote:Valleria Darkmoon wrote: It's nice that the Maller is no longer going to be a complete travesty serving as either obvious bait or nothing, but it feels like the bar has been raised and the Amarr still can't jump.
I honestly don't see ANY problem with this maller. It obviously sucks solo. period. Aside from that, it will be a resist bonused cruiser hull, that costs something vaguely around 10mil and the people you'll find inside will most likely be greedy carebears or noobs. If you're lucky, they can use scorch. And suddenly, you got the cruiser with the MOST AVERAGE dps out of the whole lineup, while maintaining the by far best tank. At least considering that 250 dps, which is easily archivable using a heat sink on this maller, at 20-25km is quite the most ideal thing you can have (since every brick of a brain on earth now knows: can point it? yes? shoot for optimal damage...) In my humble opinion, this maller sketch is exactly what a T1 cruiser should stand for. Reliability + nobrainer to fly.
Seeing how cruisers really aren't used for fleets.
A cruiser that is bad at solo/small gang work is just that... Really really bad.
Also it can't handle traveling under gateguns, which is also bad.. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
102
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Posted - 2012.10.04 20:46:00 -
[12] - Quote
Feyrin wrote:I think some people are really missing the whole point with the Maller. It has a 130 sig radius uses 5 laser turrets has good across the board resists and damage projection. And no drones.
Can I think of another ship that is like this. Wait oh the zealot.
Can't you see the design idea for the maller is AHAC zealot gang on a serious shoe string. Its not as good as the zealot but it can fight the same way. It has all the core requirements low sig high resists and adequate projection and moderate damage.
Its AHAC with training wheels basically because when you **** it up your going to lose very little, especially with the fact you can now use T1 Logi. Thats it thats the idea. A T1 version of a T2 fleet docterine.
Lol, using a maller the same way as a zealot.
Well i would like watching you try, would be quite amusing. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
105
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Posted - 2012.10.05 14:52:00 -
[13] - Quote
Vladimir Norkoff wrote:Omnathious Deninard wrote: Im not saying to increase the bay on the vexor, what i am saying is Increase the damage bonus from the hull to compensate for a reduction in bandwidth. Which would make the following true Amarr drone ships have greater versatility buy having bogger drone bays, but do less damage than Gallente drone ships. Gallente ships have greater damage than amarr drone ships, but lack the versatility from a large drone bay. Yeah I know what you're saying, it's just never going to happen. You want a higher than +10% damage/lvl to drones. Only one ship in the past 6 years has had that, and they realized it was a bad idea and removed the bonus. That was on a Dread. Now you want that kind of bonus on a cruiser? Keep dreaming dude.
You, are talking nonsense.
Not that i think it should get that bonus but still
I'd like seeing it on the gallente dessie. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
110
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Posted - 2012.10.08 03:02:00 -
[14] - Quote
Tal Jarcin wrote:Veshta Yoshida wrote:Kithian Hastos wrote:...Also don't forget that every time a drone boat would field one of those "overpowered" heavy ECM drones, it is reducing the heavy combat drones it can field. So it's potentially not simply a matter of "OMG crazy powered ECM drone and crazy damage", but more of a trade-off between the two. That old argument  As long as EC-XXX drones are as good as they are, the abuse of them is a no brainer. They will always land at least one jam per fight (way more if toggled) and are thus essentially impervious to enemy retaliation which damage drones are not .. one practically needs a smartbomb to clear EC-XXX but add one of those and your whole fit will be walking with a limp. The only two ways I see to make EC-XXX fit into Eve is to either remove them entirely or change them into lock-breakers instead of jammers Or make the current ecm drones able to be flown only by dedicated ECM boats, and give the rest of us a ECM "burst" drone designed to allow us to break lock and exit as a last ditch effort to save our ship... Just a suggestion. ;)
Or make your ship spontaneously explode if you try to undock with ECM drones in your bay
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
111
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Posted - 2012.10.08 11:12:00 -
[15] - Quote
Kethry Avenger wrote:After reading replies here and on FHC, I think I'm inclined to agree that the Maller should be a Heavy Assault Missile Ship, or just a Medium missile ship and the Sacrilege would be the specialized Heavy Assault Missile ship.
I think 5% per level armor resistance and 5% + explosion velocity or damage to Medium Missiles
I also think one of the frigates should go missiles, and the Prophecy. The Battles ships are ok as they are, just even them up a little stat wise. Then add a Torpedo specialized Amarr ship. Make the Geddon the Ewar one, Apoc stays sniper, and Abbadon stays tanky but gets more cap stable.
While i think that would be a decent ship.:
I would really like it if the Maller just worked with lasers
ATM it just doesn't because it needs a cap booster but only has 3 mids.. And there is no option for us who don't like using cap boosters because there is no utility high slot... And because NOS is ****.
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Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
112
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Posted - 2012.10.08 16:18:00 -
[16] - Quote
Pinky Denmark wrote:3 Medslots is enough for most Amarr cruisers :
You may have to make a choice (ohnoes) about fitting either a web or a cap booster with your propulsion and point/scrambler, but lasers have a strong tracking and you have lowslots enough to fit tracking enhancers if you need to...
If you fit a pvp buffer Maller and doesn't expect to become heavily neuted it is very possible to run a good setup without a cap booster. Your cap onlyhas to last as long as the fight which is usually 2-3 minutes at the most. Cap stability is nice, but if you don't like to take a risc maybe you should go play... something else :-) If you DO need a cap booster I am sure the tracking of lasers will do fine without a webifier. Afterall you DO have enough lowslots for a decent tank and a few tracking enhancers??
Everybody want Dual propulsion, dual web, point and scrambler gank ships with Tracking disruptors and a huge armor buffer while flying faster than anyone else - But try to embrace the possibilities and the eternal search for good setups because you can never find THE best setup in Eve!!
Apart from that I too think the Maller could use 3 light drones
Pinky
You obviously don't know what you're talking about.
Lasers have pretty ****** tracking, and the Maller is really slow so if its going to keep anything inside of it range long enough to killl it it needs the web.
If you PVP fit a maller and expect to not be neuted you're going to be in for a surprise. A majority of valid targets for you have a neut.
The maller as it is, is completely ****. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
120
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Posted - 2012.10.12 19:05:00 -
[17] - Quote
TrouserDeagle wrote:Zarnak Wulf wrote:So are things going to ship as is? Did CCP Fozzie burn himself out?  He must be busy working on an 'armour tanking 2.0' sticky.
Stop teasing me. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
120
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Posted - 2012.10.14 23:01:00 -
[18] - Quote
Zyella Stormborn wrote:Kuehnelt wrote:Pre-tiericide thoughts: the Amarr only have one cruiser, and it only does damage with drones.
Post-tiericide thoughts: the Amarr only have cruiser, and it only does damage with drones. Oh, and there's a logi cruiser. That's cool I guess.
But hey, the Arby's a little better, its immunity to unbonused scripted TDs is more pronounced, its skills are more useful with the new Crucifier and unnamed destroyer in mind. So it's not a loss. Just a lot less of a shake-up than I hoped. This. I am so far rather disappointed in the Amarr dessie compared to the others as well. But I do like some of their other changes to frig / cruisers. Just wish as you said above that it was a bit... more.
I don't think Amarr will ever be good on a small scale..
I was hopeful, but i've decided to become cynical instead.. much less disappointing  |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
121
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Posted - 2012.10.15 09:09:00 -
[19] - Quote
X Gallentius wrote:You guys are freaking crazy. The Coercer is already "win" and will be "omgwtfpwn" when the new patch hits.
Anyways, back to your discussions....
Yeees the Coercer will be borderline OP
Thats ONE sub battleship ship <.< |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
128
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Posted - 2012.10.16 16:15:00 -
[20] - Quote
CCP Fozzie wrote:Hey everyone. I'm still alive, but have been in Austin for GDC for the last week. I spent a lot of time there mulling over the feedback you all have been giving us and I'm working on getting some numbers together at the moment for a 2nd iteration of these changes. I expect to get it to the CSM later today and then on to you once they have had a chance to provide some feedback and catch any stupid mistakes on my part 
Whos bright idea was it to let this man roam lose?
Would someone at CCP please chain him to his desk so that he does not wander about? |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
142
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Posted - 2012.10.23 17:28:00 -
[21] - Quote
CCP Fozzie wrote:New changes, designed to solve some of the problems brought up so far: Note that we've upped the mass of all the Combat cruisers in part to help keep them feeling distinct from the other cruisers.
Maller: More fittings and cap to help it operate with the still difficult to use lasers. Added 3 light drones to help with damage application. +150 PG, +20 CPU -200 Shield, +200 Armor +75 Capacitor, -50s Cap Recharge Time, +0.5 Cap/s -10 Velocity, -0.04 Agility, +500,000 mass, -0.2s Align time +15m3 Dronebay, +15mbit bandwidth
Moa: Moving a high to a mid provides more tackle and tank options at the expense of the utility high. Slightly lower speed and higher mass alongide a better tank layout and more fittings. -1H, +1M +50 PG, +5 CPU +200 Shield, -200 Armor, +100 Structure +75 Capacitor, +0.15 Cap/s -5 Velocity, -0.02 Agility, +500,000 mass
Vexor: Upped the mass, as the old values were just a bit too insane in practice. Added 25m3 dronebay to allow more more spare drones to be carried. -10 Velocity, -0.07 Agility, +1,000,000 mass, -0.2s Align time +25m3 Dronebay
Rupture: As many of you pointed out, the Rupture speed was simply too good. My bad. -1 Launcher -100 Structure -30 Velocity, -0.04 Agility, +550,000 mass, -0.2s Align time
OP has been updated
I don't really think the maller needed to be slower since its already going to be a brick but.. Hmm.. The cap change is a step in the right direction.. I don't know if it will be enough to let the Maller work without a cap booster but.. possibly, the drones also make it more versitile.
One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos. |

Garviel Tarrant
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142
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Posted - 2012.10.23 20:15:00 -
[22] - Quote
OT Smithers wrote:Sheynan wrote:Hm I'm not sure if the Rupture will still be competitive after those changes. Yeah, it's now too slow.
It really isn't. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
142
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Posted - 2012.10.23 22:58:00 -
[23] - Quote
And lets not forget that shield vexors are really really bad... |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
142
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Posted - 2012.10.24 10:15:00 -
[24] - Quote
Gypsio III wrote:MeBiatch wrote:CCP Fozzie wrote:Garviel Tarrant wrote: One question, do you have any plans about buffing Nos's? ATM they are largely considered worthless for ships larger then frigates. It would be nice if you could run guns + 1 repper reasonably under one nos.
I have ideas, but no specific release plans attached to them yet. easy solution if your cap percentage is greater then what you are targeting then you only get 50% efficancy for cap consumption... then if you go less then 50% of the target you get 100% cap consumption rate for the mod... not a hard fix tbh... Terrible idea, really awful. All this does is turn Nos back into its old version, obsoleting neuts and leading to a "Nos on everything" effect even more pronounced than the current "neuts on everything". At least with current neuts you have to pay cap to activate them - your future Nos would simply be a free lunch. Or half a free lunch, anyway. The mechanic of Nos is perfect - it's an entirely defensive module that sits opposite the offensive neuts. Don't blur those lines. Instead, improve Nos by making it easier to fit and increase the drain amount. Say halve the PG and double the drain amount? It might also be worth introducing a module that gives resistance to neut/nos too. I know we have cap batteries that provide that effect, but cap batteries are far too hard to fit, both in terms of medslots and PG/CPU, and the resistance effect is far too small. A better neut/nos-resistance module would be a highslot mod that gave around a 30-40% reduction in neut/nos drain amount, subject to normal stacking penalties. This would give a useful degree of protection against neuting and work well in conjunction with Nos. There might be a problem with cap/supercaps fitting full racks of these neut-resist mods, but what use is, say, a triage Archon that has four neut-resisters fitted? It can't remote repair anything. Exchanging RR power for cap defense seems like it should be a reasonably self-balancing mechanism.
I agree the mechanic is alright
Just needs to leech more and get more reasonable fittings. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
142
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Posted - 2012.10.24 15:33:00 -
[25] - Quote
Suitonia wrote:Gypsio III wrote:Reppyk wrote:Gypsio III wrote:The mechanic of Nos is perfect That's why nobody (but some bears on high spare slots) are using them. Well, come up with a better mechanic then - and make sure that this mechanic doesn't intrude into Neuts' role. I don't think you can do this, so we're stuck with making the module more useful within the current mechanic. Anyway, I like Nos. They're fantastic for keeping tackle running under neuts, in fact I prefer a med Nos to an injector on a WH tackle Proteus. They're unpopular because they're too hard to fit and because the drain amount isn't enough. There's scope for cutting the cycle time too. I also think nos is great for this role. What about decreasing the cycle time on them so they are more effective at keeping mods running and surviving under neuts. I.e. Small NOS 3 second duration -> 2 second duration Medium NOS 6 second duration -> 4 second duration Large NOS 12 second duration -> 8 second duration. This is a 33% buff to current NOS, and now each one cycles 3x in the same time a neut cycles once. So much more effective at capping up.
I like it..
|

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
143
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Posted - 2012.10.24 19:44:00 -
[26] - Quote
sten mattson wrote:tbh NOS work just fine as they are, most of my kills would never have been possible just because of the small NOS
i agree though that the powergrid requirements on medium NOS are a little to big for their use , i would say reduce them to 100-120 or so
as it i now thay us
EDIT: to those wanting to reduce the cycle time of the NOS , try overheating them sometime :P
We were talking about medium/large nos's |

Garviel Tarrant
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146
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Posted - 2012.10.28 01:35:00 -
[27] - Quote
I still think the maller needs a Nos..
People hate on the Harbinger for being not having enough cap and "needing a booster" and it lasts for 9 minutes with tackle and guns.. The maller barely brakes 2.. Just tackle, and guns.. =/
If you put even one medium neut on it the cap is just gone.. So you really have to use a cap booster for a viable fit.. Which makes the whole ship rather gimpy, not to mention what you have to sacrifice to make an injector fit.. =/ |

Garviel Tarrant
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149
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Posted - 2012.10.28 16:21:00 -
[28] - Quote
Harvey James wrote: Maller More cap i suspect is needed and perhaps consider giving it a stronger drone capacity than the moa surely caldari should be worst in drone capacity.
Screw drones.
I just want it to work without a cap booster so that i can use point/web/mwd >_< |

Garviel Tarrant
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150
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Posted - 2012.10.28 18:22:00 -
[29] - Quote
Also you should be shot on sight for fitting blasters on a poor defenseless moa =< |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
151
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Posted - 2012.10.30 19:36:00 -
[30] - Quote
The Maller basically need either a fourth mid or a utility high.
It just doesn't have the cap to sustain the guns without either so its useless, And if you put on a booster now instead of a web it can't actually hit anything and were back to it being useless.
I know the idea was basically a mini abaddon but the idea sadly is faulty, it isn't a battleship and it doesn't have the slots to be able to pull it off..
2 minutes of cap with just guns/tackle running is pathetic, and worse, useless. |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
152
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Posted - 2012.10.30 20:08:00 -
[31] - Quote
Takeshi Yamato wrote:The Maller doesn't need any buffs in its current iteration. You people asking for buffs should analyze its potential a bit more or wait for actual testing. I expect people to scream bloody murder once they realize how strong it is in straight up combat. Take a 1600mm plate Omen which is a strong brawler. The Maller is going to be significantly better than the Omen. The only way this could possibly be balanced is by giving the ship several severe drawbacks:
1. Extremely cap hungry 2. Three mids only which means one of the four critical mid slot modules is going to be missing. 3. Worst cruiser to fight frigates with. The three light drones help a bit but not much. 4. Slow.
I'm fine with this kind of extreme design but only comprehensive testing can tell how this plays out and if it's balanced in the bigger picture. In the context of 1v1 duels (which is what most test server feedback is based on) the Maller will be seen as overpowered without a doubt.
the omen isn't really a strong brawler.. a 1600 omen loses to a 800 thorax if the fight starts at 0.
Making a t1 ship that only ever works in fleets is bad design imo as t1 ships are supposed to be more generalized.
If you think the Maller will be a strong brawler you are seriously underestimating 1. How bad the tracking is 2. how bad the cap is.
Any ship with even one neut will leave the maller helpless way before it can kill anything. |

Garviel Tarrant
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154
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Posted - 2012.10.30 20:31:00 -
[32] - Quote
Takeshi Yamato wrote:Garviel Tarrant wrote: the omen isn't really a strong brawler.. a 1600 omen loses to a 800 thorax if the fight starts at 0.
Do you realize how skewed your image of what consitutes a 'strong brawler' is? If the Thorax couldn't win this then it would be 100% useless. I don't think I'm underestimating anything. It's very clear from the numbers (EFT with retribution data helps) and I've spent 2 hours testing the new Omen to get a feel for the non-numbers part. The (plated) Omen and Maller are very similar so they can be easily compared.
No i said a 1600 omen couldn't win a 800 thorax = a omen with 30k ehp can't win a thorax with 20k ehp
Hench not a strong brawler. I like the omen though, its good at softening stuff up with scroch before getting caught. The Maller however can't really do that since its slow..
I'm also quite sure that a Maller would lose to a shield rupture in a brawl at 0.. It wouldn't be able to keep its guns running even close to long enough to kill it.. |

Garviel Tarrant
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Posted - 2012.10.30 20:59:00 -
[33] - Quote
Takeshi Yamato wrote:Garviel Tarrant wrote:the omen isn't really a strong brawler.. a 1600 omen loses to a 800 thorax if the fight starts at 0. Garviel Tarrant wrote:No i said a 1600 omen couldn't win a 800 thorax = a omen with 30k ehp can't win a thorax with 20k ehp Make up your mind. By the way, my plated Omen killed every single Thorax I fought so (including TD fits) I'm not really sure how you get this idea that a plated Omen cannot beat a Thorax. Admittedly, I never had a fight start at 0 but I would expect to lose. Garviel Tarrant wrote:I'm also quite sure that a Maller would lose to a shield rupture in a brawl at 0.. It wouldn't be able to keep its guns running even close to long enough to kill it.. I'm guessing in your mind the Maller is only fine when it beats every other cruiser and fit?
1. I did make up my mind, i said the same damn thing both times you're just to thick to understand it.
2. if you beat every thorax you fought they were bad (And seeing how its the test server thats really not surprising...) . The omen is quite decent but not good enough to win every time.
3. No the Maller needs to be a viable ship that doesn't cap out instantly when someone even THINKS about neuting it.
X Gallentius wrote:"if they start at 0" ..... Therefore, don't start a fight with a Thorax at zero. Balance achieved. My work here is done. It was a arguement to his "omens are really good brawlers" thing. I'm not saying the omen isn't good, it is quite decent.. Its just not a good brawler.. . |

Garviel Tarrant
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Posted - 2012.10.31 12:54:00 -
[34] - Quote
Kai'rae Saarkus wrote:Zyella Stormborn wrote:Id give up a bit of the Maller's vaunted damage for a bit more cap time. As slow as it is, there will rarely be in 1v1 fights with it, and when it is, most of the time the opponent can just run away, letting them dictate weather the fight even happens (Poor mid slots, and / or forced need of cap battery will limit chances of locking down the opponent). The ships that will try to fight it will namely be any and every ship with a neut on board, which will strip down the Maller's ability to do anything other than drone damage amazingly fast.
*DISCLAIMER* I am going by what I see on paper, eft, and some feedback from others since I can not currently get myself onto test. So if in application this is not how it is panning out, fantastic.
~Z You can choose to do this. Eve allows you to fit less than the maximum turrets. Bingo utility high.
And now you have a Brick tanked ship with no dps and slightly better cap..
Joy.. |

Garviel Tarrant
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Posted - 2012.11.01 16:07:00 -
[35] - Quote
Kai'rae Saarkus wrote:Garviel Tarrant wrote:Seriously though a Maller with tackle guns running with one med neut and one small neut on him (shield rupture) lasts 44 seconds. Which is enough time to take down about Half of the ruptures tank.... and that is assuming you start at 100% cap which NEVER happens, so it would be more like 25 seconds.
*Snip*
Even then i'm sceptical... I'm not someone who thinks lasers should be homogenized down to using way less cap and losing their flavor.. But its clear that THIS doesn't work. A) Rupture only has 5 highs (only 1 utility slot).. so you're OK with Rupture sacrificing a Turret to for a utility mid (to fit the two neuts)? Or, you made a mistake? B) fit a Med Booster. That gives you a Cap stable, Neut resistant fit that has >40K EHP, >1200m/s, >300 DPS to >20Km.
Yea sorry i forgot that the rupture lost a high
The difference between 1 med neut and 1 med one small is about 10 seconds so meh?
Stop arguing, you're wrong and bad >=[ |

Garviel Tarrant
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Posted - 2012.11.10 10:40:00 -
[36] - Quote
Zyella Stormborn wrote:Have people actually given hard tests to some of these on test? I hear tell about how viscous and op the Maller is on EFT, but I also notice it is very slow, TERRIBLY cap inefficient, and does not have enough mid slots to try and make up for it, on that same EFT.
What I am looking for is how this, the Stabber, the Vexor, etc., are performing on test vs other cruisers, frigates, and dessies.
Any feedback available would be appreciated. Between the Maller, and the new Amarr dessie, I am starting to see a trend of Amarr ships that look like they will not be able to play solo or small group overly well without very heavy support (again, looking at it from an outside perspective, as I can not get on to test and get my greedy little fingers into them in person).
~Z
I did some tests..
And found out that starting at 0 the Maller gets outbrawled by a shield rupture because it caps out completely before it can kill it. was rather depressing. |

Garviel Tarrant
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Posted - 2012.11.11 01:58:00 -
[37] - Quote
Goldensaver wrote:The VC's wrote:TrouserDeagle wrote:Colt Blackhawk wrote:maller with blasters. You people sicken me. You definitely wouldn't like my shield tanked / heavy neutron fit then.  Now I need to know. How do you even get that to work?
He doesn't get that to work.:
Not my the standard definition of working at least.. |

Garviel Tarrant
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Posted - 2012.11.12 16:21:00 -
[38] - Quote
Deerin wrote:Zyella Stormborn wrote:You say this as if it has not been thought of. Have you tried it on test yet? Being forced to put on a cap booster just to be able to fire guns is a bit much, wouldn't you think? In particular on a ship that only has 3 slots to begin with (2 really, since all ships need prop mods in pvp).
I can understand using a cap booster to make a ship stable or last much longer when using every thing overheated in the middle of combat, or if it is being neuted. Thats what they are for. But there needs to be at least a good foundation to start, and the Maller does not have anywhere near that in regards to cap usage at the moment. Now look at it from the other perspective. Imagine a t1 cruiser that can project around 350dps damage up to t2 point range with around 35-40k EHP. It would be too good if it didn't struggle at some other points. In mallers case it is cap usage and speed. Maller is going to be plain bad at solo action but it will be good in gangs (esp with logi support).
lol, af effective maller gang.. Well.. Maybe if you can find an opposing gang nice enough to field only cruisers.. yes..
If you bring out a Maller gang in low sec you will get ass raped by tier 3 gangs, tech 3 gangs, bs gangs. Pretty much any other gang you might meet..
Cruisers aren't really viable big fleet ships because of the kind of fleets everyone else fleets.. you won't find any good fights for a gang like this.. Which is why t1 cruisers really need to be effective in 1-5 man gangs, because they don't scale all that well. |

Garviel Tarrant
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Posted - 2012.11.14 10:06:00 -
[39] - Quote
Deerin wrote:Goldensaver wrote:Bouh Revetoile wrote: It have more dps than an armor thorax (even including drones) and still a lot more ehp.
Fit 1 (FMPL maller) have twice the ehp of a thorax.
You are also imune to kiting (with any fit, scorch ability).
And is still a lot slower and can't point anything... and caps out easier. ....and why is that a problem. If it were otherwise the ship would just pwn everything out there. Mallers role is to stay there endure and punish back. If you need to catch, point and deal damage to something, you might try amarrian attack cruiser Omen.
But doesn't it seem rather **** to have a t1 cruiser that is more gimpy and limited than any t2 ship? <.<
Also i contend the "The maller is good in gangs thing".. Its alright at the very best. |

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Posted - 2012.11.15 09:42:00 -
[40] - Quote
Deerin wrote:I'm Down wrote: Medium Pulse range is an absolute joke. . . . Secondly, why do medium pulses get such terrible optimal? Bump their optimal up by about 2 base, and it fixes a lot of the issue with speed ships just kiting it all day.
I believe you meant Heavy pulses. They already have the best damage projection of all short range cruiser size weapons....and you want to double it? I'm Down wrote: Medium beams are a disaster to fit
I believe you meant heavy beams...and it is getting a fix at 4th dec.
Range is really not the issue with lasers.. at 20km pulses outdps any other short range weapon. But sadly that really doesn't make up for all the other issues pulses have. |

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Posted - 2012.11.15 16:20:00 -
[41] - Quote
Alara IonStorm wrote:Garviel Tarrant wrote: Range is really not the issue with lasers.. at 20km pulses outdps any other short range weapon. But sadly that really doesn't make up for all the other issues pulses have.
Amarr is a race that runs 100% on Scorch Crystals. Blasters work okay with just Antimatter, Auto's don't need Barrage, SR Missiles do not need T2 Ammo. Yes those weapons can be made better with T2 but they are not in dire straights without it. Take away Amarr's Scorch is like breaking the races kneecaps with a tire iron. Amarr should be able to stand well with and without Scorch.
I think the problem is that Scorch is overpowered and really scews the perception on amarr ships
There are a LOT of ships that are only really used because of scorch (Zealot) |

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Posted - 2012.11.22 16:02:00 -
[42] - Quote
What is required to balance amarr ships (Other than cap stuff)
Is remove scorch completely from the equation and see if the ship still works. No race should be completely and utterly reliant on one ammo type. |

Garviel Tarrant
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Posted - 2012.11.23 00:17:00 -
[43] - Quote
Valea Silpha wrote:Garviel Tarrant wrote:What is required to balance amarr ships (Other than cap stuff)
Is remove scorch completely from the equation and see if the ship still works. No race should be completely and utterly reliant on one ammo type. I think you're wrong on both counts. Scorch is a good and generally useful ammo type, but it's not overpowered, and amarr are not reliant on it. It's a tool in their box, and it makes them much more rounded ships, but it doesn't make them overpowered. Yes, they load up scorch a lot. That's because it maintains good range and good dps. It's a good all purpose ammo. Now, perhaps it should have a little less range, or a little less dps. But its not particularly unbalancing anything.
No you're wrong, i'm right.. I generally am. Almost every single amarr ships that is used a lot relies heavily on scorch
The Zealot more or less wouldn't be used at all without it, Amarr BS's would see much less use.
Heavy Pulse lasers with scorch easily out dps heavy beams up to 30km. No other short range weapon outclasses its long range variant at range as much as pulses with scorch. |

Garviel Tarrant
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Posted - 2012.11.23 19:15:00 -
[44] - Quote
What i think is needed is
1. A nos buff, maybe a cycle time buff, would make them better at being anti neuts. 2. Give all amarr ships a utility high instead of one gun and increase the damage bonus accordingly (Or at the very least the ones that don't have a cap bonus)
Amarr are supposed to be the "Cap warfare" race.. Yet most of their ships don't really have any significant cap warfare abilities compared to other races.
That would maintain the flavor of lasers being cap intensive but it would also give Amarr a way to fight that weakness within nos range. |

Garviel Tarrant
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Posted - 2012.11.26 16:25:00 -
[45] - Quote
Spugg Galdon wrote:The VC's wrote:Spugg Galdon wrote:Bouh Revetoile wrote:Spugg Galdon wrote:Is it just me or is the Thorax a better Combat Cruiser than the Rupture?! Edit: I've also just realised that the Celestis is a better combat cruiser than the Rupture!!  And what does make you think that ? Raw dps and tank ? ...............and speed and tracking (Thorax). Show me a Rupture fit that the Thorax can't do. Something with a neut maybe? Touch+¬ However........5x EV-600's (yes, I know  ) would cap out a Rupture using a medium neut on a Thorax a long time before the Thorax was capped out by the Ruptures Neut.
No the rax caps out way before. |

Garviel Tarrant
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Posted - 2012.11.26 19:57:00 -
[46] - Quote
Alara IonStorm wrote:Garviel Tarrant wrote: No the rax caps out way before.
Not if it has a Cap Booster, the Rax is about as fast with a 1600mm Plate and 2 Armor Rigs as the Rupture is. Shield fit it is no Contest. Rupture has Attack Cruiser HP with Combat Cruiser Speed and its 2x Dmg bonus gives it the fire power of 5 bonused guns. While yes it does have that Neut the Thorax has room for ECM Drones. The new Rupture is a bit mediocre and if they are going to give it Combat Cruiser speed I would like the other stats to make up for it. Maybe move a low to a mid and do the Shield / Armor / Hull ratio like 1900 / 1400 / 1500 instead of 1500 / 1800 /1500. It just doesn't measure up to Armor anyway compared to the real armor boats. Give it a good solid Shield Tank, the Stabber is the Kiter the Rupture is just slow and flimsy, but has a neut.
If both are armor fitted and the thorax has a cap booster the Rupture can dual web it and scram kite it.
The rupture is fine imo. No longer the best at everythign but still very good. |

Garviel Tarrant
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Posted - 2012.11.26 22:04:00 -
[47] - Quote
Alara IonStorm wrote:Garviel Tarrant wrote: If both are armor fitted and the thorax has a cap booster the Rupture can dual web it and scram kite it.
And if it is Armor Fit it can not fit that Medium Neut so if the Thorax is Duel Webbing as well it will kill it no sweat. Not only that but 1 Neut is not insta death for a Thorax with no Cap Booster seeing as how the Thorax can put out more then enough DPS even in an Armor Electron Fit to break a Rupture by then. This isn't about who can fit what in X fictional 1v1 scenario it is about the over all ability of the ship. Fact it has a Attack Cruiser Tank, Fact it has Combat Cruiser Speed, Fact it has no extra DPS to show for it just the option of fitting a Neut and that is it. Being able to fit a Neut is not compensation for the other stat problems. Garviel Tarrant wrote: The rupture is fine imo. No longer the best at everythign but still very good.
At what? It is sllllooow by comparison to Attack Cruisers and sooooo under tanked in comparison to Combat Cruisers. You are looking for scenario's for it to match up to an attack Cruiser that is so much faster god forbid it fights a Vexor. It has the speed of a Combat Cruiser and the Tank of a Attack Cruiser, it is terribly designed. Meet the New Cruiser Rifter.
Hmm I don't agree, I think its fine.
Do i prefer the thorax and the caracal? Yes but i still think the rupture will be fine.
|

Garviel Tarrant
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Posted - 2012.11.29 16:18:00 -
[48] - Quote
Dato Koppla wrote:Harvey James wrote:TrouserDeagle wrote:The rupture's advantage is that it can use projectiles, which are grossly overpowered. mostly because they don't use cap and TE's heavily favour them. Either way I still support that TEs need a nerf and are a cause of alot of imbalance right now.
Agreed, the fact that most people think its better to kite with arties than with AC's hints that there is really something wrong.
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