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Thread Statistics | Show CCP posts - 4 post(s) |

Diesel47
Bad Men Ltd.
477
|
Posted - 2013.02.10 10:35:00 -
[1] - Quote
What exactly is this ship suppose to excel at? I've gone over many fits and I haven't found anything that it does particularly well compared to other (Mostly Cheaper) hulls. Now that I think of it .. The succubus really sucks too.
Whats the reason anybody would want to fly these ships? I can see why Cynabal is so good, or why somebody would fly a Vigilant.. But Phantasm? :\ |

yer mammy
Derp Inc
36
|
Posted - 2013.02.10 10:40:00 -
[2] - Quote
LaZorZ!
and SpikeZ! |

Tolkenmoon
Vulkan Innovations Hegemonous Pandorum
18
|
Posted - 2013.02.10 11:03:00 -
[3] - Quote
They used to have a wicked shield tank many years ago, but alas like everthing else that was good at something they nerfed it and now it is just a ship to own and not use. |

Belthazor4011
Battle BV
116
|
Posted - 2013.02.10 11:20:00 -
[4] - Quote
Tolkenmoon wrote:They used to have a wicked shield tank many years ago, but alas like everthing else that was good at something they nerfed it and now it is just a ship to own and not use.
Thats longer ago then I've played, how was its shield tank better then? Different bonuses? |

Merin Ryskin
Peregrine Industries
127
|
Posted - 2013.02.10 12:17:00 -
[5] - Quote
The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. |

Savnire Jacitu
The Void Has Eyes
57
|
Posted - 2013.02.10 14:07:00 -
[6] - Quote
Ever sense it fell out of my ball sack it just floats around space. <corrupt> |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
544
|
Posted - 2013.02.10 14:08:00 -
[7] - Quote
Its really really pretty thats what!
And fozzie has promised to fix it. |

Glathull
Blue Republic RvB - BLUE Republic
93
|
Posted - 2013.02.10 16:30:00 -
[8] - Quote
Part of the fix needs to include the ability to mount corpses on the spikes. To repeat, the skill split is scheduled for the big Summer 2013 expansion. ~CCP Fozzie |

Almighty Narshe
The Zetetic Elench Solid Foundation
0
|
Posted - 2013.02.10 20:42:00 -
[9] - Quote
Glathull wrote:Part of the fix needs to include the ability to mount corpses on the spikes.
+1 :D |

Darius Brinn
Iberians Iberians.
206
|
Posted - 2013.02.10 21:54:00 -
[10] - Quote
Glathull wrote:Part of the fix needs to include the ability to mount corpses on the spikes.
*wipes out his training queue and puts Amarr cruiser V* |
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Liang Nuren
Heretic Army Atrocitas
2962
|
Posted - 2013.02.10 23:39:00 -
[11] - Quote
One of the cool things about the Phantasm is that it has its crewed by one of the lesser known races, called "capacitor vampires". You'll notice their handiwork when you undock and activate any module and your capacitor instantly empties. I can't wait until they extend WIS to include the bridge of your ship! I really want to see what they have conceptualized these beings to look like!
-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
|

Glathull
Blue Republic RvB - BLUE Republic
100
|
Posted - 2013.02.11 00:11:00 -
[12] - Quote
Liang Nuren wrote:One of the cool things about the Phantasm is that it has its crewed by one of the lesser known races, called "capacitor vampires". You'll notice their handiwork when you undock and activate any module and your capacitor instantly empties. I can't wait until they extend WIS to include the bridge of your ship! I really want to see what they have conceptualized these beings to look like!
-Liang
Then the fix is simple. Put the vampires on the spikes. To repeat, the skill split is scheduled for the big Summer 2013 expansion. ~CCP Fozzie |

Cute E
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.02.11 00:56:00 -
[13] - Quote
[Phantasm, pvp] Damage Control II Heat Sink II Heat Sink II
Experimental 10MN Microwarpdrive I Large Shield Extender II Medium Electrochemical Capacitor Booster I, Navy Cap Booster 800 Warp Disruptor II Large Shield Extender II Adaptive Invulnerability Field II
Heavy Pulse Laser II, Scorch M [empty high slot] Heavy Pulse Laser II, Scorch M [empty high slot] Heavy Pulse Laser II, Scorch M
Medium Energy Burst Aerator I Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I
Hornet EC-300 x3
Try this if it looks solid to you. Stats look p. good. I`m flying a Cynabal, not this, but this should be p. decent by comparison. |

Liang Nuren
Heretic Army Atrocitas
2963
|
Posted - 2013.02.11 01:21:00 -
[14] - Quote
I'm currently flying a pulse Phantasm, but I've found that beams will frequently outperform it. Getting into position even for Scorch is really quite brutal on it's limited capacitor. That's why I tend to shy away from active tanking, invulns, and even Aerators (in favor of Accelerators or Locus). I've run some Phantasm gangs in the past and the amount of cap weakness the ship has just cannot be overstated.
-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
|

Cute E
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.02.11 02:34:00 -
[15] - Quote
Maybe cap inject it? Maybe with a small cap booster will be able to fit some neuts as well.
Beams have mediocre DPS and tracking compared to pulses imho. Above fit was meant for solo stuff, not gang work. |

Liang Nuren
Heretic Army Atrocitas
2963
|
Posted - 2013.02.11 02:42:00 -
[16] - Quote
I think you should go try the Phantasm out some before we continue this conversation. It's obvious that you don't understand how crippling the cap problems it has are.
-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
|

Cute E
Royal Amarr Institute Amarr Empire
0
|
Posted - 2013.02.11 03:20:00 -
[17] - Quote
I will try it on SiSi tbh (not in the mood to throw away ISKies), but I sincerely think you are exagerrating with the analysis. Hint: the ship isn't amarrian*.
*To clarify -> it has submediocre capacitor and no laser usage bonus. Beams could be the way, since it has a tracking bonus. |

Merin Ryskin
Peregrine Industries
127
|
Posted - 2013.02.11 03:41:00 -
[18] - Quote
Cute E wrote:Maybe cap inject it? Maybe with a small cap booster will be able to fit some neuts as well.
Except it's a kiting ship, so you're perma-running the MWD, using lasers with no cap bonus, and possibly trying to use neuts in your spare high slots. You can make it work with a cap booster, but you're throwing 800s in as fast as you can load them and that gives you really limited endurance before your whole cargo of them is gone and you have to go home to restock.
Now, this was worth it back in the good old days before the faction ship boost. ACs and blasters hadn't been fixed yet, pulses with scorch dominated, and none of the other faction cruisers were worth undocking. But now the game has moved on and left the Phantasm behind. There's no reason to put up with the Phantasm's huge cap problems when there are better ships to fly. |

Zhilia Mann
Tide Way Out Productions
986
|
Posted - 2013.02.11 04:07:00 -
[19] - Quote
Merin Ryskin wrote:Cute E wrote:Maybe cap inject it? Maybe with a small cap booster will be able to fit some neuts as well. Except it's a kiting ship, so you're perma-running the MWD, using lasers with no cap bonus, and possibly trying to use neuts in your spare high slots. You can make it work with a cap booster, but you're throwing 800s in as fast as you can load them and that gives you really limited endurance before your whole cargo of them is gone and you have to go home to restock. Now, this was worth it back in the good old days before the faction ship boost. ACs and blasters hadn't been fixed yet, pulses with scorch dominated, and none of the other faction cruisers were worth undocking. But now the game has moved on and left the Phantasm behind. There's no reason to put up with the Phantasm's huge cap problems when there are better ships to fly.
Just to throw in for those who weren't around to remember, Merin used to make extensive use of the ship. I'd listen to this advice. |

Liang Nuren
Heretic Army Atrocitas
2964
|
Posted - 2013.02.11 04:17:00 -
[20] - Quote
Merin Ryskin wrote:Cute E wrote:Maybe cap inject it? Maybe with a small cap booster will be able to fit some neuts as well. Except it's a kiting ship, so you're perma-running the MWD, using lasers with no cap bonus, and possibly trying to use neuts in your spare high slots. You can make it work with a cap booster, but you're throwing 800s in as fast as you can load them and that gives you really limited endurance before your whole cargo of them is gone and you have to go home to restock. Now, this was worth it back in the good old days before the faction ship boost. ACs and blasters hadn't been fixed yet, pulses with scorch dominated, and none of the other faction cruisers were worth undocking. But now the game has moved on and left the Phantasm behind. There's no reason to put up with the Phantasm's huge cap problems when there are better ships to fly.
Heh, I briefly considered dual injecting before realizing I was just looking for a way to make the Phantasm not suck.
-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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Valleria Darkmoon
Heretic Army Atrocitas
109
|
Posted - 2013.02.11 09:35:00 -
[21] - Quote
The one thing the Phantasm does have going for it is phenomenal fittings as the posted fit shows, you can practically just throw on whatever you think you want and just keep at it until the slots are full then notice you have empty rigs and you don't even need one for fitting. The cap issue is very strenuous, even injected it feels as if it's addicted to cap boosters and committed to the idea of overdosing at that.
In reality though both the Phantasm and the Ashimmu fall into the same category but for different reasons. Both look amazing and I like seeing them in space just so I can spin them around, but neither one really works as well as something else you could fly instead for a similar price tag.
Zealot > Phantasm Curse > Ashimuu
The only thing I might be able to see is a Phantasm that can engage a small frigate gang alone and kill them all, abundance of mids and CPU can get you a web(s) easily and your tracking bonus can take care of the rest, not sure where I'm really going with this and not ultimately sure what it would look like, but possible I suppose. (This would make a great video to watch if someone can pull it off by the way, I offer no prize for this other than my undying respect and possibly, if you ask nicely, an in game mail in which I declare you my personal hero for life). |

Lord Zek
Abnormal Experience Eych Four Eks Zero Ahr
0
|
Posted - 2013.02.11 10:03:00 -
[22] - Quote
It's "decent" Hi-Sec "all in one-solo-exploration" cruiser (scorch at 23+5 that lasts for days, 2 utility highs, 1 mid for codebreaker). And for spinning in hangar ;) Needs Large Cap Battery II to work. Was using it in BloodRider space can do everything - kinda fun. |

Carol Krabit
School of Applied Knowledge Caldari State
30
|
Posted - 2013.02.11 12:22:00 -
[23] - Quote
I have no experience with the Phantasm, but it looks like a ship that could be XL ASB'd to great effect. Anyone tried this? |

Verity Sovereign
Pator Tech School Minmatar Republic
392
|
Posted - 2013.02.11 15:28:00 -
[24] - Quote
Just throwing it out there:
A 100% damage bonus is basically a capacitor bonus - you are doing the damage of 6 lasers at the cost of firing 3 lasers - just as if you had 6 lasers with a -50% cap usage bonus.
However, its base capacitor stats still suck - but the problem isn't the ship bonus.
All the Sansha ships need a buff IMO, yes, even the nightmare (but not as much as the cruiser and the succubus) |

Liang Nuren
Heretic Army Atrocitas
2966
|
Posted - 2013.02.11 16:15:00 -
[25] - Quote
Carol Krabit wrote:I have no experience with the Phantasm, but it looks like a ship that could be XL ASB'd to great effect. Anyone tried this?
The tank is a bit thin with an XL ASB. But yes, I've tried it.
-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
|

Nikea Tiber
Backwater Enterprises RD
3
|
Posted - 2013.02.12 06:19:00 -
[26] - Quote
You could keep the weak cap and give it a range bonus to nos, that way your rapidly draining capacitor would ensure the function of your nos. I'd like to see the phantasm actually be anything other than a pile of meh. I'm torn whether or not the succubus should get buffed; it has to be the ugliest ship in space. |

Liang Nuren
Heretic Army Atrocitas
2969
|
Posted - 2013.02.12 06:23:00 -
[27] - Quote
That would ideally be the Ashimmu.
-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
|

Ra1ne
Republic Military School Minmatar Republic
2
|
Posted - 2013.02.12 11:50:00 -
[28] - Quote
Tolkenmoon wrote:They used to have a wicked shield tank many years ago, but alas like everthing else that was good at something they nerfed it and now it is just a ship to own and not use.
MANY years ago they used to have an armor tank :) 6 lows iirc. Oh thems where the days |

Skelee VI
Sturmgrenadier Inc
22
|
Posted - 2013.02.12 18:03:00 -
[29] - Quote
Don't pick on the best looking ship in eve. Cap issues , train some skills up. Shield tanking is a sin! Armor tank it, fly in small gang. you be primary everytime. by the time you lock your mates should have target down. You can toast some frigs pretty easy too.
|

bubble trout
Sky Fighters Talocan United
60
|
Posted - 2013.02.12 18:15:00 -
[30] - Quote
Skelee VI wrote:Don't pick on the best looking ship in eve. Cap issues , train some skills up. Shield tanking is a sin! Armor tank it, fly in small gang. you be primary everytime. by the time you lock your mates should have target down. You can toast some frigs pretty easy too.
What? |
|

Maeltstome
Mentally Assured Destruction Whores in space
344
|
Posted - 2013.02.12 19:11:00 -
[31] - Quote
Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better.
WELCOME TO THE RIFTER. |

Storm Novah
SASN Mining Corp.
2
|
Posted - 2013.02.12 20:12:00 -
[32] - Quote
Cute E wrote: Hint: the ship isn't amarrian*.
Actually from a skill perspective it IS part Amarrian... you need Amarr Cruiser (hence the lazorz) and Caldari Cruiser (hence the shield tank) both to fly it.
But as for what to use it for... I have one that I fly for solo exploration, running probed sites with it. I prefer beams personally and the tank on it isn't that bad and with max cap skills and/or implants that help with cap it makes it more viable. I don't have my fit handy but if I get a chance later I will add it. |

goldiiee
Tax and War Haven
200
|
Posted - 2013.02.12 20:40:00 -
[33] - Quote
Out of boredom I worked up a crazy fit. With the proper implants and a command ship booster. Not really a great use of 2 billion ISK but funny to think about it.
[Phantasm, ghost] 3x Heavy Pulse Laser II (Conflagration M) 2x Corpii A-Type Small Nosferatu
X-Large Ancillary Shield Booster (Navy Cap Booster 400) Pith C-Type Shield Boost Amplifier Gistum A-Type Adaptive Invulnerability Field Dread Guristas EM Ward Field 10MN Analog Booster Rockets 'Palisade' Cap Recharger I
Damage Control II 2x Dark Blood Heat Sink
Medium Anti-Thermal Screen Reinforcer II 2x Medium Core Defense Field Extender II 3x 'Augmented' Hobgoblin
So with unlimted Funds anyship can be great.
[Statistics - Goldiiee]
Effective HP: 47,089 (Eve: 39,965) Tank Ability: 5,383.51 DPS Damage Profile - (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%) Shield Resists - EM: 92.78%, Ex: 86.85%, Ki: 84.22%, Th: 84.20% Armor Resists - EM: 57.50%, Ex: 32.00%, Ki: 36.25%, Th: 44.75% Capacitor (Stable at 53.67%) Volley Damage: 1,905.25 DPS: 578.35 Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Siestre Vitale
Vita Post Mortem
15
|
Posted - 2013.02.13 17:02:00 -
[34] - Quote
goldiiee wrote:Out of boredom I worked up a crazy fit. With the proper implants and a command ship booster. Not really a great use of 2 billion ISK but funny to think about it.
[Phantasm, ghost] 3x Heavy Pulse Laser II (Conflagration M) 2x Corpii A-Type Small Nosferatu
X-Large Ancillary Shield Booster (Navy Cap Booster 400) Pith C-Type Shield Boost Amplifier Gistum A-Type Adaptive Invulnerability Field Dread Guristas EM Ward Field 10MN Analog Booster Rockets 'Palisade' Cap Recharger I
Damage Control II 2x Dark Blood Heat Sink
Medium Anti-Thermal Screen Reinforcer II 2x Medium Core Defense Field Extender II 3x 'Augmented' Hobgoblin
So with unlimted Funds anyship can be great.
[Statistics - Goldiiee]
Effective HP: 47,089 (Eve: 39,965) Tank Ability: 5,383.51 DPS Damage Profile - (EM: 25.00%, Ex: 25.00%, Ki: 25.00%, Th: 25.00%) Shield Resists - EM: 92.78%, Ex: 86.85%, Ki: 84.22%, Th: 84.20% Armor Resists - EM: 57.50%, Ex: 32.00%, Ki: 36.25%, Th: 44.75% Capacitor (Stable at 53.67%) Volley Damage: 1,905.25 DPS: 578.35
Thats gotta be the best way to blow 2 bill ever! i want one! "Chance favours the prepared mind" |

Ginger Barbarella
Caldari Provisions Caldari State
1151
|
Posted - 2013.02.14 00:21:00 -
[35] - Quote
100% damage bonus. Nuff said. "Blow it all on Quafe and strippers." -á --- Sorlac |

Liang Nuren
Heretic Army Atrocitas
3038
|
Posted - 2013.02.14 00:24:00 -
[36] - Quote
No... it's really not.
-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
|

Valea Silpha
Sebiestor Tribe Minmatar Republic
88
|
Posted - 2013.02.14 01:56:00 -
[37] - Quote
No matter which way you slice it, the Phantasm is missing something, and probably two things if it wants to be 'good' instead of 'meh'.
Personally, I'm in favour of switching the Phanny's primary weapon system to missiles as a radical fix to both give the old girl a unique feeling and to fix damn near all of her problems . Of course times have changed since Sansha had missiles as part of their flavour, but if you'll stay with me I think that's how you make it good.
The Phantasm is the following things atm:
- A kiting ship
- A laser ship with decent damage and a solid engagement envelope
- Severely lacking in cap
Now, if we switch it from lasers to HAMs, the cap problem is less of a deal. It still won't be cap stable, but it'll be better. It probably still wants a boost to amount or recharge, but not a huge one.
Next we switch the damage bonuses around to give us HAM damage equal to the laser damage, and to get 30km range.
The result is a ship that is fairly unique and pretty good too, not epicly awesome but a decent ship. And it has a nice bit of old school sansha flavour. Yes, its more Caldari than Amarr now, but then again how exactly are the Bhaalgorn and Vindicator minmatar flavoured ? And how is the Mach gallente ? |

Merin Ryskin
Peregrine Industries
129
|
Posted - 2013.02.14 02:04:00 -
[38] - Quote
Valea Silpha wrote:Yes, its more Caldari than Amarr now
Understatement of the year there. A missile Phantasm is a Caldari ship. It uses Caldari weapons, Caldari tank, Caldari slot layout, etc. There is nothing at all Amarr about it. And since there are already plenty of good shield tanking missile ships it's a redundant Caldari ship. |

Diesel47
Bad Men Ltd.
490
|
Posted - 2013.02.14 02:53:00 -
[39] - Quote
Merin Ryskin wrote:Valea Silpha wrote:Yes, its more Caldari than Amarr now Understatement of the year there. A missile Phantasm is a Caldari ship. It uses Caldari weapons, Caldari tank, Caldari slot layout, etc. There is nothing at all Amarr about it. And since there are already plenty of good shield tanking missile ships it's a redundant Caldari ship. Also, the Vindicator and Bhaalgorn are Minmatar because of their web bonuses and (in the case of the Vindicator) speed. The Machariel isn't Gallente, but CCP's utter stupidity with the Angel ships doesn't excuse making the Sansha ones just as bad.
|

Anya Klibor
Under the Wings of Fury Atrocitas
185
|
Posted - 2013.02.14 09:34:00 -
[40] - Quote
Valleria Darkmoon wrote:The one thing the Phantasm does have going for it is phenomenal fittings as the posted fit shows, you can practically just throw on whatever you think you want and just keep at it until the slots are full then notice you have empty rigs and you don't even need one for fitting. The cap issue is very strenuous, even injected it feels as if it's addicted to cap boosters and committed to the idea of overdosing at that.
In reality though both the Phantasm and the Ashimmu fall into the same category but for different reasons. Both look amazing and I like seeing them in space just so I can spin them around, but neither one really works as well as something else you could fly instead for a similar price tag.
Zealot > Phantasm Curse > Ashimuu
The only thing I might be able to see is a Phantasm that can engage a small frigate gang alone and kill them all, abundance of mids and CPU can get you a web(s) easily and your tracking bonus can take care of the rest, not sure where I'm really going with this and not ultimately sure what it would look like, but possible I suppose. (This would make a great video to watch if someone can pull it off by the way, I offer no prize for this other than my undying respect and possibly, if you ask nicely, an in game mail in which I declare you my personal hero for life and $10,000 cash, by which I mean ISK).
The Omen can do that better, truth be told. If a small frigate gang shows up out of nowhere, the Omen has a drone nay, drones to spare, and solid DPS at range. Before the Omen was buffed (something like January of last year was when I did this) I took on a small gang of frigates in a solo Omen and handled them. I think even two Jaguars were involved. |
|

Chainsaw Plankton
IDLE GUNS IDLE EMPIRE
202
|
Posted - 2013.02.15 03:07:00 -
[41] - Quote
Nikea Tiber wrote:You could keep the weak cap and give it a range bonus to nos, that way your rapidly draining capacitor would ensure the function of your nos. I'd like to see the phantasm actually be anything other than a pile of meh. I'm torn whether or not the succubus should get buffed; it has to be the ugliest ship in space.
that's what corpum a-type medium nos is for  |

Muad 'dib
The Imperial Fedaykin
762
|
Posted - 2013.02.15 04:41:00 -
[42] - Quote
something has to come in last http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Liang Nuren
Heretic Army Atrocitas
3059
|
Posted - 2013.02.15 06:14:00 -
[43] - Quote
The Omen has a web and the Phantasm has a Web + Cap Booster. Considering the **** capacitor on both the Omen and Phantasm, I think the Phantasm wins. Now, if you wanted to make the argument for a MWD/Disruptor/Small Cap Booster I'd be ok, but then you'd lack a web.
/shrug
-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
|

Anya Klibor
Under the Wings of Fury Atrocitas
185
|
Posted - 2013.02.15 06:25:00 -
[44] - Quote
Liang Nuren wrote:The Omen has a web and the Phantasm has a Web + Cap Booster. Considering the **** capacitor on both the Omen and Phantasm, I think the Phantasm wins. Now, if you wanted to make the argument for a MWD/Disruptor/Small Cap Booster I'd be ok, but then you'd lack a web.
/shrug
-Liang
I think, once again, that the Omen is more of a kitey ship, while the Phantasm, with a larger tank naturally, is able to brawl more effectively. The web on the Omen provides a bit more should a frigate get close, but other than that serves little in the way of a purpose. |

Muad 'dib
The Imperial Fedaykin
765
|
Posted - 2013.02.15 12:40:00 -
[45] - Quote
it could be alot better...
The problems is 3 lows and fitting.
double the damage bonus, drop one gun (2: 6 effective), minus a high for an extra mid - and keep fitting the same: then maybe it would keep its unique factor while being competitive in damage, cap use and fitting flexibility. http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

To mare
Advanced Technology
169
|
Posted - 2013.02.16 07:32:00 -
[46] - Quote
Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. fun, this is pretty much the same thing that happened to rifter |

Goldensaver
Marsuud And Sons Industries
140
|
Posted - 2013.02.16 07:42:00 -
[47] - Quote
To mare wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. fun, this is pretty much the same thing that happened to rifter  Except the Phantasm has been this way much longer... |

Diesel47
Bad Men Ltd.
492
|
Posted - 2013.02.16 08:21:00 -
[48] - Quote
Muad 'dib wrote:it could be alot better...
The problems is 3 lows and fitting.
double the damage bonus, drop one gun (2: 6 effective), minus a high for an extra mid - and keep fitting the same: then maybe it would keep its unique factor while being competitive in damage, cap use and fitting flexibility.
Need more help than that imo.. |

Indira Himesama
Andorianisches Bergbaukonsortium
0
|
Posted - 2013.02.16 10:57:00 -
[49] - Quote
I looked for many ships that involve Armarr, are better than a Omen or Harbinger, are around cruiser/battlecruiser size and somehow look... well something between, nice, cool and special. A phantasm looked pretty cool for a aim (when I have enough skill spoints in Amarr and armor tanking, so I can start a second race and strengthen the shild tank skills), so I started reading this thread and I must say, I am totally discouraged now for that aim. It seems for a person having a liking for direct damage stuff like lazors (therefore my drone skills also suck) there is not much besides some heavy assault ships, the strategic cruisers or the default faction ships just anyone uses.
Well that might have been a little off topic, but actually it's not. Since that was intended to show that the phantasm would be kind of the only option for that niche, meaning someone looking for a "beaming" ship that is more than just a tech 1 battlecruiser fitted and skilled to the maximum utility. So I really wonder if there are some plans for balancing the phantasm. From reading it seems the critism comes usually down to slots being used to compensate the small capacitor. I am not a super ship expert, but wouldn't simply raising the cap a little so much that you get a free rig or medium slot actually be already equal to just adding such kind of a slot? Though I could also think of having some roll bonus for lower cap usage on some kind of default modul you will be wanting to fit like a shild booster, AB or MWD. Or maybe just give a bonus for the cap recharged with a cap recharged module? I believe others might be able to think of even cooler boni that would allow some new unique fittings. Basicly I wanted to say that I also wouldn't want to see that unique ship to be just the same as any other ship of it's class that you can alreay get, some even for much less ISK and skill points as pointed out in some comments earlier. De Kus
Love hurts, love strengthens... |

Verity Sovereign
Pator Tech School Minmatar Republic
395
|
Posted - 2013.02.16 11:53:00 -
[50] - Quote
My suggestion: Cap recharge time * 0.85 Cap Capacity* 1.15 (combined effect, 35% higher cap/sec recharge Shield recharge time *0.85 Speed + 25m/s
Drone capacity and bandwidth+10 PG + 10%
Alternately... for the *entire* sansha lineup: Change the 100% laser bonus to 150% (so that lasers do 2.5 damage) Then remove the 5% per level of caldari ship damage bonus (so that damage is unchanged at lvl 5) In its place, add a 5% shield resist bonus per level of caldari ship (frigate/cruiser/battleship)
It never made sense to me why the caldari ship skill increased laser damage... you'd think that would come from the amarr ship skill
In the end, you end up with 3 effective bonuses, like all the other pirate ships. Role bonus for increased damage (instead of simply turning 4 turrets into 8, the most common number of turrets for turret BSs) Amarr skill for laser tracking Caldari skill for better shields.
They'd then be some pretty good brawlers |
|

Terranid Meester
Tactical Assault and Recon Unit
131
|
Posted - 2013.02.18 06:04:00 -
[51] - Quote
Give it a drone bonus or simply a larger drone bay? |
|

CCP Ytterbium
C C P C C P Alliance
1749

|
Posted - 2013.02.18 12:20:00 -
[52] - Quote
Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better.
Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness)
Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
|
|

Jonas Sukarala
Deep Core Mining Inc. Caldari State
18
|
Posted - 2013.02.18 12:54:00 -
[53] - Quote
im curious what you think about the vigilant considering the thorax buff/change of bonuses. Also the cynabal being better than the vaga issue? On the gila/gursitas besides drones needing a big buff its bonuses needs looking at it can't be both bonused for brawling (tank) and for long range combat ......much as i feel about the drake atm..... they clash a bit with caldari missile velocity...
And the Ashimmu it really does suffer having the same price range as the curse considering its essentially a brawler ranged ship with no tank .. suicide ship... and costly at that. |

Hannott Thanos
Notorious Legion
358
|
Posted - 2013.02.18 12:57:00 -
[54] - Quote
It would be interesting with a ship specific bonus such as "Energy Vampires will drain capacitor regardless of local and target capacitor percentage"
I thank that would fit perfectly for the Ashimmu. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
102
|
Posted - 2013.02.18 14:01:00 -
[55] - Quote
CCP Ytterbium wrote:Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should. Cant say much for Cynabal, but Machariel - you can use the same trick you've done to Hurricane: reduce PG and capacitor. |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
134
|
Posted - 2013.02.18 15:11:00 -
[56] - Quote
CCP Ytterbium wrote:Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
Nightmare sucks, except that it has enough powergrid for tachyons. On all these ships, the utility highslots are completely wasted on beam setups. Move them to mids and lows. Also these ships suck at tanking and need more cap than nearly any other ship (lasers + shield tanking). It sucks that cap booster is mandatory, it shouldn't be - for any ship.
Also, phantasm used to be much prettier. Go find the old skin, the current one is real dull by comparison.
CCP Ytterbium wrote: Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Too much agility, too many effective turrets. They shouldn't be so good at straight up combat as well as running away and dictating range. Reduce damage bonuses or dronebays. What's up with that scan res as well? |

Fon Revedhort
Monks of War Out of Sight.
979
|
Posted - 2013.02.18 15:36:00 -
[57] - Quote
CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Don't you think that Tracking Enhancer fix will remedy current flaws in terms of damage projection?
Also, what exactly is very good about Nightmare? It's a slowass ship with DPS slightly above average and mediocre in all other fields. 14 |

goldiiee
Tax and War Haven
205
|
Posted - 2013.02.18 15:38:00 -
[58] - Quote
RE, Machariel:
As a dual training is required for this ship it takes twice as long to perfect the bonuses for these ships. I dont think they are in need of a nerf so much as split the bonuses to each faction, IE, set turret bonuses for Minmitar, and Tank or capacitor bonuses for Gallente (or Vice Versa). In order to fly the ships effectively you would need both factions trained to 5 (Similar to the Scimitar/Basi).
With an investment of 100 days for spaceship command alone, an additional 200 days to get the guns right, 120 days for the drones, then add the core tank and core capacitor skills for another 235 days. It takes almost 2 years of focused training to fly this ship to it's full potential.
Of course there are always a few people that fly ships they have no buisness in, with skills always trained to the minimum then whine about subpar performance. Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Sidus Isaacs
Center for Advanced Studies Gallente Federation
174
|
Posted - 2013.02.18 15:50:00 -
[59] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
As a guy that loves phantams, and was a bit sad to see it got a bit of a nerf when cynabal got a boost (if I remember correctly it lost some hp), in my opinion it need more mobility. The shield tank lets it be faster than the armor variants, and it could be a kiter. However now the cynabal, vaga and many others outshine it completely while having room for lots of utility. A bit of ehp boost would also be nice, but if given enough mobility, might not be needed. A little bit of grid would not hurt either, just so you can squeeze in a cap booster or a neut in addition to the largest lasers that gives you the magic 20km+ range.
Al inn all: better mobiliy, in form of more base speed and maybe agility. A tad more grid.
|

Liang Nuren
Heretic Army Atrocitas
3075
|
Posted - 2013.02.18 16:17:00 -
[60] - Quote
First, I think it needs to be said that medium pulse is not long range enough when compared to blasters and (especially) autocannons. A large part of the problem is that I naturally expect pulse lasers to be able to attack throughout a typical engagement range. FMP was conceived with a "natural" range of 20km and Heavy Pulse with a "natural" range of about 24km. Since that time, we've seen T2 points and overheat and the proliferation of skirmish links.
In a fairly typical small gang we can see engagement ranges stretch out to somewhere between 30km (overheated T2 point) and 45km (overheated T2 point, loki links). This makes "kiting" in a laser ship a dubious affair IMO. More importantly, it also removes the ability for lasers on the more painfully slow hulls to fight off kiting ships. If we were just talking about the longer ranged projectile ships like the Vagabond or optimal bonused ships like the Zealot I don't think this would matter as much as it does. However, we're facing the situation where blaster ships trivially outrange T2 point range - and medium pulse range.
That is to say that conceptually I'd say lasers should both be the best kiting weapon (when mounted on an appropriate hull) and the best anti kiting weapon (when not). They should have fairly high DPS (which they do), be fairly weak up close (which they are), and restricted in damage type (which they are).
All of that said, I think the ship could be basically ok with 4 turrets (5 highs) and the equivalent of a LCB II stuffed into its pathetic capacitor. You might also want to nudge up the speed and agility on the ship because you only have 3 lows to stuff the requisite 2 HS, 2 TE, 2 Nano, DC into.
An optimal bonus would also help emphasize the kiting role over a brawling role - because let's just be honest: a brawling laser ship with like 10 capacitor in a land where every ship in the game has a "utility/anti-frig neut" fit is just ******* stupid.
I'll post some thoughts on the Ashimmu shortly (read: perhaps today), but I've got to head to work soon. I will leave this as something to chew on: - Neuts + Lasers is simply lolwutcapacitor, even before we stop to consider the laughable capacitor it has. Again, LCB II or two builtin would be a good idea (yes, without adjusting the recharge rate). - The Ashimmu doesn't have the resist profile or EHP that's necessary to be useful as a raw neut ship. The Bhaalgorn has EHP and the Legion has EHP + Resists + Same Neut Power. - The DPS is utterly anemic, even when compared to the recons. - This leaves the web bonus as the only viable bonus on the ship.
My suggestion: - Turn the role bonus into a resist bonus - Move a high to a mid (MWD, Cap Booster, Disruptor, 2x Web) - 5 unbonused turret slots (let them focus on that web bonus if they want, or let them sacrifice DPS for neuting power) - Slightly increase the neut bonus to account for moved high (otherwise it's still inferior to the Legion) - Build in a LCB or two - Fill out the drone bay with 25 bw/50 bay
Other options include: - Almost Cap free neuts (yes, really) - Role fitting bonus for heavy neuts (increase neut range) - Refocusing the ship away from lasers wholesale
Anyway, gotta run. o/
-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
|
|

Inkarr Hashur
Sine Nobilitatis
188
|
Posted - 2013.02.18 16:18:00 -
[61] - Quote
If projection was supposed to be a weakness of the Angel lineup why did you give them a falloff bonus? That's like saying projection's supposed to be a weakness of the zealot. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
528
|
Posted - 2013.02.18 16:29:00 -
[62] - Quote
Inkarr Hashur wrote:If projection was supposed to be a weakness of the Angel lineup why did you give them a falloff bonus? That's like saying projection's supposed to be a weakness of the zealot.
And a huge drone bay.  |

Inkarr Hashur
Sine Nobilitatis
188
|
Posted - 2013.02.18 16:36:00 -
[63] - Quote
Gypsio III wrote:Inkarr Hashur wrote:If projection was supposed to be a weakness of the Angel lineup why did you give them a falloff bonus? That's like saying projection's supposed to be a weakness of the zealot. And a huge drone bay. 
Yeah. So Yitter Bitter, I'd say figure out what the actual weakness is or should be. Because projection isn't it, as the Machariel projects about 70% to 80% as well as the Nightmare does. |

Jenn aSide
Smokin Aces.
1389
|
Posted - 2013.02.18 17:20:00 -
[64] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
Blasphemy. Don't make me swim to icleand, i'll do it. Ok I won't but don't you touch my mach, it's already worse at pve in the north (Serp, Guistas space) than the Vindicator.
|

Danny John-Peter
New Eden Renegades Ninja Unicorns with Huge Horns
190
|
Posted - 2013.02.18 19:20:00 -
[65] - Quote
Phantasm with an optimal bonus would be pretty sweet, all that kitey goodness. |

Anya Klibor
Under the Wings of Fury Atrocitas
187
|
Posted - 2013.02.18 19:53:00 -
[66] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness)  Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
With their laser bonus, it allows them to not only neut substantial amounts, but also put out solid DPS, fit a decent tank and web substantially. You pretty much mixed the Succubus and Daredevil when you created the Cruor. I think what makes them better than the Amarr Recons is that fact: they have damage, tank, and flexibility with regards to how they fly.
Quote: Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
How many Nightmares do you see in high sec wars compared to Vindicators, Machariels, and Bhaalgorns? The only ship flown less is the Rattlesnake, and that's flown primarilly as a PvE ship because everyone knows a Rattlesnake is bait, pure and simple. Hell, Scorpion Navy Issues are flown more.
Quote: Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
I think this is where I disagree in part. I absolutely love the Worm as a frigate-based drone platform. Would I like to see a bit more damage? Absolutely, but being able to field two full squadrons of light drones is awesome. It makes it a MErlin-hull Ishkur in part!
Quote: Serpentis: we are quite pleased with all the ships in this line.
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
I'm putting these together.
1.) The Serpentis line gained a substantial boost when the Hybrid balance came out. The Vindicator was already seeing play for a blaster boat, boat then the hybrid changes came and the Daredevil and Vigilant became far more common. In fact, in many respects the Vigilant surpasses the Deimos. That web bonus is nothing to scoff at! And the Daredevil is a fast ship that can keep range far better than really any other frigate in the game, if it gets on you (I will argue only the Keres and Hyena do it better because of their bonuses).
2.) I agree on the Angel Cartel lineup. It's pretty simple how to beat them, but all things considered it is very difficult to do that when many of the dedicated pilots run High Grade Snakes and a Loki boosting them. The velocity, agility, and projection puts many other ships to shame, including the Vagabond. I think a reduction in agility is necessary to bring them in-line with other ships of their classes, or at least a reduction in maximum velocity by 10%. I won't say reduce the falloff bonuses because they're supposed to be flown kitey. |

Liang Nuren
Heretic Army Atrocitas
3076
|
Posted - 2013.02.18 20:24:00 -
[67] - Quote
Anya Klibor wrote: With their laser bonus, it allows them to not only neut substantial amounts, but also put out solid DPS, fit a decent tank and web substantially. You pretty much mixed the Succubus and Daredevil when you created the Cruor. I think what makes them better than the Amarr Recons is that fact: they have damage, tank, and flexibility with regards to how they fly.
I'm sorry, did you just claim that the Ashimmu and Cruor are better than the Amarr Recons? And that they have "damage"?
I.... what?
-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
|

Callic Veratar
Power of the Phoenix
331
|
Posted - 2013.02.18 20:47:00 -
[68] - Quote
Could the Blood Raider ships be rebuilt to focus on Nos use rather than Neut use? Possibly a role bonus that makes the nos function like neuts (ie drain to 0 cap and 5x transfer amount).
This could end up with an interesting fleet composition involving Ashimmu and Logis to make large vamp chains, but shouldn't be excessively powerful as the function would only exist on the BR ships. DirectX 11, it's not rocket appliance! |

Pinky Denmark
The Cursed Navy
345
|
Posted - 2013.02.19 00:04:00 -
[69] - Quote
The firepower on the Phantasm is nice - especially with the tracking bonus. The problem as I see it comes from having too much mass and being too slow while at the same time very few worthwhile things can be fit in the 2 utility slots. Those 2 utility slots are often just empty and wasted making the entire ship subpar.
The Blood Raider frigate and cruiser ships just seems to lack armor hitpoints and capacitor amount to actually use cap neutralizers. I do like the suggestion to make it a nosferatu ship though and a web bonus like the bhaal would certainly help keep targets inside the neut range but not sure it's needed with the lower mass on plates coming soonGäó
About those Cynabals and Machariels the Tracking enhancers and speed are to blaim. The acceleration and agility on those are nice, but if you cut down the top speed they would still be able to outmaneuver other ships while not being able to outrun them in a straight line when the enemy would reach their top speed.
Pinky
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Kristoffon vonDrake
Forceful Resource Acquisition Inc
31
|
Posted - 2013.02.19 13:22:00 -
[70] - Quote
CCP Ytterbium wrote:Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Oh no don't you dare touch the Cyna and the Mach. |
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Storm Novah
SASN Mining Corp.
3
|
Posted - 2013.02.19 13:55:00 -
[71] - Quote
Kristoffon vonDrake wrote:CCP Ytterbium wrote:Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Oh no don't you dare touch the Cyna and the Mach. The Mach is the only ship battlecruiser or bigger a person can go soloing inside hostile territory and have a fighting chance to get out of blobs. DON'T YOU DARE TOUCH IT. The Cynabal is still a 260M cruiser. IT'S SUPPOSED TO BE GOOD. KEEP YOUR DIRTY HANDS OFF IT. IT HAS CRAP DPS ALREADY WHEN KITING. If the other ships suck in comparison it's their problem. And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. I have been seriously looking forward to this. And as for comment about the "other ships" that "suck in comparison" being "their problem" waaaaaaaay wrong... its CCP's problem and they are in the process of remedying that. Which thrills me to the core!
As for the line of Sansha ships... While I agree the NM is decent it needs something more... giving it a bit more speed and a bit more cap would go a LONG way to making it a more viable option. Also the Phantasm... its slot layout isnt that bad and could easily benefit from the same buffs i mentioned the NM needing.
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Darius Brinn
Iberians Iberians.
237
|
Posted - 2013.02.19 14:02:00 -
[72] - Quote
CCP Ytterbium wrote:Cynabal and Machariel...
Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
The "don't matter as much as they should" part is quite an understatement.
Both ships work with Artilleries AND Autocannons, and are able to effortlessly fit a full rack of the BIGGEST ones in each category.
Both have a 50% built-in falloff bonus with Gallente Cruiser/Battleship V.
It's actually the other way around: their damage projection is nothing short of AMAZING. Something to consider while we reveal in their unsurpassed speed, agility and scan resolution, best of their classes easily.
It's due time Cynabal and Machariel meet the Nerfhammer.
|

kyrieee
Snuff Box
107
|
Posted - 2013.02.19 14:08:00 -
[73] - Quote
Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP.
That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs. |

Reppyk
Yarrbear Inc. BricK sQuAD.
362
|
Posted - 2013.02.19 14:21:00 -
[74] - Quote
CCP Ytterbium wrote:Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment. My pov.
Bhaal : perfectly fine. Ashimmu : low EHP, low speed, low agility, average dps, bad capacitor, lolwut drone bay, not-that-good pwg, is only useful when brawling within 8km-12km (which is not the range of medium pulse/beam lasers). Buff a bit everything, give it another lowslot. Cruor : like the ashimmu but even worst. On everything.
Nightmare : it's a good T1 battleship. Nothing else. To shine a bit, it needs a -15% large energy turret bonus instead of the 10% and more PWG. Oh, and buffer-fit shield battleships suck (the only exception being the rokh with a tier3 buffer and the shield bonus, and somewhat the suicide herocat where the tank doesnt matter) because there is no XLSE. Phantasm : the spikey crap. Isn't that the slowest cruiser in the game ? And had some serious capacitor problems. And "tracking lazers+shield" is not really a role when you consider the other pirate lineups. Succubus : even worst than a T1 fregate (yes, I'm looking at you, dreadful tormentor).
Rattlesnake : gimmick ship. Just good for AFK-farmers. Bad because a bonus is wasted (large launchers are bad, only 4 slots on it, and that speed missile bonus is already available on standard caldari ships). Remove the missile speed bonus, give it a DPS bonus (rof or dmg) and a 5th launcher slot. Gila : 4th missile slot and more CPU please, otherwise it's a good one. Worm : it's pretty. Everything else is bad (sup tristan'). It's lacking some pwg, CPU, missile slots, good bonus, and love.
Vindicator : fine. Vigilant : more EHP please. Daredevil : fine.
Machariel : -1 highslot, lower the speed and the agility. Problem solved. Cynabal : lower the agility and a bit of EHP. Oh, and the scan res. And the drone bay. Dramiel : The only one I don't fly, 'can't speak for it.
And where are the EOM (not sure of the name) ? The amarr ships with hybrid weapons. There is no pirate ships with missiles as a main weapon. Mordus rokhs with 7/8 torp launchers, anyone ? |

goldiiee
Tax and War Haven
209
|
Posted - 2013.02.19 14:49:00 -
[75] - Quote
Reppyk wrote:[quote=CCP Ytterbium]
Machariel : -1 highslot, lower the speed and the agility. Problem solved.
So you want to turn it into a maelstrom? Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Charadrass
AngryGermans
19
|
Posted - 2013.02.19 15:30:00 -
[76] - Quote
Quote:Machariel : -1 highslot, lower the speed and the agility. Problem solved.
Do that and no one will ever fly it again :) |

Inkarr Hashur
Sine Nobilitatis
188
|
Posted - 2013.02.19 16:33:00 -
[77] - Quote
Charadrass wrote:Quote:Machariel : -1 highslot, lower the speed and the agility. Problem solved. Do that and no one will ever fly it again :)
Do that and Charadrass will make an incorrect statement. |

Danny John-Peter
New Eden Renegades Ninja Unicorns with Huge Horns
190
|
Posted - 2013.02.19 18:02:00 -
[78] - Quote
goldiiee wrote:Reppyk wrote:[quote=CCP Ytterbium]
Machariel : -1 highslot, lower the speed and the agility. Problem solved.
So you want to turn it into a maelstrom?
Except for the role, bonuses, slot layout and, well, everything. |

Verity Sovereign
Pator Tech School Minmatar Republic
396
|
Posted - 2013.02.19 18:23:00 -
[79] - Quote
CCP Ytterbium wrote: Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
The nightmare is not very good - its slow and easily capped out with no selectable damage - when do you ever see these in competitive PvP? It can blitz the easy lvl4s... but the harder missions/PvE content - well its either got the wrong damage type, or the incoming damage is what is shield tank is weakest against, and it can't run a booster and its guns at the same time (sure, there is the Ancillary booster, but that isn't good for PvE, and the ship itself is a poor choice for PvP) - unlike some other shield ships, it can't passive shield tank worth a damn. Its main use is in incursions, where beyond vanguards, it is actually a bit of a pain in the arsch because of its cap issues (especially on TPPHs, its slow speed requires MWDing to the gates for reasonable completion times, and then theres the tower bash that hurts the cap with continuous firing of crystals with full cap draw) - and its only going to get worse when you remove the passive resist bonus to inactive hardeners... when its capped out, it will die, fast. Its capacitor needs to be increased to equal the Bhaal and the Apoc, and I'd say put its recharge time to be equal ot the Rattlesnake.
I'll reiterate my suggestion for all Sansha ships, beyond buffing their stats a bit (like speed or cap/shield stats) Increase the "role bonus" for large energy turrets, then for Caldari BS, add a shield resist bonus
Quote: Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
Note really... the price of the Rattler(which you don't set) is a measure of demand - clearly there isn't as much demand for the ship, a normal Domi easily out DPSs it. You really need to rethink the high slot/launcher slot layout, and its missile bonus. Torps still aren't really usable on it, and the range bonus is useless for Cruise missiles Its all tank, no gank... its PvE utility has gone down recently with the new drone aggro mechanics
Quote: Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
How can you say poor damage projection? You gave them 50% falloff bonuses... and falloff on projectiles is already out of whack because TEs benefit projectiles much more than other weapon systems, and fitting the high damage ammo on projectiles does very little to their effective range, unlike other weapon systems (except maybe blasters)
If projectile ammo came with falloff and optimal penalties... then they might have OK damage projection... right now, their damage projection is excellent. At least you acknowledge their other "flaws" (in this case, design flaws, ie, the ship is too good) |

goldiiee
Tax and War Haven
209
|
Posted - 2013.02.19 18:48:00 -
[80] - Quote
Needless to say since this thread got hijacked by the 'pro mach' / 'anti mach' extremist that the upcommin BS balancing is going to cause a storm of feeling both elated and hurt. Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |
|

Hannott Thanos
Notorious Legion
366
|
Posted - 2013.02.19 19:12:00 -
[81] - Quote
Machariel has bad damage projection. Say that to the frigs getting instapopped by a machariel sitting 249 from a gate. |

Kesi Raae
Moustache Twirling Space Cads
4
|
Posted - 2013.02.19 20:19:00 -
[82] - Quote
I'd like to see the Cynabal have it's top speed vastly reduced but for it to keep it's agility, to differentiate it from the Vaga a bit and give reasons to fly either.
So you'd have:
Vagabond: amazing top speed, good agility Cynabal: good top speed, amazing agility |

Mr Ignitious
Red Federation
8
|
Posted - 2013.02.19 20:39:00 -
[83] - Quote
Sidus Isaacs wrote:CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
As a guy that loves phantams, and was a bit sad to see it got a bit of a nerf when cynabal got a boost (if I remember correctly it lost some hp), in my opinion it need more mobility. The shield tank lets it be faster than the armor variants, and it could be a kiter. However now the cynabal, vaga and many others outshine it completely while having room for lots of utility. A bit of ehp boost would also be nice, but if given enough mobility, might not be needed. A little bit of grid would not hurt either, just so you can squeeze in a cap booster or a neut in addition to the largest lasers that gives you the magic 20km+ range. Al inn all: better mobiliy, in form of more base speed and maybe agility. A tad more grid.
Sansha SHOULD NOT BE kiting ships. Think of their roles, angels are notorious for their speed and mobility. Sansha are shield tanked combat ships. What SHOULD happen is a buff to sansha tank strengths and buff their cap. Give em more EHP, and maybe some more fitting. DO NOT Give sansha vaga/cyna-esque role, that would be ********, it would be HIGHLY redundant with the only difference being the color of your ammo.
Cynabal should probably lose some fitting (it's capacitor sucks so w/e) and probably some EHP. The ship is harder to train for and to fly than a vaga because mistakes in a cynabal are much more punitive.
Machariel, idk. I don't see them often as anything but incursion/mission runners. |

Storm Novah
SASN Mining Corp.
3
|
Posted - 2013.02.19 20:56:00 -
[84] - Quote
kyrieee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs. My apologies... I forgot to state that my remarks are strictly from the PvE perspective as I am not a low / null sec or wh toon. |

Fon Revedhort
Monks of War Out of Sight.
982
|
Posted - 2013.02.19 22:10:00 -
[85] - Quote
Mr Ignitious wrote: Sansha SHOULD NOT BE kiting ships. Think of their roles, angels are notorious for their speed and mobility. Sansha are shield tanked combat ships. What SHOULD happen is a buff to sansha tank strengths and buff their cap. Give em more EHP, and maybe some more fitting. DO NOT Give sansha vaga/cyna-esque role, that would be ********, it would be HIGHLY redundant with the only difference being the color of your ammo.
That's just ********, it's like saying Vindicator should have its speed and agility restored back to Megathrone's level and retain just webs or unique damage bonus. Atm Nightmare is so pathetically slow that even Golem runs 100-200 m/s faster. No one is asking NM to compete with Machariel in speed department, but just reasonably buffing its poor mobility would really help.
Why increase EHP yet again when pirate ships are already utterly overtanked and receive like +50% EHP over tech1 prototypes? Not everyone enjoys that combat style and the game has got enough of these ubertanking options anyway. 14 |

Diesel47
Bad Men Ltd.
492
|
Posted - 2013.02.19 23:21:00 -
[86] - Quote
Darius Brinn wrote:CCP Ytterbium wrote:Cynabal and Machariel...
Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should. The "don't matter as much as they should" part is quite an understatement. Both ships work with Artilleries AND Autocannons, and are able to effortlessly fit a full rack of the BIGGEST ones in each category. Both have a 50% built-in falloff bonus with Gallente Cruiser/Battleship V. It's actually the other way around: their damage projection is nothing short of AMAZING. Something to consider while we reveal in their unsurpassed speed, agility and scan resolution, best of their classes easily. It's due time Cynabal and Machariel meet the Nerfhammer.
Chill out.
"Strongest" projectile battleship in the game being able to fit the largest guns isn't a problem.
If you think cynabals are "OP" then you are doing it wrong.
edit: does CCP even play their own game? |

Abrazzar
854
|
Posted - 2013.02.20 00:38:00 -
[87] - Quote
Here's a simple but highly efficient idea: Add another turret to the Phantasm.
It may not be fast, it may not be tough, it may not have a lot of capacitor, but boy, does it melt your face. Mining Overhaul Nothing changed since 2008. |

Trinkets friend
Sudden Buggery Swift Angels Alliance
893
|
Posted - 2013.02.20 01:50:00 -
[88] - Quote
CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
OMG did you just say the Cynabal has poor damage projection? Did you? i think you did. Because if you did you've never seen a 5.5km/s artybal in action (links, implants). The whole problem with the mach and Cynabal is the stupid tracking - even deep, deep into falloff you track so well (given you put all your lows to TE's and nanos) it is irrelevant, and since you can kite basically forever, luls. And low EHP? On a Macha? Pffft. On a Cynabal which will be 20km away from a scramming frig before it can even lock it?
Really. They need a hard nerf, quickly. Which basically should be a nerf to boosters and links, because you obviously still live in 2009 before everyone had snakes and a pimped Loki. Just in case you missed it; -45% sig (making you harder to instalock and scram) + agility, which you already have in spades + speed (which Angel ships already have in spades)
Move up to 2013, dude, and balance on 2013, not 2009.
Taking submissions for "Trinkets friendly Advice Column" via evemail or private convo in-game. Anonymity sorta guaranteed. http://www.localectomy.blogspot.com.au
|

Inkarr Hashur
Sine Nobilitatis
189
|
Posted - 2013.02.20 02:16:00 -
[89] - Quote
Trinkets friend wrote:CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
OMG did you just say the Cynabal has poor damage projection? Did you? i think you did. Because if you did you've never seen a 5.5km/s artybal in action (links, implants). The whole problem with the mach and Cynabal is the stupid tracking - even deep, deep into falloff you track so well (given you put all your lows to TE's and nanos) it is irrelevant, and since you can kite basically forever, luls. And low EHP? On a Macha? Pffft. On a Cynabal which will be 20km away from a scramming frig before it can even lock it? Really. They need a hard nerf, quickly. Which basically should be a nerf to boosters and links, because you obviously still live in 2009 before everyone had snakes and a pimped Loki. Just in case you missed it; -45% sig (making you harder to instalock and scram) + agility, which you already have in spades + speed (which Angel ships already have in spades) Move up to 2013, dude, and balance on 2013, not 2009.
You bring up a good point, devs have already recognized the absurd power of boosting in general, and yet still refuse to do anything about it until some unspecified date in the future. Which honestly makes little sense. If you recognize an aspect of the game that sticks out as being detractory to the game balance, shouldn't you wield the hammer right away? |

Larloch TheAncient
Corporation for Public Broadcasting What Alliance
44
|
Posted - 2013.02.20 02:31:00 -
[90] - Quote
I don't think either the cynabal or the mach really need a nerf, yes they project damage well, but that damage isn't anywhere near what the other faction battleships can dish out, and don't have nearly the tank either.
I'm not really a big user of pirate cruisers so I'm not sure about the cynabal, but the Mach's only real advantage over the other Pirate battleships are its speed. Without it, you might as well be in a tornado, it doesn't have all that much more EHP.
Furthermore, I don't think the mach can take any of the other pirate battleships 1v1, at least not in point range. |
|

Naomi Anthar
No Tax So Relax.
45
|
Posted - 2013.02.20 09:15:00 -
[91] - Quote
First of all i love the fact that CCP sees things right way this time.
I will say what i think about mentioned ships:
Blood Raiders : 1. Cruor - seriously ship is cool and all but how i'm supposed to neut/shoot unbonused for cap usage lasers/scram and web (it's bonused for it after all) without being able to fit cap booster ? Solution i suggest is ... to move either one high or low to mid. Really i hate to say but 2 utility highs on frigate level is cool idea but in this case it does not work. Many may disagree but read again what i said. It NEEDS CAP BOOSTER. And since it's bonused to web - it must somehow fit web too. So prop mod + point + web + booster on this ship must be somehow possible. One utility high ... will do just make it not 75% but 125% or something like that bonused.
2. Ashimmu - great ship - looks simply awesome. But as mentioned it does many things but nothing really good enough ? I suggest one utility high moved too to either low or mid - preferably mid. But low will do too. 2 bonused neuts will still do the trick. If it will move to mid we can have 2 boosters or 2 webs - so it will be nice now. If moved to low - it can be more tanky.
3. Bhaal - good as it is now i guess.
Sansha Nation:
1. Succubus - this ship ... is total fail all way. Needs to reworked. I mean 2 utility highs ? Really ? That sucks big time. There is no bonus to neuts/vamp on this ship. It's ok blood raider ships get utlity highs but this one needs those to be ... yeah completly gone. Go for 2 high/5mid/3 low - now it will be beast. It will be able to field huge tank and huge gank. And won't be cap starved. And fix damn speed it's slower than few cruisers ;o.
2. Phantasm - first of all speed. Second of all speed. And again speed. It's as fast as damn Machariel in base speed value ... and before Machariel can fit more lows for nanos etc . But not going to compare it to battleship atm. Ship once again with 2 utility highs ? You really expect it to use cap for neuts when it struggles to shoot it guns and run it's tank ? I hope not. Tho on cruiser level i suggest you leave one utility high. Move extra one to either mid or low. For either more tank/cap boosters or low for more gank.
3. Nightmare - it was said it's ok but ... It's struggling with cap problems and once again having more utlity highs than it really needs. Keep one. But on this one ima hesitate. Seriously getting 8th mid can ... make it overpowered with mid+ low = 14 ... it would be sick. So not sure there. Maybe it's fine ;o. Actually dunno i hope others can say more about it.
Guristas : 1. Worm - give it standard bay of 50 . And some drone bonus maybe just health and tracking like tristan? Instead of extra bay of course. Or make it more missile based ? Like bandwitch 35-40 and dunno bonus to missile damage ?
2. Gila - seriously there is no missile based pirate faction ships. Guristas ships are drones. This should change a bit. I suggest you do reduce bay/bandwitch of this . No need to have dominix bay/bw . Keep 75 or 100 bandwitch. But change bonus on missiles to some damage/RoF and ... if you reduce bandwitch as you should - then add launcher.
3. Rattlesnake - Change bonus to missile velocity to damage or RoF. Can't say more i don't fly it - just suggestion.
Serpentis: 1. Daredevil - can't say much - i think it deals a bit too much damage. I know it is supposed to deal a lot but ... maybe 150% instead of 200% ? It would still deal most of all.
2. Vigilant - i think mostly fine. If i would have to vote nerf or buff i would say neither , but when forced to choose i would say nerf. Tho i thinks it's ok.
3. Vindicator - as vigilant.
Angel Cartel : 1. Dramiel - ok jokes aside - needs to be fastest faction ship but it's over top atm. It takes spots of interceptors and is better in other aspects. It cannot be clear winner in all aspects. Dunno what to do exactly, but that is my oppinion about this ship.
2. Cynabal - nerf hard - first of all bay bandwitch to 25/25. I wouldn't hit speed that much honestly - it's supposed to be fast right ? But hit it on EHP - so it's better fast or it dies fast - something that is not working atm.
3. Machariel - i'm not gonna comment too much there lack knowledge about battleship tier mostly. But my impression is that is superior to other battleships and fast some cruiser ( Phantasm T_T). I know battleship should be tanky , deals punch etc. But now it's also really fast on top of that. Something is wrong for sure.
I may edit some stuff later - if i will want to add something. I comment mostly on frig/cruiser , because honestly not much idea about battleships and all are good i guess, except for mach - too good obviously.
|

Indira Himesama
Andorianisches Bergbaukonsortium
1
|
Posted - 2013.02.20 13:26:00 -
[92] - Quote
Callic Veratar wrote:Could the Blood Raider ships be rebuilt to focus on Nos use rather than Neut use? Possibly a role bonus that makes the nos function like neuts (ie drain to 0 cap and 5x transfer amount). When reading that over again for full understanding I came up with another thought: What about a role bonus that turns a nos into nos-neut... meaning it always neuts the cap, but the limitation that you can only drain up to the level to equal the absolute cap % will remain. Then if the target had more cap, it would drain, if it had less or equal it would just neutralize without draining... Just an idea, if you want to play around with that role bonus. Because I am sure there was a serious balancing reason to the nos to be not able to drain someone empty and still give you positive cap while the module is activated.
But good to hear the team is looking into the phantasm (and other pirate ships) uncouraging the player base to make suggestions. De Kus
Love hurts, love strengthens... |

War Kitten
Panda McLegion
1732
|
Posted - 2013.02.20 14:40:00 -
[93] - Quote
Naomi Anthar wrote: 2. Phantasm - first of all speed. Second of all speed. And again speed. It's as fast as damn Machariel in base speed value ... and before Machariel can fit more lows for nanos etc . But not going to compare it to battleship atm. Ship once again with 2 utility highs ? You really expect it to use cap for neuts when it struggles to shoot it guns and run it's tank ? I hope not. Tho on cruiser level i suggest you leave one utility high. Move extra one to either mid or low. For either more tank/cap boosters or low for more gank. 15 bandwitch / 15 bay is lol atm . With cruiser wide buff to drone bays/bandwitch (most notably omen 40/40) i suggest phantasm gets at least 25/50 and would strongly suggest even 50/50.
I'm just extracting the Phantasm bits - the thread is about the Phantasm.
I love the look of the ship - flew one quite a bit, trying to make it viable for at least PvE before trying it in PvP.
It sucks.
The above quoted comments pretty much sum it up. It needs cap BADLY, even with empty utility highs, it's very slow for a shield tanker, and the drone bay is laughable.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Diesel47
Bad Men Ltd.
492
|
Posted - 2013.02.21 04:12:00 -
[94] - Quote
War Kitten wrote:Naomi Anthar wrote: 2. Phantasm - first of all speed. Second of all speed. And again speed. It's as fast as damn Machariel in base speed value ... and before Machariel can fit more lows for nanos etc . But not going to compare it to battleship atm. Ship once again with 2 utility highs ? You really expect it to use cap for neuts when it struggles to shoot it guns and run it's tank ? I hope not. Tho on cruiser level i suggest you leave one utility high. Move extra one to either mid or low. For either more tank/cap boosters or low for more gank. 15 bandwitch / 15 bay is lol atm . With cruiser wide buff to drone bays/bandwitch (most notably omen 40/40) i suggest phantasm gets at least 25/50 and would strongly suggest even 50/50.
I'm just extracting the Phantasm bits - the thread is about the Phantasm. I love the look of the ship - flew one quite a bit, trying to make it viable for at least PvE before trying it in PvP. It sucks. The above quoted comments pretty much sum it up. It needs cap BADLY, even with empty utility highs, it's very slow for a shield tanker, and the drone bay is laughable.
I wouldn't mind seeing more drones, much more speed, more cap and more low slots.
|

Diesel47
Bad Men Ltd.
492
|
Posted - 2013.02.21 04:22:00 -
[95] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
How is nightmare "Very Good" and Bhaalgorn just "Nice"
Besides PVE, the Bhaal is such an important and infinitely useful ship.
Whens the last time you've seen a nightmare PvP even? |

Larloch TheAncient
Corporation for Public Broadcasting What Alliance
45
|
Posted - 2013.02.21 12:32:00 -
[96] - Quote
Diesel47 wrote:CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
How is nightmare "Very Good" and Bhaalgorn just "Nice" Besides PVE, the Bhaal is such an important and infinitely useful ship. Whens the last time you've seen a nightmare PvP even?
The amarr bship line is fantastic, thats why you dont see nightmares being used as often as say a macharial.
the mimnitar bship line is aweful imo, thats why you see more players going an alternate route if they have the isk.
|

Goldensaver
Marsuud And Sons Industries
141
|
Posted - 2013.02.21 12:48:00 -
[97] - Quote
Larloch TheAncient wrote: The amarr bship line is fantastic, thats why you dont see nightmares being used as often as say a macharial.
the mimnitar bship line is aweful imo, thats why you see more players going an alternate route if they have the isk.
I would agree with you, but it's more the fact that it's a Tornado with more tank, damage, and projection, as well as a (relatively) large drone bay. It's slower and less agile, but still more like a BC than a BS.
Also, the Minnie BS lineup isn't that bad. It's not great, but acceptable. |

Darius Brinn
Iberians Iberians.
247
|
Posted - 2013.02.21 13:02:00 -
[98] - Quote
Diesel47 wrote:Darius Brinn wrote:CCP Ytterbium wrote:Cynabal and Machariel...
Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should. The "don't matter as much as they should" part is quite an understatement. Both ships work with Artilleries AND Autocannons, and are able to effortlessly fit a full rack of the BIGGEST ones in each category. Both have a 50% built-in falloff bonus with Gallente Cruiser/Battleship V. It's actually the other way around: their damage projection is nothing short of AMAZING. Something to consider while we reveal in their unsurpassed speed, agility and scan resolution, best of their classes easily. It's due time Cynabal and Machariel meet the Nerfhammer. Chill out. "Strongest" projectile battleship in the game being able to fit the largest guns isn't a problem. If you think cynabals are "OP" then you are doing it wrong. edit: does CCP even play their own game?
I'm pretty cool, mate.
We were discussing "poor damage projection" from the Machariel, which is not just "a non issue" > it's pretty much the other way round. The damage projection is incredible, which makes for bad balance when combined with great top speed and unmatched agility.
Cynabals are not "OP" per se. But they make all Minmatar cruisers and the Vagabond obsolete, in a way the Vigilant never did to the Deimos.
It should not be plainly "better" at everything, in my opinion.
|

Sakkar Arenith
Amarrian Vengeance 24eme Legion Etrangere
45
|
Posted - 2013.02.21 13:16:00 -
[99] - Quote
@Ytterbium
Concerning the Sanshas;
Mate may I suggest a complete reversal from the Laser/Shield platform?
Those of us who were around at that time, and even more so, those of us who were invested into RPing and making an art out of flying Sansha ships, were dumbfounded that someone decided them to be Shield tanking Laser boats..
The lore clearly states that sanshas extravagant hull design was due to advanced ablative armor tanking properties, his mad genius created alien hulls that didnt just look different, but had a purpose, namely making them really tough.
So, why then are we forced to use SHIELDS?! More tot he point, back then everyone was counting on armor tanking missile boats, because int he end THAT is what is missing in EVE.
How about revamping sansha vessels into active tanking, light weight, missile boats?
-low EHP -low/medium dps -medium cap -low pg
-fast and agile -7.5% armor resistance bonus per level -7.5% Armor repper bonus -some missile dps bonus of any kind, EM dmg if you want
That way youd have weird looking ships that have a purpose, arent overpowered and fill a truly unoccupied niche.
|

DHB WildCat
Mind Games. Suddenly Spaceships.
178
|
Posted - 2013.02.21 13:22:00 -
[100] - Quote
To reply to the CCP post... about open to suggestions. I have flown all these ships a considerable amount of time and feel im fairly versed in them. So i hope some of these "ideas" will make sense. I wont write much about the frigs as to the fact that I do not know how to balance frigs as much as I do the cruiser / BS sized ships.
Guristas - Rattlesnake - a beast, love it with the new drone damage mods it can tank and gank, but is very slow so if anyone gets caught by it, its because they came into it. (Possible suggestion, boost drone hp on combat drones so its not so easy to destroy these type of ships main dps.)
Gila - Bonuses are missile velocity (sniper / kite) and 5% resists (brawler). The drone bonus is just cause its a drone boat. Now the bonuses are wierd like a mini ship. Do many things somewhat well but master nothing. Its almost built (on bonuses) to be a pure PVE ship. Now with drones, sniper isnt really an option. So maybe change the missile velocity bonus to rate of fire bonus and reduce HP on the ship a little so it cannot reach an insane passive tank like it currently has. Force it in close with an active tank.
Serpentis - Love these ships Vindi - Fine
Vigilant - only suggestion, since its blasters who cares about a falloff bonus. Maybe change it to something like the augorers hp per lvl bonus. Passive tank high dps, in your face.
Angel Cartel - the name of the game here is speed and agility. I like both of these ships. I really do, I do not believe that the balancing here lies so much in the ships / as it does with balancing Tracking enhancers. The can hit way to far without sacrificing much of anything. If the TE change is too much, then maybe change both ships falloff bonus ( the gallente skill, which is wierd since no gallente ships get a falloff bonus) to a gallente bonus such as drone hp (which wouldnt make much sense on these ships) or something like armor resist / or repper amount. Since they are half gallente make them armor tanks.
Blood Raiders - Bhallgorn - a beast with the right roles (no suggestions)
Ashimmu - lol where to begin! So tell me again why the bhaal has a bonus to web range, and the ashimmu has a bonus to web amount? All the other faction BS / Cruisers have the same bonuses. This is very wierd! This ship has bonuses to be a kiting / shield tank but the slot layout of an armor tanker. My suggestion would be to simply give this ship more powergrid. Trying to fit lasers and neuts / nos is VERY PG intensive and this ship simply doesnt have enough of it to fit lazers / neuts / and an armor tank that isnt laughable. Now this wont invade the pilgrim because of its lack of ability to warp cloak / td like a mofo / and lacks resists.
Finally my favorite and most experienced Sanshas
Nightmare - its fine, best ship in game if you are man enough to brawl.
Phantasm - its horrible, worst ship in game (faction). CAPACITOR! is a joke, you cant run the coffee maker in the pilots lounge longer than 5 min without having to get new batteries. Also why does this ship only have 14 fitting slots when every other faction cruiser has 15? Give it one more slot. Either mid so we can make a better shield tank / or low so we can make it faster. Right now the lack of that extraslot is killing it! So the extra slot along with a capacitor boost will put this ship right as rain!
I hope some of these ideas make sense and thanks for reading them. These are one mans ideas and I hope the mad mob wont be too harsh on me.
DHB-WildCat |
|

Reppyk
Yarrbear Inc. BricK sQuAD.
365
|
Posted - 2013.02.21 14:41:00 -
[101] - Quote
goldiiee wrote:So you want to turn it into a maelstrom? With 150% of the EHP, more drones, more speed, more agility, more scanres, more range, more DPS, more alpha, and enough slots to armor tank it ? Why not. And you can fit a smartbomb/neut on a mael, you know.
DHB WildCat wrote:Nightmare - its fine, best ship in game if you are man enough to brawl. The nightmare is fine if you have tengu links, crystals, improved blue pills and a 6b fit (have you seen Burn Eden ? I saw some good footages in it. Oh w---) Once the offgrid ganglinks will get removed... Not better than the average XASB mael.
On a side note, I would like to see a duel between you and Fon. A forum war, I mean. :3 |

Jenn aSide
Smokin Aces.
1419
|
Posted - 2013.02.21 15:03:00 -
[102] - Quote
On thing that must be remembered is that we're talking about PIRATE faction ships, the bpcs for which come almost exclusively from exploration.
They are supposed to be awesome as they are among the most expensive sub caps in the game, even a bit "unbalanced" compared to damn near everything else. While I accept that my beloved mach is going to get "modified" (grumbles) i hope CCP understands they're dealing with many players favorite ships. |

Jenn aSide
Smokin Aces.
1419
|
Posted - 2013.02.21 15:10:00 -
[103] - Quote
Also, a word about the pirate faction ships and pve. i'd like to see a situation evolve where each pirate factions ship is given an edge concerning PVE on it's own faction.
In other words it would be nice if , for example, the Bhaalgorn was a better PVE ship in Blood Raider space than other pirate faction ships.
As it is now, I've had a better time using Rattlesnakes, Navy Ravens and Machariels against Bloods than their own ship. The pirate faction's own sub-capital ships should be better against that faction than anything save Marauders and maybe in some cases Tech3.
I don't have any specific suggestions, just putting this out there. |

Reppyk
Yarrbear Inc. BricK sQuAD.
365
|
Posted - 2013.02.21 16:36:00 -
[104] - Quote
Jenn aSide wrote:On thing that must be remembered is that we're talking about PIRATE faction ships, the bpcs for which come almost exclusively from exploration. The Initiative has been farming like bots (oops) last year to get these cynabal BPCs.
You're wrong. |

Jenn aSide
Smokin Aces.
1421
|
Posted - 2013.02.21 19:11:00 -
[105] - Quote
Reppyk wrote:Jenn aSide wrote:On thing that must be remembered is that we're talking about PIRATE faction ships, the bpcs for which come almost exclusively from exploration. The Initiative has been farming like bots (oops) last year to get these cynabal BPCs. You're wrong.
Do you know the definition of the word "almost"? Maybe not, so let me rephrase. The bpcs come from exploration and null sec missions.
Better? |

Huttan Funaila
Terminal Radioactivity Honey Badger Coalition
163
|
Posted - 2013.02.21 23:25:00 -
[106] - Quote
They also come from loyalty point store: http://www.ellatha.com/eve/LPSearch/phantasm/ |

Reppyk
Yarrbear Inc. BricK sQuAD.
365
|
Posted - 2013.02.22 03:27:00 -
[107] - Quote
Jenn aSide wrote:Do you know the definition of the word "almost"? Maybe not, so let me rephrase. The bpcs come from exploration and null sec missions. And do you know the definition of "almost exclusively" ? Because a ****-ton of BPCs are coming from this LP store. Unless you're going to explain me that "almost exclusively" means in fact "well, only about half of it, anyway I WAS RIGHT AND I KNEW IT AND YOU'RE WRONG AH AH AH".
This way. 
|

Liang Nuren
Heretic Army Atrocitas
3154
|
Posted - 2013.02.22 04:58:00 -
[108] - Quote
You're better off doing plexes or running high sec missions. Yes, really.
-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
|

PaNtHeeRa
Rep-X Hashashin Cartel
97
|
Posted - 2013.02.22 08:21:00 -
[109] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
Skip the nerfing of any of these ships. The Angel ships are fine as they are... A VERY expensive and VERY skill intensive line up of ships. Buff the ships that need it and bring them all into line with each other. If that means raising the bar on all the pirate faction ships to the level of the Angel ships... SO BE IT!!!
That is the point of these pirate ships. To out perform all other T1 ships and equal or barely beat out T2 ships. Thats why we pay the ISK and skill time to fly them. They hurt to lose. |

Diesel47
Bad Men Ltd.
493
|
Posted - 2013.02.22 08:53:00 -
[110] - Quote
Sure angel ships are "OP" when you pimp fit them with faction goodies.
|
|

To mare
Advanced Technology
171
|
Posted - 2013.02.22 10:13:00 -
[111] - Quote
CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
i never use it because im a cheapo but i think the mach should get back the 6 turrets layout that would bring the ship inline cutting the dps a bit but keeping the speed agility advantage, a change like that would keep the ship viable for pvp and a bit less for pve, a agi speed nerf would totally cripple the thing for pvp and still keep its OPness in pve.
the cyna sometime i use it yeah its good but its very balanced imho with the vigilant which apparently need no tweakings its OP compared to the vaga and the share the same niche but that is a vaga proble and i hope it will be fixed on the T2 rebalance
|

Barrogh Habalu
Imperial Shipment Amarr Empire
421
|
Posted - 2013.02.22 10:31:00 -
[112] - Quote
PaNtHeeRa wrote:Skip the nerfing of any of these ships. The Angel ships are fine as they are... A VERY expensive and VERY skill intensive line up of ships. Buff the ships that need it and bring them all into line with each other. If that means raising the bar on all the pirate faction ships to the level of the Angel ships... SO BE IT!!!
That is the point of these pirate ships. To out perform all other T1 ships and equal or barely beat out T2 ships. Thats why we pay the ISK and skill time to fly them. They hurt to lose. Angel ships are expensive exactly because they perform very well and in style that is favoured these days by many. It's not like supplying Cynabals is much harder than Phantasms, but the former are sold like hot pies unlike latter.
I'm not sure if nerfing their defining trait is a good idea though. |

Diesel47
Bad Men Ltd.
494
|
Posted - 2013.02.22 10:36:00 -
[113] - Quote
Barrogh Habalu wrote:PaNtHeeRa wrote:Skip the nerfing of any of these ships. The Angel ships are fine as they are... A VERY expensive and VERY skill intensive line up of ships. Buff the ships that need it and bring them all into line with each other. If that means raising the bar on all the pirate faction ships to the level of the Angel ships... SO BE IT!!!
That is the point of these pirate ships. To out perform all other T1 ships and equal or barely beat out T2 ships. Thats why we pay the ISK and skill time to fly them. They hurt to lose. Angel ships are expensive exactly because they perform very well and in style that is favoured these days by many. It's not like supplying Cynabals is much harder than Phantasms, but the former are sold like hot pies unlike latter. I'm not sure if nerfing their defining trait is a good idea though.
I don't understand why CCP even thinks the cynabal needs nerfing.
Its just a little bit better vagabond. Big deal? |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
534
|
Posted - 2013.02.22 10:54:00 -
[114] - Quote
Barrogh Habalu wrote:PaNtHeeRa wrote:Skip the nerfing of any of these ships. The Angel ships are fine as they are... A VERY expensive and VERY skill intensive line up of ships. Buff the ships that need it and bring them all into line with each other. If that means raising the bar on all the pirate faction ships to the level of the Angel ships... SO BE IT!!!
That is the point of these pirate ships. To out perform all other T1 ships and equal or barely beat out T2 ships. Thats why we pay the ISK and skill time to fly them. They hurt to lose. Angel ships are expensive exactly because they perform very well and in style that is favoured these days by many. It's not like supplying Cynabals is much harder than Phantasms, but the former are sold like hot pies unlike latter. I'm not sure if nerfing their defining trait is a good idea though.
The CCP comments in this very thread suggest that they're happy with its defining feature of mobility. They suggest the problem lies in damage projection and EHP. Sounds reasonable enough to me. 
On a different note, one reason why the Angel ships are expensive is because of high demand. You're at liberty to argue that they're balanced because they're expensive, but just cast your mind back to CCP's responses to that line of reasoning in the past...  |

Hulasikaly Wada
G.P.S. Global Private Security Agency
11
|
Posted - 2013.02.22 12:37:00 -
[115] - Quote
In my opinion Sansha ships must be brute base shield EHP+ brute laser DPS , with 1 of the worst agility/speed ATM Nightmares only shine on laser dps because of 2 secondary effects ( shield tanking free up low slot and the ability to fit tachyons without mods ) and all Sansha ships are lacking effective turrets compared to other laser boats ( 10 for Nm as for Oracle and for Abaddon, and those last 2 can effectively fit a dps t2 rig with the cheapest not having cap problems ) . True 2 utility hi-slots are really a lot, my suggestion is less base DMG mod ( 75-80% ) and an extra turret hard point making more effective turrets ( around 11 for NM , to give some direct special advantage over t1 amar hulls ) plus a cap saving effect like in almost good amarr ships ( ok , was already built-in into the 100% dmg bonus , fix somehow )
Hula |

Tarsas Phage
Freight Club
124
|
Posted - 2013.02.22 15:51:00 -
[116] - Quote
CCP Ytterbium wrote:
Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
The problem with the Nightmare rears its head when you're putting it in a PVP context. In the age of ASBs, there's no compelling reason to choose it over something else (say, a Maelstrom) simply because you'll want to dual X-L ASB it, but you still need a cap booster to run your guns.
Why not just use a ship that has a shield boost bonus and its guns don't need capacitor to run... trade the spikes in for sails. |

Reppyk
Yarrbear Inc. BricK sQuAD.
366
|
Posted - 2013.02.22 15:55:00 -
[117] - Quote
Liang Nuren wrote:Ed: I just took a look at the Phantasm. Looks like ~1k ISK/LP to cash out on Phantasms. Looks like 1 Phantasm sells on average per day in a major market hub. I'm calling bullshit. I was talking about the cynabal, bro. o/ |

Lord Zek
Abnormal Experience Eych Four Eks Zero Ahr
2
|
Posted - 2013.02.22 16:25:00 -
[118] - Quote
Give Sansha TD bonus :) (if you check forum they seem to have that thing on every ship they fly )
Seriously if i was hell bent to make Amarr miserable (Sansha Pirate)). Id put together armor tanked (em/therm top) missle boats with TD bonus. thehehe |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
524
|
Posted - 2013.02.22 16:52:00 -
[119] - Quote
CCP Ytterbium wrote: Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
How unique are they/the bonus allowed to be? Neuts and lasers are as already stated an iffy concept so the main hurdle is capacitor .. we currently have two primary capacitor booster systems, so why not slap a role bonus on them. 1. Superior conduit designs and layouts allow for 50% more energy to be gained when expending cap booster charges, or 2. Superior conduit designs and layouts doubles the effects of using batteries (neut feedback and raw cap).
CCP Ytterbium wrote:Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched. Again, how unique do you want them? Obvious solution is to give them the Amarr TD bonus, when/if TDs are changed to work on missiles it would enhance the kiting friendliless (dependent on TE changes) .. Another way to achieve (sort of) the same is to give them partial eWar immunity, say 10%/lvl decrease in effectiveness of eWar used against them and make the tracking a static role bonus .. again, when/if TDs are changed. Should give them a leg up when used for the much-blown-horn of small-gang harassing/killing a larger.
CCP Ytterbium wrote:Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should. Hit them with the current tier3 BC spreadsheet: Fast, nimble but flimsier than wet cardboard boxes .. afford them enough fittings to let people do (almost) what they want with available slots and let 'er rip.
You (CCP, not you specifically although you might have had a hand in them ) did a bang-up job with the tournament prize ships and their bonuses. As RP focused, I have always thought of the pirate factions as being outside of society finding their own paths so is a little disheartening to see their ships being nothing more than souped up family sedans and would love for them to have truly unique attributes. In short: Don the tourny prize ship thinking cap when re-evaluating the pirate ships!
Note: I consider the Angel line the poster boys of the Winmatar era and my hate for that dictate that I do not give them much thought, hence the bland tier3 BC suggestion. |

HazeInADaze
Native Freshfood Minmatar Republic
29
|
Posted - 2013.02.22 17:37:00 -
[120] - Quote
Blood Raiders could grant NOS bonus to Neuts or make NOS always work. No range buff. Webs are redundant to the Serpentis, so why not a point range bonus? A ship with a long range scram that latches on and feeds on the other ships cap. Maybe lean to an active rep style that doesnt require boosters. One is called a Succubus. The gal rep bonus, or the amarr resist for more flexibility. Or a half dose of each for something new. |
|

Muad 'dib
The Imperial Fedaykin
786
|
Posted - 2013.02.22 17:53:00 -
[121] - Quote
The cap tends to be bad on nearly all the faction cruisers, even on the capless SFI and cynabal have trouble doing more than tackling and bursting mwd from time to time.
Phantasm/ashimmu capacitor is as bad as the rest only able to stay in a fight for more than a few minutes, they should have a nice extra cap buffer to start with, they practically rely on cap boosters anyway it would be nice not to have to use the booster instantly in a fight, with the awkward 800 - wait 24 seconds - 800 injector cycle (cap injected cruisers seems like a bit of a forgotten broken mechanic anyway). http://img299.imageshack.us/img299/4375/mynewsig2.jpg |

Aflons
Bristol Brigade Mad Citizens
0
|
Posted - 2013.02.23 19:05:00 -
[122] - Quote
I have flown the succubus, and the phantasm a fair bit due mainly too my love for shield tanking and lasers.
The Succubus in my opinion has good cap, it seems to be just as good as every other frig I have flown however it seems to be slow, and lacking in dps.
The Phantasm on the other hand has horrible cap, I cant put two adaptive invun fields on it without it going below cap stable. It also seems to be lacking in dps, and tank.
I think a decent fix for Sansha ships would be to remove the Caldari bonus and combine it with the role bonus for a total of 125%(150%) increased damage and add a shield resist bonus. Another suggestion could be to add another turret slot on these ships and again remove the caldari bonus and add the resist bonus, but keep the role bonus at %100. A final change i can think of is just buff the 5% dps bonus to 10%.
Every other pirate faction seems to have a defined role such as 90% webs. To me the role of Sansha ships is dps and currently you can get cheaper ships that fill the role of the phantasm/succubus so in order to make them worth flying they need to do this role better. |

Diesel47
Bad Men Ltd.
496
|
Posted - 2013.02.23 20:50:00 -
[123] - Quote
Aflons wrote:I have flown the succubus, and the phantasm a fair bit due mainly too my love for shield tanking and lasers.
The Succubus in my opinion has good cap, it seems to be just as good as every other frig I have flown however it seems to be slow, and lacking in dps.
The Phantasm on the other hand has horrible cap, I cant put two adaptive invun fields on it without it going below cap stable. It also seems to be lacking in dps, and tank.
I think a decent fix for Sansha ships would be to remove the Caldari bonus and combine it with the role bonus for a total of 125%(150%) increased damage and add a shield resist bonus. Another suggestion could be to add another turret slot on these ships and again remove the caldari bonus and add the resist bonus, but keep the role bonus at %100. A final change i can think of is just buff the 5% dps bonus to 10%.
Every other pirate faction seems to have a defined role such as 90% webs. To me the role of Sansha ships is dps and currently you can get cheaper ships that fill the role of the phantasm/succubus so in order to make them worth flying they need to do this role better.
Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable. |

Cambarus
Aliastra Gallente Federation
261
|
Posted - 2013.02.24 01:03:00 -
[124] - Quote
Diesel47 wrote:Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable. It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you  |

Diesel47
Bad Men Ltd.
497
|
Posted - 2013.02.24 01:10:00 -
[125] - Quote
Cambarus wrote:Diesel47 wrote:Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable. It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you 
Well, with removing the caldari cruiser damage bonus and giving it another turret it would only do about 70 more dps... I don't think that is enough to make the ship worth using personally.
Keep in mind the think would only work with force fed cap boosters because its so unstable with 4 guns. |

Cambarus
Aliastra Gallente Federation
261
|
Posted - 2013.02.24 01:48:00 -
[126] - Quote
Diesel47 wrote:Cambarus wrote:Diesel47 wrote:Your suggestions have nothing about making the ships cap better. Infact... Adding another turret will make it even more cap unstable. It's true, but let's be honest, I would fly the **** out of the phantasm if it had another turret, and so would you  Well, with removing the caldari cruiser damage bonus and giving it another turret it would only do about 70 more dps... I don't think that is enough to make the ship worth using personally. Keep in mind the think would only work with force fed cap boosters because its so unstable with 4 guns. He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice. |

Liang Nuren
Heretic Army Atrocitas
3172
|
Posted - 2013.02.24 03:07:00 -
[127] - Quote
Cambarus wrote:He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice.
I dunno... that'd make it do almost as much DPS as a Navy Omen.
Yeah it'd be pretty cool then. It'd almost do as much DPS as a Navy Omen.
-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
|

Cambarus
Aliastra Gallente Federation
261
|
Posted - 2013.02.24 04:11:00 -
[128] - Quote
Liang Nuren wrote:Cambarus wrote:He said put that bonus in with the hull bonus. It would be closer to 150 extra DPS, which would definitely be nice. I dunno... that'd make it do almost as much DPS as a Navy Omen. Yeah it'd be pretty cool then. It'd almost do as much DPS as a Navy Omen. -Liang Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage? |

Lord BryanII
24
|
Posted - 2013.02.24 04:16:00 -
[129] - Quote
Bhall needs buff to cap imo |

Liang Nuren
Heretic Army Atrocitas
3173
|
Posted - 2013.02.24 05:01:00 -
[130] - Quote
Cambarus wrote: Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage?
The NOmen gets more lows (3 HS) and a bigger drone bay. A Phantasm with 4 HPL/2 HS deals less damage than a NOmen. It also has less capacitor and requires cap for its hardeners.
-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
|
|

Cambarus
Aliastra Gallente Federation
262
|
Posted - 2013.02.24 06:03:00 -
[131] - Quote
Liang Nuren wrote:Cambarus wrote: Maybe my math is a bit off, but doesn't the nomen have 8 effective turrets vs the 10 that the phantasm would have with an extra turret? You could squeeze a bit more dps from an extra damage mod, but surely not enough to give the nomen better damage?
The NOmen gets more lows (3 HS) and a bigger drone bay. A Phantasm with 4 HPL/2 HS deals less damage than a NOmen. It also has less capacitor and requires cap for its hardeners. -Liang Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.
EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen. |

Liang Nuren
Heretic Army Atrocitas
3173
|
Posted - 2013.02.24 06:29:00 -
[132] - Quote
Cambarus wrote: Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.
EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen.
Yeah looks like I had my implants in the NOmen and not the Phantasm. 536 vs 519 DPS @ 23km (Scorch), pretty sure that's not good enough DPS for it to be the "Sansha Shtick". I stand by my original suggestions earlier in the thread.
-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
|

Cambarus
Aliastra Gallente Federation
262
|
Posted - 2013.02.24 06:57:00 -
[133] - Quote
Liang Nuren wrote:Cambarus wrote: Hadn't considered the drone bay, but then I'm not fond of combat drones anyway, ECM drones = <3 for anything that doesn't get a bonus to drone damage imo.
EDIT: and I just checked, even with drones the phantasm would slightly OD a nomen.
Yeah looks like I had my implants in the NOmen and not the Phantasm. 536 vs 519 DPS @ 23km (Scorch), pretty sure that's not good enough DPS for it to be the "Sansha Shtick". I stand by my original suggestions earlier in the thread. -Liang I would fly the phantasm even if the only change was an extra turret, but yes, it does need some more cap (and ideally mobility)
Actually I wouldn't mind having that tracking bonus swapped out with a range one, though I feel it may step on the toes of the zealot a bit too much if that happened.
The last time I flew a phantasm was to go harass ratters out in the middle of butt-**** nowhere with a friend of mine like 2 years ago, and tbh I just want an excuse to fly it again  EDIT: March of 20****ing10 is the last time I flew a phantasm. FFS CCP get on this.
EDIT2: Apparently the filter is not very good on these forums :D |

Liang Nuren
Heretic Army Atrocitas
3173
|
Posted - 2013.02.24 07:07:00 -
[134] - Quote
If you're just looking for an excuse, we have periodic Phantasm Fleets in Amamake. ;-)
-Liang
Ed: Also, my experience with the Phantasm is a bit more recent than yours. Although, looking at it, I have more experience in a Scythe Fleet than the Phantasm...  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
|

Pr1ncess Alia
Perkone Caldari State
272
|
Posted - 2013.02.24 11:04:00 -
[135] - Quote
CCP Ytterbium wrote: [list]
Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
yeah, because that would be so terrible 
Why, it might actually become useful... instead of mathematically justified as perfectly balanced and promptly docked to never undock again.
Maybe instead of thinking imbalances require huge acts of God that take 2 years to deliberate over and plan... when an imbalance is identified you just push an adjustment to see how it plays out?
It's depressing to think we might very well be looking at some of the flawed new balance actions CCP just did in this last patch for a year or more even though the problems are pointed out by long-time players with a wealth of knowledge above many CCP employees regarding balance and design before the patch even get's deployed.
Every time you (CCP) think something might need a change, it takes 2 years of CSM and community bitching and then I don't know... apparently you have to cultivate an olive tree to fruition and then you can push the fix... that might fix the issue.
You said it yourself, 2009! 2009. Think on that a moment. How does it take 4 years (or longer) for a ship or mod to get a small adjustment? No matter how you answer this question, the answer is wrong. The entire thought process behind justifying it is wrong.
This game is dynamic and living and your reactions to the balance of the elements in it also need to be so. It's been 10 years, it's time to stop making the same balancing mistakes over and over again.
Stop being so damned afraid of making a good ship. We'd rather see the nerf bat make it's rounds every few months than be faced with a galaxy full of mediocre ships and mods.
What do you think is worse? Multiple small deliberate actions taken over a month to balance a ship/mod? Or 2 years of doing nothing but deliberating and planning and packaging into an expansion and ultimately losing sight of the forest because of all the trees you're looking at? |

Tilo Rhywald
INVARIANT TENSOR
0
|
Posted - 2013.02.24 23:59:00 -
[136] - Quote
Pr1ncess Alia wrote:
You said it yourself, 2009! 2009. Think on that a moment. How does it take 4 years (or longer) for a ship or mod to get a small adjustment? No matter how you answer this question, the answer is wrong. The entire thought process behind justifying it is wrong.
I think that can't be emphasized enough.
I never post on the forums but this thread really made me do it: The Phantasm is an affair of the heart. It's almost steam/tesla-punkish/20.000-leagues-under-the-sea-like-design makes it one of the most beautiful hulls in the game, and yes, that's why I pimp my Phantasms to around 400 mill because I just want to make those asthetic jewels work somehow.
For PvP (I won't address PvE in my post) the dedicated shield-laser-combination (please don't refer to shield Harbingers or Zealots...) was one of my main goals when I started this game almost 3 years back, and it hasn't lost any of its appeal. But as it is now, I don't even look at the sad little dung beetle that is the Succubus, and while I love the Nightmare and the Phantasm per se, as brawlers (and IMO that's their natural role, after trying different options) they rely completely on crystal implants, drugs and - most importantly - on a very thick wallet when you optimize their stats with faction/DED-mods. Sometimes when siege links were available it became apparent that all they needed was that resitance boost to make them viable even with a standard T2 fit, tank-wise. The cap however is still a major problem: Even when using two small DED-nos's permadraining a locked drone, a Phantasm will have major trouble MWD'ing while shooting/tackling/tanking. And that's w/o having 1+ med neuts on you, as is commonplace wherever one goes.
I find it troubling that I can fit a Rokh/Moa (specialties of mine though at least up until recently not commonly considered to be good solo PvP choices... ;) ) to outperform a Nightmare/Phantasm in both tank AND dps with better cap life for a fraction of the ISK.
Hence, as some others have stated before, I'd also strongly vote for changing the Caldari cruiser bonus into a 5% per level shield resistance bonus while making it a fixed 167 % damage role bonus (only then I won't complain about its drone bay...) on the Phantasm. Tweaked speed/agility to at least resemble the T1 cruiser rebalance and hugely better cap life should be self-explanatory. These modifications would be enough for a start w/o having to adjust fitting specs or slot layout atm.
There really is no reason not to pull the Sansha hulls out of the dark place in which they are now tomorrow. Don't tell us it's so complicated it takes years - one thing I know for certain from my professional life is this: Everybody everywhere puts on his/her trousers one leg at a time, and still everybody exclaims that his/her job is the hardest of all. ;)
Cheers, Tilo R. |

Barrogh Habalu
Imperial Shipment Amarr Empire
422
|
Posted - 2013.02.25 05:44:00 -
[137] - Quote
Liang Nuren wrote:If you're just looking for an excuse, we have periodic Phantasm Fleets in Amamake. ;-)
-Liang Wait, that is an invitation to Amamake in a faction cruiser, correct? 
More OT: Can't agree more with Princess Alia here. Nobody gonna die if devs will push needed fixes outright instead of waiting for a thematic expansion. Actually, doing that at least every few months is what many gaming companies that support actively running product do. |

Illia Vuilleurmier
Blue Republic RvB - BLUE Republic
10
|
Posted - 2013.02.26 02:22:00 -
[138] - Quote
I don't think it was stated in this thread so far (i'm deeply sorry in the case i missed it) but the new Sansha rookie ship on Sisi has a 22.5% bonus to shield boost amount, among other things. Though that does not adress the cap issues when firing, i would be perfectly okay to see that on the whole sansha fleet :) |

Steel Roamer
Pandemic Legion Academy
1
|
Posted - 2013.02.26 20:04:00 -
[139] - Quote
kyrieee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs.
Quoting the guy who is in a corp that fields fleets of arty machs on a regular basis. Who also happens to claim they use Bhaalghorns more. |

goldiiee
Tax and War Haven
233
|
Posted - 2013.02.26 20:11:00 -
[140] - Quote
Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP.
That logic doesn't hold up, 99% of ships in EVE that use a damage control use the T2 varient witch is only 1% better than the meta 4. Does that mean Damage controll is OP, or just the best choice of all the options. Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |
|

Steel Roamer
Pandemic Legion Academy
1
|
Posted - 2013.02.26 23:35:00 -
[141] - Quote
goldiiee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That logic doesn't hold up, 99% of ships in EVE that use a damage control use the T2 varient witch is only 1% better than the meta 4. Does that mean Damage controll is OP, or just the best choice of all the options.
Nice statistics you pulled out of your ass.
I fit all my frigs with a 30 CPU DC2 because all my ships have inifnite CPU.
Yours do not? |

goldiiee
Tax and War Haven
235
|
Posted - 2013.02.27 00:05:00 -
[142] - Quote
Steel Roamer wrote:goldiiee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That logic doesn't hold up, 99% of ships in EVE that use a damage control use the T2 varient witch is only 1% better than the meta 4. Does that mean Damage controll is OP, or just the best choice of all the options. Nice statistics you pulled out of your ass. I fit all my frigs with a 30 CPU DC2 because all my ships have inifnite CPU. Yours do not? Sorry didn't mean to offend, or start a conversation about low CPU and frig fitting. My point was that the prolific use of Machariels in the game could be attributed to as little as 1% more _____ (fill in the blank). So the Concept of nerfing it into the ground will not solve the imbalance it will just shift the imbalance to the next 1% winner. Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Inkarr Hashur
Sine Nobilitatis
207
|
Posted - 2013.02.27 01:57:00 -
[143] - Quote
goldiiee wrote:Steel Roamer wrote:goldiiee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That logic doesn't hold up, 99% of ships in EVE that use a damage control use the T2 varient witch is only 1% better than the meta 4. Does that mean Damage controll is OP, or just the best choice of all the options. Nice statistics you pulled out of your ass. I fit all my frigs with a 30 CPU DC2 because all my ships have inifnite CPU. Yours do not? Sorry didn't mean to offend, or start a conversation about low CPU and frig fitting. My point was that the prolific use of Machariels in the game could be attributed to as little as 1% more _____ (fill in the blank). So the Concept of nerfing it into the ground will not solve the imbalance it will just shift the imbalance to the next 1% winner. Because ship balance is totally all about a single attribute that's displayed in the attributes tab of an info screen. Just like a damage control module. You wish ships were balanced to within 1% effectiveness of each other. You wish. Actually I wish, too. |

goldiiee
Tax and War Haven
235
|
Posted - 2013.02.27 02:18:00 -
[144] - Quote
I didnGÇÖt want to start an argument in a thread fraught with arguments, but I wouldnGÇÖt think anyone would want to play a game with all the ships GÇÿBalancedGÇÖ
Minmitar, was faster than everything else but couldnGÇÖt take a hit, Amarr, slow, could tank a titan, but ran out of cap so they couldnGÇÖt hit anything, Caldari, bad mix of two races but with ECM they could afford it, And Galente was the same thing but Drones made them... well IDK what that was supposed to be the tradeoff of :)
But anyways, if you wanted the benefits of a certain races ship you were supposed to get the disadvantages as well. But the new Homogenization of ships means that it doesnGÇÖt matter what ship you fly, or what race you train, they will all eventually be the same except for the colours; so who wants to fly the blue ship, gold ship, red ship, silver ship (Dr Suess in space)?
Or maybe we can all get colour coded fleets since race and ships type donGÇÖt matter anymore as long as you match your friends. (sounds more like a night out with the girls than ships in space)
Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Inkarr Hashur
Sine Nobilitatis
207
|
Posted - 2013.02.27 02:21:00 -
[145] - Quote
goldiiee wrote:Strawmanning Moving goalposts Please don't nerf my Machariel
Meh. Whatever you say. The dev already stated the Machariel was intended to have weaknesses. We all kind of laughed when that weakness ended up being negated by the hull bonus and by... you know, the internal mechanics of the projectile subsystem itself. That was pages ago. |

goldiiee
Tax and War Haven
235
|
Posted - 2013.02.27 02:32:00 -
[146] - Quote
Inkarr Hashur wrote:goldiiee wrote:Strawmanning Moving goalposts Please don't nerf my Machariel
Meh. Whatever you say. The dev already stated the Machariel was intended to have weaknesses. We all kind of laughed when that weakness ended up being negated by the hull bonus and by... you know, the internal mechanics of the projectile weapon system itself. That was pages ago. I get your angry, it comes through in your writing, I like my mach, I also like my vindicator, never cared much for the Blaaaahorn, and the Nightmare has more potential than any other ship I fly. My concern is that when they swing the Nerf hammer I donGÇÖt want the choices to be reduced to what race of ship looks best vs. what ship is best. Leaving a large enough margin to be a clear winner, is not a bad thing, especially with the current neutering of minmitar ships consider worst Dread, worst Titan, worst Supercarrier, worst Battleship, worst Frig? Is there any Minmitar ship going to be left that will make picking this race as a training goal a good choice? Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Inkarr Hashur
Sine Nobilitatis
207
|
Posted - 2013.02.27 02:34:00 -
[147] - Quote
goldiiee wrote:Inkarr Hashur wrote:goldiiee wrote:Strawmanning Moving goalposts Please don't nerf my Machariel
Meh. Whatever you say. The dev already stated the Machariel was intended to have weaknesses. We all kind of laughed when that weakness ended up being negated by the hull bonus and by... you know, the internal mechanics of the projectile weapon system itself. That was pages ago. I get your angry, it comes through in your writing, I like my mach, I also like my vindicator, never cared much for the Blaaaahorn, and the Nightmare has more potential than any other ship I fly. My concern is that when they swing the Nerf hammer I donGÇÖt want the choices to be reduced to what race of ship looks best vs. what ship is best. Leaving a large enough margin to be a clear winner, is not a bad thing, especially with the current neutering of minmitar ships consider worst Dread, worst Titan, worst Supercarrier, worst Battleship, worst Frig? Is there any Minmitar ship going to be left that will make picking this race as a training goal a good choice?
If the goal is to give ships differing weaknesses and strengths then your irrational fear of all ships being recolored copies of each other would stay an irrational fear.
We just discussed how the Mach weakness isn't really a weakness. |

goldiiee
Tax and War Haven
235
|
Posted - 2013.02.27 03:07:00 -
[148] - Quote
Inkarr Hashur wrote:goldiiee wrote:Inkarr Hashur wrote:goldiiee wrote:Strawmanning Moving goalposts Please don't nerf my Machariel
Meh. Whatever you say. The dev already stated the Machariel was intended to have weaknesses. We all kind of laughed when that weakness ended up being negated by the hull bonus and by... you know, the internal mechanics of the projectile weapon system itself. That was pages ago. I get your angry, it comes through in your writing, I like my mach, I also like my vindicator, never cared much for the Blaaaahorn, and the Nightmare has more potential than any other ship I fly. My concern is that when they swing the Nerf hammer I donGÇÖt want the choices to be reduced to what race of ship looks best vs. what ship is best. Leaving a large enough margin to be a clear winner, is not a bad thing, especially with the current neutering of minmitar ships consider worst Dread, worst Titan, worst Supercarrier, worst Battleship, worst Frig? Is there any Minmitar ship going to be left that will make picking this race as a training goal a good choice? If the goal is to give ships differing weaknesses and strengths then your irrational fear of all ships being recolored copies of each other would stay an irrational fear. We just discussed how the Mach weakness isn't really a weakness. Over the past 4 years I keep seeing Improvements to the game that continually substantiate my GÇÿirrational fearsGÇÖ. The current iteration of balancing has removed only a few months worth of training to the GÇÿwhy did I botherGÇÖ column. So yes I feel that if left unspoken I will wake up one day and be playing a game I donGÇÖt care for, and leaving friends behind feeling the same way.
Planned a long detailed explanation of T2 mach vs. T2 Gallente or Minmitar BSGÇÖs and the fact that 5 times the cost is only worth 20% better ship. And yet the masses Scream for....
Why bother, in 6 months someone will read your posts about how they screwed you in the tieracide
Reason and logic never wins over Stubborn and Convinced-á (But-áI still try..) |

Tilo Rhywald
INVARIANT TENSOR
0
|
Posted - 2013.02.27 06:40:00 -
[149] - Quote
WTF?! This is one of the very few threads with actual importance and a dev reply. It is about the Phantasm FFS!! A ship that desperately needs attention for years! Suggestion: Make your own Mach-spin-off thread with link to this one.
On topic: Again, let me "iterate" ( ) on the time frame: 4 years of one of the coolest ships in game being virtually worthless without links and implants potentially means over 700 EUR spent for a subscription to a game with a flaw that can be fixed in minutes rather than hours. I know that's apodictic; it still helps underline what Pr1ncess Alia so rightfully elaborated a page earlier.
As to the notion to give the Phantasm a shield resistance bonus for being brawlers, let me explain why I think that's their intended role:
- there are more than enough other faction/T2 cruisers of the kind "kitey goodness"
- usual shield-fit laser ships are hardly ever brawlers, so that role is vacant if not taken by the Phantasm
- the tracking bonus goes in line with typical close-range ships like the Vindicator, Brutix etc.; snipers and kiters of course profit from that aswell, still their purpose is normally better served with a range bonus (except for med rails but that's inherent in their current weakness /off-topic)
- the relative slowness of Sansha ships implies their supposed "tanky" nature as the missing range bonus negates the sniping role
These points aside, I'm fully aware that the Phantasm being broken as it is is an argument against the close combat style, as Liang Nuren correctly mentioned earlier in the discussion. That's why it's important to look for the correct (thus "intended") niche for it.
Tilo R. |

Batelle
Concordiat
139
|
Posted - 2013.02.27 19:57:00 -
[150] - Quote
CCP Kittyboom wrote:
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
Gila could use a hair more cpu and/or slightly increased lock range. When trying to fit it for its niche (well tanked, shield, missiles, long range, drones) these all draw massively on its cpu. Fighting is Magic |
|

Velarra
197
|
Posted - 2013.02.28 04:06:00 -
[151] - Quote
Pirate ships, mmm?
With balancing in mind (re: not looking for any training shortcuts or what have you) i'd like to see an *option* to solely train [Pirate Faction] [Ship Class] via pure pirate ship skill books.
Reasons? OCD, RP & a willingness to sink some isk into it. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
836
|
Posted - 2013.03.01 02:04:00 -
[152] - Quote
Diesel47 wrote:.. The succubus really sucks too.
Succubus is slower than a kestrel and less agile. It also does not have selectable damage types.
I know ccp may want to do an overall balance to the faction frigates. But I don't see how giving the succubus a bit more speed and agility would disrupt New Eden.
It would still be completely outclassed by the dram and daredevil but it would at least be able to compete with some of the navy faction frigates and dessies.
Half the high slots are utility slots so dropping at least one for another low would also be fine by me.
Long term another turret, cpu and power grid would also be interesting. Those last 2 things might actually put it in league with the daredevil and dram. But that might overdue it. It depends on the total package. But for now just some extra speed and agility would be very nice.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Jena Jamson
Mordholme Inc.
3
|
Posted - 2013.03.02 11:11:00 -
[153] - Quote
i just buy it cause it shoots lasorz |

Storm Novah
SASN Mining Corp.
3
|
Posted - 2013.03.03 16:14:00 -
[154] - Quote
Tilo Rhywald wrote:WTF?! This is one of the very few threads with actual importance and a dev reply. It is about the Phantasm FFS!! A ship that desperately needs attention for years! Suggestion: Make your own Mach-spin-off thread with link to this one. Actually the one that derailed the topic to begin with was the Dev as they were the ones to mention the other pirate factions ships. The rest just ran with his responses and the rest is history.
As for the phantasm... after reading thru most of the ideas here about it I dont think there is any clear cut way to improve the ship without making matching changes to the rest of the sansha line. I highly doubt that they will add another turret to any of the ships as they already have the 100% Damage bonus (basically treating them as having twice as many guns) I dont see any frigates that can fit 6 lasers or cruisers that can fit 8 or BSs that can fit 10. I also see no issues whatsoever with the 2x utility high slot. I actually quite enjoy being able to fit my phantasm with a probe launcher and salvage mod in the highs with my lasers to use it to run some of the DED sites and anything i scan down. I think the best way to improve the ships is to start with increasing their speed and agility and then doing boosting their cap regen or even give them a bonus to resists or something else that can boost their tank in some way without going way overboard would be a good direction for them to move. |

Reppyk
Yarrbear Inc. BricK sQuAD.
367
|
Posted - 2013.03.03 16:30:00 -
[155] - Quote
Storm Novah wrote:I dont see any frigates that can fit 6 lasers or cruisers that can fit 8 or BSs that can fit 10 Daredevil, nightmare, kronos, paladin, vargur, machariel, maybe the omen navy issue. |

Barrogh Habalu
Imperial Shipment Amarr Empire
422
|
Posted - 2013.03.03 21:52:00 -
[156] - Quote
Reppyk wrote:Storm Novah wrote:I dont see any frigates that can fit 6 lasers or cruisers that can fit 8 or BSs that can fit 10 Daredevil, nightmare, kronos, paladin, vargur, machariel, maybe the omen navy issue. EDIT : the cynabal too. And the vigilant. Etc. Just nitpicking: Marauders and NM have 8 effective turrets, the rest ended up here correctly IIRC. Dunno about NOmen though  |

Reppyk
Yarrbear Inc. BricK sQuAD.
367
|
Posted - 2013.03.03 23:45:00 -
[157] - Quote
Barrogh Habalu wrote:Marauders and NM have 8 effective turrets, the rest ended up here correctly IIRC. Dunno about NOmen though  Counter-nitpicking : the nightmare, like all the marauders but the poor golem, has 10 effective turrets... 4 turrets => 4 Double turrets => 8 +25% damage => 8x1.25 = 10.
A bit more for the vargur. You're welcome. o/ |

Viribus
Love Squad Confederation of xXPIZZAXx
120
|
Posted - 2013.03.04 06:03:00 -
[158] - Quote
Guess I'm in the minority when I think that the Cynabal is in a good spot in relation to the Vaga, and not "better in every way". The cynabal has lots of grid, and the vaga has lots of CPU, making ASB fits possible, and cloaky fits easier. Vagas with 425s actually out-DPS cynabals, which is another advantage of the cloaky vaga. Plus you can skip fitting a damage control on a vaga without gimping your tank, so you can use that 5th low slot for a 3rd damage mod or a nano.
I think the Mach is popular solely because of the safety and viability of kiting setups; it makes a pretty mediocre brawler and doesn't offer utility like the bhaalgorn or vindicator does with bonused neuts and webs. If brawling were more popular and widespread, people would be whining about how the vindicator is "better in every way" than the Megathron (which is true). The fact of the matter is that the Machariel is just a Tornado that pays a billion ISK for a heavy neut, a decent tank, and a drone bay. |

Constapatris
Southern Cross Trilogy Flying Dangerous
1
|
Posted - 2013.03.08 11:12:00 -
[159] - Quote
I actually fly Phantasms on a regular basis. I've had ungodly amounts of succes with them until the ASB nerf hit TQ. Now its hard to get decent cap/dps/tank out of it. Since its slow and it has the agility of a brick in space that's also an issue.
On the test server right now you have a Sansha noobship which has a Shield boost bonus. If that were to hit the Phantasm, even if its just 5% per one racial cruiser level that would improve this boat by A LOT. |

Verity Sovereign
Pator Tech School Minmatar Republic
401
|
Posted - 2013.03.09 00:36:00 -
[160] - Quote
ughhh more active tanking bonuses.. they are crap compared to a resist bonus....
CCP really annoyed me with the incursus' bonus
The Punisher is now better to run an active tank than the incursus.. |
|

Liang Nuren
Heretic Army Atrocitas
3217
|
Posted - 2013.03.09 00:39:00 -
[161] - Quote
Active tank bonuses are generally fine, and they're paired with stronger bonuses and better base attributes to account for the fact that they're weaker than resist bonuses. Yes, they don't scale into The Blob as well... but really, that's not a problem.
-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
|

Verity Sovereign
Pator Tech School Minmatar Republic
401
|
Posted - 2013.03.09 11:09:00 -
[162] - Quote
Better base attributes? how so? Does not the Punisher also get a 5% damage bonus? Does not the Punisher have a stronger base cap? (granted, its lasers use more cap)
When I look at the base attributes of the ships, I don't see anything that makes the active repping ships stand out, and then when I look at the bonuses, I see them generally fall behind.
Although, In the case of the Rokh vs maelstrom, and mostly shield ships in general, it does seem OK, as more DPS seems preferable to more range. But for the small frigs, the merlin is a beast.
CCP needs to realize that armor resist bonuses are an active rep bonus. If they want buffer vs rep, then use a bonus like the damnation, +x% to hitpoints
I was OK with it when the bonus really was significantly stronger, when the incursus repped 10% more per level. But now that they've lowered it back down to 7.5%, its crap compared to the resist bonus.
1.375x EHP rep rate vs 1.333 EHP rep rate.... only 3.125% better.... but oh, whats that, another low to allow for higher resists? oh, thank you very much, EHP rep rate is now higher.... Even ignoring the extra low (maybe you'll argue an extra mid with a cap booster/whatever makes up for it), how long is it going to take a 3% higher rep rate to surpass a 33% higher buffer... oops, did I say 33%, I meant more than that because the punisher has more base armor HP, and the same goes for the hyperion vs abaddon, brutix vs proph
I'm just glad there's no active rep gall cruiser for the maller to completely outclass it in tanking ability, in pretty much every situation, be it 1v1, small gang, of larger fleets |

Komodo Askold
Legion of Darkwind Order of the Void
35
|
Posted - 2013.03.09 20:14:00 -
[163] - Quote
Even though its known issues, I love this ship, so I recently bough one and got myself to make a fit that worked. In gaming, I generally like the most the things other people likes less, or considers underpowered, and try to get the most out of them. Since I generally do PVE rather than PVP, I made the fit for PVE. This is the result:
[Phantasm, PVE]
Heat Sink II Heat Sink II Damage Control II
Experimental 10MN Afterburner I EM Ward Field II Thermic Dissipation Field II Large Ancillary Shield Booster Large Ancillary Shield Booster Ionic Field Accelerator I
Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Focused Medium Pulse Laser II, Scorch M Small Diminishing Power System Drain I [Empty High-Slot]
Medium Capacitor Control Circuit I Medium Anti-Kinetic Screen Reinforcer I Medium Anti-Explosive Screen Reinforcer I
Add flavour drones, specially at least one Salvage Drone I.
Even though it may look strange, or not totally optimized, it does work fine for L3's and sites, and I will be optimizing it further as I'm getting to the ship. While making the fit, I realized which are the ship's main issues that should be buffed up a bit, in order to make this ship easier to fit:
- CPU: that's the reason I left an empty high-slot and I'm not using Heavy Pulses II. Even with all skills at level 5, you still need a CPU implant for being able to fit it properly. I'd prefer a medium sized vampire and a scan probe launcher, but the lack of CPU makes it very difficult without sacrificing resistances (using Amplifiers instead) or buying expensive implants.
- Capacitor: while this fit is cap stable, it wouldn't be if I was using non-ancillary boosters. The reason I use 2 is because of the long recharge time. And with ASB's, comes the issue of quickly having your cargohold full of charges.
- Speed: this ship could have a little more base speed. At least, it wouldn't be wrong to level it with regular cruisers in that sense.
- Drones: just 3 small drones feel a bit sad; what about 20m3 instead of 15?
That said, I have to say the ship does have good EHP compared to regular cruisers, and very useful bonuses. Hope this helps other players to guide themselves towards a good fit, and CCP to see which are the ship's main issues. |

Incindir Mauser
Adhocracy Incorporated Adhocracy
75
|
Posted - 2013.03.10 07:21:00 -
[164] - Quote
It seems I'm rather late to the conversation.
What does the Phantasm do?
It gets bling fit, named "Hilarious Lossmail", and promptly blown up by a Maller which is a better laser ship all around.
In fact, the Nightmare is the only really good Sansha ship, but due to the price of the hull doesn't warrant flying outside of Bling Incursion fleets.
I personally can't wait for Fozzie to turn his attention on the faction ships. The Phantasm could be really good for both PvE and PvP. But as it stands with the weak capacitor. Lasers and shield tank don't mix well. |

Annihilious
Caldari Provisions Caldari State
33
|
Posted - 2013.03.10 15:09:00 -
[165] - Quote
Pick ANY ship in EVE and someone will say "I remember this ship USED to be way better until CCP nerfed it"... |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
844
|
Posted - 2013.03.10 15:30:00 -
[166] - Quote
Viribus wrote: EDIT: Did I read Ytterbium say that the Dramiel is in a good place? Dramiels are terrible now, the only people that fly them are dudes that've activated their account for the first time in two years and aren't up to speed. They're worse than interceptors for tackle, and lose 1v1s to every other faction frig (except the firetail) , assault frig, and even a few T1 frigs. The Dramiel nerf was really poorly thought-out, instead of addressing the specific things that made the Dramiel OP in the first place (like having both a tracking and falloff bonus, meaning it can't be kited or speed-tanked), you simply made it slightly worse in every way. It's just completely unspecialized and useless now.
AB Dramiels win against every faction frigate and pirate frigate except hookbills and daredevils. They also win against most assault ships and dessies. You don't automattically win but you have the better chances. You fit ab and mwd on them anymore but that extra midslot can be used for a web or td that makes the ship shine.
I have to agree with Ytterbium. Dramiels are ok. Succubus definitely needs work its horrible compared to the dram. The worm seems more of a pve ship. The obvious problem with this class of ships is the succubus. Its just horrible.
edit: not say it couldnt' be tweaked. Give it back its earlier speed and thats fine. It depends how strong they make the succubus and if they boost the worm much. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kristoffon vonDrake
Forceful Resource Acquisition Inc
32
|
Posted - 2013.03.11 12:59:00 -
[167] - Quote
Cearain wrote:Succubus definitely needs work its horrible compared to the dram. The worm seems more of a pve ship. The obvious problem with this class of ships is the succubus.
Because frigate pve is so popular.
|

Cearain
Black Dragon Fighting Society The Devil's Tattoo
844
|
Posted - 2013.03.11 13:16:00 -
[168] - Quote
Kristoffon vonDrake wrote:Cearain wrote:Succubus definitely needs work its horrible compared to the dram. The worm seems more of a pve ship. The obvious problem with this class of ships is the succubus. Because frigate pve is so popular.
? Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Kristoffon vonDrake
Forceful Resource Acquisition Inc
32
|
Posted - 2013.03.11 14:39:00 -
[169] - Quote
Cearain wrote:Kristoffon vonDrake wrote:Cearain wrote:Succubus definitely needs work its horrible compared to the dram. The worm seems more of a pve ship. The obvious problem with this class of ships is the succubus. Because frigate pve is so popular. ? Tell us about your frigate pve exploits Sir |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
556
|
Posted - 2013.03.11 14:42:00 -
[170] - Quote
He may be talking about FW frigate plex thingies. But honestly, the Worm is pretty unimpressive at PVE too, it's just so lacklustre all round. |
|

Illia Vuilleurmier
Blue Republic RvB - BLUE Republic
10
|
Posted - 2013.03.11 18:53:00 -
[171] - Quote
CCP Ytterbium wrote:
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
What would be wrong with that? Nobody has much problems with the fact that the Cynabal is a super Vagabond on steroids (except the fact that it is just *too* good at it) or that the Serpentis ships are basically Gallente ships on steroids with web-bonus-of-doom clearly stepping on the gallente AFs, HACs, and battleships toes, and to some extend Minmatar recons. Since so many other faction ships compete with AFs and HACs, why would you be afraid to make the Blood Raiders ships compete with Amarr recons? |

Illia Vuilleurmier
Blue Republic RvB - BLUE Republic
10
|
Posted - 2013.03.11 18:53:00 -
[172] - Quote
Damn double post i keep mixing the Edit and Quote buttons :/ |

Zim69
Zombie Apocalypse Redux
4
|
Posted - 2013.03.14 11:57:00 -
[173] - Quote
I like the phantasm, but i think it needs a new role. How about a bonus to command Links? It would make it unique amoung the pirate cruisers. Or bonuses to Ecm or something. |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
60
|
Posted - 2013.03.14 13:14:00 -
[174] - Quote
Zim69 wrote:I like the phantasm, but i think it needs a new role. How about a bonus to command Links? It would make it unique amoung the pirate cruisers. Or bonuses to Ecm or something. Or how about just making it work properly, you know, mean laser pewpew ship like the Nightmare. Would be nice to have a cruiser that could fit beam lasers without having to use some stupid fit! |

Diesel47
Bad Men Ltd.
536
|
Posted - 2013.03.14 20:55:00 -
[175] - Quote
Illia Vuilleurmier wrote:CCP Ytterbium wrote:
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
What would be wrong with that? Nobody has much problems with the fact that the Cynabal is a super Vagabond on steroids (except the fact that it is just *too* good at it) or that the Serpentis ships are basically Gallente ships on steroids with web-bonus-of-doom clearly stepping on the gallente AFs, HACs, and battleships toes, and to some extend Minmatar recons. Since so many other faction ships compete with AFs and HACs, why would you be uncomfortable with making the Blood Raiders ships competing with Amarr recons?
Trying to make all the ships the same thing but different hulls.
CCPs idea of balance. |

Illia Vuilleurmier
Blue Republic RvB - BLUE Republic
10
|
Posted - 2013.03.14 21:22:00 -
[176] - Quote
Because letting some ships being poor at their job for the sake of diversity is a better idea. Your idea of balance. Good job with that. |

Diesel47
Bad Men Ltd.
536
|
Posted - 2013.03.14 21:25:00 -
[177] - Quote
Illia Vuilleurmier wrote:Because letting some ships being poor at their job for the sake of diversity is a better idea. Your idea of balance. Good job with that.
Did I say that? Or did you just imagine it. |

Illia Vuilleurmier
Blue Republic RvB - BLUE Republic
10
|
Posted - 2013.03.14 21:28:00 -
[178] - Quote
Well you're the one who imagined in the first place i wanted the ashimmu to be a Pilgrim with another shape. |

Diesel47
Bad Men Ltd.
536
|
Posted - 2013.03.14 21:34:00 -
[179] - Quote
Illia Vuilleurmier wrote:Well you're the one who imagined in the first place i wanted the ashimmu to be a Pilgrim with another shape.
Not really, I was commenting on CCPs recent ship balancing which I disagree with. You are the one that misunderstood. |

Toxic Raioin
Ministry of War Amarr Empire
3
|
Posted - 2013.03.15 00:05:00 -
[180] - Quote
Illia Vuilleurmier wrote:CCP Ytterbium wrote:
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
What would be wrong with that? Nobody has much problems with the fact that the Cynabal is a super Vagabond on steroids (except the fact that it is just *too* good at it) or that the Serpentis ships are basically Gallente ships on steroids with web-bonus-of-doom clearly stepping on the gallente AFs, HACs, and battleships toes, and to some extend Minmatar recons. Since so many other faction ships compete with AFs and HACs, why would you be uncomfortable with making the Blood Raiders ships competing with Amarr recons?
|
|

Toxic Raioin
Ministry of War Amarr Empire
3
|
Posted - 2013.03.15 00:06:00 -
[181] - Quote
Illia Vuilleurmier wrote:CCP Ytterbium wrote:
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
What would be wrong with that? Nobody has much problems with the fact that the Cynabal is a super Vagabond on steroids (except the fact that it is just *too* good at it) or that the Serpentis ships are basically Gallente ships on steroids with web-bonus-of-doom clearly stepping on the gallente AFs, HACs, and battleships toes, and to some extend Minmatar recons. Since so many other faction ships compete with AFs and HACs, why would you be uncomfortable with making the Blood Raiders ships competing with Amarr recons?
imo the Ashimmu should have slightly better resists, more dps, and less neuts/nos slots.It would basically be a tanky dps with a bonus to 1 neut/nos. A ship to be feared for sure but it would be a slow ship.
Want some more DPS? Fly the phantasm/ahacs. Want some more neut/nos power and range? Fly T2 recons.
I think if CCP did this the ship would see a increase in usage since it moves the ship out of the "pvp only" bracket and doesnt focus as much on cap warfare. |

Diesel47
Bad Men Ltd.
541
|
Posted - 2013.03.15 21:19:00 -
[182] - Quote
Illia Vuilleurmier wrote:Well you're the one who imagined in the first place i wanted the ashimmu to be a Pilgrim with another shape.
It's particulalry funny coming from someone who flies a Vigilant in its latest video over let's say, a Deimos or a Thorax. Why do you do that? Because it pounds the two former down to the ground, performing simply better, at the very same task.
Why would you complain if the same nice thing happened to the Ashimmu, or the Phantasm, in regard of other ships?
Lol.
I flew a vigilant because its what I stole from the corp. You are analyzing this too much.  |

Giullare
Insurgent New Eden Tribe RAZOR Alliance
0
|
Posted - 2013.03.18 12:23:00 -
[183] - Quote
Post to confirm that rattlesnkae is fine as it is right now. That's why it sells for 500 mil while other pirate bs hull are between 1-1,4 bil. Seriuosly, rattle is bad for pvp and u can get better ships for pve. |

Giullare
Insurgent New Eden Tribe RAZOR Alliance
0
|
Posted - 2013.03.18 12:26:00 -
[184] - Quote
CCP Ytterbium wrote:[quote=Merin Ryskin]
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
[/list]
|

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
31
|
Posted - 2013.03.18 15:04:00 -
[185] - Quote
CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.[/list]
For the love of god can you people ever leave well enough alone? For the Mach's 1.3B isk hull cost you should be getting all of those things that you listed. The Mach is a specialized ship, its not like there are 500 ship Mach blobs ruining the game for everyone. Some times things don't have to be nerfed. We don't want to play a game where all ships are 100% the same. |

Valea Silpha
Noir. Noir. Mercenary Group
90
|
Posted - 2013.03.18 15:50:00 -
[186] - Quote
amurder Hakomairos wrote:CCP Ytterbium wrote:
Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.[/list] For the love of god can you people ever leave well enough alone? For the Mach's 1.3B isk hull cost you should be getting all of those things that you listed. The Mach is a specialized ship, its not like there are 500 ship Mach blobs ruining the game for everyone. Some times things don't have to be nerfed. We don't want to play a game where all ships are 100% the same.
Price is NOT a balancing factor FFS. Things become the most expensive sub-capital BECAUSE they are over-powered. Supply and demand.
Or to put it another way: if someone gave me a Mach for free does that mean it should have the performance of a noobship?
Ships need to be balanced in relation to each other regardless of price. Eve has proven time after time after time that it does not matter how expensive a tool is, if it gives someone an advantage to use them then they will do. Ever hear about the nano age ? Or have you heard of tracking titans ? CCP has said over and over again that simply being expensive does not allow for something to be 'just better'.
The mach is such a good ship that it isn't even really in the battleship class anymore. It's just its own thing. It has high dps, very good damage projection, best in class speed, extremely versatile slot layout and is just... awesome. For mission running ? Mach is one of the best ships in the game. Incursion running ? Same. Not many people have the balls, but its awesome at PvP too... Sniping ? 13k alpha. Brawling up close ? 900 gun dps with 70km falloff.
The only reason why we don't see huge blobs of Machs is because it costs too much. If you run the numbers, you'll find that if you fit it like an Alpha Maelstrom, it get s 20% more alpha, 20% more dps, 80% more speed (seriously... 835ms vs 1505ms), a radically longer effective range... a choice of either far faster lock time and max possible range (sig amps) or even furhter improved damage projection (TEs). The hull comes with better sensor strength, lower sig, more locked targets, a faster align. Oh and it has a utility high too.
So basically STFU. The mach is so much better than any of the competition that its not funny. It doesn't even need a sweet bonus to something useful to make it an attractive ship to pvp in. The Vindi is a good ship, but you are paying the money for a heavy web platform aspect, rather than the dps. The Bhaalgorn exists exclusively to neut things. If those two didn't have their ewar bonuses, people just wouldn't bother.
The mach either needs to be downgraded to 'good but not so much good its silly' or changed to being useful only in specific situations. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
850
|
Posted - 2013.03.18 16:10:00 -
[187] - Quote
Valea Silpha wrote: Price is NOT a balancing factor FFS. Things become the most expensive sub-capital BECAUSE they are over-powered. Supply and demand.?
Of course it is.
Valea Silpha wrote: Or to put it another way: if someone gave me a Mach for free does that mean it should have the performance of a noobship?
If the mach was free like noob ships then yes they should have the performance of noob ships. Do you not think it would break the game if people just started getting machs and dramiels for free instead of noobships?
Valea Silpha wrote: Ships need to be balanced in relation to each other regardless of price. Eve has proven time after time after time that it does not matter how expensive a tool is, if it gives someone an advantage to use them then they will do. Ever hear about the nano age ? Or have you heard of tracking titans ? CCP has said over and over again that simply being expensive does not allow for something to be 'just better'. .
Actually Eve has proven that cost is a huge factor. All of the navy battleships are better than the vanilla battleships. Yet people still fly the vanilla ones. Why? Cost. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Reppyk
Yarrbear Inc. BricK sQuAD.
371
|
Posted - 2013.03.18 19:03:00 -
[188] - Quote
Cearain wrote:Of course it is. lol
You may not remember but CCP said the same thing about supers (and still, titans has been nerfed 4 times).
Cearain wrote:Actually Eve has proven that cost is a huge factor. All of the navy battleships are better than the vanilla battleships. Yet people still fly the vanilla ones. Why? Cost. Scorpions. And the tiers3 BS are very competitive. And it seems you have missed the memo. Powerblocks are definitively not flying these navy BS, not at all. No no no. Fleet Phoon : not yet, blame ProgodLegend. Fleet Tempest : it's a CFC fleet called "tech fleet". Navy scorp : Shadow Cartel tried them a bit but BS missiles are too bad. Navy Raven : ^see above. Dominix : PL and Init both have a faction domi fleet. Mega : no faction fleet mega for now, true. Imperial arma : one of the most flown ship by heavy pirate gangs. Imperial apoc : standard HBC doctrine as some smaller alliances.
Next time, think a bit before posting thanks.  |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
31
|
Posted - 2013.03.18 19:03:00 -
[189] - Quote
Valea Silpha wrote: Price is NOT a balancing factor FFS. Things become the most expensive sub-capital BECAUSE they are over-powered. Supply and demand.
Ships need to be balanced in relation to each other regardless of price. Eve has proven time after time after time that it does not matter how expensive a tool is, if it gives someone an advantage to use them then they will do. Ever hear about the nano age ? Or have you heard of tracking titans ? CCP has said over and over again that simply being expensive does not allow for something to be 'just better'.
I disagree, in this case price is the balancing factor.
Valea Silpha wrote: The only reason why we don't see huge blobs of Machs is because it costs too much.
Thank you for making my point for me.
Valea Silpha wrote: If you run the numbers, you'll find that if you fit it like an Alpha Maelstrom, it get s 20% more alpha, 20% more dps, 80% more speed (seriously... 835ms vs 1505ms), a radically longer effective range... a choice of either far faster lock time and max possible range (sig amps) or even furhter improved damage projection (TEs). The hull comes with better sensor strength, lower sig, more locked targets, a faster align. Oh and it has a utility high too.
Yes, 20% more alpha, 20% more DPS, 80% more speed but at a 650% price premium.
Valea Silpha wrote: The only reason why we don't see huge blobs of Machs is because it costs too much.
Which is why it is not a ship which is in need of rebalancing. The ship is being used and performing as it should |

Bouh Revetoile
TIPIAKS
258
|
Posted - 2013.03.18 23:36:00 -
[190] - Quote
amurder Hakomairos wrote:if you have the nuts to PvP in a 2B+ ship then you deserve the benefits. So titan pilots deserved the right to blap everything ?
I'm glad CCP don't think like you.
IMO, a BS, with faction BS tank&gank (not even T1), shouldn't be as fast as a cruiser... It's ok for the ship to be better than a T1, but the mach have way too much. |
|

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
31
|
Posted - 2013.03.19 00:03:00 -
[191] - Quote
Bouh Revetoile wrote:amurder Hakomairos wrote:if you have the nuts to PvP in a 2B+ ship then you deserve the benefits. So titan pilots deserved the right to blap everything ? I'm glad CCP don't think like you. IMO, a BS, with faction BS tank&gank (not even T1), shouldn't be as fast as a cruiser... It's ok for the ship to be better than a T1, but the mach have way too much.
Nice straw man argument, when did I ever say anything about expensive ships being invincible? The Mach is far from it, killboards are full of Mach ganks. If a Titan pilot wanted to give up the majority of their tank to be able to blap battleships that sounds like a trade off to me.
How is a Mach as fast as a cruiser? A cruiser with a prop mod is twice as fast as the Mach with the same type of prop mod. |

Cearain
Black Dragon Fighting Society the devil's tattoo
851
|
Posted - 2013.03.19 00:29:00 -
[192] - Quote
Reppyk wrote:Cearain wrote:Of course it is. lolYou may not remember but CCP said the same thing about supers (and still, titans has been nerfed 4 times). Cearain wrote:Actually Eve has proven that cost is a huge factor. All of the navy battleships are better than the vanilla battleships. Yet people still fly the vanilla ones. Why? Cost. Scorpions. And the tiers3 BS are very competitive. And it seems you have missed the memo. Powerblocks are definitively not flying these navy BS, not at all. No no no. Fleet Phoon : not yet, blame ProgodLegend. Fleet Tempest : it's a CFC fleet called "tech fleet". Navy scorp : Shadow Cartel tried them a bit but BS missiles are too bad. Navy Raven : ^see above. Dominix : PL and Init both have a faction domi fleet. Mega : no faction fleet mega for now, true. Imperial arma : one of the most flown ship by heavy pirate gangs. Imperial apoc : standard HBC doctrine as some smaller alliances. Next time, think a bit before posting thanks. 
I didn't say no one is flying the faction battleships. I am saying people are also flying the plain vanilla battleships. If price weren't an issue then we would see allot more dramiels, daredevils, machariels, Baahlgorns, and vindicators. Yet none of them are in the top 20 ships. The reason is cost.
13 of the 20 top ships on evekill are vanilla tech 1 ships. These hulls are not as good as tech 2 or faction hulls so the only reason to prefer them is cost.
16 of the top 20 ships cost less than a vanilla battleship hull.
If fitting out supers cost the same as fitting out tristans we would see a huge increase in their numbers as well. Cost is a significant balancing factor. Its hard to believe people would deny this.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
|

Diesel47
Bad Men Ltd.
542
|
Posted - 2013.03.19 09:55:00 -
[193] - Quote
Bouh Revetoile wrote:amurder Hakomairos wrote:if you have the nuts to PvP in a 2B+ ship then you deserve the benefits. So titan pilots deserved the right to blap everything ? I'm glad CCP don't think like you. IMO, a BS, with faction BS tank&gank (not even T1), shouldn't be as fast as a cruiser... It's ok for the ship to be better than a T1, but the mach have way too much.
I think the mach is perfect in terms of balance. Almost all of the pirate BS are very well balanced and perform well in their respective niche. |

Bouh Revetoile
TIPIAKS
258
|
Posted - 2013.03.19 11:58:00 -
[194] - Quote
amurder Hakomairos wrote:Nice straw man argument, when did I ever say anything about expensive ships being invincible? The Mach is far from it, killboards are full of Mach ganks. If a Titan pilot wanted to give up the majority of their tank to be able to blap battleships that sounds like a trade off to me.
How is a Mach as fast as a cruiser? A cruiser with a prop mod is twice as fast as the Mach with the same type of prop mod. 100MN MWD Machariel speed (no speed mod) : 1505 m/s 10MN MWD Maller speed (no plate, no rig) : 1584 m/s 10MN MWD Moa speed (no plate, no rig) : 1530 m/s How ? By being faster and lighter maybe ? And hopefully cruiser speed have been buffed recently, other wise, mach would be faster than most cruisers... (Yes, the mach was faster than most cruiser before the crusier tiericide). And yet, only the stabber may go twice as fast as a machariel.
Should justify how the mach have faction BS tank and gank too ? And I didn't even talk about damage projection...
And the supply of the machariel is not limited by price but by supply of BPC. IMO, you could multiply this supply by 100 and still sell them all. Supply of mach is not less than other pirate BS ; IMO, there is even a lot more of mach BPC drops because of this demand (more people farming them).
Machariel have way too much, and the cynabal have the same "problem".
You said that price justify benefits, and that's plain wrong.
That's not even me saying this, that is the law of market : benefits justify price, because benefit lead demand.
The machariel have the same place among BS than the pre tiericide Drake had among BC : an almighty warmachine able to do everything, and most of them better than any other ship. |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
34
|
Posted - 2013.03.19 13:42:00 -
[195] - Quote
Bouh Revetoile wrote: 100MN MWD Machariel speed (no speed mod) : 1505 m/s 10MN MWD Maller speed (no plate, no rig) : 1584 m/s 10MN MWD Moa speed (no plate, no rig) : 1530 m/s How ? By being faster and lighter maybe ? And hopefully cruiser speed have been buffed recently, other wise, mach would be faster than most cruisers... (Yes, the mach was faster than most cruiser before the crusier tiericide). And yet, only the stabber may go twice as fast as a machariel.
Your numbers are dated. I just ran a bunch of cruisers through EFT with MWD fit and I cant find one more than a few m/s slower than a Mach and most are faster with double the cap life. Besides, comparing a 10M isk T1 cruiser to a 1.3B isk pirate BS is a bit absurd. A regular T1 BS under MWD approaches 1k m/s speed, why would I not expect that a specialized pirate BS to be 40-50% faster than a vanilla T1 BS using the same prop mod? The specialized faction and pirate cruisers are.
Bouh Revetoile wrote: Should justify how the mach have faction BS tank and gank too ? And I didn't even talk about damage projection...
Have you ever even flown or fit a Mach? Do you even realize that a full T2 max gank fit using 800mm AC is impossible to fit with all skills to 5 and a 5% CPU implant? So to get a full T2 fit you lose a low slot for a cpu mod and the T2 fit Mach with all skills to 5 gets 1135 gun DPS with a 50k EHP tank and 163 HP/s boost (not to mention only 1ish minute cap life with MWD and booster running). A T2 gank fit all skills to 5 Mael gets 1036 gun dps with the same 50k EHP tank and 224 HP/s boost. So for over 600% more cost you are getting only 10% more dps, 40% more speed, and 40% more falloff, but losing 40% of your shield boost. Sounds to me like cost is operating as a perfect balancer here. Want speed and range? Pony up the extra 1.1B for a Mach.
Do you realize that the "overpowered" Mach fits with too much gank and tank you talk about are built using billions of isk in faction and deadspace mods? I'm sorry but if you are flying a 1.3B isk ship with another 3-4B+ isk of bling on it then yes it should perform significantly better than all T1 BS.
Bouh Revetoile wrote: And the supply of the machariel is not limited by price but by supply of BPC. IMO, you could multiply this supply by 100 and still sell them all. Supply of mach is not less than other pirate BS ; IMO, there is even a lot more of mach BPC drops because of this demand (more people farming them).
I'm sorry but you are just wrong here. A quick check of the market shows over 250 Machs available throughout EVE with another dozen or so available on contracts plus 70 or so BPCs. If the supply was limited by BPC availability I would expect to see none available, especially in market hubs as the immense demand would cause them to be purchased as fast as they are put up for sale. As the ship (and its BPC) is readily available for purchase it is cost, not supply, which limits its use.
Bouh Revetoile wrote: The machariel have the same place among BS than the pre tiericide Drake had among BC : an almighty warmachine able to do everything, and most of them better than any other ship.
I don't see how you can possibly justify this statement. The Mach is a specialized ship that is good at specific things. Its not an unbeatable war machine, it isn't "easy mode" like the drake was. It doesn't have significantly more tank or gank than other ships of its class (which are Pirate BS btw, not T1 ships). Without deadspace gear its tank is thin and it has to be actively piloted to account for that. And obviously at its price and role it is going to be better than most other ships. What you need to be doing is making an apples to apples comparison to ships of its class - the other pirate BS.
The biggest issue with the Drake was that its slight advantages resulted in PvP Drake blobs, something that is prevented (and thus balanced) by the cost of the Mach.
Diesel47 wrote: I think the mach is perfect in terms of balance. Almost all of the pirate BS are very well balanced and perform well in their respective niche.
This. Honestly, I think there is a 0% chance that CCP can "balance" the pirate BS without f*ing them up. I get what CCP is doing with the T1 ship rebalances and that is good - each race should have viable ships in all classes and there shouldn't be one or two T1 ships in a class that stand out as significantly better than the rest. Pirate ships are a completely different story though. Their massive price tag means they shouldn't fly like plain vanilla T1 ships, and they shouldn't all be "balanced" like plain vanilla T1 ships. Nerfing these ships will remove the last few ships in the game that are actually fun to fly. |

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
567
|
Posted - 2013.03.19 13:48:00 -
[196] - Quote
Diesel47 wrote:Bouh Revetoile wrote:amurder Hakomairos wrote:if you have the nuts to PvP in a 2B+ ship then you deserve the benefits. So titan pilots deserved the right to blap everything ? I'm glad CCP don't think like you. IMO, a BS, with faction BS tank&gank (not even T1), shouldn't be as fast as a cruiser... It's ok for the ship to be better than a T1, but the mach have way too much. I think the mach is perfect in terms of balance. Almost all of the pirate BS are very well balanced and perform well in their respective niche.
I think the combination of damage projection and mobility is a bit much, I'd look at reducing its falloff. |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
60
|
Posted - 2013.03.19 14:15:00 -
[197] - Quote
amurder Hakomairos wrote:For the love of god can you people ever leave well enough alone? For the Mach's 1.3B isk hull cost you should be getting all of those things that you listed. The Mach is a specialized ship, its not like there are 500 ship Mach blobs ruining the game for everyone. Some times things don't have to be nerfed. We don't want to play a game where all ships are 100% the same. I'm all for the Mach being a good ship, but it practically does everything better than other ships in the game. It's just too damn fast, there is no way one of the physically biggest BS in the game should be able to match the pace of most cruisers, let alone battlecruisers.
Compare it to a Nightmare and the navy ships (ignoring Bhaalgorn/Vindi here due to being quite specialised) - the other ships are massively slower, but similar in most other respects. |

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
34
|
Posted - 2013.03.19 14:36:00 -
[198] - Quote
Mr Floydy wrote:amurder Hakomairos wrote:For the love of god can you people ever leave well enough alone? For the Mach's 1.3B isk hull cost you should be getting all of those things that you listed. The Mach is a specialized ship, its not like there are 500 ship Mach blobs ruining the game for everyone. Some times things don't have to be nerfed. We don't want to play a game where all ships are 100% the same. I'm all for the Mach being a good ship, but it practically does everything better than other ships in the game. It's just too damn fast, there is no way one of the physically biggest BS in the game should be able to match the pace of most cruisers, let alone battlecruisers. Compare it to a Nightmare and the navy ships (ignoring Bhaalgorn/Vindi here due to being quite specialised) - the other ships are massively slower, but similar in most other respects.
The Nightmare is significantly slower than the Mach, but in my opinion this is more an indication that the nightmare needs a speed buff vs. a speed nerf for the Mach. But I would agree that a slight speed nerf is about all they can do without ruining the ship. |

Goldiiee
Superior Ratio High Sec Dropouts
295
|
Posted - 2013.03.19 16:49:00 -
[199] - Quote
I know there are two sides to every argument. As near as I can tell there are the Nerf Mach groups that vary from its OP or that it is too flexible. And the GÇÿLeave it aloneGÇÖ group that believe it is fine and the rest of the Pirate Faction ships need buffed more than the mach needs Nerfed.
As all ships can be OP with enough ISK it would seem that a comparison done through t2 fittings alone escapes most peopleGÇÖs thought process. A similarly fitted mach for my purpose would require a 6% CPU implant and then it would be 75% slower 600dps weaker tank and 400dps less damage. So if I spare my wallet the 4 billion ISK for fittings I can have a maelstrom, ItGÇÖs not OP itGÇÖs just really damn expensive to make it work. If I drop the Faction/T2 ammo to T1 ammo the difference is only a loss of 200dps between the two fits but still 400dps less than the expensive stuff. Still the tank is a dismal 450 not really the GÇÿKing of shipsGÇÖ for a 300 day training investment.
So as a comparison I fitted up a vindicator with T2 vs. Deadspace. And until CCP invents a 16% CPU implant it will never be a T2 fitted ship, but it will probably be left alone in the tieracide.
Why stop there; Nightmare, is a breeze to fit everything on and room to spare, the virtual Swiss Knife of the Pirate faction BSGÇÖs The Blaagorn; Can be setup without gimping the pilot or the fit, especially when the specified role of GÇÿNueting monsterGÇÖ is the primary consideration.
So why all the hate for Machariels, since the fitting requirements also hamstring the pilot into investing so much ISK that undocking in high sec is a risk and Low sec is a veritable CTA magnet. Not because it is so badass that everyone is needed to take it down, but because the killmail is bound to be more enviable than a Tournament prize.
Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
60
|
Posted - 2013.03.19 18:04:00 -
[200] - Quote
I can accept that the Mach is a bit low on cpu if you want to Active shield tank it. I think what bugs me most about the Mach, is that it doesn't have any of the downsides you usually get from flying a Battleship. It's faster than any Battlecruiser, much higher scan res than other Battleships, it aligns like a Battlecruiser - the agility it can have before even putting any nano mods on it is just insane. Huge drone bay too. It can outbrawl anything that can really catch it and anything that can really hurt it you can run from easily unless you fly like a tard.
If CCP take the choice of bringing the other BS up towards the level the Mach is I can't wait |
|

Liang Nuren
Heretic Army Atrocitas
3223
|
Posted - 2013.03.19 18:05:00 -
[201] - Quote
I don't care how many billions in officer fit you throw at a Nightmare, it's still not going to be remotely as useful as the Mach.
-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
|

Inkarr Hashur
Sine Nobilitatis
257
|
Posted - 2013.03.19 18:19:00 -
[202] - Quote
Liang Nuren wrote:I don't care how many billions in officer fit you throw at a Nightmare, it's still not going to be remotely as useful as the Mach.
-Liang
Wow, that's harsh. But fair. The mach just has an absurdly perfect set of bonuses. I direct you to my earlier post here
Really puts perspective on that stupidly-powerful hull. |

Mr Hyde113
Mind Games. Suddenly Spaceships.
8
|
Posted - 2013.03.19 18:22:00 -
[203] - Quote
Liang Nuren wrote:I don't care how many billions in officer fit you throw at a Nightmare, it's still not going to be remotely as useful as the Mach.
-Liang
^This^
The reason the Mach is problematic is speed (duh). Its other characteristics alone, aren't a problem, but when combined with cruiser-like speed, they scale to a ridiculous level. As an attribute, speed is IMO one of the highest priority factors that a ship has to be balanced around. The angel ships do not seem to sacrifice much in other areas to justify their ridiculous speed, which creates problems for ships like the vagabond when compared to the cynabal. |

Goldiiee
Superior Ratio High Sec Dropouts
295
|
Posted - 2013.03.19 22:36:00 -
[204] - Quote
All ships in EVE are balanced by give and take, weakness vs. strength, Yin and Yang, good and bad, yada yada yada.. The fail portion of a mach is its tank, without giving up a firstborn for the cost of fittings it would die in a blaze of fire as soon as it got tackled, so to compensate it was made fast as a scalded cat to make it hard to catch.
Unfortunately the weapon system for a Mach works best when sitting still and any movement causes a noticeable drop in tracking and reduces DPS astonishingly bad when using a MWD and only severely bad when using an AB. As a general rule fighting in 50% falloff will lose 20% of your DPS, add acceleration to that and suddenly you find youGÇÖre only doing 20% of your actual DPS at 50% falloff at moderate speeds. Change tactics and close on the target will improve hits but reduce transversal making it easy for an opponent to hit, while the mach is still trying to bleed off angular to hit them. The point being that the reason a mach has 70km of falloff is because it has 20% of its DPS flying into nothing, or glancing off, when it uses any of the speed bonus whatsoever, the same speed everyone wants gimped off it.
The slot layout for a shield mach is silly for PVP with two slots for point and web, one for propulsion mod leaves two for tank inadequate for all but the most expensive modules, switch to an armour tank and you have thrown away the agility and dps for buffer and tracking but now its a sitting duck waiting to die. Switching to arties and sniper fit is a great idea but the same effect can be accomplished with a Nado for less than the cost of a full cargo hold of ammo.
The training required to max a Mach is daunting for new players with 255 days for core skills, 161 days for gunnery, 99 days for drones, and another 90 days for racial ship skills alone, add any e-war you want and you will spend 2 years perfecting this ship. A cruiser will take you less than half the time to train at most, but after two years of perfecting this ship a player will be well placed to move into Capitals.
The Mach should be left alone because it covers all the training requirements for a superb pilot, it requires learning the tactics for both flying and conflict engagement, it requires learning to fly a non-cap stable fit, using cap like ammo, and ammo like itGÇÖs going out of style, it provides players with a goal that continues to keep accounts active, and players involved. Nerfing it would remove a goalpost for many players with no real up side other than to appease the limited number of haters represented here.
I am confident that CCP is aware of the limitations of a Mach and hopefully they have plans to buff the other pirate faction ships more than Nerf the Mach. Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Diesel47
Bad Men Ltd.
544
|
Posted - 2013.03.19 23:21:00 -
[205] - Quote
Gypsio III wrote:
I think the combination of damage projection and mobility is a bit much, I'd look at reducing its falloff.
And the vindicator is arguably the best brawler in the game. So what?
If you are worried about something being unbalanced, whine about tier 3 BC, they are too fast and project too much damage too far.
|

Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
568
|
Posted - 2013.03.20 00:11:00 -
[206] - Quote
Diesel47 wrote:Gypsio III wrote:
I think the combination of damage projection and mobility is a bit much, I'd look at reducing its falloff.
And the vindicator is arguably the best brawler in the game. So what? If you are worried about something being unbalanced, whine about tier 3 BC, they are too fast and project too much damage too far.
I'm not talking about the Vindicator, I'm talking about the Machariel, silly.
I think you're right about t3 BCs though. |

Inkarr Hashur
Sine Nobilitatis
257
|
Posted - 2013.03.20 00:15:00 -
[207] - Quote
Well yeah, its easy to complain about T3 BCs after a CCP dev has already admitted them being overpowered. |

Bouh Revetoile
TIPIAKS
258
|
Posted - 2013.03.20 13:28:00 -
[208] - Quote
Complain about tier3 BC, but the mach is basicaly a tier3 BC with BS tank + a heavy neutralizer...
If tier3 BC may be OP, mach is far more OP than them.
[Machariel, quick&dirty]
7x 800mm Repeating Artillery II (Republic Fleet EMP L) Heavy Energy Neutralizer II
100MN Microwarpdrive II 2x Large Shield Extender II Adaptive Invulnerability Field II Warp Disruptor II
3x Gyrostabilizer II 2x Tracking Enhancer II Nanofiber Internal Structure II Damage Control II
Large Anti-EM Screen Reinforcer I 2x Large Core Defense Field Extender I
100kehp ; 764 dps@8+88 km w/ barrage ; 959dps@4+59 km w/ RF EMP ; 1646 m/s cold ; 9,58s align time w/ MWD ; neutra to melt down frigates and cruisers (like if that was required).
And we are talking here about a shield tanked ship with 7 low slots, go figure.
As for the supply of BPC being what limit machariel proliferation, it is true. Those who don't agree should learn about economy. Machariel cost 162M isk in minerals to build, and I bet other pirate BS cost about the same. |

RavenPaine
raven alliance
376
|
Posted - 2013.03.20 14:51:00 -
[209] - Quote
Has anybody seen the Phantasm thread? I cannot seem to find it. |

Inkarr Hashur
Sine Nobilitatis
266
|
Posted - 2013.03.20 16:21:00 -
[210] - Quote
RavenPaine wrote:Has anybody seen the Phantasm thread? I cannot seem to find it.
You are in the wrong place sir, this is the Machariel thread. |
|

Liang Nuren
Heretic Army Atrocitas
3223
|
Posted - 2013.03.20 17:01:00 -
[211] - Quote
RavenPaine wrote:Has anybody seen the Phantasm thread? I cannot seem to find it.
Many of the same problems that apply to the Phantasm apply to the Nightmare/Mach conversation. I don't begrudge it overly much. I still contend that brawling laser ships (even with a tracking bonus and enough mids for a web) is a bad idea. I'd much rather see semi fast optimal bonused laser kiting ships. :)
-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
|

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
36
|
Posted - 2013.03.20 18:17:00 -
[212] - Quote
Mr Hyde113 wrote: The reason the Mach is problematic is speed (duh). Its other characteristics alone, aren't a problem, but when combined with cruiser-like speed, they scale to a ridiculous level. As an attribute, speed is IMO one of the highest priority factors that a ship has to be balanced around. The angel ships do not seem to sacrifice much in other areas to justify their ridiculous speed, which creates problems for ships like the vagabond when compared to the cynabal.
The reason the Mach has that speed is because it has only 5 mid slots unlike the other shield tanked pirate BS (Nightmare and Rattle) which have 7. So yes, you get extra speed to help mitigate incoming damage but you are also basically forced into spending 2B+ isk on your tank since you only have 3 slots available. Any reduction in the Mach's speed would require an addition of a 6th midslot to balance it. |

Liang Nuren
Heretic Army Atrocitas
3225
|
Posted - 2013.03.20 19:56:00 -
[213] - Quote
amurder Hakomairos wrote:Mr Hyde113 wrote: The reason the Mach is problematic is speed (duh). Its other characteristics alone, aren't a problem, but when combined with cruiser-like speed, they scale to a ridiculous level. As an attribute, speed is IMO one of the highest priority factors that a ship has to be balanced around. The angel ships do not seem to sacrifice much in other areas to justify their ridiculous speed, which creates problems for ships like the vagabond when compared to the cynabal.
The reason the Mach has that speed is because it has only 5 mid slots unlike the other shield tanked pirate BS (Nightmare and Rattle) which have 7. So yes, you get extra speed to help mitigate incoming damage but you are also basically forced into spending 2B+ isk on your tank since you only have 3 slots available. Any reduction in the Mach's speed would require an addition of a 6th midslot to balance it.
I don't see how you are forced into spending 2B to have a viable Mach. Please stop making things up. You're derailing a great thread about the Phantasm.
-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
|

amurder Hakomairos
Fellowship Of Lost Souls Rebel Alliance of New Eden
36
|
Posted - 2013.03.20 20:07:00 -
[214] - Quote
Liang Nuren wrote:
I don't see how you are forced into spending 2B to have a viable Mach. Please stop making things up. You're derailing a great thread about the Phantasm.
-Liang
Depends on what you are trying to do. I doubt you will be able to tank a DED 8/10 or 10/10 with a T2 tank. |

Din Tempre
Imperfects Negative-Feedback
17
|
Posted - 2013.03.20 20:12:00 -
[215] - Quote
I love the phantasm. Was my first faction cruiser and still have that exact ship despite many different adventures, including several solo sightseeing tours through various null.
I'm going to suggest something radical for sansha ships - MJD spool up speed and non-covert cloak speed bonuses (while still keeping their damage). They scream predator and giving them the ability to "pounce" would be a very unique flavor to bring to EVE, and still distinct from the recons which are a true ambush. |

Liang Nuren
Heretic Army Atrocitas
3225
|
Posted - 2013.03.20 20:17:00 -
[216] - Quote
amurder Hakomairos wrote:Liang Nuren wrote:
I don't see how you are forced into spending 2B to have a viable Mach. Please stop making things up. You're derailing a great thread about the Phantasm.
-Liang
Depends on what you are trying to do. I doubt you will be able to tank a DED 8/10 or 10/10 with a T2 tank.
 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
|

Mr Floydy
Questionable Ethics. Ministry of Inappropriate Footwork
60
|
Posted - 2013.03.20 20:31:00 -
[217] - Quote
amurder Hakomairos wrote:Any reduction in the Mach's speed would require an addition of a 6th midslot to balance it. Can have some mid slots if you want, in expense for the lows to stop people fitting 3x gyro 3x TE ;)
Of course you could just fit an armour tank, and still probably outpace any other Battleship in the game... |

Diesel47
Bad Men Ltd.
548
|
Posted - 2013.03.20 22:59:00 -
[218] - Quote
Gypsio III wrote:Diesel47 wrote:Gypsio III wrote:
I think the combination of damage projection and mobility is a bit much, I'd look at reducing its falloff.
And the vindicator is arguably the best brawler in the game. So what? If you are worried about something being unbalanced, whine about tier 3 BC, they are too fast and project too much damage too far. I'm not talking about the Vindicator, I'm talking about the Machariel, silly. I think you're right about t3 BCs though.
No, my point was the faction battleships being amazing at their roles isn't a bad thing.
The mach being the best kiting ship doesn't matter. The same way the vindi being the best brawler doesn't matter.
Neither need nerfs, they are perfect as they are. |

Reppyk
Yarrbear Inc. BricK sQuAD.
372
|
Posted - 2013.03.20 23:24:00 -
[219] - Quote
amurder Hakomairos wrote:Depends on what you are trying to do. I doubt you will be able to tank a DED 8/10 or 10/10 with a T2 tank. What in the... Oh nevermind. 
|

Lenier Chenal
Anomalous Existence Existential Anxiety
23
|
Posted - 2013.03.21 02:25:00 -
[220] - Quote
Goldiiee wrote:All ships in EVE are balanced by give and take, weakness vs. strength, Yin and Yang, good and bad, yada yada yada.. The fail portion of a mach is its tank, without giving up a firstborn for the cost of fittings it would die in a blaze of fire as soon as it got tackled, so to compensate it was made fast as a scalded cat to make it hard to catch.
Unfortunately the weapon system for a Mach works best when sitting still and any movement causes a noticeable drop in tracking and reduces DPS astonishingly bad when using a MWD and only severely bad when using an AB. As a general rule fighting in 50% falloff will lose 20% of your DPS, add acceleration to that and suddenly you find youGÇÖre only doing 20% of your actual DPS at 50% falloff at moderate speeds. Change tactics and close on the target will improve hits but reduce transversal making it easy for an opponent to hit, while the mach is still trying to bleed off angular to hit them. The point being that the reason a mach has 70km of falloff is because it has 20% of its DPS flying into nothing, or glancing off, when it uses any of the speed bonus whatsoever, the same speed everyone wants gimped off it.
The slot layout for a shield mach is silly for PVP with two slots for point and web, one for propulsion mod leaves two for tank, inadequate for all but the most expensive modules, switch to an armour tank and you have thrown away the agility and dps for buffer and tracking but now its a sitting duck waiting to die. Switching to arties and sniper fit is a great idea but the same effect can be accomplished with a Nado for less than the cost of a full cargo hold of ammo.
The training required to max a Mach is daunting for new players with 255 days for core skills, 161 days for gunnery, 99 days for drones, and another 90 days for racial ship skills alone, add any e-war you want and you will spend 2 years perfecting this ship. A cruiser will take you less than half the time to train at most, but after two years of perfecting this ship a player will be well placed to move into Capitals.
The Mach should be left alone because it covers all the training requirements for a superb pilot, it requires learning the tactics for both flying and conflict engagement, it requires learning to fly a non-cap stable fit, using cap like ammo, and ammo like itGÇÖs going out of style, it provides players with a goal that continues to keep accounts active, and players involved. Nerfing it would remove a goalpost for many players with no real up side other than to appease the limited number of haters represented here.
I am confident that CCP is aware of the limitations of a Mach and hopefully they have plans to buff the other pirate faction ships more than Nerf the Mach.
You always armor tank Machs, because you can use implants and links to make it go stupid fast still. You have awesome tank. You can also barely armor tank it and use armor implants, keeps it fast still. |
|

Goldiiee
Superior Ratio High Sec Dropouts
300
|
Posted - 2013.03.21 02:45:00 -
[221] - Quote
Lenier Chenal wrote:
You always armor tank Machs, because you can use implants and links to make it go stupid fast still. You have awesome tank. You can also barely armor tank it and use armor implants, keeps it fast still.
Of course it can be armour tanked, or shield tanked, my point was that as a solo ship without the fleet boost or implant boosts, is it really so incredible that it needs changed to make it less incredible. For that matter if you throw 4 to 6 billion in a ship, any ship, is it going to suck. And if you don't throw a few billion into a Mach does it shine so much more that any other ship.
Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Diesel47
Bad Men Ltd.
550
|
Posted - 2013.03.21 03:05:00 -
[222] - Quote
Keep in mind when you fight machs in PvP they probably have snakes, quafe zero, and loki boosters. Aswell as skill and experience. |

Lucine Delacourt
Compound Interests
0
|
Posted - 2013.03.22 23:29:00 -
[223] - Quote
I think the issue is more that the Mach is OP compared to the other pirate BS's (outside of very few specific situations) and less that it is OP in general. Realistically Pirate BS's/Marauders should be the best subcap ships. Unfortunately as it stands, Angel ships tend to be a bit better than their Gurista/Serpentis/BloodRaider counterparts and a fair sight better than the Sansha ships.
I am fine with buffing the other pirate ships instead of nerfing the Angel ships, as you suggested earlier but I think it is pretty clear that something one way or the other should be done. |

Diesel47
Bad Men Ltd.
562
|
Posted - 2013.03.22 23:42:00 -
[224] - Quote
Lucine Delacourt wrote:I think the issue is more that the Mach is OP compared to the other pirate BS's (outside of very few specific situations) and less that it is OP in general. Realistically Pirate BS's/Marauders should be the best subcap ships. Unfortunately as it stands, Angel ships tend to be a bit better than their Gurista/Serpentis/BloodRaider counterparts and a fair sight better than the Sansha ships. I am fine with buffing the other pirate ships instead of nerfing the Angel ships, as you suggested earlier but I think it is pretty clear that something one way or the other should be done.
How is the Mach more "OP" than a Bhaalgorn, or a vindicator?
They perform different roles, and they are the best at what they do. So I don't see how you'd even go about comparing them. |

Cambarus
Aliastra Gallente Federation
290
|
Posted - 2013.03.22 23:48:00 -
[225] - Quote
Diesel47 wrote: How is the Mach more "OP" than a Bhaalgorn, or a vindicator?
They perform different roles, and they are the best at what they do. So I don't see how you'd even go about comparing them.
This. The mach isn't OP, it's just good at its role. It will never come close to being the brawler that the vindi is, nor will it ever be the support beast that is the bhaal, or the piece of overtanked **** that is the rattlesnake..?
The reason people think the mach is OP is mostly that its niche is a rather large one, as hit and run pvp is one of the main ways to pewpew in this game, and because of how it flies it's worth risking more isk in it, since it's harder to catch and kill.
EDIT: Also please fix the phantasm CCP.
EDIT AGAIN: Some more cap and an extra turret would be nice. |

Tilo Rhywald
INVARIANT TENSOR
1
|
Posted - 2013.03.25 14:27:00 -
[226] - Quote
Din Tempre wrote:I love the phantasm. Was my first faction cruiser and still have that exact ship despite many different adventures, including several solo sightseeing tours through various null.
I'm going to suggest something radical for sansha ships - MJD spool up speed and non-covert cloak speed bonuses (while still keeping their damage). They scream predator and giving them the ability to "pounce" would be a very unique flavor to bring to EVE, and still distinct from the recons which are a true ambush.
Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK).
Liang Nuren wrote:
Many of the same problems that apply to the Phantasm apply to the Nightmare/Mach conversation. I don't begrudge it overly much. I still contend that brawling laser ships (even with a tracking bonus and enough mids for a web) is a bad idea. I'd much rather see semi fast optimal bonused laser kiting ships. :)
-Liang
Maybe I missed it somewhere else or I'm just incapable of finding it... Would you be so kind to provide me with an explanation for this opinion? I'm earnestly interested, not trying to provoke - I'll always follow the best argument. :)
I've found that for example an AB-active-brawling Phantasm with two medium nosferatus (lol, I know... I'd much rather use two medium neuts, but the abysmal cap on this thing leaves me no choice) can work extremely well. However, crystals are a must, and that shouldn't be so. Hence I repeat my suggestion to make the Caldari bonus a shield resist bonus. That makes much more sense anyway than a laser damage bonus from a storyline perspective aswell as that would be a "typical" Caldari bonus. I'm against an active shield bonus as it limits you to one form of tanking, and for example the option of a kiting buffer tachyon Phantasm or something should still be open.
Once more about the role: What would be unique about the Phantasm if it became a Zealot with a better shield tank and a lot less damage if nano'd or a Vagabond with lasers? I believe there are enough very good cruiser-sized kiting setups. Also... what use are two med neuts if you're constantly fighting outside their effective range (yes, combating tacklers etc., but I'm a fan of applying the power of all my mods on one opponent, and not having to waste pg/cpu for mere "back-up"-mods). With web/scram and an AB Phantasm is capable of dictating range within brawling (scramming) distance to make effective use of the relatively long laser optimal and certain utility highslot options - at least once its base speed has been brought up to at least t1 cruiser level. -.-
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)
Cheers, Tilo R. |

Fon Revedhort
Monks of War Out of Sight.
1009
|
Posted - 2013.03.25 14:53:00 -
[227] - Quote
Cambarus wrote:Diesel47 wrote: How is the Mach more "OP" than a Bhaalgorn, or a vindicator?
They perform different roles, and they are the best at what they do. So I don't see how you'd even go about comparing them.
This. The mach isn't OP, it's just good at its role. It will never come close to being the brawler that the vindi is, nor will it ever be the support beast that is the bhaal, or the piece of overtanked **** that is the rattlesnake..? The reason people think the mach is OP is mostly that its niche is a rather large one, as hit and run pvp is one of the main ways to pewpew in this game, and because of how it flies it's worth risking more isk in it, since it's harder to catch and kill. Good point. Fix TEs and you'll see how "OP" Machariel really is and what actually comes from one single OP module.
It still might be a little OP, but surely not that much as some people tend to believe. My campaign for CSM 8 |

Lucine Delacourt
Compound Interests
0
|
Posted - 2013.03.25 16:38:00 -
[228] - Quote
Cambarus wrote:Diesel47 wrote: How is the Mach more "OP" than a Bhaalgorn, or a vindicator?
They perform different roles, and they are the best at what they do. So I don't see how you'd even go about comparing them.
This. The mach isn't OP, it's just good at its role. It will never come close to being the brawler that the vindi is, nor will it ever be the support beast that is the bhaal, or the piece of overtanked **** that is the rattlesnake..? The reason people think the mach is OP is mostly that its niche is a rather large one, as hit and run pvp is one of the main ways to pewpew in this game, and because of how it flies it's worth risking more isk in it, since it's harder to catch and kill. EDIT: Also please fix the phantasm CCP. EDIT AGAIN: Some more cap and an extra turret would be nice.
Not sure what niche the NM really fits in but you guys are more or less right about the Bhaal, Vindi, Rattler and Mach. My issue(others may disagree) is that the Mach's "Niche" is far larger and more typical of the standard Eve experience. That and it is also the second best at all of the other Pirate BS's roles.
I happen to be in the group that is pulling for keeping the Angel shipline where it is and giving varying amounts of love to the other pirate hulls. The Vindi and Bhall need only the slightest nudge. The Rattler is barely better than the Gila rather than being a linear improvement. The Sansha ships are the weakest of the group and the Phantasm is the poster child for their plight.
Maybe using the term OP in my first post was overstating the discrepancy in hull quality. While they might not be OP, the Angel ships are the best of the group and the Phantasm specifically is bringing up the rear. |

Drake Doe
SVER True Blood Unclaimed.
99
|
Posted - 2013.03.25 16:41:00 -
[229] - Quote
I bet the trend will continue with the noob ships, despite the sansha one having a utility slot |

Liang Nuren
Heretic Army Atrocitas
3230
|
Posted - 2013.03.25 17:31:00 -
[230] - Quote
Tilo Rhywald wrote:Din Tempre wrote:I love the phantasm. Was my first faction cruiser and still have that exact ship despite many different adventures, including several solo sightseeing tours through various null.
I'm going to suggest something radical for sansha ships - MJD spool up speed and non-covert cloak speed bonuses (while still keeping their damage). They scream predator and giving them the ability to "pounce" would be a very unique flavor to bring to EVE, and still distinct from the recons which are a true ambush. Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK). Liang Nuren wrote:
Many of the same problems that apply to the Phantasm apply to the Nightmare/Mach conversation. I don't begrudge it overly much. I still contend that brawling laser ships (even with a tracking bonus and enough mids for a web) is a bad idea. I'd much rather see semi fast optimal bonused laser kiting ships. :)
-Liang
Maybe I missed it somewhere else or I'm just incapable of finding it... Would you be so kind to provide me with an explanation for this opinion? I'm earnestly interested, not trying to provoke - I'll always follow the best argument. :) I've found that for example an AB-active-brawling Phantasm with two medium nosferatus (lol, I know... I'd much rather use two medium neuts, but the abysmal cap on this thing leaves me no choice) can work extremely well. However, crystals are a must, and that shouldn't be so. Hence I repeat my suggestion to make the Caldari bonus a shield resist bonus. That makes much more sense anyway than a laser damage bonus from a storyline perspective aswell as that would be a "typical" Caldari bonus. I'm against an active shield bonus as it limits you to one form of tanking, and for example the option of a kiting buffer tachyon Phantasm or something should still be open. Once more about the role: What would be unique about the Phantasm if it became a Zealot with a better shield tank and a lot less damage if nano'd or a Vagabond with lasers? I believe there are enough very good cruiser-sized kiting setups. Also... what use are two med neuts if you're constantly fighting outside their effective range (yes, combating tacklers etc., but I'm a fan of applying the power of all my mods on one opponent, and not having to waste pg/cpu for mere "back-up"-mods). With web/scram and an AB the Phantasm is capable of dictating range within brawling (scramming) distance to make effective use of the relatively long laser optimal and certain utility highslot options - at least once its base speed has been brought up to at least t1 cruiser level. -.- 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) Cheers, Tilo R.
Sure, no problem. I made a long detailed post in the first couple of pages of this thread where this opinion was established.
-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
|
|

Lord Fudo
Center for Advanced Studies Gallente Federation
33
|
Posted - 2013.03.25 19:21:00 -
[231] - Quote
As much as I love the Mach, i can see CCP nerfing it quite a bit. Most likely they will nerf its fitting in some way. I doubt they will reduce its speed since ACartel are naturally fast ships. They will probably bloat its sig radius. I could see them doing that to the Cynabal. |

Tilo Rhywald
INVARIANT TENSOR
1
|
Posted - 2013.03.25 19:48:00 -
[232] - Quote
Liang Nuren wrote:
Sure, no problem. I made a long detailed post in the first couple of pages of this thread where this opinion was established.
-Liang
Ah, I suppose you mean the following:
Liang Nuren wrote:First, I think it needs to be said that medium pulse is not long range enough when compared to blasters and (especially) autocannons. A large part of the problem is that I naturally expect pulse lasers to be able to attack throughout a typical engagement range. FMP was conceived with a "natural" range of 20km and Heavy Pulse with a "natural" range of about 24km. Since that time, we've seen T2 points and overheat and the proliferation of skirmish links.
In a fairly typical small gang we can see engagement ranges stretch out to somewhere between 30km (overheated T2 point) and 45km (overheated T2 point, loki links). This makes "kiting" in a laser ship a dubious affair IMO. More importantly, it also removes the ability for lasers on the more painfully slow hulls to fight off kiting ships. If we were just talking about the longer ranged projectile ships like the Vagabond or optimal bonused ships like the Zealot I don't think this would matter as much as it does. However, we're facing the situation where blaster ships trivially outrange T2 point range - and medium pulse range.
But you're not talking about medium blasters here? Only Eagle, Ferox, Vulture and Vigilant can outreach T2 disruption range with heavy neutron blasters and null, and it's anything but trivial: You're already beyond falloff with most fittings. So in this regard heavy pulse lasers aren't outclassed, and when it comes to the tracking-bonused Phantasm, the heavy pulse lasers with scorch track only about 6% worse than heavy neutrons with null. That's not nearly enough of a distinction to say that the Phantasm can't brawl effectively. (only comparing to blasters atm, as they use cap and are chained to fixed damage tyoes aswell)
Liang Nuren wrote: That is to say that conceptually I'd say lasers should both be the best kiting weapon (when mounted on an appropriate hull) and the best anti kiting weapon (when not). They should have fairly high DPS (which they do), be fairly weak up close (which they are), and restricted in damage type (which they are).
I can follow you here to some extent, but brawling doesn't neccessarily mean sitting at zero. Even within scram/brawling range, distance dictation does matter, obviously.
Liang Nuren wrote: All of that said, I think the ship could be basically ok with 4 turrets (5 highs) and the equivalent of a LCB II stuffed into its pathetic capacitor. You might also want to nudge up the speed and agility on the ship because you only have 3 lows to stuff the requisite 2 HS, 2 TE, 2 Nano, DC into.
An optimal bonus would also help emphasize the kiting role over a brawling role - because let's just be honest: a brawling laser ship with like 10 capacitor in a land where every ship in the game has a "utility/anti-frig neut" fit is just ******* stupid.
I think we all agree that with its current capacitor even a single medium neut can pose a serious threat to a close-range active (cap-injected) Phantasm. But when we're talking about giving it a certain role, and hopefully buffing it in the process, the argument that the brawling role is generally "******* stupid" simply makes no sense. And since everybody does seem to consent that its speed/agility should be enhanced aswell, why not give it a set of boni that leave both options open to the fitting skills of the pilot (beam kiter, pulse brawler, e.g.). The tracking/resist-boni-combination might just achieve that.
As for the 4th turret... why? It'd pretty much negate any future buff to the capacitor, would gimp the powergrid (unless trading a T2 heavy pulse laser for a T2 medium neut), and would make it just yet another one of those "X turrets/launchers + 1 utility" hulls, which are so commonplace it's just annoying. Pirate faction ships are supposed to excel beyond T2 boats in their abilities (which include a range of viable fitting possibilites), not just in their ehp/dps-ratio. :)
Cheers, Tilo R. |

Din Tempre
Imperfects Negative-Feedback
23
|
Posted - 2013.03.25 20:41:00 -
[233] - Quote
Tilo Rhywald wrote:Din Tempre wrote:I love the phantasm. Was my first faction cruiser and still have that exact ship despite many different adventures, including several solo sightseeing tours through various null.
I'm going to suggest something radical for sansha ships - MJD spool up speed and non-covert cloak speed bonuses (while still keeping their damage). They scream predator and giving them the ability to "pounce" would be a very unique flavor to bring to EVE, and still distinct from the recons which are a true ambush. Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK).
True they only introduced the one module so far, but that can easily be remedied with a fitting bonus or giving us the other class of MJD. As far as the two utility highs, what if they add the turret or launcher (or both) and the cloak bonus? Neuts are what people want to fit in utility highs 99% of the time, but those are a staple of the blood raiders, which is very synergistic with their lore. Sansha doesn't drain people, he comes from the shadows to enlighten them. A very dark illuminati vibe. Hence why I suggested playing up the ability to slip into and out of a fight. If the phantasm is supposed to be a brawler, the ability to jump from out of range to in their face is a very powerful ability. And if they successfully disengage, you will never find them again until they choose.
Sounds viable solo and in groups to me... |

Goldiiee
Superior Ratio High Sec Dropouts
312
|
Posted - 2013.03.27 02:42:00 -
[234] - Quote
Well we can stop discussing the Mach in this thread now, the new and improved (proposed) tracking enhancers will ballance the Mach with the precision of a chainsaw pruning a rosebush.
Dropping falloff from 60km to 45km with two TE's II.
My math could be wrong anyone else checking this? Reason and logic never wins over Stubborn and Convinced (But I still try..) |

Liang Nuren
Heretic Army Atrocitas
3231
|
Posted - 2013.03.27 17:51:00 -
[235] - Quote
The TE changes are interesting and I'm not sure how things will shake out. I'll need to play with it some.
-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
|

Fon Revedhort
Monks of War Out of Sight.
1022
|
Posted - 2013.03.27 17:59:00 -
[236] - Quote
Goldiiee wrote:Well we can stop discussing the Mach in this thread now, the new and improved (proposed) tracking enhancers will ballance the Mach with the precision of a chainsaw pruning a rosebush.
Dropping falloff from 60km to 45km with two TE's II.
My math could be wrong anyone else checking this? 59 -> 50.7 actually.
36 is base falloff with 800s and no extra mods. My campaign for CSM 8 |

Tilo Rhywald
INVARIANT TENSOR
1
|
Posted - 2013.03.28 15:20:00 -
[237] - Quote
Din Tempre wrote:Tilo Rhywald wrote: Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK).
True they only introduced the one module so far, but that can easily be remedied with a fitting bonus or giving us the other classes of MJD. As far as the two utility highs, what if they add the turret or launcher (or both) and the cloak bonus? Neuts are what people want to fit in utility highs 99% of the time, but those are a staple of the blood raiders, which is very synergistic with their lore. Sansha doesn't drain people, he comes from the shadows to enlighten them. A very dark illuminati vibe. Hence why I suggested playing up the ability to slip into and out of a fight. If the phantasm is supposed to be a brawler, the ability to jump from out of range to in their face is a very powerful ability. And if they successfully disengage, you will never find them again until they choose. Sounds viable solo and in groups to me... Furthermore, nothing is to say you would have to use the cloak after all. You'd still have 2 slots for unbonused neuts if you wanted to preserve that fitting style.
Yes, but then there'd be a bonus of which I would make no use, and I consider not using (all) the specific advantages of a certain ship to be a waste in all cases - even if it works somehow (shield-Hyperion for example). Otherwise, I really like the atmospheric connotation you describe as "illuminati vibe". =) If a medium MJD should be introduced it would still hold some problems for solo brawlers... "successfully disengaging" with any lengthy cool-down is a problem (if you have a victim isolated and killed quickly while the blob is closing in on you), otherwise a single scram will ruin your day because you lack an afterburner; fitting double-prop damages the tank of your Phantasm greatly (if you don't want to drop the web) and you probably get pg/cpu issues. For the idea to work you really have to combine it with a cloak somehow, too. Otherwise I doubt people would say "I wonder why this Phantasm is moving to 100k..." and sit still. ;)
With such a complexity of things to consider it'd probably take CCP another few years to balance this ship, so I still stand by my earlier "conventional" propositions. Please excuse this slightly polemical argument. ;)
Cheers, Tilo R. |

Din Tempre
Imperfects Negative-Feedback
28
|
Posted - 2013.03.28 20:49:00 -
[238] - Quote
Tilo Rhywald wrote:Din Tempre wrote:Tilo Rhywald wrote: Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK).
True they only introduced the one module so far, but that can easily be remedied with a fitting bonus or giving us the other classes of MJD. As far as the two utility highs, what if they add the turret or launcher (or both) and the cloak bonus? Neuts are what people want to fit in utility highs 99% of the time, but those are a staple of the blood raiders, which is very synergistic with their lore. Sansha doesn't drain people, he comes from the shadows to enlighten them. A very dark illuminati vibe. Hence why I suggested playing up the ability to slip into and out of a fight. If the phantasm is supposed to be a brawler, the ability to jump from out of range to in their face is a very powerful ability. And if they successfully disengage, you will never find them again until they choose. Sounds viable solo and in groups to me... Furthermore, nothing is to say you would have to use the cloak after all. You'd still have 2 slots for unbonused neuts if you wanted to preserve that fitting style. Yes, but then there'd be a bonus of which I would make no use, and I consider not using (all) the specific advantages of a certain ship to be a waste in all cases - even if it works somehow (shield-Hyperion for example). Otherwise, I really like the atmospheric connotation you describe as "illuminati vibe". =) If a medium MJD should be introduced it would still hold some problems for solo brawlers... "successfully disengaging" with any lengthy cool-down is a problem (if you have a victim isolated and killed quickly while the blob is closing in on you), otherwise a single scram will ruin your day because you lack an afterburner; fitting double-prop damages the tank of your Phantasm greatly (if you don't want to drop the web) and you probably get pg/cpu issues. For the idea to work you really have to combine it with a cloak somehow, too. Otherwise I doubt people would say "I wonder why this Phantasm is moving to 100k..." and sit still. ;) With such a complexity of things to consider it'd probably take CCP another few years to balance this ship, so I still stand by my earlier "conventional" propositions. Please excuse this slightly polemical argument. ;) Cheers, Tilo R.
Perhaps that's an issue with the function of the MJD itself more than the idea of the bonus. CCP has been experimenting with dual state mods lately... perhaps the mircojump costs isotopes but unloaded it functions somewhere between the afterburner and the MWD? Or the Phantasm bonus simply could be 20% base speed/level with the MJD equiped (would also work as a blackops style speed bonus under cloak with the same bonus). Sansha clearly has the best jump drive tech as evidence by the incursions; why not play up on that?
|

Rel'k Bloodlor
Mecha Enterprises Fleet Villore Accords
206
|
Posted - 2013.03.28 22:42:00 -
[239] - Quote
They did for a sec with the supercarrier and there was some theory craft on the implications of a super that could go really far and ya.. I thought it was awsome but most didn't and it was change to what it is today but on gird shenanigans are a diff story. really it needs a little stat shifting and way more dps, it was that way back in the day and they just never caught up. I am in Factional Warfare. Have been from day one.-á-áI will never work for a mega corp in null-sec. Do not make FW like null-sec. Were is the FW exclusive frigate sized ship? I see the cruiser and battle ship.......... |

Tilo Rhywald
INVARIANT TENSOR
1
|
Posted - 2013.03.29 20:00:00 -
[240] - Quote
Din Tempre wrote:Tilo Rhywald wrote:Din Tempre wrote:Tilo Rhywald wrote: Aren't MJDs battleship-sized modules? I think the black-ops-style cloak speed bonus is interesting, but after some consideration I find the loss of 50% of the utility highs to make use of it rather not worthwhile. Two of them is really one of the stand-out characteristics of the sansha boats, and they're what (potentially!) makes them extremely viable solo options (currently only with astronomical sums of ISK).
True they only introduced the one module so far, but that can easily be remedied with a fitting bonus or giving us the other classes of MJD. As far as the two utility highs, what if they add the turret or launcher (or both) and the cloak bonus? Neuts are what people want to fit in utility highs 99% of the time, but those are a staple of the blood raiders, which is very synergistic with their lore. Sansha doesn't drain people, he comes from the shadows to enlighten them. A very dark illuminati vibe. Hence why I suggested playing up the ability to slip into and out of a fight. If the phantasm is supposed to be a brawler, the ability to jump from out of range to in their face is a very powerful ability. And if they successfully disengage, you will never find them again until they choose. Sounds viable solo and in groups to me... Furthermore, nothing is to say you would have to use the cloak after all. You'd still have 2 slots for unbonused neuts if you wanted to preserve that fitting style. Yes, but then there'd be a bonus of which I would make no use, and I consider not using (all) the specific advantages of a certain ship to be a waste in all cases - even if it works somehow (shield-Hyperion for example). Otherwise, I really like the atmospheric connotation you describe as "illuminati vibe". =) If a medium MJD should be introduced it would still hold some problems for solo brawlers... "successfully disengaging" with any lengthy cool-down is a problem (if you have a victim isolated and killed quickly while the blob is closing in on you), otherwise a single scram will ruin your day because you lack an afterburner; fitting double-prop damages the tank of your Phantasm greatly (if you don't want to drop the web) and you probably get pg/cpu issues. For the idea to work you really have to combine it with a cloak somehow, too. Otherwise I doubt people would say "I wonder why this Phantasm is moving to 100k..." and sit still. ;) With such a complexity of things to consider it'd probably take CCP another few years to balance this ship, so I still stand by my earlier "conventional" propositions. Please excuse this slightly polemical argument. ;) Cheers, Tilo R. Perhaps that's an issue with the function of the MJD itself more than the idea of the bonus. CCP has been experimenting with dual state mods lately... perhaps the mircojump costs isotopes but unloaded it functions somewhere between the afterburner and the MWD? Or the Phantasm bonus simply could be 20% base speed/level with the MJD equiped (would also work as a blackops style speed bonus under cloak with the same bonus). Sansha clearly has the best jump drive tech as evidence by the incursions; why not play up on that?
Yes, that's a really nice and unique idea. A lot of things have to be implemented/introduced or changed though, and while I would see it as a possible task to be handled in an acceptable time frame myself, experience with CCP raises doubts, and I'd be mutch happier if the Phantasm received its much needed buff rather sooner than later... Two iterations maybe? This "black-ops-on-grid-mjd-puncing-role" is a really creative approach I' find very interesting. |
|

Kenerian
BLOOM.
13
|
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?
|

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.
|

Kenerian
BLOOM.
15
|
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
|

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
|

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.
|

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.
|

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
|

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
|
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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Gypsio III
Questionable Ethics. Ministry of Inappropriate Footwork
680
|
Posted - 2013.04.25 15:08:00 -
[271] - Quote
It's no coincidence that the subpar pirate factions are the ones that have no special ability. Angel - mobility and damage projection; Raiders - neuts and webs; Serpentis - webs and DPS. Neither Sansha nor Guristas have any special feature that sets them apart from any other generic gank 'n' tank ship.
Covert ops cloaky Sansha may be a bit tricky to balance. But what would a Guristas special ability look like? No ECM, please... even super-strong ECM bursts would probably be a really bad idea in practice. Capless lasers for Sansha is an option, albeit a slightly dull one, but I just don't know what to do with Guristas to make them relevant. |

Liltha
Lost My Way Enterprises
4
|
Posted - 2013.04.27 23:32:00 -
[272] - Quote
Goldiiee wrote:I didnGÇÖt want to start an argument in a thread fraught with arguments, but I wouldnGÇÖt think anyone would want to play a game with all the ships GÇÿBalancedGÇÖ
Minmitar, was faster than everything else but couldnGÇÖt take a hit, Amarr, slow, could tank a titan, but ran out of cap so they couldnGÇÖt hit anything, Caldari, bad mix of two races but with ECM they could afford it, And Galente was the same thing but Drones made them... well IDK what that was supposed to be the tradeoff of :)
But anyways, if you wanted the benefits of a certain races ship you were supposed to get the disadvantages as well. But the new Homogenization of ships means that it doesnGÇÖt matter what ship you fly, or what race you train, they will all eventually be the same except for the colours; so who wants to fly the blue ship, gold ship, red ship, silver ship (Dr Suess in space)?
Or maybe we can all get colour coded fleets since race and ships type donGÇÖt matter anymore as long as you match your friends. (sounds more like a night out with the girls than ships in space)
I think most people would want to play a game where the ships were 'Balanced', since balanced doesn't mean mirror imaged. It mean that the ships are of equivilent effectiveness within their roles and that those roles are common enough not to be "I pull this ship out once every 3 months to do one thing then mothball it again."
The trouble with your initial argument is that with say Damage control modules there are a limited number of types with a small number of variables to balance. In a game where every little bit makes a difference of course you'll use the tech2 version if you have the fitting room, if not you use the best you can afford to lose.
Ships on the other hand live in a much more delicate world of balance that's less like a traditional scale and more like a mobile. Too many variables to say "I use this ship over that because it does 1% more damage." Speed, Damage, Utility, Tankiness, all play a role in why you might choose to a use a ship and balance doesn't mean making all those stats the same, it means making tiny changes until in theory a person choosing a speedy high damage ship meeting a high tank utility ship are on evenish ground and there is equal reason to choose either of these ships instead of everyone being in the speed high damage ship.
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Xavier Thorm
Dreddit Test Alliance Please Ignore
47
|
Posted - 2013.04.28 20:47:00 -
[273] - Quote
I stumbled across this thread right after having a conversation with a friend of mine about how it doesn't make sense that Sansha ships to be designed (at least in terms of slot layout) to shield tank, when all defensive Sansha faction mods that drop are armor mods. |

Barrogh Habalu
Imperial Shipment Amarr Empire
451
|
Posted - 2013.04.29 08:02:00 -
[274] - Quote
Xavier Thorm wrote:I stumbled across this thread right after having a conversation with a friend of mine about how it doesn't make sense that Sansha ships to be designed (at least in terms of slot layout) to shield tank, when all defensive Sansha faction mods that drop are armor mods. As far as I was told, flyable Sansha ships used to be armor-biased in terms of slot layout, then it was changed. NPC loot tables, however, weren't. |

Liang Nuren
Heretic Army Atrocitas
3378
|
Posted - 2013.04.29 16:37:00 -
[275] - Quote
That is correct. Back in 2009 or so Ytterbium rebalanced the Sansha ships from their previously absolutely terrible state. A year or so later he rebalanced them all.
-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
22
|
Posted - 2013.04.30 14:54:00 -
[276] - Quote
Changing Sansha ships to armor boats (again) would make them completey redundant. Monsieur Sansha is Caldari if I'm not mistaken. Lasers are Amarr territory, so the Caldari contribution to his ships is their superior (lol.. blanket resistance nerf pending) shield technology. Armor is already a little predominant in lore:
Amarr: Armor Gallente: Armor Minmatar: Shield/Armor Caldari: Shield Sansha: Shield Guristas: Shield Blood Raiders: Armor Serpentis: Armor Angel Cartel: Armor/Shield
Gypsio III wrote:It's no coincidence that the subpar pirate factions are the ones that have no special ability. Angel - mobility and damage projection; Raiders - neuts and webs; Serpentis - webs and DPS. Neither Sansha nor Guristas have any special feature that sets them apart from any other generic gank 'n' tank ship.
Covert ops cloaky Sansha may be a bit tricky to balance. But what would a Guristas special ability look like? No ECM, please... even super-strong ECM bursts would probably be a really bad idea in practice. Capless lasers for Sansha is an option, albeit a slightly dull one, but I just don't know what to do with Guristas to make them relevant.
I'd really like to see Guristas ships as really good missile brawlers. Not very original, I know, and it would simply make them Caldari boats on crack, yes, but so are Serpentis ships compared to Gallente... both use the respective race's hulls for the cruiser/battleship size. However that's just me not liking drones as main weapon system in PvP...
A covops bonus to the Phantasm wouldn't be tricky to balance... It would finally - in its own right - balance a ship that in its uncloaked state simply performs terribly compared to other pirate cruisers. Being able to warp cloaked vs. a cloaked speed bonus can be discussed, certainly. But if the latter should be chosen the ship definitely needs an additional buff as suggested throughout the thread.
Cheers Tilo R. |

Barrogh Habalu
Imperial Shipment Amarr Empire
453
|
Posted - 2013.04.30 20:43:00 -
[277] - Quote
Tilo Rhywald wrote:I'd really like to see Guristas ships as really good missile brawlers. Not very original, I know, and it would simply make them Caldari boats on crack, yes, but so are Serpentis ships compared to Gallente... both use the respective race's hulls for the cruiser/battleship size. However that's just me not liking drones as main weapon system in PvP... Well, it's not just DPS improvement that makes Serps so popular and pretty powerful - their almost unique webbing bonus (IIRC only Paladin has similar bonus), which is used as both supplement for their ability to do damage and as a means to support dreds. I wouldn't mind Guristas to become missile brawlers, but it would be much better for their ships (especilaly for Rattlesnake) if they will achieve their pirate-grade prowess by possessing similarly unique quirk.
And really I don't think that ECM bonuses would even work well enough for them. If anything, we should leave EWar for possible future T2 BSs or something along those lines. |

Markus Navarro
Osmon Integrated Robotics
29
|
Posted - 2013.04.30 20:50:00 -
[278] - 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.
It's good enough, easy to tank and sentrie +missile means you can fit dps to enemies.
With good skill and MJD it work pretty damn well. I sell drones and drones accessories. |

Charlie Jacobson
84
|
Posted - 2013.05.01 00:19:00 -
[279] - Quote
The Rattlesnake needs to get a missile damage bonus while keeping its drone bonus imo. 4 unbonused launchers are pretty useless. |

Liang Nuren
Heretic Army Atrocitas
3381
|
Posted - 2013.05.01 20:45:00 -
[280] - Quote
A corpmate (Hayz Hayward) asked Fozzie and Rise about the state of pirate ships. They are aware that the Serpentis and Angel ships are the only really useful pirate ships. However, it didn't sound like they'd be getting fixed in the near term and they didn't seem to have put a whole lot of thought into how they were going to get fixed.
But, they *will* get fixed.
Someday.
-Liang (actually fairly happy with the answer) 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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Bluetippedflyer
Mafia Redux Phobia.
80
|
Posted - 2013.05.15 18:15:00 -
[281] - Quote
when are pirate ships getting upgraded? |

Liang Nuren
Heretic Army Heretic Initiative
3526
|
Posted - 2013.05.15 18:28:00 -
[282] - Quote
Not any time soon according to CCP Rise in the Navy BS thread. I'm guessing Winter or next Spring.
-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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Gealbhan
Used Shuttle Sales Representative
185
|
Posted - 2013.05.15 21:03:00 -
[283] - Quote
Ah the glory days of the Phantasm, good times, I used to own one but not anymore for obvious reasons. |

Anyura
Ministry of War Amarr Empire
54
|
Posted - 2013.05.16 12:20:00 -
[284] - Quote
He might be slow. He might be ineffective. He will always have a special place both my hanger and my heart.
*hugs Phantasm* <3 |

Violet Winters
Angelic Eclipse.
88
|
Posted - 2013.05.30 21:37:00 -
[285] - Quote
Liang Nuren wrote:
My suggestion: - Turn the role bonus into a resist bonus - Move a high to a mid (MWD, Cap Booster, Disruptor, 2x Web) - 5 unbonused turret slots (let them focus on that web bonus if they want, or let them sacrifice DPS for neuting power) - Slightly increase the neut bonus to account for moved high (otherwise it's still inferior to the Legion) - Build in a LCB or two - Fill out the drone bay with 25 bw/50 bay
Other options include: - Almost Cap free neuts (yes, really) - Role fitting bonus for heavy neuts (increase neut range) - Refocusing the ship away from lasers wholesale
Anyway, gotta run. o/
-Liang
That looks... pretty nice actually, but making it basically but cap free bonuses wouldn't be upvoted much by CCP, and the heavy nuet bonus would just complicate things.
The drone bay on the Ashimmu is a joke, that needs to be improved...
Violet Winters, sister of Kahlia Winters.
|

Darvaleth Sigma
242
|
Posted - 2013.05.30 23:15:00 -
[286] - Quote
Anyura wrote:He might be slow. He might be ineffective. He will always have a special place both my hanger and my heart.
*hugs Phantasm* <3
I think your heart now has a place on the Phantasm, considering you just hugged it... Give a man a match and you warm him for a day.
Set a man on fire and he's warm for the rest of his life! |

Joyce Antura
YC 112
0
|
Posted - 2013.08.15 19:35:00 -
[287] - Quote
I feel like the amarr recon ships could be a nice indicator of where to go with blood raider and sansha ships. Certainly sansha ships capacitor and mobility should be looked at, as turning on an invuln puts you at 1/2 cap :3. I like the idea of the pilgrim/curse keeping the dual TD/neut hull bonuses, while the blood raiders go full neut bonuses and maybe the sansha ships get a TD bonus (fits with the npc aggravation you find in the wild). Could also look at giving it a leviathan-like bonus with shield HP (similar to armor hp on the augoror navy issue) which could push it more into the role of a shield/lazor brawler.
Just thoughts; might do some evehq theorycrafting later to see how it could work. |

Ekhss Nihilo
Ideal Machine
45
|
Posted - 2013.08.15 21:28:00 -
[288] - Quote
Glathull wrote:Part of the fix needs to include the ability to mount corpses on the spikes. Since I tend to name my ships after H.P. Lovecraft entities, this appeals to my sensibilities.
+1 "The object in life is not to be on the side of the majority, but to escape finding oneself in the ranks of the insane." -- Marcus Aurelius (AD 121-180)
|

Domer Pyle
Northern Flemish Bastards Inc Yulai Federation
97
|
Posted - 2013.08.15 21:55:00 -
[289] - Quote
wow, what a necro, lol.
buff the phantasm! it's a cool little ship. "Imagine if the bars to your prison were all you had ever known. Then one day, someone appears and unlocks the door. If they have the power to do this, then are they really the liberator? You never remembered who it was that closed you in." - Ior Labron |

Gnoshia
Section 8. Fatal Ascension
58
|
Posted - 2013.08.15 22:44:00 -
[290] - Quote
Kristoffon vonDrake wrote:CCP Ytterbium wrote:Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Oh no don't you dare touch the Cyna and the Mach. The Mach is the only ship battlecruiser or bigger a person can go soloing inside hostile territory and have a fighting chance to get out of blobs. DON'T YOU DARE TOUCH IT. The Cynabal is still a 260M cruiser. IT'S SUPPOSED TO BE GOOD. KEEP YOUR DIRTY HANDS OFF IT. IT HAS CRAP DPS ALREADY WHEN KITING. If the other ships suck in comparison it's their problem.
Nope.
They need hefty nerfs. |
|

Gnoshia
Section 8. Fatal Ascension
58
|
Posted - 2013.08.15 23:10:00 -
[291] - Quote
Diesel47 wrote:Gypsio III wrote:
I think the combination of damage projection and mobility is a bit much, I'd look at reducing its falloff.
And the vindicator is arguably the best brawler in the game. So what? If you are worried about something being unbalanced, whine about tier 3 BC, they are too fast and project too much damage too far.
This.
I personally feel that T3 BC should only use medium guns. Those BS sized guns on BC is stupid. |

Fronkfurter McSheebleton
The Graduates RAZOR Alliance
245
|
Posted - 2013.08.16 04:22:00 -
[292] - Quote
Gnoshia wrote: This.
I personally feel that T3 BC should only use medium guns. Those BS sized guns on BC is stupid.
That's actually a traditional IRL BC role, though...so it kinda makes sense. Ingame they die when something sneezes at them, so there's that.... thhief ghabmoef |

Quontor Zarrkos
Pwn 'N Play Nulli Secunda
18
|
Posted - 2013.08.18 10:39:00 -
[293] - Quote
I like the sansha ships as they are right now in terms of direction. They fit oversized guns due to their 100% damage bonus which give them incredible dps when you add the per level bonus and gives them the ability to fit neuts in their empty high slots. What I don't like about them is how ccp gives most ships similar capacitors, some a little bit smaller, some a little bit bigger. I think the sansha ships should receive a big buff to their capacitors so you can use all those capacitor heavy modules without completely gimping the fit. Also, I don't like neut bonuses becoming mainstream, it used to be reserved to blood raider ships and amarr recons and I like it that way, but maybe others have a different opinion about that. Another statement against neut bonuses on sansha ships is that there will be no distinction with the blood raider ones! They already share the marauder-like dps bonus... |

Trinkets friend
Rules of Acquisition Acquisition Of Empire
1105
|
Posted - 2013.08.19 04:49:00 -
[294] - Quote
The Cynabal has a bit of competition with the Scythe Fleet now, but its tracking and speed and drone bay are just too good - but if the hull loses a little agility and PG so you can't fit a full rack of 720's with a tank and no fitting mods, then it might come back to earth. it will still be good, it just won't be ridiculous.
The Vigilant is fine as it is. Maybe a smidge more speed would help it catch things, but any more DPS is superfluous and tanking it up more is very dangerous for dread blapping effectiveness.
The Gila, also, is fine now DDA's and ASB's exist. Prior to that it was just a buffer and Ogres one trick pony, now you have plenty of latitude to fit and create killdozers.
The Ashimmu could use a bit of love. You can make it as good as a neut Legion, but it ends up more expensive. The only real buff to the Shmu recently has been T2 plates. overall, minor tweaks to cap use and laser damage will really bring this ship back to wide use. Likewise, any fiddling with the Legion's cap warfare sub will impact on the sensibility of going the Shmu instead.
That leaves the Phantasm. Since the Navy Cruiser rebalance, is quite subpar, and swiftly heading to utterly useless given HACs are being rebalanced to give them MWD sig benefits. Even with pimp and a LASB it is just too slow to kite and tank and the cap use, yeah, well...good luck.
The idea of TD bonusing the Phantasm isn't bad, but it will really only come into its own if it swings to an AHAC configuration and you can sig tank, TD and web down your foes (which you cannot do with a shield cruiser). This would require stripping mids and adding lows, or just adding 2 lows. It would be a Curse with more DPS and no neuting - not entirely a bad niche role.
Making it into a BLOPs-like cloaky camping cruiser has some merit, but not much. The ability of black ops to jump about the joint and set up in belts without having to traverse a gate gives them the ability to move without being spotted. Unless the Phantasm can likewise covert jump it will have to traverse gates, risking destruction or blowing intel. There's a compelling advantage to no targeting delay upon decloaking but you'd just end up with a cruiser that camps FW medium plexes to get tackle on farmers..and if the current recons aren't used much for this, the Phantasm won't be either.
The other way to look at this is to give them cyno calibration 5 without covops cloaks, and let them use BLOPs bridges even though they don't cloak. This would provide a way of pouring DPS through a bridge without going stupid on ISK or risk (T3's, BLOPs themselves).
Regarding the discussion about weapon bonuses as a whole, there's some good ideas there. I think that with the HAC changes to the MWD sig for the Zealot, a Phantasm with a 100% hull bonus to lazor gank, cap use 10% per level, and tracking 10% per level would be viable as a place to be; the Zealot gets less inbound DPS and can motor about the field being flashy; the Phantasm gets pure gank, good tracking (shield resists?), and reduces its capacitor problems somewhat. You use the NOmen or Zealot to kite, navy Augoror for tanks and gank, and the Phantasm for outright gank. YOLO is the Carpe Diem of Gen Y http://www.localectomy.blogspot.com.au
|

Diesel47
Bad Men Ltd.
892
|
Posted - 2013.08.19 21:43:00 -
[295] - Quote
Trinkets friend wrote:The Cynabal has a bit of competition with the Scythe Fleet now, but its tracking and speed and drone bay are just too good - but if the hull loses a little agility and PG so you can't fit a full rack of 720's with a tank and no fitting mods, then it might come back to earth. it will still be good, it just won't be ridiculous.
The Vigilant is fine as it is. Maybe a smidge more speed would help it catch things, but any more DPS is superfluous and tanking it up more is very dangerous for dread blapping effectiveness.
The Gila, also, is fine now DDA's and ASB's exist. Prior to that it was just a buffer and Ogres one trick pony, now you have plenty of latitude to fit and create killdozers.
The Ashimmu could use a bit of love. You can make it as good as a neut Legion, but it ends up more expensive. The only real buff to the Shmu recently has been T2 plates. overall, minor tweaks to cap use and laser damage will really bring this ship back to wide use. Likewise, any fiddling with the Legion's cap warfare sub will impact on the sensibility of going the Shmu instead.
That leaves the Phantasm. Since the Navy Cruiser rebalance, is quite subpar, and swiftly heading to utterly useless given HACs are being rebalanced to give them MWD sig benefits. Even with pimp and a LASB it is just too slow to kite and tank and the cap use, yeah, well...good luck.
The idea of TD bonusing the Phantasm isn't bad, but it will really only come into its own if it swings to an AHAC configuration and you can sig tank, TD and web down your foes (which you cannot do with a shield cruiser). This would require stripping mids and adding lows, or just adding 2 lows. It would be a Curse with more DPS and no neuting - not entirely a bad niche role.
Making it into a BLOPs-like cloaky camping cruiser has some merit, but not much. The ability of black ops to jump about the joint and set up in belts without having to traverse a gate gives them the ability to move without being spotted. Unless the Phantasm can likewise covert jump it will have to traverse gates, risking destruction or blowing intel. There's a compelling advantage to no targeting delay upon decloaking but you'd just end up with a cruiser that camps FW medium plexes to get tackle on farmers..and if the current recons aren't used much for this, the Phantasm won't be either.
The other way to look at this is to give them cyno calibration 5 without covops cloaks, and let them use BLOPs bridges even though they don't cloak. This would provide a way of pouring DPS through a bridge without going stupid on ISK or risk (T3's, BLOPs themselves).
Regarding the discussion about weapon bonuses as a whole, there's some good ideas there. I think that with the HAC changes to the MWD sig for the Zealot, a Phantasm with a 100% hull bonus to lazor gank, cap use 10% per level, and tracking 10% per level would be viable as a place to be; the Zealot gets less inbound DPS and can motor about the field being flashy; the Phantasm gets pure gank, good tracking (shield resists?), and reduces its capacitor problems somewhat. You use the NOmen or Zealot to kite, navy Augoror for tanks and gank, and the Phantasm for outright gank.
The cynabal suggestions are a bad idea.
There needs to be a ship that can fit 720mms and a tank. Not every ship out there needs to be gimped. |

Kristoffon Ellecon
The Bastards Shadow Cartel
97
|
Posted - 2013.08.20 02:27:00 -
[296] - Quote
Trinkets friend wrote:poop
Sir you are most unintelligent in your suggestions.
While the Cynabal may have been godlike in times past, today with the fleet scythe and navy omen being the kiting cruisers of choice and the talos and other attack bcs also being nearly as good, it is hardly "op" anymore. Its agility and powergrid, and small speed edge, are the only thing worth the 200m price tag. If you want to nerf it then you are a fool, because at that point you might as well remove it from the game because nobody would pay 200m to fly what would be nothing else but a glorified scythe fleet issue.
"The Ashimmu could use a bit of love."
"A bit" of love you say? I rest my case. |

Speedkermit Damo
Callide Vulpis Curatores Veritatis Alliance
97
|
Posted - 2013.08.28 13:55:00 -
[297] - Quote
The problem facing the majority of the pirate ships, and also the HACs, is that there are more ships in the game, than there are roles for them to fill.
It's a shame as these pirate ships are amongst the best looking ships in EVE, yet the majority of them are so bad I have still never seen most of them. Don't Panic.
|

Ersahi Kir
The Eminence Front SpaceMonkey's Alliance
352
|
Posted - 2013.09.09 01:52:00 -
[298] - Quote
CCP Ytterbium wrote:
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
Source
The ship can brawl way too well considering that it has the lowest mass of all battleships, has the second highest base speed (panther beats it at level 5), and has the second most number of effective turrets for any battleship (behind fleet typhoon). It's technically fifth on agility for all battleships, but that's only because the black ops ships have extremely low agility modifiers to compensate for their outrageously high mass. |

Sentenced 1989
Quantum Anomaly Corporation
14
|
Posted - 2013.09.09 14:22:00 -
[299] - Quote
Goldiiee wrote:RE, Machariel:
As a dual training is required for this ship it takes twice as long to perfect the bonuses for these ships. I dont think they are in need of a nerf so much as split the bonuses to each faction, IE, set turret bonuses for Minmitar, and Tank or capacitor bonuses for Gallente (or Vice Versa). In order to fly the ships effectively you would need both factions trained to 5 (Similar to the Scimitar/Basi).
With an investment of 100 days for spaceship command alone, an additional 200 days to get the guns right, 120 days for the drones, then add the core tank and core capacitor skills for another 235 days. It takes almost 2 years of focused training to fly this ship to it's full potential.
Of course there are always a few people that fly ships they have no buisness in, with skills always trained to the minimum then whine about subpar performance.
Not to mention Machariel is the only one with 7 guns and that's a nice ISK sink if you are using faction ammo compared to rest of them.
TIG Incursions |

VanKenMar
Beach Boys Cartel.
0
|
Posted - 2013.09.30 08:12:00 -
[300] - Quote
Any news about Phantasm in Rubicon? I didnt notice any informations of it. |
|

Barrogh Habalu
Imperial Shipment Amarr Empire
528
|
Posted - 2013.09.30 10:00:00 -
[301] - Quote
VanKenMar wrote:Any news about Phantasm in Rubicon? I didnt notice any informations of it. Indeed. It seems that besides SoE ships, pirate ships will be rebalanced after pretty much anything else (save for maybe caps or supers).
Oh, and MJD bonus that was among NM suggestions got hijacked by marauders  |

Battlingbean
Star Frontiers Dirt Nap Squad.
22
|
Posted - 2013.10.05 23:28:00 -
[302] - Quote
One would think with the release of new pirate ships re-balancing the old ones at the same time would be a good idea.
Cynabals are everywhere and I'd really like to fly the Phantasm without getting laughed at. |

Lucine Delacourt
The Covenant of Blood
63
|
Posted - 2013.10.06 19:10:00 -
[303] - Quote
I flew by a Phantasm yesterday while in a Pilgrim. Couldn't bring myself to attack him. It didn't seem fair. |

Durbon Groth
Pator Tech School Minmatar Republic
77
|
Posted - 2013.10.08 18:38:00 -
[304] - Quote
Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
Make the ashimmu and cruor tanky. The bhaal is always in for the long fight. The amarr recons are squishy so shield curses are so common because you can skirt the edges of a fight. If the blood raiders ships had staying power as well as superior cap warfare skills they'd be more feasible imo.
Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
Personally I think the sansha ships could make great micromanagement ships. Sure they have poor cap but I think if they had a great active shield tank and higher speed they could make a nice anti-sfi, filling a similar role but with a more cap dependant set-up.
|

Lucine Delacourt
The Covenant of Blood
63
|
Posted - 2013.10.08 21:58:00 -
[305] - Quote
Durbon Groth wrote: Nightmare is very good,
I don't think almost never being used outside Incursions and Blood Raider level 4 missions is "very good". I could be wrong but I have never seen a nightmare outside of high-sec. |

Charlie Firpol
Noob Mercs Monkeys with Guns.
11
|
Posted - 2013.10.08 22:50:00 -
[306] - Quote
They-¦re quite awesome in shield WH PvE fleets. |

Battlingbean
Star Frontiers Dirt Nap Squad.
22
|
Posted - 2013.10.09 03:12:00 -
[307] - Quote
Lucine Delacourt wrote:I flew by a Phantasm yesterday while in a Pilgrim. Couldn't bring myself to attack him. It didn't seem fair.
That was almost certainly me. heh
Can anyone explain why the Succubus, Phantasm and Nightmare have so much greater shield recharge times than the other pirate ships? It was clearly done on purpose.
Succubus: 910s Other pirate frigates: 625s
Phantasm: 2082s Other pirate cruisers: 1250s
Nightmare: 2673s Other pirate battleships: 2500s |

Lucine Delacourt
The Covenant of Blood
64
|
Posted - 2013.10.09 05:46:00 -
[308] - Quote
Battlingbean wrote:Lucine Delacourt wrote:I flew by a Phantasm yesterday while in a Pilgrim. Couldn't bring myself to attack him. It didn't seem fair. That was almost certainly me. heh Can anyone explain why the Succubus, Phantasm and Nightmare have so much greater shield recharge times than the other pirate ships? It was clearly done on purpose. Succubus: 910s Other pirate frigates: 625s Phantasm: 2082s Other pirate cruisers: 1250s Nightmare: 2673s Other pirate battleships: 2500s
Black Rise?
On topic: Not sure about the shield recharge. Everyone I have seen is active tanked, even for PvE. |

Battlingbean
Star Frontiers Dirt Nap Squad.
22
|
Posted - 2013.10.09 06:02:00 -
[309] - Quote
Yes, Black Rise. Well with the crap recharge and few low slots of course everyone active tanks.
In fact, rapid shield recharge would make sense on Sansha ships and could be part of their identity. In the Phantasm's description we are told it has resilience and has an extremely efficient power core. Combining Caldari shield and Amarr energy technology would logically result in great shield recharge. Shield power relays and lasers together would certainly make NOS more attractive for the utility highs. Or you could just slap a covert cloak on it since wormholes are kind of a thing in Sansha lore.
|
|

CCP Ytterbium
C C P C C P Alliance
2779

|
Posted - 2013.10.09 09:46:00 -
[310] - Quote
We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though. |
|
|

Lucine Delacourt
The Covenant of Blood
65
|
Posted - 2013.10.09 16:55:00 -
[311] - Quote
CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though.
I understand that redoing interceptors at the same time as the warp changes makes sense, I also get that EAFs are broken in their entirety and that the Marauder changes are a big deal. However, while not broken as a whole, the pirate ship lines are the least balanced of any in the game. The DD and the Dram are world's apart from the Worm & Succubus. The Cynabal and Vigilant laugh at the Phantasm. Pirate rebalancing has to be at the top of list. Especially now that EAFs, Inties, and Marauders are being taken care of. |
|

CCP Ytterbium
C C P C C P Alliance
2793

|
Posted - 2013.10.09 17:08:00 -
[312] - Quote
Lucine Delacourt wrote:CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though. I understand that redoing interceptors at the same time as the warp changes makes sense, I also get that EAFs are broken in their entirety and that the Marauder changes are a big deal. However, while not broken as a whole, the pirate ship lines are the least balanced of any in the game. The DD and the Dram are world's apart from the Worm & Succubus. The Cynabal and Vigilant laugh at the Phantasm. Pirate rebalancing has to be at the top of list. Especially now that EAFs, Inties, and Marauders are being taken care of.
One thing at a time - we do realize they need some love, but designers assigned to ship balancing (mainly CCP Rise, CCP Fozzie) aren't focusing only on this single field. We have many other internal tasks and duties to look at, and as we said above, there is so much we can do for a release.
For Rubicon, we had a choice between a Tech2 ship package (Marauders, Interceptors, Interdictors, EAFs) or Pirate Ships. We opted for the former. Pirate Ships will be looked at, just not right now. |
|

Lucine Delacourt
The Covenant of Blood
65
|
Posted - 2013.10.09 17:23:00 -
[313] - Quote
I appreciate the quick response.
I understand the guys have a myriad of responsibilities and I don't expect ship rebalancing to be the #1 project for devs. My post was meant to convey that now that you have chosen the t2 package for revamp, Pirate Ships should be the next ship revamp project. Whenever it comes time to chose what gets rebalanced next. I will be very sad if 1.1 or the next expansion has the often seen Recons rebalanced while BattlingBean continues to be the only pilot in New Eden undocking the Phantasm. |

Caitlyn Tufy
Bene Gesserit ChapterHouse Sanctuary Pact
432
|
Posted - 2013.10.09 21:34:00 -
[314] - Quote
CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though.
All I ask... nay, plead - is that you keep the Vindicator (and indeed the entire Serpentis line) as the premium brawler ships. They should remain heavy dps, very close range ships that hurt like hell if they get close to the enemy.
Oh and given that SoE line is now the new shiny "pirate" drone line, perhaps you could consider an introduction of proper missile pirates? If I may blaspheme and put myself at risk of eternal wrath of these forums' inhabitants, perhaps the Guristas might be an option? /puppy eyes |

kurage87
EVE University Ivy League
2
|
Posted - 2013.10.09 21:51:00 -
[315] - Quote
Caitlyn Tufy wrote:CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though. All I ask... nay, plead - is that you keep the Vindicator (and indeed the entire Serpentis line) as the premium brawler ships. They should remain heavy dps, very close range ships that hurt like hell if they get close to the enemy. Oh and given that SoE line is now the new shiny "pirate" drone line, perhaps you could consider an introduction of proper missile pirates? If I may blaspheme and put myself at risk of eternal wrath of these forums' inhabitants, perhaps the Guristas might be an option? /puppy eyes They can't change Guristas to missile, that wouldn't be cool. They should be missile, but it's way too late. They should also have their own models, like every other pirate line, rather than just a reskin.
If they ever do introduce a pirate missile line, I imagine it will be when they release the missile application mods. |

Antillie Sa'Kan
Forging Industries Silent Infinity
89
|
Posted - 2013.10.09 22:25:00 -
[316] - Quote
Here's hoping for some Minmatar/Caldari Thukker tribe ships. Armor tanked missile boats that are more about range and speed than the Khanid's in your face approach? Maybe locked into kinetic damage like the Caldari tend to be?
But yeah, nerf the Mach/Cyna and buff the Blood Raider and Sansha frigs and cruisers before making new faction ships. |

ginsu gnife
THY BROTHERS KEEPERS
0
|
Posted - 2013.10.10 11:24:00 -
[317] - Quote
My post will focus only on sansha nation.....
Quick fix is to add a shield resist bonus for the entire line.. Kindof like the armor resist bonus on the abbadon... That could easily be done by rubicon :)
I own the whole lineup and fly them often. |

Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
51
|
Posted - 2013.10.10 14:42:00 -
[318] - Quote
CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though. Not even Rubicon 1.1 :(? Thanks anyway, am very curious what you're going to do with Cruor, Phantasm and Ashimmu. |

Verity Sovereign
Sovereign Fleet Tax Shelter
580
|
Posted - 2013.10.10 15:31:00 -
[319] - Quote
ginsu gnife wrote:My post will focus only on sansha nation.....
Quick fix is to add a shield resist bonus for the entire line.. Kindof like the armor resist bonus on the abbadon... That could easily be done by rubicon :)
I own the whole lineup and fly them often.
As I've suggested before: Take the role bonus from 100% to 150%, and drop the 5% damage/caldari level This results in the same DPS: (100+100)*1.25 = 100+150
You now have a free Caldari skill bonus: 4% shield resist/level
They could *easily* have this change in place for Rubicon.
Then later, consider more carefully buffing some of the base stats, like shield regen, cap regen, speed, etc.
The Nightmare has less options that marauders do now: It does incursions (with FC disdain due to the cap issues if the fit, skills, and implants aren't perfect). It does lvl 4 missions that don't require much tank.
It doesn't do PvP. It shouldn't leave High sec. |

Battlingbean
Star Frontiers Dirt Nap Squad.
22
|
Posted - 2013.10.10 23:07:00 -
[320] - Quote
Thanks for the replies.
A shield resist bonus would be lame and out of place. The ships are intended to be extremely aggressive since the nation goes around enslaving people and invading highsec, even the ships themselves have spikes on them. The current bonuses are certainly aggressive.
The ships just need aggressive stat buffs. The Phantasm and Nightmare have less slots than the other pirate ships and subpar stats in general.
It sounds like you guys already have a direction for the pirate ships but I just want to suggest a crazy idea to make Sansha ships unique. Remove the drones and add smartbomb bonuses. :D
|
|

Lucine Delacourt
The Covenant of Blood
68
|
Posted - 2013.10.10 23:37:00 -
[321] - Quote
Battlingbean wrote: Remove the drones and add smartbomb bonuses. :D
My first thought was "Ugh, Kinakka gate will never be safe again. Smartbombing BS's all day." Then I realized they would be doing this in a 900m isk hull. |

VanKenMar
Beach Boys Cartel.
0
|
Posted - 2013.10.11 10:24:00 -
[322] - Quote
GÇPAbandon hope, all ye who enterGÇ¥
Lost all hopes that we will see my beloved Phantasm in the fight, more like on the red side of kb! Year by year..next time we will focus/rebalance the pirate line ships! Phanatsm is the only one ship with pround name..DODO! |

Domanique Altares
Rifterlings Point Blank Alliance
1782
|
Posted - 2013.10.11 14:27:00 -
[323] - Quote
CCP Ytterbium wrote:Lucine Delacourt wrote:CCP Ytterbium wrote:We have some plans regarding the Pirate Ships, but our schedule doesn't have room for them on Rubicon though. I understand that redoing interceptors at the same time as the warp changes makes sense, I also get that EAFs are broken in their entirety and that the Marauder changes are a big deal. However, while not broken as a whole, the pirate ship lines are the least balanced of any in the game. The DD and the Dram are world's apart from the Worm & Succubus. The Cynabal and Vigilant laugh at the Phantasm. Pirate rebalancing has to be at the top of list. Especially now that EAFs, Inties, and Marauders are being taken care of. One thing at a time - we do realize they need some love, but designers assigned to ship balancing (mainly CCP Rise, CCP Fozzie) aren't focusing only on this single field. We have many other internal tasks and duties to look at, and as we said above, there is so much we can do for a release. For Rubicon, we had a choice between a Tech2 ship package (Marauders, Interceptors, Interdictors, EAFs) or Pirate Ships. We opted for the former. Pirate Ships will be looked at, just not right now. You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns. Rifterlings pirate corporation is now recruiting pilots for lowsec solo & small gang operations. Visit our website at www.rifterlings.com or join our in game channel weflyrifters to speak to a recruiter. |
|

CCP Ytterbium
C C P C C P Alliance
2814

|
Posted - 2013.10.11 20:32:00 -
[324] - Quote
Domanique Altares wrote:You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns.
Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper.
CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest? |
|

Morrigan LeSante
The Lost and Forgotten Troopers
413
|
Posted - 2013.10.11 20:38:00 -
[325] - Quote
CCP Ytterbium wrote:Domanique Altares wrote:You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns. Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper. CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?
I believe the only fitting EVE based forum retort is: HTFU
Take the concordokken for the team
 |

Ghost Phius
Tribal Liberation Force Minmatar Republic
16
|
Posted - 2013.10.12 01:50:00 -
[326] - Quote
Pirate ship rebalance should be an improvement to the low level performers period full stop. Anything more would be nothing more than two devs losing their spines and caving to "forumite" pressures which of course is patently absurd. |

Wo Shing
Native Freshfood Minmatar Republic
0
|
Posted - 2013.10.12 02:14:00 -
[327] - Quote
This is the only thing I've ever used the Phantasm for, boosting standings with corporations and then there are other ships that can probably do it a lot faster. I just felt using a pretty ship while doing some thing so boring. Turns out it ran them pretty fast though, would've been enough to slap on the EM ward field tbh but with the native tracking bonus and dual tracking comps a third one just felt like overkill any way. (this was vs sanshas)
[Phantasm, Level 2's] Heat Sink II Heat Sink II Heat Sink II
EM Ward Field II Domination Medium Shield Booster Tracking Computer II, Optimal Range Script Thermic Dissipation Field II 10MN Afterburner II Tracking Computer II, Optimal Range Script
Heavy Pulse Laser II, Scorch M Heavy Pulse Laser II, Scorch M Heavy Pulse Laser II, Scorch M [empty high slot] [empty high slot]
Medium Capacitor Control Circuit I Medium Capacitor Control Circuit I Medium Energy Discharge Elutriation I
Acolyte II x3
|

Gloredon
zzzNightmarezzz Black Flame.
2
|
Posted - 2013.10.13 04:15:00 -
[328] - Quote
On the topic of pirate ship rebalance, there isn't really a lot to do there. The Sansha ships needs some love, possibly the Cruor and Ashimmu. But really, Look at what you have on the BSes:
1. Rattlesnake - pretty much the best sub-capital tank in the game (until Bastion-mode Marauders). And good solid DPS. 2. Machariel - fast - hits pretty hard, and maeuvers like a cruiser. 3. Vindicator - Hits like a ton of bricks, but has a shorter effective range, so you FLY it close. 4. Bhaalgorn, a pure PvP boat that is super-good at what it's supposed to do, neut hell out of capitals. 5. Nightmare - Range second to none, decent tank, but has serious capacitor issues.
So, fix the cap issues on the Nightmare, leave the rest mostly alone. They're pretty fairly balanced already.
The cruisers might need a little love. I have a Phantasm, and it works fine for a fair number of things. It's not as versatile as I'd like, and it also suffers some cap issues. Cynabal and Vigilant are both fine as they are. Ashimmu, I've test-fitted and fiddled with on Sisi, but I think in PvP (where it should shine) it might need some love. The Gila is pretty nice as is.
I've had both the Daredevil and the Dramiel for years and they're awesome. The Cruor I've not flown, nor the Worm, but it seems that several ships overshadow the Worm. Maybe it needs some love. I had a succubus in the past as well, and it was OK then, with recent weapons changes, I think it'd be better now.
I think people calling for a major Mach/Cyna nerf haven't flown them lately, compared to others in the class. With all the weapon nerfs and boosts (don't forget Tracking Enhancers) that have happened over the last two years, there's a lot more parity in this class than people realize. |

VanKenMar
Beach Boys Cartel.
0
|
Posted - 2013.10.13 09:56:00 -
[329] - Quote
 You are wrong..Phantasm..compared to other pirate ships..
speed...like BC, scan res..BC, align...nano bc, drone badwith..less then most of t1 cruize, cap..long story, to fight u need 1 slot for cap booster and the most important..
slots...14 slots, rest have 15 slots!!!
Edit..Gloredon it is not direct against Yours post! More to ppl who dont realize what Phantasm is! |

Barrogh Habalu
Imperial Shipment Amarr Empire
543
|
Posted - 2013.10.13 20:15:00 -
[330] - Quote
VanKenMar wrote:slots...14 slots, rest have 15 slots!!!  I guess Phantasm's role bonus ate 15th slot. |
|

Kaarous Aldurald
ROC Academy The ROC
1158
|
Posted - 2013.10.13 22:32:00 -
[331] - Quote
Barrogh Habalu wrote:VanKenMar wrote:slots...14 slots, rest have 15 slots!!!  I guess Phantasm's role bonus ate 15th slot.
"Utterly suck" isn't a role bonus, or I'd be inclined to agree with you.
Like many, I really want to like the Phantasm, but it's stats just do not justify it. Not posting on my main, and loving it.-á Because free speech.-á |

Lucine Delacourt
The Covenant of Blood
70
|
Posted - 2013.10.14 00:44:00 -
[332] - Quote
Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull. |

Ace Chet-Chaz Fancyslacks
University of Caille Gallente Federation
4
|
Posted - 2013.10.14 02:56:00 -
[333] - Quote
Lucine Delacourt wrote:Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.
While I agree about 7 mids being too many. The Falcon, Rook, and Lachesis all have 7 mids and 4 Amarr ships(Including 2 Navy ships) have 7 lows so it wouldn't be unheard of to give the Phantasm a 7th Mid. Again I don't think they should, just pointing out that there are multiple cruisers with 7 slots in a power level. |

Battlingbean
Star Frontiers Dirt Nap Squad.
27
|
Posted - 2013.10.14 02:57:00 -
[334] - Quote
Lucine Delacourt wrote:Where would you put the extra slot if it had the correct number? 7 mids on a cruiser seems excessive, a 4th low would be alright(HS/TE/Nano) and a 3rd utility high seems pointless. So it would have to be another low but that hardly fixes the issues with the hull.
Well, I agree another mid would be excessive and another high would only be useful with another turret hard point. So an extra low seems the reasonable choice. It would be cool to be able to fit a great passive tank on it. In all honesty, the role bonus of 100% bonus damage is huge. That is 3 more effective guns for no slots, fitting or cap drain, so I wonder if an extra slot is even needed.
However, the extra slot is completely justifiable. Ashimmu has the exact same role bonus and 15 slots. The Gila and Stratios both have 15 slots and 125 Mbit/s bandwidth and don't have the slot penalty drone boats typically receive
The Phantasm's problem is, as others have mentioned, with the stats. The power grid specifically is always the problem when I fit it and I have great fitting skills.
|

Liang Nuren
Heretic Army Heretic Initiative
3812
|
Posted - 2013.10.14 17:18:00 -
[335] - Quote
CCP Ytterbium wrote:Domanique Altares wrote:You know, those two could get a lot more done if you would stop letting them do things like go home, sleep, or eat three meals a day. Rebalance is srs bsns. Well, CCP Fozzie is a machine sent from the future. He spends several hours a day looking for someone named "Sarah Connor" and I am in no rush to tell him to stop as I want to live long and prosper. CCP Rise has a surprisingly active and fruitful life - if it was up to me I would chain him to his desk, force his eyes open with broken toothpicks while making him listen to motivational music. However, doing this kind of thing in Iceland is like playing the "Go directly to jail, do not collect 200 bucks" Monopoly card and would get me into unjustified trouble. Maybe you could give me a hand to make that happen during next Fanfest?
The only way I'll agree to help you is if you guys play a cover of this song at rave on the last day. \o/
-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
|

Gloredon
zzzNightmarezzz Black Flame.
2
|
Posted - 2013.10.17 01:27:00 -
[336] - Quote
I passive tank my Phantasm. It works good. I'd vote for the 4th low slot. Then I could make the passive tank better with several fitting choices, DCU, Power Diag, Shield Flux Coil. It's never going to be a ship I'd attempt to run level 4s in (like I have many times in the Cynabal), but it can crush level 3s well. The extra Cap from a Power Diag might help it's cap issues.
But I'd still say again, any pirate ship rebalance should look to making the weak performers meet the standards set by the better performers in class, not any sort of nerf of the best performers, because they aren't THAT far ahead of the Navy Ships already, and they are supposed to be. |

Zarnak Wulf
In Exile. Imperial Outlaws.
1385
|
Posted - 2013.10.17 03:42:00 -
[337] - Quote
* cough cpugh* Navy Augorer * cough cough* |

Mocam
EVE University Ivy League
327
|
Posted - 2013.10.18 12:08:00 -
[338] - Quote
Liang Nuren wrote:One of the cool things about the Phantasm is that it has its crewed by one of the lesser known races, called "capacitor vampires". You'll notice their handiwork when you undock and activate any module and your capacitor instantly empties. I can't wait until they extend WIS to include the bridge of your ship! I really want to see what they have conceptualized these beings to look like!
-Liang
You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? It doesn't need to be turned into some god mode toy like has been done in the past as they twiddle around with ships.
IMO that beats the hell out of all these "add slots! change 'em around!" so on and so forth gigs in this thread.
Go with the K.I.S.S. approach vs ending up with another dramiel type over-powered toy due to over tweaking/compensation. If the cap is the issue, then get rid of that issue. If it's more than that (which wasn't apparent until *AFTER* a CCP dev commented) then in very small ways tweak elsewhere.
This is a question. IMO - simply give it something like a ship bonus of faster cap regeneration or whatever it'll take to remove that as a problem. but I don't fly the hull (can but don't) so I'm not sure what it would really take but some of these suggestions ... pretty friggn far out there. |

SFM Hobb3s
Vanguard Frontiers Black Legion.
24
|
Posted - 2013.10.18 18:57:00 -
[339] - Quote
This ship is like the pile of junk at the back of your garage...you're only paying attention to it when backing something else up in there so as not to get those spikes in your behind... |

Barrogh Habalu
Imperial Shipment Amarr Empire
546
|
Posted - 2013.10.18 20:52:00 -
[340] - Quote
Mocam wrote:You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? Well, aside from alleviating really bad hull's problems, a good ship requires something going for it as well, a reason to fly it so to say. Considering what kind of T1/faction cruisers we have at the moment, I don't see Phantasm really compelling even if it's easier on cap than now.
As it was said already, perhaps at one point the concept of this hull was interesting (projection of lasers with alleviated tracking issues plus utility slots), but now that tracking lasers became more commonplace and there's not much Phantasm can use those utility highs for effectively, I feel that the ships became an artifact of the past. I don't think that sane amount of additional cap won't really help a lot, and giving it insane one sounds like asking for trouble (and for something silly, like this ship stepping on Ashimmu's toes, of all things)  |
|

Battlingbean
Star Frontiers Dirt Nap Squad.
32
|
Posted - 2013.10.18 23:12:00 -
[341] - Quote
What do you guys think about making the Sansha line pure gank and ambush ships? Add an extra turret hardpoint and let them fit cloak but keep the EHP and speed low. Maybe overpowered but then they'd actually be good at something. |

Jasmine Assasin
State War Academy Caldari State
64
|
Posted - 2013.10.18 23:47:00 -
[342] - Quote
Just give the Sansha line 10% more cap and cap recharge. Give the Phantasm a 4th low. Add 17.5% extra speed and add about 12.5% extra agility across the board for good measure and call it a day.
Sansha pirate ships are rebalanced, problem solved, and just in time for a drink at the local pub. I expect a check in the mail within 4 weeks.
 |

Abdullah Bahdoon
Somali Initiative for Dialogue and Posting
4
|
Posted - 2013.10.19 01:35:00 -
[343] - Quote
18 pages of debate over this and for what ? It is still an excellent lvl2 mission boat  |

Humang
Sefem Velox Swift Angels Alliance
22
|
Posted - 2013.10.20 12:13:00 -
[344] - Quote
I think it's been said before, but it would appear that the phantasm is just lacking any kind of definitive role (that plus the horrible, horrible cap life) I would be all for having it as pure gank and mobility, and when i say mobility I don't mean speed, more like bonuses for the MJD as people have suggested, or for my favourite let it use blops jump bridges.
Have it as a "Get in, kill target with glorious fire, get out" kind of ship.
Also fix the cap. Witty Comment Here |

Kristoffon Ellecon
Immortalis Inc. Shadow Cartel
100
|
Posted - 2013.10.21 16:15:00 -
[345] - Quote
Abdullah Bahdoon wrote:18 pages of debate over this and for what ? It is still an excellent lvl2 mission boat  That's like saying your phone is an excellent paper weight. |

Mocam
EVE University Ivy League
329
|
Posted - 2013.10.22 04:25:00 -
[346] - Quote
Barrogh Habalu wrote:Mocam wrote:You said you fly this ship and that the single biggest problem with this ship is the capacitor. So if that's the problem, why not some simple bonus that would alleviate/eliminate that problem? Well, aside from alleviating really bad hull's problems, a good ship requires something going for it as well, a reason to fly it so to say. Considering what kind of T1/faction cruisers we have at the moment, I don't see Phantasm really compelling even if it's easier on cap than now. As it was said already, perhaps at one point the concept of this hull was interesting (projection of lasers with alleviated tracking issues plus utility slots), but now that tracking lasers became more commonplace and there's not much Phantasm can use those utility highs for effectively, I feel that the ships became an artifact of the past. I don't think that sane amount of additional cap won't really help a lot, and giving it insane one sounds like asking for trouble (and for something silly, like this ship stepping on Ashimmu's toes, of all things) 
First off - without adding effects to the hull, no way in hell could this hull step on the Ashimmu - no web bonus so it's not stepping on that turf readily and that's without the vamp/neut bonuses on the hull. The Ashimmu is used but not much beyond an "entry webber" along amarr lines but it has its own issues compared to T3's and such for long-term use.
As for the Phantasm hull itself, it's not a bad ship except it can't support any type of extended use - even minor style. As for "sane" vs "insane" amounts of cap use - if the hull would work well without the capacitor issues - how OP do you see it being when it's bottom of the heap right now? An Amarrian pilot finding a cruiser that would be easy to use via no cap issues ...
Let's suppose that it were taken to fully cap stable even with fully loaded & overheated guns - what would that potentially cause as problems - without mods elsewhere? Just take the capacitor fully out of the picture as a limit. |

VanKenMar
Beach Boys Cartel.
2
|
Posted - 2013.10.22 15:21:00 -
[347] - Quote
You will not kill a frig in Phantasm..or criuzer.. 1. scan ress is way to small to catch anything if You use scram, to hold it.. 2. if u use long point ..You will be to slow to control the distance.. 3. if You are lucky enough to catch something on scram and web, then "cap vampires"will drains Your vein (1min +/- fight, no neuts on You) 4. point on You and have no chance to run, 3 light ecm it is not enough (died to fast before let u run off) 5. lasers works perfect on this Beauty, but are unable to do various damage types.
It could be the best Pirate Ship..plz dont touch lasers and spikes, but keep in mind what I wrote above. Dont get me wrong ..i dont want to make every ship the same, but give the Phantasm chance to fight not just explode!
From.. i like an idea giving Phantasm some sort of cloaky bonus! (its just my personal wish). Every change will be good! |

Yummy Chocolate
Brutor Tribe Minmatar Republic
1705
|
Posted - 2013.10.23 08:03:00 -
[348] - Quote
Cute E wrote:[Phantasm, pvp]
shame it needs a cap boost to avoid drying its own cap in a fight.
lasers are so lame. |

FallenTitan
Blue Republic RvB - BLUE Republic
39
|
Posted - 2013.11.21 07:56:00 -
[349] - Quote
It certainly needs a buff. The OP highlighted its issues fairly well.
Slow ship, usually primary because it's shiny, poor cap, poor fitting space and t1 cruiser DPS I don't know what the other highslots are for because it certainly has no cap to neut... and who uses nos.. |

Aleks Rova
Imperial Academy Amarr Empire
23
|
Posted - 2013.11.29 07:14:00 -
[350] - Quote
Bumping because I plan to train for this ship. |
|

Tasiv Deka
End-of-Line
90
|
Posted - 2013.11.29 08:36:00 -
[351] - Quote
It looks pretty... especially as a Killmail Oh, Do go on... no seriously ive got nothing better to do then listen to all the petty arguments and feeble trolling attempts...-á
The sad thing is i'm not sure if i'm telling the truth. |

Niena Nuamzzar
Royal Amarr Institute Amarr Empire
134
|
Posted - 2013.11.29 09:56:00 -
[352] - Quote
Aleks Rova wrote:Bumping because I plan to train for this ship. Bumping because I have perfect skills for that ship. |

elitatwo
Congregatio
170
|
Posted - 2013.11.29 14:22:00 -
[353] - Quote
I think the Phantasm needs more of everything,
- more speed - lower shield regen - more scan resolution - more sensor strenght - more agility - plus 100 cpu - plus 200 powergrid - plus 600 capacitor ( - plus 1000 shield hp (pun intended ) ) - role bonus for medium smartbombs (range and damage) - NOS drain amount - plus 1 low
and the Succubus needs, - more speed - more agility - better cap regen - role bonus for small smartboms (range and damage)
Why smartbomb bonus? No boat has it and it sounds kinda cool  signature |

FallenTitan
Blue Republic RvB - BLUE Republic
76
|
Posted - 2013.12.14 23:50:00 -
[354] - Quote
As cool as the smartbomb bonus sounds. on a medium size ship, even with hypothetical range/damage bonus, it would not match up to a cheap smartbomb BS. and since smartbombs don't need a lock, it makes little difference if it's on a slow lock BS or a small cruiser.
Incoming wild idea... Maybe the phantasm can get a role bonus that makes Nosferatu work no matter the capacitor percentage differences. So that it can always drain cap to support it's insane cap dependance. |

elitatwo
Congregatio
178
|
Posted - 2013.12.15 03:33:00 -
[355] - Quote
FallenTitan wrote:As cool as the smartbomb bonus sounds. on a medium size ship, even with hypothetical range/damage bonus, it would not match up to a cheap smartbomb BS. and since smartbombs don't need a lock, it makes little difference if it's on a slow lock BS or a small cruiser.
Incoming wild idea... Maybe the phantasm can get a role bonus that makes Nosferatu work no matter the capacitor percentage differences. So that it can always drain cap to support it's insane cap dependance.
I hear ya and I agree, the nosferatu changes are still not even close to what I would want them to be. All sizes still don't give you enough cap to be worth using them. You hardly notice them at all. I'd rather see them work as counter to neuting where one nos gets at least 75% of the that cap back to what has been neutralized from you.
And my smartbomb idea was intentionally as anti small, medium and heavy drone pirate boat, not as gatecamping podkiller.
Imagine the Succubus gets it and if you fight an Astro, an Ishkur or any small droneboat, the Succubus kills the small drones and lasers you dead. And up the chain the Nightmare would become a 'nightmare' for heavy drones.
But that's just an idea that's never going to see the light of the day, instead we get a super nos with a fourty seconds relo- erm.. duration cooldown and a new 'gank me noaw, I'm halpless' sign on them.. signature |

Little Dragon Khamez
Guardians of the Underworld White Mountain Coalition
693
|
Posted - 2013.12.15 11:41:00 -
[356] - Quote
I like the phantasm, it looks nice in my hanger, that is all that there is to say about it... Dumbing down of Eve Online will result in it's destruction... |

Red Teufel
Mafia Redux Phobia.
283
|
Posted - 2013.12.15 22:21:00 -
[357] - Quote
I never see it used in anger only ratting. give it a special ability. the greater the negative sec status is the greater the bonuses become muhhahahaahha |

Liang Nuren
Heretic Army Heretic Initiative
3818
|
Posted - 2013.12.16 08:17:00 -
[358] - Quote
Red Teufel wrote:I never see it used in anger only ratting. give it a special ability. the greater the negative sec status is the greater the bonuses become muhhahahaahha
Ideas like this used to be a very common suggestion for all of the pirate ships. The associated line was usually something like "Cannot be used in high sec".
-Liang
Ed: FFS. Editing because I can't form a complete thought. 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
|

NickSuccorso
Arcana Imperii Ltd. Surely You're Joking
26
|
Posted - 2013.12.17 20:00:00 -
[359] - Quote
kyrieee wrote:Storm Novah wrote:And the Mach nerf QQ begins... seriously tho they both need nerfs. The fact that its flown to the exclusion of 90% of other pirate battleships means that its way OP. That's laughable, vindicators and bhaalgorns see a ton of use in lowsec / wh fleet combat, much moreso than machs.
You are 100% right. Bhaal is literally part of our fleet doctrine... Vindi and Mach are just fun, No SRP toys. |

Shalashaska Adam
DubiousOnes
9
|
Posted - 2013.12.17 20:37:00 -
[360] - Quote
Nightmare needs more speed but other than that it works perfectly in incursions and I don't want to see it messed up.  |
|

Skelee VI
Wraithguard. Dirt Nap Squad.
40
|
Posted - 2013.12.17 21:26:00 -
[361] - Quote
Best looking ship in Eve! |

FallenTitan
Blue Republic RvB - BLUE Republic
79
|
Posted - 2013.12.30 06:30:00 -
[362] - Quote
Skelee VI wrote:Best looking ship in Eve!
best looking, worst performance. |

Katran Luftschreck
Stillwater Corporation
2098
|
Posted - 2013.12.30 12:31:00 -
[363] - Quote
FallenTitan wrote:best looking, worst performance.
Reminds me of an ex ... Nullsec in a Nutshell: http://nedroid.com/comics/2006-08-24-2155-arrrdino.gif |

Adeena Torcfist
Right Hand Of The Legion.
58
|
Posted - 2013.12.30 20:43:00 -
[364] - Quote
what about a long range warp scrambler only bonus, having say, a 30km-45km warp scrambler, might help 1. dictate range to go with its tracking bonus, & 2. somewhat feared for long pointed & abilty of turning MWD's off.
Obviously, is suseptible to drones, but hey, every ship needs a weakness of sorts.....
again, just throwing the idea out there.  |

Liang Nuren
Heretic Army Heretic Initiative
4293
|
Posted - 2013.12.30 20:48:00 -
[365] - Quote
I guess the goal there is to use the Phantasm for beams? IMO it's kinda fat and doesn't have enough cap for kiting...
-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
|

Adeena Torcfist
Right Hand Of The Legion.
58
|
Posted - 2013.12.31 15:45:00 -
[366] - Quote
true, then they will just have to adjust its cap issues as well. |

Mortis Betruger
Caldari Provisions Caldari State
30
|
Posted - 2014.01.01 10:29:00 -
[367] - Quote
i cant believe there is 19 pages about this |

Limniace
Sebiestor Tribe Minmatar Republic
0
|
Posted - 2014.01.01 10:56:00 -
[368] - Quote
Mortis Betruger wrote:i cant believe there is 19 pages about this
Its the corpses on the spikes!
|

Durbon Groth
Pator Tech School Minmatar Republic
91
|
Posted - 2014.01.01 19:01:00 -
[369] - Quote
I hope we get some reballancing in rubicon.2. Pirate ships need some love! |

Lucine Delacourt
The Covenant of Blood
77
|
Posted - 2014.01.01 19:16:00 -
[370] - Quote
Mortis Betruger wrote:i cant believe there is 19 pages about this
The pirate ship lines are the least balanced in all of Eve. Phantasm just happens to be the poster child for the low end of it. Similar to all of the Mach threads, the poster child of the high end of the imbalance. |
|

Verity Sovereign
Sovereign Fleet Tax Shelter
708
|
Posted - 2014.01.02 09:23:00 -
[371] - Quote
Shalashaska Adam wrote:Nightmare needs more speed but other than that it works perfectly in incursions and I don't want to see it messed up. 
And that is the only thing it works in, and its capacitor is just barely sufficient for that purpose.
The NM needs a buff still. |

FallenTitan
Blue Republic RvB - BLUE Republic
79
|
Posted - 2014.01.02 13:14:00 -
[372] - Quote
In my opinion...
Cynabal and Vigilant are obviously the most useful at the moment, I wouldn't really change much. Cynabal is a kiting god and the vigilant is a massive glass cannon.
Ashimmu is not really useful, since it's better to use an Armageddon or a curse for the same price which does a far better job as a neuting ship.
Gila is basically a shield tanked ishtar. I guess it's not broken but it's rarely desired to be used.
Phantasm at the moment basically feels like a t1 cruiser, something akin to an omen except with a slight shield preference.
|

Incindir Mauser
Adhocracy Incorporated Adhocracy
343
|
Posted - 2014.01.02 14:48:00 -
[373] - Quote
FallenTitan wrote:
Ashimmu is not really useful, since it's better to use an Armageddon or a curse for the same price which does a far better job as a neuting ship.
The Ashimmu is probably the most underrated and underestimated Pirate cruiser.
Flown as a pure neut ship, yes there are better alternatives. 2NOS/ Medium neut + Pulses it can fit a 56K tank with solid resists making it a rather intimidating brawler.
The only thing it really could use is a full flight of light drones. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
463
|
Posted - 2014.01.03 23:07:00 -
[374] - Quote
I'd like to see the Blood Raider ships get neut amount bonuses but without as much range as the T2 amarr stuff. This would distinguish them from Amarr. And they are Amarr/Gallente crossover. So I could see a bit of a speed and/or agility buff.
As far as Angel ships go, I think the Cynabal and Dramiel are fine. Mach needs a nerf. Its a battleship that performs as well if not better than a Talos.
Worm needs some lovin'. I think the only reason we're not seeing more Guristas ships int he era of drone assist is because of the inherent flaws of shield tanking: signature radius bloom. Get rid of it, or give us a skill to mitigate it.
Serpentis: agreed, they are fine.
Sanshas: Buff, buff, and buff.
I'm not understanding why the Caldari skill give laser damage bonuses. Makes no sense. Even with the bonus, their dps is not very good. Shouldn't it give shield bonuses? It would make them more survivable.
Roll better cap, PG, and speed (not agility) into the hulls. For racial bonuses make the Amarr skill bonus a range bonus. I think that fits the flavor of a Caldari/Amarr ship much better. Now give it a shield bonus of some kind ( I wouldn't be against an active tank bonus) for it's Caldari racial bonus.
Sanshas have so many utility highs. It seems to me the best use of them is for nos because of their crap cap. Otherwise they simply can't sustain an engagement. This would preclude kiting since the range on Nos is so short. So either you stay at range and basically live with effectively losing 2 high slots and a crippled cap, or you go close and effectively lose any speed/tracking advantage you might have had. This is bad.
Move those utility highs to mid and/or low for cap boosting, dps/application, or speed mods. Sanshas ships are not the slowest around. They could be really good kiters with Scorch and range bonuses.
I think Sanshas would be pretty unique of they had the ability to apply good dps without having to resort to brawling inside of web range. Moving the wasted utility highs elsewhere would give so many more fitting options.
And the flavor! You should be scared when you see one of these beasts warp in. They look bad-ass! Make them so. Free Ripley Weaver! |

Miasmos
Aliastra Gallente Federation
64
|
Posted - 2014.01.03 23:54:00 -
[375] - Quote
Please make Sansha boats dual weapon system with missiles and ladies (phone corrected lazors). Just put a **** ton of weapons in them. Caldari BS for missile dps, Amarr for laser.
Maybe half tied to laser damage profile, half to missiles.
Performance wise I would have nightmare at fleet typhoon levels, 1500-ish dps to 50km, but with the ability to blap things with laser whereas phoon has to wait for drone lock and missile volley. Similiar scaling to smaller versions.
Edit: if it looks familiar, dig into the reasons why the sansha boats were introduced as they were in the first place. |

FallenTitan
Blue Republic RvB - BLUE Republic
79
|
Posted - 2014.01.08 14:39:00 -
[376] - Quote
I sure hope pirate ships are the next ships to be balanced. |

Warlock Assassin
Blue Republic RvB - BLUE Republic
0
|
Posted - 2014.01.10 19:40:00 -
[377] - Quote
Phantasm = Phantasy Orgasm |

Batelle
Komm susser Tod
1195
|
Posted - 2014.01.10 21:42:00 -
[378] - Quote
Soldarius wrote: Worm needs some lovin'. I think the only reason we're not seeing more Guristas ships int he era of drone assist is because of the inherent flaws of shield tanking: signature radius bloom. Get rid of it, or give us a skill to mitigate it.
If anything I would say its because they lack some of the rather major tracking and range bonuses the gallente get (37.5% to both, unstacking penalized, and a free t2 DLA on the ishtar). If you try to get the same out of a gila, along with a shield tank, you start having cpu issues. And before the ishtar got rebalanced, it has SERIOUS cpu issues. The bonuses practically make the ishtar a better shield tanker than the gila.
Never eliminate shield sig bloom. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

logic principle3
Knights-of-Cydonia
8
|
Posted - 2014.01.11 02:07:00 -
[379] - Quote
Just give the Sansha class (below the NM) a shield resistance bonus per caldari ship level? - Think of it as a drake with turrets. |

Lucine Delacourt
The Covenant of Blood
86
|
Posted - 2014.01.22 19:09:00 -
[380] - Quote
Batelle wrote:Soldarius wrote: Worm needs some lovin'. I think the only reason we're not seeing more Guristas ships int he era of drone assist is because of the inherent flaws of shield tanking: signature radius bloom. Get rid of it, or give us a skill to mitigate it.
If anything I would say its because they lack some of the rather major tracking and range bonuses the gallente get (37.5% to both, unstacking penalized, and a free t2 DLA on the ishtar). If you try to get the same out of a gila, along with a shield tank, you start having cpu issues. And before the ishtar got rebalanced, it has SERIOUS cpu issues. The bonuses practically make the ishtar a better shield tanker than the gila. Never eliminate shield sig bloom.
If they keep the Guristas ships as drone boats they are really going to need to find a way to distinguish them from the Gallente drone boats in a more meaningful way than Shield tank vs Armor tank. I am not sure what kind of utility would accomplish that but it should be the goal none the less. |
|

Goldiiee
Bureau of Astronomical Anomalies
866
|
Posted - 2014.01.22 19:24:00 -
[381] - Quote
This is like the necro thread from hell. Just when you think it's gone and buried then Bam !! Back to eat you brains.
Things that keep me up at night;-á Why do we use a voice communication device to send telegraphs? Moore's Law should state,-áOnce you have paid off the last PC upgrade you will need another. |

Batelle
Komm susser Tod
1352
|
Posted - 2014.01.22 19:44:00 -
[382] - Quote
Lucine Delacourt wrote:If they keep the Guristas ships as drone boats they are really going to need to find a way to distinguish them from the Gallente drone boats in a more meaningful way than Shield tank vs Armor tank. I am not sure what kind of utility would accomplish that but it should be the goal none the less.
They are already have significant differentiators. In addition to shield vs armor, the ishtar is skewed more towards tanking on its t2 resists compared to the omnitank bonus and all-around better hp of the gila. The gila also gets supplemental dps from missiles vs the ishtar's superior projection and range. Gila also has a better drone bay but a much worse cargobay, and much worse targeting range. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Lucine Delacourt
The Covenant of Blood
88
|
Posted - 2014.01.22 21:24:00 -
[383] - Quote
Batelle wrote:Lucine Delacourt wrote:If they keep the Guristas ships as drone boats they are really going to need to find a way to distinguish them from the Gallente drone boats in a more meaningful way than Shield tank vs Armor tank. I am not sure what kind of utility would accomplish that but it should be the goal none the less. They are already have significant differentiators. In addition to shield vs armor, the ishtar is skewed more towards tanking on its t2 resists compared to the omnitank bonus and all-around better hp of the gila. The gila also gets supplemental dps from missiles vs the ishtar's superior projection and range. Gila also has a better drone bay but a much worse cargobay, and much worse targeting range.
1. Both ships are Omni tanked in PvP and the Ishtar has better resists by far. Shield or Armor tanked.
2. Three range bonused missile slots adds less supplemental DPS than the four unbonused Turret slots on the Ishtar.
3. The Ishtar has a far larger cargo bay, far better targeting range, and much more cap, while only suffering 25m3 less drone bay.
Near as I can tell the only real differences between the ships is quality. The Ishtar is supposed to be better and that is fine. I would argue however that the Gila could be made to do something/anything either different or better than the Ishtar without upsetting that balance.
Edit: added the range bonus to the missiles. |

Dinsdale Pirannha
Pirannha Corp
2074
|
Posted - 2014.01.22 21:55:00 -
[384] - Quote
CCP Ytterbium wrote:
Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
Not surprised with such an answer, given who supplied it. You might want to retract that, given what your associate just did to Sentry Drones, which is to say, totally wrecked them. Most people viewed Orwell's writings as a warning. The harper regime and the goons treat them as a guidebook. |

VanKenMar
Beach Boys C0VEN
3
|
Posted - 2014.02.18 13:49:00 -
[385] - Quote
Rubicon 1.2.
Phanatsm has now 15 slots 4/6/5 bonus 100% dps energy weapon covert cloak bonus scan res boost      
nahhhh,nothig has change
"Im Westen nichts Neues" |

Sith1s Spectre
Sky Fighters
603
|
Posted - 2014.02.19 04:47:00 -
[386] - Quote
Lucine Delacourt wrote:Batelle wrote:Lucine Delacourt wrote:If they keep the Guristas ships as drone boats they are really going to need to find a way to distinguish them from the Gallente drone boats in a more meaningful way than Shield tank vs Armor tank. I am not sure what kind of utility would accomplish that but it should be the goal none the less. They are already have significant differentiators. In addition to shield vs armor, the ishtar is skewed more towards tanking on its t2 resists compared to the omnitank bonus and all-around better hp of the gila. The gila also gets supplemental dps from missiles vs the ishtar's superior projection and range. Gila also has a better drone bay but a much worse cargobay, and much worse targeting range. 1. Both ships are Omni tanked in PvP and the Ishtar has better resists by far. Shield or Armor tanked. 2. Three range bonused missile slots adds less supplemental DPS than the four unbonused Turret slots on the Ishtar. 3. The Ishtar has a far larger cargo bay, far better targeting range, and much more cap, while only suffering 25m3 less drone bay. Near as I can tell the only real differences between the ships is quality. The Ishtar is supposed to be better and that is fine. I would argue however that the Gila could be made to do something/anything either different or better than the Ishtar without upsetting that balance. Edit: added the range bonus to the missiles.
The Ishtar also has a superior capacitor which become very apparent when our sentry fleet is kiting Sky Fighters - WH Space Mercs. -áFor more details https://forums.eveonline.com/default.aspx?g=posts&t=286708&find=unread
|

Destination SkillQueue
Are We There Yet
6299
|
Posted - 2014.02.20 22:20:00 -
[387] - Quote
One time bump to fix forum. |

James Baboli
Ferrous Infernum
20
|
Posted - 2014.02.21 13:48:00 -
[388] - Quote
Approaching this from a wierd angle, the trick is to take advantage of what the phantasm does have (MASSIVE fitting room) to make up for what it lacks ( Anything resembling capacitor). With this, and an alt, I have seen quite a bit of success in PVE and surprise PVP (killing ninja looters) in highsec. While cap chaining is frowned upon in subcap PVP, it does allow you to create a ship that is just plain MEAN in its intended environment.
[Phantasm, Missioning] Heat Sink II Heat Sink II Damage Control II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script Large Shield Extender II
Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Large Remote Capacitor Transmitter II Auto Targeting System II
Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Vitals: 38k EHP 501 DPS guns 19km optimal with listed scripts 66% stable if chained. That crazy bag FC with the silly things on the hull that shouldn't but just did. |

Verity Sovereign
Sovereign Fleet Tax Shelter
721
|
Posted - 2014.02.21 23:14:00 -
[389] - Quote
Now look at what any other cruiser with no active tank can do... 501 DPS... yawn 38 EHP yawn 19km range, yawn |

Damien White
Sonnenlegion Shadow Cartel
87
|
Posted - 2014.02.21 23:56:00 -
[390] - Quote
At least it has an auto targeting system.
... What? 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |
|

James Baboli
Ferrous Infernum
22
|
Posted - 2014.02.22 07:19:00 -
[391] - Quote
Damien White wrote:At least it has an auto targeting system.
... What? It fit in the slot, and I like it for the number of locks added. That crazy bag FC with the silly things on the hull that shouldn't but just did. |

FallenTitan
Blue Republic RvB - BLUE Republic
96
|
Posted - 2014.02.23 10:40:00 -
[392] - Quote
James Baboli wrote:Damien White wrote:At least it has an auto targeting system.
... What? It fit in the slot, and I like it for the number of locks added.
It's ok. You're trying to make the best situation out of a horrible ship. We don't blame you. It just a shame since it's an amazing looking ship... yet I would rather select most tech 1 cruisers going into a PvP brawl. |

James Baboli
Ferrous Infernum
22
|
Posted - 2014.02.23 11:00:00 -
[393] - Quote
FallenTitan wrote:James Baboli wrote:Damien White wrote:At least it has an auto targeting system.
... What? It fit in the slot, and I like it for the number of locks added. It's ok. You're trying to make the best situation out of a horrible ship. We don't blame you. It just a shame since it's an amazing looking ship... yet I would rather select most tech 1 cruisers going into a PvP brawl. Its not worth the price for PVP, but makes one hell of a PVE ship. That crazy bag FC with the silly things on the hull that shouldn't but just did. |

Damien White
Sonnenlegion Shadow Cartel
96
|
Posted - 2014.02.23 11:22:00 -
[394] - Quote
Not after the recent changes to Battlecruisers.
Your fitting is nice for PvE allthough I would personaly prefer at least an Afterburner, better a MWD, on cruiser sized ships I can see it doing its job.
The problem is, a Harbinger can do the exact same job but better.
Quote:[Harbinger, New Setup 1] Heat Sink II Heat Sink II Heat Sink II Fourier Transform Tracking Program Fourier Transform Tracking Program Damage Control II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Large F-S9 Regolith Shield Induction Tracking Computer II, Optimal Range Script
Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Large 'Regard' Remote Capacitor Transmitter
Medium Processor Overclocking Unit I Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I
That itself is the main problem of the Phantasm it has nothing it excells in compared to similar ships. Just saying, a Zealot may not have the extra high slott for the cap transfer but you can throw out a turret, end up with the exact same damage by having more range and still be able to use the cap transfer.
This fit is crap and still could keep up with a phantasm damage- and utilitywise.
Quote:[Zealot, crapfit] Heat Sink II Heat Sink II Heat Sink II Tracking Enhancer II Tracking Enhancer II Tracking Enhancer II Damage Control II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Large Shield Extender II
Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Large 'Regard' Remote Capacitor Transmitter
Medium Core Defense Field Extender I Medium Processor Overclocking Unit I
EDIT: Just to be sure, fly the ship how you like but this ship needs more than "some love", as CCP Ytterbium put it. The tracking bonus is nothing to write home about since tracking is already no problem for cruiser sized amarr ships, especialy when you go for shieldtank. He might be the defining bonus on a Nightmare but the Phantasm does not need it and neither does the Succubus. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Bertrand Butler
Cras es Noster
216
|
Posted - 2014.02.23 11:41:00 -
[395] - Quote
James Baboli wrote:
[Phantasm, Missioning] Heat Sink II Heat Sink II Damage Control II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script Large Shield Extender II
Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Large Remote Capacitor Transmitter II Auto Targeting System II
Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Vitals: 38k EHP 501 DPS guns 19km optimal with listed scripts 66% stable if chained.
Buffer tanked PvE with chained capacitor? O_o |

Damien White
Sonnenlegion Shadow Cartel
96
|
Posted - 2014.02.23 11:46:00 -
[396] - Quote
That is actually not uncommon on sansha ships. I have seen multiple Nightmares doing the same with great success. You either have a drone boat as secondary ship that assignes the drones to you, gives you cap and some shield repairs or maybe you even go full support with a basilisk, making your tank virtualy indestructible for any NPC, giving you the slotts neccessary to go for maximum damage and range.
Some Marauders tried this aswell but I think Bastion mode did put an end to these efforts. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Bertrand Butler
Cras es Noster
216
|
Posted - 2014.02.23 11:57:00 -
[397] - Quote
Well yes, but we are talking about the Phantasm man. It will probably do L3 missions. |

Damien White
Sonnenlegion Shadow Cartel
96
|
Posted - 2014.02.23 12:04:00 -
[398] - Quote
Hmm, I thougt more of some Plex and 0.0 ratting stuff instead of highsec missionrunning but even then you can go fo a noctis as secondary ship or a drone boat as well.
Anyway, still think its not for L3 Missions in Highsec. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

James Baboli
Ferrous Infernum
22
|
Posted - 2014.02.23 20:28:00 -
[399] - Quote
Bertrand Butler wrote:James Baboli wrote:
[Phantasm, Missioning] Heat Sink II Heat Sink II Damage Control II
Adaptive Invulnerability Field II Adaptive Invulnerability Field II Tracking Computer II, Optimal Range Script Tracking Computer II, Optimal Range Script Tracking Computer II, Tracking Speed Script Large Shield Extender II
Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Heavy Beam Laser II, Multifrequency M Large Remote Capacitor Transmitter II Auto Targeting System II
Medium Anti-EM Screen Reinforcer II Medium Core Defense Field Extender I Medium Core Defense Field Extender I
Vitals: 38k EHP 501 DPS guns 19km optimal with listed scripts 66% stable if chained.
Buffer tanked PvE with chained capacitor? O_o
Its a DDD fit for a fun focused rather than isk/hr focused VG fleet
That crazy bag FC with the silly things on the hull that shouldn't but just did. |

Bea Love
Red Federation RvB - RED Federation
2
|
Posted - 2014.02.25 14:54:00 -
[400] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=4278937#post4278937
|
|

Damien White
Sonnenlegion Shadow Cartel
115
|
Posted - 2014.02.25 18:37:00 -
[401] - Quote
Whats the point of having a tracking buff on a frigate? 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
93
|
Posted - 2014.02.25 19:19:00 -
[402] - Quote
Damien White wrote:Whats the point of having a tracking buff on a frigate?
Orbit something inside scram range while using a 100% Bonused AB and you will probably see. |

Damien White
Sonnenlegion Shadow Cartel
115
|
Posted - 2014.02.25 19:39:00 -
[403] - Quote
No, not realy.
When the tracking of small guns would be that bad you would not be able to hit anything while using a MWD or flying an Interceptor. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
93
|
Posted - 2014.02.25 19:48:00 -
[404] - Quote
Damien White wrote:No, not realy.
When the tracking of small guns would be that bad you would not be able to hit anything while using a MWD or flying an Interceptor.
When using DLP's or Gatlings sure but the bonus will be noticeable when fitting Small Focused pulses. Anyone who fits Beams on it will definitely want the bonus too. |

Damien White
Sonnenlegion Shadow Cartel
115
|
Posted - 2014.02.25 20:05:00 -
[405] - Quote
Then simply dont.
Allthoug it is kind of off topic but when you cant handle the transversal either slow down or dont use long range weaponry in closerange combat.
I have jet to see how the AB bonus works but this can make the succubus an interesting interceptor like vessel allthough we have already some pretty good interceptors called ... well ... interceptors.
But a tracking bonus might be a powerfull ability for a battleship, on a frigate you hardly face an opponent that makes this even remotely as powerfull as it is on a battleship. Matter of fact, I have jet to find a target I cant hit in a propperly fittet (i.e. no Railguns without tracking mod) frigate even without tracking bonus. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
93
|
Posted - 2014.02.25 20:10:00 -
[406] - Quote
Damien White wrote:Then simply dont.
Allthoug it is kind of off topic but when you cant handle the transversal either slow down or dont use long range weaponry in closerange combat.
I have jet to see how the AB bonus works but this can make the succubus an interesting interceptor like vessel allthough we have already some pretty good interceptors called ... well ... interceptors.
But a tracking bonus might be a powerfull ability for a battleship, on a frigate you hardly face an opponent that makes this even remotely as powerfull as it is on a battleship. Matter of fact, I have jet to find a target I cant hit in a propperly fittet (i.e. no Railguns without tracking mod) frigate even without tracking bonus.
First you tell me to slow down, which makes me take more damage and then you talk about your use of tracking mods. Both of which are terrible arguments against a tracking bonus. Not needing to slow down is a bonus and/or having another free slot because you don't need a previously fit tracking mod is a bonus. |

Damien White
Sonnenlegion Shadow Cartel
123
|
Posted - 2014.02.26 20:20:00 -
[407] - Quote
Well, a tracking bonus for railguns or artillery actually would make sense because out of all the longrange weapons lasers have already the best tracking, hence why you "can" (already) use small beam lasers without tracking mods but "need" to use some on Arty fitts. And even then it is because of range.
A Wolf has, with All V less tracking with artillery than any unbonused beam fitting.
Just saying, out of all the possible boni ingame, a tracking bonus is the least useable on a frigate that already uses the best tracking "longrange" weapons. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
94
|
Posted - 2014.02.26 20:24:00 -
[408] - Quote
Damien White wrote:Well, a tracking bonus for railguns or artillery actually would make sense because out of all the longrange weapons lasers have already the best tracking, hence why you "can" (already) use small beam lasers without tracking mods but "need" to use some on Arty fitts. And even then it is because of range.
A Wolf has, with All V less tracking with artillery than any unbonused beam fitting.
Just saying, out of all the possible boni ingame, a tracking bonus is the least useable on a frigate that already uses the best tracking "longrange" weapons.
Except that the frig in question will be flying at faster than normal speeds and possibly doing so while in Scram-Kite range. Tracking bonuses(Boni is not a word) are very strong and few if any ships wouldn't benefit from having one. |

Damien White
Sonnenlegion Shadow Cartel
123
|
Posted - 2014.02.26 20:34:00 -
[409] - Quote
Lucine Delacourt wrote:Tracking bonuses(Boni is not a word)
It is, but not in english :P
Anyway, when you go for shortrange engagements dont fit longrange weapons and yes, there is such a thing like having to much tracking. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
94
|
Posted - 2014.02.26 20:41:00 -
[410] - Quote
Damien White wrote:Lucine Delacourt wrote:Tracking bonuses(Boni is not a word) It is, but not in english :P Anyway, when you go for shortrange engagements dont fit longrange weapons and yes, there is such a thing like having to much tracking.
Yes boni is a word... in German.
Being able to use long range weapons inside of scram range also means with insta-switch ammo you can defend yourself against kiters with the same fit. Also helps hit other AB frigs and lessens the hurt from TD's. I like the bonus on the Succubus and I believe you agree that it is a very good bonus for the Phantasm and Nightmare. So if the goal is to have consistent bonuses for the Sansha line, I see no reason to change it. |
|

Damien White
Sonnenlegion Shadow Cartel
124
|
Posted - 2014.02.26 20:47:00 -
[411] - Quote
Thats my point, having the same bonus for all three ship does not work and sometimes you need to adjust things a little. The Sisters of Eve Ships do not have the same buffs so why should all other factions follow this (stupid) rule? (And yes, the Nestor is "not good" but still, it has a different role than the other two)
The Cruor had the same problem with its bonus for energy neutralizers. No one used it because no one needed this bonus. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
94
|
Posted - 2014.02.26 20:57:00 -
[412] - Quote
I think the Cruor will end up fine In spite of it's bonuses. The Range on Scorch makes up for a lot of deficiencies. That said it does serve as a good example of your complaint. I suppose my point is that I think it works for the succubus. I like the tracking bonus and have several ideas of how to make use of it. It is most likely the exception to the rule. |

Damien White
Sonnenlegion Shadow Cartel
124
|
Posted - 2014.02.26 21:00:00 -
[413] - Quote
Speaking of the Cruor, when they give the same bonus to the Bhaalgorn, the Bhaalgorn will be totaly OP.
I am talking about the...
"Energy Vampires operate as though your capacitor is empty"
Bonus. 97% of girls would die if Justin Bieber were about to jump off a cliff. Post this in your sig if you`re part of the 3% yelling,
"DO A BARREL ROLL!" |

Lucine Delacourt
The Covenant of Blood
94
|
Posted - 2014.02.26 21:03:00 -
[414] - Quote
Damien White wrote:Speaking of the Cruor, when they give the same bonus to the Bhaalgorn, the Bhaalgorn will be totaly OP.
I am talking about the...
"Energy Vampires operate as though your capacitor is empty"
Bonus.
For sure. That is a crazy amount of free cap they will have to play with. |

Glathull
Blue Republic RvB - BLUE Republic
373
|
Posted - 2014.03.27 00:19:00 -
[415] - Quote
This thread needs to be at the top.
Does anyone actually use a Phantasm for anything besides lvl 2s?
I would love to hear fits. I have hulls, and I want to use them.
Because spikes. To repeat, the skill split is scheduled for the big Summer 2013 expansion. ~CCP Fozzie |

Val'Dore
PlanetCorp InterStellar E.A.R.T.H. Federation
360
|
Posted - 2014.03.27 00:56:00 -
[416] - Quote
The Pincushion needs +1 turret and a capacitor at least as good as a NOmen.
|

Lucine Delacourt
The Covenant of Blood
116
|
Posted - 2014.03.27 01:24:00 -
[417] - Quote
If it's bonuses are in line with the proposed Succubus buff the Phantasm could be in very good shape. Although a few stats will need to be buffed as well. |

Glathull
Blue Republic RvB - BLUE Republic
376
|
Posted - 2014.03.27 04:18:00 -
[418] - Quote
Lucine Delacourt wrote:If it's bonuses are in line with the proposed Succubus buff the Phantasm could be in very good shape. Although a few stats will need to be buffed as well.
Link? To repeat, the skill split is scheduled for the big Summer 2013 expansion. ~CCP Fozzie |

Goldensaver
Lom Corporation Brothers of Tangra
386
|
Posted - 2014.03.27 07:53:00 -
[419] - Quote
Damien White wrote:Whats the point of having a tracking buff on a frigate? So the other frigates don't get under your guns? It actually happens with lasers, with even the smallest laser having worse tracking than the largest autocannon. That's even before getting into blasters or the sort. Then add on the fact that things like the Slasher exist with small sigs, high speeds, tracking bonuses, and tracking disruptors make for a very bad day if you can't control them. Speaking from experience here, I've even had Merlins get under the guns of my perfect skilled SFPL Coercer. And my 25% larger sig made it possible for him to track me, even with 6% less tracking. Now imagine those guns on a frigate with a massive afterburner speed boost and a smaller tracking boost in orbit of a target. Not a chance in the world of landing a hit.
Oh, but even if the bonus didn't help with Multifrequency at all, I'd be more than happy if it made Conflagration a more viable choice on a larger variety of targets.
Glathull wrote:Lucine Delacourt wrote:If it's bonuses are in line with the proposed Succubus buff the Phantasm could be in very good shape. Although a few stats will need to be buffed as well. Link? Proposed pirate frigate changes here. It's also at the end of the last page |

Glathull
Blue Republic RvB - BLUE Republic
377
|
Posted - 2014.03.28 01:13:00 -
[420] - Quote
Goldensaver wrote:Damien White wrote:Whats the point of having a tracking buff on a frigate? So the other frigates don't get under your guns? It actually happens with lasers, with even the smallest laser having worse tracking than the largest autocannon. That's even before getting into blasters or the sort. Then add on the fact that things like the Slasher exist with small sigs, high speeds, tracking bonuses, and tracking disruptors make for a very bad day if you can't control them. Speaking from experience here, I've even had Merlins get under the guns of my perfect skilled SFPL Coercer. And my 25% larger sig made it possible for him to track me, even with 6% less tracking. Now imagine those guns on a frigate with a massive afterburner speed boost and a smaller tracking boost in orbit of a target. Not a chance in the world of landing a hit. Oh, but even if the bonus didn't help with Multifrequency at all, I'd be more than happy if it made Conflagration a more viable choice on a larger variety of targets. Glathull wrote:Lucine Delacourt wrote:If it's bonuses are in line with the proposed Succubus buff the Phantasm could be in very good shape. Although a few stats will need to be buffed as well. Link? Proposed pirate frigate changes here.It's also at the end of the last page
Thank you! To repeat, the skill split is scheduled for the big Summer 2013 expansion. ~CCP Fozzie |
|

Gregor Parud
369
|
Posted - 2014.03.28 08:18:00 -
[421] - Quote
Pulse tracking isn't amazing to begin with and being shield tanked there's less options to fit a web. Not going to say it's amazingly useful but it's not a bad thing at all. |

Shelom Severasse
Lusitan Initiative
5
|
Posted - 2014.03.29 06:25:00 -
[422] - Quote
CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
my 2 isk says the succubus needs 1 high slot changed into a low slot to fit either, TE, Nano, or fitting mod or whathaveyou. also a bit more speed would be nice. maybe a little more shield.
|

Goldensaver
Lom Corporation Brothers of Tangra
387
|
Posted - 2014.03.29 06:40:00 -
[423] - Quote
Shelom Severasse wrote:CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
my 2 isk says the succubus needs 1 high slot changed into a low slot to fit either, TE, Nano, or fitting mod or whathaveyou. also a bit more speed would be nice. maybe a little more shield. SUCCUBUS
Amarr Frigate Bonus: 7.5% bonus to Small Energy Turret tracking speed
Caldari Frigate Bonus: 20% bonus to Afterburner velocity bonus (was 5% energy turret damage)
Role Bonus: 150% bonus to Small Energy Turret damage (was 100% energy turret damage)
Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers Fittings: 44 PWG(-14), 170 CPU(-5) Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23) Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+.09) Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-.35) / 965000 / 4.68s(-.4) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5 Sensor strength: 13 Signature radius: 33(-2)
Literally in the [Summer 2014] Pirate Faction Frigates thread.
Whaddya know, 1 high slot changed to a low, a bit lot more speed, and a tiny bit more shield, armour, and hull. Literally exactly what you just said, but they've already suggested it. |

Lucine Delacourt
The Covenant of Blood
121
|
Posted - 2014.03.29 07:35:00 -
[424] - Quote
In actual PvP the AB bonus is gonna be even stronger than most people think. |

Diesel47
Capsuleer Combat Training Services
1038
|
Posted - 2014.04.01 14:58:00 -
[425] - Quote
Hope the Phantasm doesn't get an AB bonus >.<. |

Goldensaver
Lom Corporation Brothers of Tangra
387
|
Posted - 2014.04.01 15:16:00 -
[426] - Quote
Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank. |

Lucine Delacourt
The Covenant of Blood
122
|
Posted - 2014.04.01 17:57:00 -
[427] - Quote
Goldensaver wrote:Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank.
I would also add that I think the cruiser level gets the largest benefit from an AB bonus.The biggest issue with shield brawlers is that you have to gimp yourself to dual prop. So either you lose a shield or tackle module or you have no MWD and can't catch anything that doesn't want to fight you. The increased AB speed should allow a Phantasm to catch some things it normally wouldn't without giving up a valuable mid. |

Diesel47
Deep Core Mining Inc. Caldari State
1038
|
Posted - 2014.04.03 02:55:00 -
[428] - Quote
Lucine Delacourt wrote:Goldensaver wrote:Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank. I would also add that I think the cruiser level gets the largest benefit from an AB bonus.The biggest issue with shield brawlers is that you have to gimp yourself to dual prop. So either you lose a shield or tackle module or you have no MWD and can't catch anything that doesn't want to fight you. The increased AB speed should allow a Phantasm to catch some things it normally wouldn't without giving up a valuable mid.
Even with an AB bonus I doubt the phantasm will catch anything. It is already one of the slowest cruisers in the game. |

Dato Koppla
Elite Guards Stealth Wear Inc.
531
|
Posted - 2014.04.03 03:09:00 -
[429] - Quote
Diesel47 wrote:Lucine Delacourt wrote:Goldensaver wrote:Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank. I would also add that I think the cruiser level gets the largest benefit from an AB bonus.The biggest issue with shield brawlers is that you have to gimp yourself to dual prop. So either you lose a shield or tackle module or you have no MWD and can't catch anything that doesn't want to fight you. The increased AB speed should allow a Phantasm to catch some things it normally wouldn't without giving up a valuable mid. Even with an AB bonus I doubt the phantasm will catch anything. It is already one of the slowest cruisers in the game.
|

Drake Doe
SVER True Blood General Tso's Alliance
455
|
Posted - 2014.04.03 03:36:00 -
[430] - Quote
Diesel47 wrote:Lucine Delacourt wrote:Goldensaver wrote:Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank. I would also add that I think the cruiser level gets the largest benefit from an AB bonus.The biggest issue with shield brawlers is that you have to gimp yourself to dual prop. So either you lose a shield or tackle module or you have no MWD and can't catch anything that doesn't want to fight you. The increased AB speed should allow a Phantasm to catch some things it normally wouldn't without giving up a valuable mid. Even with an AB bonus I doubt the phantasm will catch anything. It is already one of the slowest cruisers in the game. The succubus was much slower before it's changes were posted so it would be unlikely if the phantasm doesn't get it's speed increased. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |
|

Diesel47
Deep Core Mining Inc. Caldari State
1038
|
Posted - 2014.04.03 03:46:00 -
[431] - Quote
Drake Doe wrote:Diesel47 wrote:Lucine Delacourt wrote:Goldensaver wrote:Diesel47 wrote:Hope the Phantasm doesn't get an AB bonus >.<. Why wouldn't you want an AB bonus? It doesn't lose anything for it, and allows a beastly sig tank. I would also add that I think the cruiser level gets the largest benefit from an AB bonus.The biggest issue with shield brawlers is that you have to gimp yourself to dual prop. So either you lose a shield or tackle module or you have no MWD and can't catch anything that doesn't want to fight you. The increased AB speed should allow a Phantasm to catch some things it normally wouldn't without giving up a valuable mid. Even with an AB bonus I doubt the phantasm will catch anything. It is already one of the slowest cruisers in the game. The succubus was much slower before it's changes were posted so it would be unlikely if the phantasm doesn't get it's speed increased.
Speculation. |

Drake Doe
SVER True Blood General Tso's Alliance
455
|
Posted - 2014.04.03 04:20:00 -
[432] - Quote
Speculation backed by facts about a ship meant to be the class equivalent. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Shelom Severasse
Lusitan Initiative
5
|
Posted - 2014.04.03 04:51:00 -
[433] - Quote
Goldensaver wrote:Shelom Severasse wrote:CCP Ytterbium wrote:Merin Ryskin wrote:The Phantasm used to be awesome. It had HAC-level firepower with a nice buffer tank and very reasonable cost, and effectively replaced the Zealot. The problem was that it was the first faction cruiser to be updated, so when CCP released the faction ship boost patch they assumed the Phantasm was already good enough since it had been updated more recently than the others. Unfortunately they were wrong, and the Phantasm is now a terrible ship since everything else around it has been made so much better. Ah yes, this dates back to 2009, and you're looking at the one responsible for that (along with the Dramiel, Cynabal and Machariel uberness) Considering I was the one breaking this ship in the first place, the least I can do is to post here what we think of pirate ships at the moment.
- Blood Raiders: Bhaalgorn is nice, Ashimmu and Cruor need some iteration. Need to find ways to make them useful at what they do without them competing too much with the Amarr Recon Ships.
- Sansha's Nation: Nightmare is very good, Phantasm and Succubus also need some love. Probably going to need to have a look at their mobility and EHP. Open to ideas however, so this thread will be watched.
- Guristas: Rattlesnake and Gila we are happy with, not so much with the Worm.
- Serpentis: we are quite pleased with all the ships in this line.
- Angel Cartel: while the Dramiel has been brought back into line, the Cynabal and Machariel need a nerf. Not necessarily a big one mind you, but at the moment they are just too much versatile with their flexible slot layouts, extended drone bays coupled with amazing speed and good damage. Their theoretical weaknesses (lack of EHP, poor damage projection) don't matter as much in the field as they should.
So, when would this be coming out? Not for a while, we have a lot of more urgent rebalancing to go through, mainly with Tech1 and 2 hulls, but this definately is on our to-do list.
my 2 isk says the succubus needs 1 high slot changed into a low slot to fit either, TE, Nano, or fitting mod or whathaveyou. also a bit more speed would be nice. maybe a little more shield. SUCCUBUS Amarr Frigate Bonus: 7.5% bonus to Small Energy Turret tracking speed Caldari Frigate Bonus: 20% bonus to Afterburner velocity bonus (was 5% energy turret damage) Role Bonus: 150% bonus to Small Energy Turret damage (was 100% energy turret damage) Slot layout: 3H(-1), 4M, 3L(+1); 2 turrets, 0 launchers Fittings: 44 PWG(-14), 170 CPU(-5) Defense (shields / armor / hull) : 650(+41) / 550(+6) / 540(+23) Capacitor (amount / recharge / cap per second) : 450(+15) / 210000 (-24375) / 2.14 (+.09) Mobility (max velocity / agility / mass / align time): 340(+53) / 3.5(-.35) / 965000 / 4.68s(-.4) Drones (bandwidth / bay): 0 / 0 Targeting (max targeting range / Scan Resolution / Max Locked targets): 32km / 650 / 5 Sensor strength: 13 Signature radius: 33(-2) Literally in the [Summer 2014] Pirate Faction Frigates thread. Whaddya know, 1 high slot changed to a low, a bit lot more speed, and a tiny bit more shield, armour, and hull. Literally exactly what you just said, but they've already suggested it. oh wow. well would you look at that lol |

O Thief
The Monocled Elite
0
|
Posted - 2014.04.03 09:35:00 -
[434] - Quote
... |

Diesel47
Deep Core Mining Inc. Caldari State
1042
|
Posted - 2014.04.03 16:06:00 -
[435] - Quote
Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent.
Just because the succubus gets a speed buff doesn't mean the phantasm will too.
If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't),
So what you said was pure speculation. |

Syrias Bizniz
Brave Operations - Lollipop Division Brave Collective
275
|
Posted - 2014.04.03 16:30:00 -
[436] - Quote
Diesel47 wrote:Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent. Just because the succubus gets a speed buff doesn't mean the phantasm will too. If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't), So what you said was pure speculation.
They're all of the same flavour though. Dramiel is faster than usual frigs. Cynabal is faster than usual cruisers. Machariel is faster than usual Battleships.
Cruor has neuts & webs. Ashimmu has neuts & webs. Bhaalgorn has neuts & webs.
It is very likely that the Phantsam will get an AB Speed bonus. And if not, it will still most likely be something that will increase it's mobility. |

Drake Doe
SVER True Blood General Tso's Alliance
455
|
Posted - 2014.04.03 17:04:00 -
[437] - Quote
Diesel47 wrote:Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent. Just because the succubus gets a speed buff doesn't mean the phantasm will too. If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't), So what you said was pure speculation. You should probably read the pirate frigate thread a bit closer. Rise heavily implies that all sansha ship s are getting a bonus to afterburners. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Verity Sovereign
Sovereign Fleet Tax Shelter
725
|
Posted - 2014.04.03 17:24:00 -
[438] - Quote
Which is just stupid if they give the NM an AB bonus.
WTF is the nightmare going to do with an AB bonus?
It has only 1 role in the game now: incursion runner, and that role does not make use of an AB.
PvP? Lulz, no. Easily capped out, slow = dead Solo PvE? get a marauder Group PvE: on par with the mach and vindi for general usefulness in HQ sites and maybe VGs as well (assault sites, lol, who cares about assault sites?) |

Lucine Delacourt
The Covenant of Blood
130
|
Posted - 2014.04.03 17:56:00 -
[439] - Quote
For whatever reason, Rise & Fozzie think the NM is more or less fine as is. So it will probably just get the AB bonus, a touch more base speed and trade a high slot for a low slot. They specifically chose the changes to the ship line to have a larger effect on the Succubus and Phantasm and a smaller effect on the NM. I am not saying I agree with that but it is more or less what Rise said. |

elitatwo
Congregatio
205
|
Posted - 2014.04.03 18:13:00 -
[440] - Quote
Syrias Bizniz wrote: They're all of the same flavour though. Dramiel is faster than usual frigs. Cynabal is faster than usual cruisers. Machariel is faster than usual Battleships.
This is not entirely true.
The Cynabel is a very very large frigate, not a cruiser and
the machariel is a very, very, very large cruiser, not a battleship. Think of it more like an aircraftcarrier with motorcycle mobility.
Does this sound right to you? signature |
|

Diesel47
Deep Core Mining Inc. Caldari State
1042
|
Posted - 2014.04.03 18:22:00 -
[441] - Quote
Syrias Bizniz wrote:Diesel47 wrote:Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent. Just because the succubus gets a speed buff doesn't mean the phantasm will too. If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't), So what you said was pure speculation. They're all of the same flavour though. Dramiel is faster than usual frigs. Cynabal is faster than usual cruisers. Machariel is faster than usual Battleships. Cruor has neuts & webs. Ashimmu has neuts & webs. Bhaalgorn has neuts & webs. It is very likely that the Phantsam will get an AB Speed bonus. And if not, it will still most likely be something that will increase it's mobility.
Sure it might get an AB bonus.. and it would make sense...
but saying that it will most likely get a base speed boost also is pure speculation. |

Diesel47
Deep Core Mining Inc. Caldari State
1042
|
Posted - 2014.04.03 18:23:00 -
[442] - Quote
Drake Doe wrote:Diesel47 wrote:Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent. Just because the succubus gets a speed buff doesn't mean the phantasm will too. If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't), So what you said was pure speculation. You should probably read the pirate frigate thread a bit closer. Rise heavily implies that all sansha ship s are getting a bonus to afterburners.
You should probably read this thread a bit closer, I never said the pantasm won't get an AB bonus. |

Drake Doe
SVER True Blood General Tso's Alliance
455
|
Posted - 2014.04.03 18:54:00 -
[443] - Quote
Diesel47 wrote:Drake Doe wrote:Diesel47 wrote:Drake Doe wrote:Speculation backed by facts about a ship meant to be the class equivalent. Just because the succubus gets a speed buff doesn't mean the phantasm will too. If a dramiel gets nerfed does that also mean the cynabal and mach get the same nerf? No they don't (and didn't), So what you said was pure speculation. You should probably read the pirate frigate thread a bit closer. Rise heavily implies that all sansha ship s are getting a bonus to afterburners. You should probably read this thread a bit closer, I never said the pantasm won't get an AB bonus. Bottom line is that an increase in base speed isn't a wild theory. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

VanKenMar
Beach Boys C0VEN
3
|
Posted - 2014.04.05 12:44:00 -
[444] - Quote
Hello! The AB bonus is not an issue at all, without boost of the rest Phanatsm stats will change nothing.. well..lets do some example.
You are on the grid with a cruiser (does not matter which one), with an AB You will get a scram and can not hold him on the scram range with that speed, even if u start to scram him, Your scan ress dont let You point him before he burn off and shoot You from the distance, then he will control the fight and can warp off if things goes bad.
The biggest problem with Phanatsm are the stats of that Beauty, not the bonus on it. You could be flexible with the fit and tactics, if, again, if basic stats allows it.
No speed, no scan ress, no align time, no cap, one less slot, this is the Phanatsm problem..bonus want change much. |

Battlingbean
Heaven's Gate
32
|
Posted - 2014.04.06 09:02:00 -
[445] - Quote
Ah this thread is still alive. Excellent.
VanKenMar is right. The more I think about the faction the more I realize the current bonuses are actually fine. Shields and lasers are already unique and Amarr/Caldari. The faction just needs stats and layouts that are not completely awful at everything. The Phantasm needs: - A legitimate capacitor. - Better speed. - Equal slots. - Equal shield regeneration. - Maybe a dronebay? 25m3.
|

Dsparil Mal
Crime Incorporated
11
|
Posted - 2014.04.06 09:51:00 -
[446] - Quote
Cynabal has a speed boost already. Vigilant has the Web boost and dps and the ashimmu has the neuts. The phantasm needs a shield boost. Cruiser with mad tank. |

Liam Inkuras
Justified Chaos
913
|
Posted - 2014.04.06 15:26:00 -
[447] - Quote
Needs a shield boost? No way in hell. Once this thing gets the 100% AB speed bonus, nothing will be hitting it hard. I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone |

Diesel47
Deep Core Mining Inc. Caldari State
1044
|
Posted - 2014.04.07 02:28:00 -
[448] - Quote
I think an overall boost to the phantasm stats and maybe the AB bonus would be welcome.
More drones, better slots, faster, fitting, and a better capacitor.
However.....
An AB bonus will be absolutely worthless on a nightmare.
So what are they going to do about that? |

Lucine Delacourt
The Covenant of Blood
133
|
Posted - 2014.04.07 17:46:00 -
[449] - Quote
Nightmare with an AB bonus, extra low and buffed capacitor and shield regen would be interesting. Definitely better than the existing Nightmare for PvP atleast. |

Drake Doe
SVER True Blood General Tso's Alliance
455
|
Posted - 2014.04.07 19:15:00 -
[450] - Quote
I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |
|

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
|
Posted - 2014.04.09 17:41:00 -
[451] - Quote
Drake Doe wrote:I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. The problem with the 100MN AB fit is that with the 100% speed bonus you're getting ~2701 m/s without links or implants (according to CCP Rise) which sounds really nice except that keep in mind you will have no agility to speak of. I can't remember if they changed the Phantasm's agility in the F&I thread but with its current stats it has an align time of over 37 seconds with max skills and without anything other than the AB fit to it. So both of these stats can be improved.
The issue is that at that speed with agility that bad it will be a nightmare trying to stay in point/gun range. I was a big fan of the 100MN Oracle before its agility was nerfed but that because large pulses with scorch have optimal over 50 km making it possible to hold damage on target. I'm, shall we say, less than convinced that it will be easy to prevent people using your overshoot to break point range.
I think the better option would be the 10MN fit with snakes and/or skirmish links as all you're getting there is a big move in the right direction for your critical damage mitigation ratio of speed to signature. |

Lucine Delacourt
The Covenant of Blood
136
|
Posted - 2014.04.09 18:02:00 -
[452] - Quote
Valleria Darkmoon wrote:Drake Doe wrote:I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. The problem with the 100MN AB fit is that with the 100% speed bonus you're getting ~2701 m/s without links or implants (according to CCP Rise) which sounds really nice except that keep in mind you will have no agility to speak of. I can't remember if they changed the Phantasm's agility in the F&I thread but with its current stats it has an align time of over 37 seconds with max skills and without anything other than the AB fit to it. So both of these stats can be improved. The issue is that at that speed with agility that bad it will be a nightmare trying to stay in point/gun range. I was a big fan of the 100MN Oracle before its agility was nerfed but that because large pulses with scorch have optimal over 50 km making it possible to hold damage on target. I'm, shall we say, less than convinced that it will be easy to prevent people using your overshoot to break point range. I think the better option would be the 10MN fit with snakes and/or skirmish links as all you're getting there is a big move in the right direction for your critical damage mitigation ratio of speed to signature.
I too am leaning towards the 10mn fit. With a little pimp you will be able to crank a pretty high, non scram-able speed. Throw a nano or 2 in the lows, some snakes, halos or crystals in your head, and some skirmish/siege links and you should be able to tank/mitigate a fair amount of damage. Obviously we will have to see how it actually plays but I have high hopes. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
|
Posted - 2014.04.10 07:00:00 -
[453] - Quote
I should add that if you are fitting an AB to a phantasm instead of an MWD you won't lose a chunk of your capacitor which will help quite a bit with the phantasm's poor cap especially since the capacitor is getting a bit of a buff. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
|
Posted - 2014.04.10 07:02:00 -
[454] - Quote
Lucine Delacourt wrote:Valleria Darkmoon wrote:Drake Doe wrote:I think the phantasm is going to be pretty damn op with 5 lows in 10mn or 100mn ab setups. Now it can fit a 100mn without destroying it's dps. The problem with the 100MN AB fit is that with the 100% speed bonus you're getting ~2701 m/s without links or implants (according to CCP Rise) which sounds really nice except that keep in mind you will have no agility to speak of. I can't remember if they changed the Phantasm's agility in the F&I thread but with its current stats it has an align time of over 37 seconds with max skills and without anything other than the AB fit to it. So both of these stats can be improved. The issue is that at that speed with agility that bad it will be a nightmare trying to stay in point/gun range. I was a big fan of the 100MN Oracle before its agility was nerfed but that because large pulses with scorch have optimal over 50 km making it possible to hold damage on target. I'm, shall we say, less than convinced that it will be easy to prevent people using your overshoot to break point range. I think the better option would be the 10MN fit with snakes and/or skirmish links as all you're getting there is a big move in the right direction for your critical damage mitigation ratio of speed to signature. I too am leaning towards the 10mn fit. With a little pimp you will be able to crank a pretty high, non scram-able speed. Throw a nano or 2 in the lows, some snakes, halos or crystals in your head, and some skirmish/siege links and you should be able to tank/mitigate a fair amount of damage. Obviously we will have to see how it actually plays but I have high hopes. Republic fleet or Shadow Serpentis look pretty good for the cost going deadspace REALLY boosts the cost for not a huge amount more benefit.
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Diesel47
Deep Core Mining Inc. Caldari State
1050
|
Posted - 2014.04.10 17:14:00 -
[455] - Quote
Lucine Delacourt wrote:Nightmare with an AB bonus, extra low and buffed capacitor and shield regen would be interesting. Definitely better than the existing Nightmare for PvP atleast.
Edit: Phantasm Changes are up a base speed was massively buffed.
TBH anything is better than the current PVP status of the nightmare.
|

Lucine Delacourt
The Covenant of Blood
136
|
Posted - 2014.04.10 17:31:00 -
[456] - Quote
Diesel47 wrote:Lucine Delacourt wrote:Nightmare with an AB bonus, extra low and buffed capacitor and shield regen would be interesting. Definitely better than the existing Nightmare for PvP atleast.
Edit: Phantasm Changes are up a base speed was massively buffed. TBH anything is better than the current PVP status of the nightmare.
For PvP it will still end up roughly on par with a Fleet Pest but with better projection. Not sure that it will be worth the isk. |

Diesel47
Deep Core Mining Inc. Caldari State
1051
|
Posted - 2014.04.10 17:36:00 -
[457] - Quote
Lucine Delacourt wrote:Diesel47 wrote:Lucine Delacourt wrote:Nightmare with an AB bonus, extra low and buffed capacitor and shield regen would be interesting. Definitely better than the existing Nightmare for PvP atleast.
Edit: Phantasm Changes are up a base speed was massively buffed. TBH anything is better than the current PVP status of the nightmare. For PvP it will still end up roughly on par with a Fleet Pest but with better projection. Not sure that it will be worth the isk.
Yeah of course it won't be worth it.
All pirate faction BS have a role and perform the best at it, besides the NM.
Vindi: Best brawler.
Mach: Best kiter.
Bhaal: Best neuter.
Rattle: Best tanker....
Nightmare: Best looking??? |

Lucine Delacourt
The Covenant of Blood
136
|
Posted - 2014.04.10 18:14:00 -
[458] - Quote
Vindi is the best looking. The Nightmares projection is underrated. It's not as good as a Senty/Cruise Paper Rattler but still very good. |

Diesel47
Deep Core Mining Inc. Caldari State
1051
|
Posted - 2014.04.10 18:21:00 -
[459] - Quote
Lucine Delacourt wrote:Vindi is the best looking. The Nightmares projection is underrated. It's not as good as a Senty/Cruise Paper Rattler but still very good.
Mach can project any damage type without cap, has better alpha, and goes faster. |

Lucine Delacourt
The Covenant of Blood
136
|
Posted - 2014.04.10 18:24:00 -
[460] - Quote
Diesel47 wrote:Lucine Delacourt wrote:Vindi is the best looking. The Nightmares projection is underrated. It's not as good as a Senty/Cruise Paper Rattler but still very good. Mach can project any damage type without cap, has better alpha, and goes faster.
It can't project it's full DPS at the same range though. People get it twisted, falloff is not the same as optimal. Obviously the Mach is a better ship in every other way imaginable. All I said was the NM projects it DPS well. That is all. |
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Diesel47
Deep Core Mining Inc. Caldari State
1053
|
Posted - 2014.04.10 18:33:00 -
[461] - Quote
But even a vindi with 425mm can project damage better than a NM.
Then you add a full set of sentry drones which the vindi can carry and you get a completely better sniping boat.
The ONLY reason to use a nightmare is because of incursions, and that is only because their damage types are good against sansha rats. Otherwise they would be worthless for that too. |

Lucine Delacourt
The Covenant of Blood
136
|
Posted - 2014.04.10 23:07:00 -
[462] - Quote
Diesel47 wrote:But even a vindi with 425mm can project damage better than a NM.
Then you add a full set of sentry drones which the vindi can carry and you get a completely better sniping boat.
The ONLY reason to use a nightmare is because of incursions, and that is only because their damage types are good against sansha rats. Otherwise they would be worthless for that too.
I was thinking about Pulses vs ACs/Blasters. NM's access to scorch is a boon. Either way, everyone agrees that the NM is the weakest of the Pirate BS's for PvP and it is not at all close. |

VanKenMar
Beach Boys C0VEN
4
|
Posted - 2014.04.15 04:20:00 -
[463] - Quote
The war has been won!
Phantasm has a new stats, hope we will see more of this beauty around..but i am still a little dissapointed about scan ress which is still not accepted, will b e problem to catch anything smaller then cruizer, but we can not have all, yes?
Forget about 100MN AB Phanatsm..as someone wrote here align 37 sec with short range dps, pointless, one more thing..less cpu and gp, will be very tight fit. 10MN AB looks like the proper fit. Of coursce i will try 100mn ab fit, but i think it will be useless. With short or even long point if enemy is smart, just cross Your course and before You will be able to turn (more like switch off ab) he dissapear in warp speed.
My vision of future is..Phanatsm as a support dps ship, assisted by interceptors or dictors. There will be still small chance to fight with alone, just will be hard to catch enemy..after this Phanatsm will kill most of its prey. |

iddyh
Vicis Inter Astrum Solar Destiny
0
|
Posted - 2014.04.15 06:20:00 -
[464] - Quote
I have not seen any patch notes about phantasm change...
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Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
|
Posted - 2014.04.15 06:46:00 -
[465] - Quote
VanKenMar wrote:Forget about 100MN AB Phanatsm..as someone wrote here align 37 sec with short range dps, pointless, one more thing..less cpu and gp, will be very tight fit. 10MN AB looks like the proper fit. Of coursce i will try 100mn ab fit, but i think it will be useless. With short or even long point if enemy is smart, just cross Your course and before You will be able to turn (more like switch off ab) he dissapear in warp speed. That was me and the 37 second align time with 100MN was with only the AB fitted to the ship and a clean clone, without links. A quick recheck of the notes for the Phantasm and none of the mobility stats are changing other than the base speed of the ship so even though I'm using current EFT stats the align time won't change.
With 2 T2 nanos and 2 T2 polycarbs with links you can get the align time down to ~21 seconds and if you are really nutty you can get it down to 15.5 with a full nomad set plus all of the above. At this point though you are sinking at least a couple billion into a faction cruiser (if you include the cost of your clone and link Loki) so at what point would you deem the upgrade no longer worth it? Another thing to note as well is that with only the 100MN AB and HPLs fitted the fit is already over on PG using the current Phantasm and the PG is going DOWN with the patch. Getting a little into the speculative now but it sounds as if getting any kind of tank onto the ship will be very difficult if you oversize the AB so a Rapier and you're sunk. 20 km disappears very quickly at probably over 3 km/s even if your target isn't moving at all, this is especially true when you are looking at taking at least 20 seconds to turn back around. I just don't think 20 km optimal is going to be enough to be effective assuming you will have to downsize to FMPL and use scorch. Bottom line for me is I feel a faction 10MN AB and snakes is probably going to be the better way to go. Most oversized afterburners that work well use ships that project farther than 20 km, Oracles I mentioned already could hit over 50 km and old HML Tengus were another common one, again can hit well past 20 km. I'm just not seeing the benefit of the 100MN beyond escape ability which will undoubtedly fail you at some point. The only thing you will kill is tacklers that are trying to hold webs on you and if you don't kill them his friends will kill you.
As for the scan res, unless it is getting nerfed, it is a little low for a cruiser but the lock time difference amounts to a fraction of a second in most cases though it would be nice to see it get bumped up just a little.
I'll need to get into the ship with an updated EFT to really check all this out though before I make final decisions. |

Valleria Darkmoon
Convicts and Savages Shadow Cartel
226
|
Posted - 2014.04.15 06:49:00 -
[466] - Quote
iddyh wrote:I have not seen any patch notes about phantasm change...
Here you are good sir.
https://forums.eveonline.com/default.aspx?g=posts&t=335364&find=unread
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