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Kenerian
BLOOM.
13
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Posted - 2013.03.29 22:57:00 -
[241] - Quote
With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.
When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...
1. Medium Neut 2. The front of the cynabal looks like "Kit" from Knight Rider.
This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.
The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly. |

Diesel47
Bad Men Ltd.
582
|
Posted - 2013.03.30 06:28:00 -
[242] - Quote
Kenerian wrote:With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.
When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...
1. Medium Neut 2. The front of the cynabal looks like "Kit" from Knight Rider.
This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.
The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly.
I like how the counter to everything is tier3 BC.
Nerf them to the ground already. |

Drake Doe
SVER True Blood Unclaimed.
100
|
Posted - 2013.03.30 07:06:00 -
[243] - Quote
Diesel47 wrote:Kenerian wrote:With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.
When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...
1. Medium Neut 2. The front of the cynabal looks like "Kit" from Knight Rider.
This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.
The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly. I like how the counter to everything is tier3 BC. Nerf them to the ground already.
So t3s counter arazus, falcons, and pilgrims?
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Diesel47
Bad Men Ltd.
582
|
Posted - 2013.03.30 07:14:00 -
[244] - Quote
Drake Doe wrote:Diesel47 wrote:Kenerian wrote:With the introduction of the Tier 3 ships I feel the cynabal no longer fills a niche role.
When compared to nano Tier 3's the Cynabal gets crushed under the overwhelming dps. It's only saving grace is that of the Medium neut it can fit in the highs which can make a break a fight when solo roaming/and or when you catch that ratting tengu with the 1k dps tank. Outside of that why would anyone want to fly a cynabal? Cynabal and Talos both carry around the same resist profile and rely more on raw Hit Points but the talos has much more DPS and around the same projection. Talos is also cheaper. As far as cost effective ships the only reason anyone should want to be a snowflake and fly a cynabal is for 2 reasons...
1. Medium Neut 2. The front of the cynabal looks like "Kit" from Knight Rider.
This brings me to my next subject the Mach... Most people assume this ship is "OP" because they don't understand it. I used to throw battlecruiser fleets at them weekly only to watch myself and all my friends die in a fire trying to tackle it. The counter to Mach's are already here and I don't believe they need to be nerfed.
The counter to Mach's are simple.. Tier 3 battlecruiser's. Most mach's rely on kiting to mitigate the majority of damage coming in and can be difficult to catch thanks to most of them fitting a Heavy neut in the high's, but in a situation where people are chasing after a mach and you are on "approach" (who needs transversal anyway right?) the Mach will have less transversal itself with a blown up sig from it's mwd. Simply applying dps from Tier 3's (which most hit to around 40-60km) will sink the mach if he doesen't warp off thanks to low resists and Tier 3's great damage projection and speed. Yes the mach will murder 2 or 3 pursuing in the process but if someone can keep a point on it, it will die and it will die quickly. I like how the counter to everything is tier3 BC. Nerf them to the ground already. So t3s counter arazus, falcons, and pilgrims?
Nah, you have those support the tier3s and you stomp everything. Most common ones being rapier and arazu.
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Kenerian
BLOOM.
15
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Posted - 2013.03.30 21:27:00 -
[245] - Quote
Only counter to Tier 3's right now really is BS fleet's that match range and can tank incoming dps or... Pilot/FC skill.
Not an accurate battle report as we only lost one ship.
VoC 41 vs TEST 120-130ish.
http://kb.vergeofcollapse.com/?a=kill_related&kll_id=26928 |

Tuxedo Catfish
GoonWaffe Goonswarm Federation
8
|
Posted - 2013.04.04 16:07:00 -
[246] - Quote
I'm disappointed to hear you don't plan on changing the Serpentis ships -- the Vindicator and Daredevil are fine, sure, but the Vigilant could use some adjustments. I'd at least like to see it gain the Thorax's base speed, even if it came at the expense of fitting values.
Everything else about that list sounds great, though. |

Bluetippedflyer
Mafia Redux Phobia.
79
|
Posted - 2013.04.05 00:41:00 -
[247] - Quote
please buff the phantasm :( |

Tilo Rhywald
INVARIANT TENSOR
2
|
Posted - 2013.04.08 19:37:00 -
[248] - Quote
With the soon to be rebalanced navy faction cruisers, there will be an additional laser ship of this size with a range bonus for all the kiting fun one could wish for: the Omen Navy Issue. Accordingly, I find this yet another argument to buff the Phantasm towards the close(r)-range brawling role.
Cheers Tilo R. |

Dlareme
Short Stop Exports
0
|
Posted - 2013.04.09 00:21:00 -
[249] - Quote
I was under the impression that pirate ships were supposed to fill a role as a type of in-between from tech1 to tech2. If this is the case, then I think some are working correctly. Most, if not all, of the pirate ships work better than the basic tech1 ships of their class. They can "almost" do the same thing as tech2 ships, but are just a little shy of being on equal terms. If I'm wrong, then please yell at me and call me horrible names.
If what I stated above is true, then my only true problem with the pirate ships is the cost and difficulty in acquiring one. Why spend 50-70 mil (or more) on a pirate frigate when the tech2 frigates are going for cheaper? I love blood raider and sansha ships (lazors pew pew). I have an ashimmu, cruor, and an Immolator. Plan on eventually getting a Succubus and phantasm too, and once I'm rolling around in my space station full of isk, I'll grab a nightmare and a Bhaalgorn. Other than looks though, there doesn't seem to be much reason to grab one of these ships. I do believe that the Bhaalgorn and Nightmare are pretty good at where their at, especially since the Bhaalgorn is the only battleship class energy drainer. The nightmare is unique enough in its own way, as the pure damage it emits seems sufficient to me. I believe that it's damage is on par with the paladin. Since its a shield tank too, you can pretty much dedicate most of your low slots to damage modifiers. There's probably a cap problem with it, but I've yet to drive one so this is mostly speculation on my part.
I've heard the argument that it takes less skill points to pilot a pirate ship well, when compared to a tech2. This is a legitimate argument when trying to justify how a pirate ship is better in some way when compared to tech2. However, I still don't see how something that takes less skill points to pilot, and is inferior... costs more. Isn't that "kind of" like saying tech1 frigates should cost more than tech2?
True, the pirate ships are supposed to be a "rare" and cool looking ship, but cmon. Is that supposed to be their only redeeming quality? I don't necessarily think it should be better than tech2 ships, but I don't really think they should cost more than them either. If it's not better, then why pay more for it? These ships have been out for quite a while now, and lots of blueprints have been "procured" from the pirate factions. Have the empires seriously not capture a few of these ships and figured out a way to mass produce them? Maybe they sent in a spy to steal an "original blueprint" or something? Anywho, that's my take on it. Seacrest out. |

Liang Nuren
Heretic Army Atrocitas
3291
|
Posted - 2013.04.09 03:46:00 -
[250] - Quote
This should help clear up your misperceptions about the historic balancing of T1, T2, faction, and pirate ships. http://cdn1.eveonline.com/www/newssystem/media/8742/1/Shiptech.jpg
-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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Liang Nuren
Heretic Army Atrocitas
3291
|
Posted - 2013.04.09 03:50:00 -
[251] - Quote
Tilo Rhywald wrote:With the soon to be rebalanced navy faction cruisers, there will be an additional laser ship of this size with a range bonus for all the kiting fun one could wish for: the Omen Navy Issue. Accordingly, I find this yet another argument to buff the Phantasm towards the close(r)-range brawling role.
Cheers Tilo R.
Aye, I've been looking at that closely. The TE nerf was also announced recently, which should help bring the ranges down on some of the more egregiously offenders. I need to re-evaluate the entire situation, because it's changed so much. But yes, I'm mostly ok with a resist bonus Phantasm with the NOmen being pretty much exactly what I wanted (sans some power grid, damage, and a 4th mid).
-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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Liang Nuren
Heretic Army Atrocitas
3291
|
Posted - 2013.04.09 05:16:00 -
[252] - Quote
Tilo Rhywald wrote:To sum up my suggestions again:
- better cap (20%?)
- more speed (at least comparable to rebalanced t1)
- role bonus: 167% damage to medium energy turrets instead of 100% (equals an increase of about 6,7% in damage or 8 effective turrets versus currently 7,5)
- swap Caldari bonus from 5% damage to 5% shield resist bonus per level
- (a little more pg or an additional lowslot would be quite nice, but that might be op, so that's not to be prioritised)
Ok, so let's assume that CCP goes absolutely ape **** hog wild with the Phantasm, and fulfills your every possible dream mentioned here. And then they go further. And then you go and fit deadspace gear and pirate implants. It's still not going to be even remotely viable: - It's still extremely cap intensive (lasers + prop mod + invulns + tackle + neuts + etc). - It's still quite slow, and there's basically nothing you can do about it (see: limited low slots) - It's still got terrible damage. The Vigilant (as an example) has a super awesome web bonus on top of 60k EHP and 1100 DPS. - It's still got a relatively weak tank (~25k EHP active tanked as you suggest, ~50k EHP buffer).
I just don't see how you plan to take one of the most cap intensive ships into the heart of neut and scram range while everyone has 1-2 neuts fit and plan to actually accomplish anything. There's a reason that brawling is held in such disdain for smaller ships.
Hell, even the Talos (blasters, blasters, and more blasters) kites.
-Liang
Ed: If you want to make the ship a brawler, I really can't see it working without 800+ DPS. The Phantasm is ultimately a one trick pony, designed entirely around damage. And it utterly and completely fails at that task.
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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Tilo Rhywald
INVARIANT TENSOR
4
|
Posted - 2013.04.09 09:34:00 -
[253] - Quote
Liang Nuren wrote: Ok, so let's assume that CCP goes absolutely ape **** hog wild with the Phantasm, and fulfills your every possible dream mentioned here. And then they go further. And then you go and fit deadspace gear and pirate implants. It's still not going to be even remotely viable: - It's still extremely cap intensive (lasers + prop mod + invulns + tackle + neuts + etc). - It's still quite slow, and there's basically nothing you can do about it (see: limited low slots) - It's still got terrible damage. The Vigilant (as an example) has a super awesome web bonus on top of 60k EHP and 1100 DPS. - It's still got a relatively weak tank (~25k EHP active tanked as you suggest, ~50k EHP buffer).
I just don't see how you plan to take one of the most cap intensive ships into the heart of neut and scram range while everyone has 1-2 neuts fit and plan to actually accomplish anything. There's a reason that brawling is held in such disdain for smaller ships.
Hell, even the Talos (blasters, blasters, and more blasters) kites.
-Liang
Ed: If you want to make the ship a brawler, I really can't see it working without 800+ DPS. The Phantasm is ultimately a one trick pony, designed entirely around damage. And it utterly and completely fails at that task.
You raise some very valid points. Just to clarify: I really held back on my buffing wishes as I thought that more extreme calls for modification would seem too utopian to be considered serious. ;) I also must say that I didn't really give much thought to the speed issue apart from bringing it somewhat up to par as I don't have numbers in mind that would be viewed "ok".
I don't think that your statement about brawling in smaller cap-hungry ships should be phrased so generally, as the blaster Moa for example can perform quite nicely (5% shield resist bonus) in that role. You pretty much negate close-range active-tanking in total while the argument actually only holds ground when faced with more than a single medium neut. Fitting cap boosters is almost mandatory for laser/hybrid/shield/active ships above frig size, anyway, in my opinion. But back to the Phantasm, specifically:
Currently with only T2 guns, T2 heatsinks (2), T2 ammo and T2 drones ( ) the maximum of DPS I can quench out of the Phantasm w/o either sacrificing essential rig slots or the damage control is 647 (overheated; 588 gun dps) ... totally subpar, agreed. Maybe we can figure out together what the best way to increase the damage output w/o gimping the cap and pg even more could be?
200%- role-boni to weapon systems aren't unheard of (Daredevil). If my math doesn't deceive me that would produce an additional 20% to turret damage: 705,6 DPS. So with 59,4 DPS from 3 drones that's 765PS overall - just a little more than a neutron Moa with three T2 magstabs. Using faction heat sinks and weapon implants that can be strechted to 870 DPS... hm... I have to consent to your argument that even with such a buff it would be subpar - at least compared to the Vigilant. It becomes more and more obvious that an additional lowslot is needed... with three faction heatsinks, two 5%-weapon-implants and a 200%-damage-bonus, one could get close to 1000 dps out of this Phantasm 1.1b. With 3 faction magstabs and the according implants I get an almost similar DPS-number (945) out of a Vigilant - with Null!! (1260 with Void)
233%damage-role-bonus (10 effective turrets) and an additional low slot (i.e. not trading a utility high) for the Phantasm? ;)
Cheers Tilo R.
P.S.: HP-, PG/CPU- and capacitor-enhancements still have to be transacted while a 25 m^3 drone bay has at least to be thought about.
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Incindir Mauser
Adhocracy Incorporated Adhocracy
166
|
Posted - 2013.04.09 23:20:00 -
[254] - Quote
What does the Phantasm do?
Generates hilarious killmails.
http://eve.battleclinic.com/item_database.php?id=i17718&tab=loadouts#usageHistory
Usage history is quite telling.
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eneman81
The Ankou Northern Coalition.
26
|
Posted - 2013.04.09 23:27:00 -
[255] - Quote
I'd like to see the daredevil pick up another mid, it would open up alot of options like dual web, dual prop, shield tank etc esp now that assault frigs are more competitive with it. |

Liang Nuren
Heretic Army Atrocitas
3299
|
Posted - 2013.04.10 18:30:00 -
[256] - Quote
Hey Tilo, did you see the bonuses on the new Navy Harbinger? It looks like we both got what we wanted. Now... what the hell to do with the Phantasm?
-Liang
Ed: Also, resist bonuses are getting smacked in the face. 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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Tilo Rhywald
Corpus Alienum Game 0f Tears
12
|
Posted - 2013.04.11 00:06:00 -
[257] - Quote
Liang Nuren wrote:Hey Tilo, did you see the bonuses on the new Navy Harbinger? It looks like we both got what we wanted. Now... what the hell to do with the Phantasm?
-Liang
Ed: Also, resist bonuses are getting smacked in the face.
Heh, yes, it seems that way, although since CCP (Rise) showed to some extent that he/they is/are willing to reconsider changes, I still have some hope the resist boni aren't getting that undeserved nerf after all... -.-
With the Navy Harbinger there'll definitely be a nice laser brawling platform that can be made to work with shields at least to some degree (an active shield tank for brawling needs 6 midslots if you don't want to drop either web, invuln or propulsion mod IMO)... I'm not sure whether to view BCs as an entirely different ship class despite the same gun size, though, which would leave my proposed niche/role still open. And anway... the Harbinger doen't look like a Phantasm. ;)
What to do with it indeed... Maybe Din Tempre's ideas point in the right direction? Make it some sort of cloaky dive/pounce combat vessel with boni to MJDs and cloaked speed?
Cheers Tilo R. |

Tilo Rhywald
Corpus Alienum Game 0f Tears
13
|
Posted - 2013.04.14 13:37:00 -
[258] - Quote
Now, with the dawn of navy faction battlecruisers and the rebalancing of their smaller cousins, I want to reemphasize a new role for the Phantasm - based on its looks... ;)
The "Hyperion"-sci-fi novels by Dan Simmons should be known to quite a few people; if not - they're extremely well written. I can't stress enough how much fun they are to read.
On the world of "Hyperion" lives a creature called "the Shrike". And both from its quite visual description to its artistic adaptations it shows a remarkable resemblance to the Sansha design - especially on the Phantasm: Take a look at the book cover showing the Shrike.
One of the characteristics of said creature is that it can seemingly appear, kill and vanish in the blink of an eye (I won't disclose any more due to the threat of accidental spoilers). So... what if we make the Phantasm to resemble the Shrike not only in it looks, but also in its abilities? Some version of Din Tempre's idea of a cloak-bonus might achieve just that!
So: While greatly enhancing its DPS, boni to cloaked velocity (while NOT neccessarily being able to do cov-ops/cyno stuff) and - maybe later with the introduction of them - to MJDs. A 300-500 m/s speed while cloaked would not seem op. No locking-delay after decloaking should be self-explanatory.
What do you think of this deduction and proposal, or rather, what are your ideas?
Cheers Tilo.
P.S.: Yes, this is also a shameless bump to an important thread. ;) |

Starlenark
Terra Hawks The Initiative.
0
|
Posted - 2013.04.14 21:30:00 -
[259] - Quote
So I've been in love with the Phantasm for a while because of the looks, and I do agree that it could use a bit more love.
Changes that _could_ be added include:
+1 midslot (for adding a capbooster, or a web, or whatever else floats your boat if you passive tank that) or +1 lowslot (for adding an extra heat sink)
AND
+ resists (would be nice seeing as how it seems to be something you can really only fly as a brawler atm - 1500 m/sec kiting with under 30km range on it is pretty bleh)
+ Speed (1500m/sec - I mean, seriously? A plated diemost is as fast. Ffs, BCs can be faster)
+ Cap - seriously - needs more cap - I can't even stress this enough.
That being said, IF you fit it right, you can get ~49k EHP (~55k EHP overloaded on the invuls), 500+ DPS at 20+KM out with scorch OH + drones, 700+ DPS at 8-10k KM out with Conflag OH. So really it's not that bad at all for being a cruiser hull at 150mil and looking sexy as ****. Just know that if you want to use the MWD for anything outside of a cycle or two you BETTER either 1) have a cap booster or 2) have minimum 1x med nos, 1x small nos and be latched onto something pretty much asap, or you're boned.
TL;DR - in its current iteration I find it quite decent for the 150mil pricetag - brawling with it you can push 700dps within scram range, and if the target gets away you swap crystals instantly to scorch for 500+ dps within 20+KM. Play with this thing in a gang and profit.
Just please, for the love of god, make it fly like a shield cruiser, and not a space-brick. Adding an effective nano to would be a MUCH needed change. That and some more EHP / Cap. ^^ |

Liang Nuren
Heretic Army Atrocitas
3326
|
Posted - 2013.04.15 04:01:00 -
[260] - Quote
While a covops cloak bonus on the Phantasm would play directly into my personal play style (wormhole roaming with probe launcher+cloak in the utility highs), I just can't imagine ever attempting to justify it. Let's look at what the pirate cruisers currently do: Cynabal: Damage+Speed Vigilant: Damage+Webs Ashimmu: Webs+Neuts Phantasm: Damage Gila: Tank+Damage
So we know that the Phantasm will remain a shield tanking laser ship and that it basically has a role bonus and two cruiser bonuses. I'd say that the first step is to fold the role bonus into the existing damage bonus by increasing it to 30%/level. Now we have an extra role bonus laying around - and potentially also trading the tracking bonus for something else.
For instance, we could go the route you were suggesting earlier: - Role: 25% resists - Caldari Bonus: 30%/lvl damage - Amarr: 7.5%/lvl tracking
The problem with this, in addition to all the other problems, with brawling in a shield tanking laser ship, is that it's just a bad Narbinger.
We could go a route more like what I was suggesting earlier: - Role: 50% optimal - Caldari: 30%/lvl damage - Amarr: 7.5%/lvl tracking
The biggest problem with this is that it runs a very real risk of obsoleting (or being obsoleted by) either the NOmen or Zealot - depending on which one its more like.
We could do something really crazy and play off of what we actually see from the Sansha NPCs: - Role: 37.5% shield rep effectiveness - Caldari: 30%/lvl damage - Amarr: 7.5%/lvl tracking disruption
Maybe the answer is to just make the Phantasm's role to be THE DPS MONSTER. Maybe something like this: - Role: 50% cap use - Caldari: 30%/lvl damage - Amarr: 5%/lvl rate of fire
Maybe the answer is to do something truly revolutionary with the Sansha ships: - Role: 100% cap use - Caldari: 30%/lvl damage - Amarr: 7.5% tracking/lvl
I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)
-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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Tilo Rhywald
Corpus Alienum Game 0f Tears
17
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Posted - 2013.04.15 18:54:00 -
[261] - Quote
First, let me say that I really enjoy this conversation, and I do hope that maybe by discussing various alternatives ("for" CCP) we can have some small effect on how the Phantasm 2.0 will turn out. But daydreaming can be nice, too... ;)
Liang Nuren wrote:While a covops cloak bonus on the Phantasm would play directly into my personal play style (wormhole roaming with probe launcher+cloak in the utility highs), I just can't imagine ever attempting to justify it. Let's look at what the pirate cruisers currently do: Cynabal: Damage+Speed Vigilant: Damage+Webs Ashimmu: Webs+Neuts Phantasm: Damage Gila: Tank+Damage
A 100%-covops role would perhaps be too radical (not that I'm against it), which is why I originally suggested a role close to blackops: Not being able to warp cloaked, but having the capability to move around cloaked on grid relatively fast (which would still make it a great WH platform). This would only be really nice combined with some other sort of trick like the mentioned MJD bonus. For example:
get in position -> decloak -> pounce (microjump) -> melt face -> microjump out -> cloak
Does seem very cool to me, but maybe it's just too out of the ordinary for CCP to implement such changes...
Liang Nuren wrote:So we know that the Phantasm will remain a shield tanking laser ship and that it basically has a role bonus and two cruiser bonuses. I'd say that the first step is to fold the role bonus into the existing damage bonus by increasing it to 30%/level. Now we have an extra role bonus laying around - and potentially also trading the tracking bonus for something else.
For instance, we could go the route you were suggesting earlier: - Role: 25% resists - Caldari Bonus: 30%/lvl damage - Amarr: 7.5%/lvl tracking
The problem with this, in addition to all the other problems, with brawling in a shield tanking laser ship, is that it's just a bad Narbinger.
We could go a route more like what I was suggesting earlier: - Role: 50% optimal - Caldari: 30%/lvl damage - Amarr: 7.5%/lvl tracking
The biggest problem with this is that it runs a very real risk of obsoleting (or being obsoleted by) either the NOmen or Zealot - depending on which one its more like.
I totally agree about the Zealot/Nomen; those are also in the same ship class/size category.
As to your first option, I'd leave the damage to the role bonus like on other ships to enable pilots w/o maxed skills to apply maximum damage sooner; that's not a relevant point though. However, this alternative would have the same DPS output as the current Phantasm unless it gets another lowslot for an additional heat sink.
I also still think a 6-7 midslot shield laser boat of smaller size (!) would not necessarily collide too much with the Narbinger (5 mids).
Liang Nuren wrote:We could do something really crazy and play off of what we actually see from the Sansha NPCs: - Role: 37.5% shield rep effectiveness - Caldari: 30%/lvl damage - Amarr: 7.5%/lvl tracking disruption
Unless it gets a 7th midslot this would most definitely be a wasted bonus on a (solo) shield ship that wants to have a web. And personally, I don't like TDs. ;)
Liang Nuren wrote:Maybe the answer is to just make the Phantasm's role to be THE DPS MONSTER. Maybe something like this: - Role: 50% cap use - Caldari: 30%/lvl damage - Amarr: 5%/lvl rate of fire
Yes, nice! It would still need the fourth lowslot for a third heatsink, in my opinion, as the three-magstab-Vigilant would out-damage it with Null in comparable ranges even then while being able to apply that damage better due to 90% webs and superior tracking.
Liang Nuren wrote:Maybe the answer is to do something truly revolutionary with the Sansha ships: - Role: 100% cap use - Caldari: 30%/lvl damage - Amarr: 7.5% tracking/lvl
I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)
-Liang
The 100% cap use bonus would absolutely give them a really powerful twist, and on the Nightmare it might be perfect. I'm not sure it would be enough to make the Phantasm competitive... must look at numbers later.
...not at all opposed to the covops bonus even on the current Phantasm, indeed. 
Cheers Tilo R. |

Lucine Delacourt
Compound Interests
0
|
Posted - 2013.04.15 21:17:00 -
[262] - Quote
Liang Nuren wrote: Maybe the answer is to do something truly revolutionary with the Sansha ships: - Role: 100% cap use - Caldari: 30%/lvl damage - Amarr: 7.5% tracking/lvl
I dunno, the ship obviously needs something. And I'm not at all opposed to the current Phantasm with a covops bonus. ;-)
-Liang
I would like either of these ideas and both fit more or less within accepted lore.
Now if only the Devs like either of them... |

Ginger Barbarella
Caldari Provisions Caldari State
1244
|
Posted - 2013.04.16 15:15:00 -
[263] - Quote
Been using a Phantasm fit with Large ASB, medium cap injector, 3x Arqebus beams, Fed 10mn AB, and passive shield hardeners since first seeing this thread, and it's been working fine in most L3's. Never had a gtfo moment, and only use the drones (Warrior IIs) for fast frigates that get in too close. Also have a Domination medium Proton SB fit for the Minnie NPCs, but haven't needed to use it yet. Fun little ship. It's definately not a go-to ship for L3's, but hey. It was fun playing with it. Love the damage bonuses for this cruiser class.
I don't think I'd ever use this for peeveepee because of it's cost vs benefit assessment; there are other ships that are cheaper that would work better for that job. I do have to add that I prefer the Ashimmu over the Phantasm because I can comfortably fit T2 lazors, while T2's on the Phantasm are a very tight fit (taking in. Just my $.02... "Blow it all on Quafe and strippers." --- Sorlac |

Starlenark
Terra Hawks The Initiative.
1
|
Posted - 2013.04.16 21:34:00 -
[264] - Quote
I think a covops addition to the Phantasm would add a LOT of depth to the playstyle of the game - especially since you would have a decent damage platform that also has a covops role bonus - which would be amazing for exploration. I'm not sold on it not being able warp cloaked, but I suppose that it would have to have _some_ sort of drawback - however the question is - would you be able to initiate warp when you were cloaked? Or how would it work? Would the cloak disappear the moment you reached enough speed to enter warp?
I +1 that covops suggestion :) |

Anyura
Ministry of War Amarr Empire
35
|
Posted - 2013.04.19 18:03:00 -
[265] - Quote
A cov-ops Phantasm would tingle a large number of my Happy Places. |

Barrogh Habalu
Imperial Shipment Amarr Empire
443
|
Posted - 2013.04.23 07:18:00 -
[266] - Quote
I came here to bump this thread by posting a thought that Sansha need some new shtick as everyone and their little sister now has tracking lasers it seems.
Apparently this thread already presented an idea for that, the one I'd never expect; but really, what else would you do with the thing to give it unique role pirate ship might deserve?
On a side note, what will Nightmare become then, pirate BlackOps or something? 
P.S. I find all this strangely fitting Sansha's Nation lore, if only a bit... |

Jack Miton
Aperture Harmonics K162
1681
|
Posted - 2013.04.23 07:49:00 -
[267] - Quote
CCP Ytterbium wrote:Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm. Rattlesnake is not 'fine', it's utterly useless. There's a good reason it's by FAR the cheapest pirate BS.
Even if you argue that it's good for PVE (which it really isnt, it's just easy for PVE), it virtually never sees PVP use. All of the other pirate BSs are heavily PVP leaning, the Rattler should be too. It needs to be brought back to close to what it used to be; a torp DPS boat, rather than the 'look at me, I have tank' ship that it is now. |

Barrogh Habalu
Imperial Shipment Amarr Empire
444
|
Posted - 2013.04.23 18:13:00 -
[268] - Quote
Jack Miton wrote:CCP Ytterbium wrote:Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm. Rattlesnake is not 'fine', it's utterly useless. There's a good reason it's by FAR the cheapest pirate BS. Even if you argue that it's good for PVE (which it really isnt, it's just easy for PVE), it virtually never sees PVP use. All of the other pirate BSs are heavily PVP leaning, the Rattler should be too. It needs to be brought back to close to what it used to be; a torp DPS boat, rather than the 'look at me, I have tank' ship that it is now. The kicker? It's gonna get its tank nerfed alongside every other ship with resistance bonuses. I think it was Rise who said that they have some ideas for sentries. Those should better be good then I'd say... |

Nalha Saldana
Sickology
709
|
Posted - 2013.04.23 18:56:00 -
[269] - Quote
They do pretty explosions http://eve-kill.net/?a=kill_detail&kll_id=17457429 |

Tilo Rhywald
Corpus Alienum Game 0f Tears
20
|
Posted - 2013.04.25 14:07:00 -
[270] - Quote
So... During the rebalancing presentation at Fanfest CCP Fozzie just hinted at a ATXI prize to be a pirate recon ship... (!)
Does this mean that the cov-ops remake of the Phantasm as a ship that's actually accessable to the playerbase and flyable is completely off the table?
I think it is such a great idea - even look at the meaning of the word "phantasm":
phan-+tasm [fan-taz-uhm] - noun 1. an apparition or specter. 2. a creation of the imagination or fancy; fantasy. 3. a mental image or representation of a real object. 4. an illusory likeness of something.
This ship screams for a cloaky role!
A response by CCP that this proposal has at least been noted would be much appreciated.
Cheers Tilo R. |
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