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Kelly Elongur
Republic University Minmatar Republic
9
|
Posted - 2011.11.07 12:16:00 -
[331] - Quote
I'm reading everywhere that Minmatar is being the race that needs the most sp to be efficient. Because of the Typhoon and the Cyclone? I agree for these two ships. But please, compare amarr ships weapon systems with minmatar ships:
AF : Amarr : laser , rocket Minmatar : projectile
EAF : Amarr : drone Minmatar : projectile
Inty : Amarr : laser, rocket Minmatar : projectile
Recon : Amarr : drones + heavy missiles (curse), armor (pilgrim), shield (curse) Minmatar : projectile
HAC : Amarr : laser, HAM Minmatar : projectile
T3 : Amarr : laser, HAM Minmatar : projectile
So basically, there is the Typhoon (which can be compared with the geddon thanks to its dronebay) and the Cyclone (Tier 1 bc are almost *never* flown) requires more sp than the standard projectile ship the minmatars have.
Regarding nav skills, every faction need them to be maxed out.
I just wanted to point that out, thank you.
EDIT : my point is, if you stick with projectiles as a minmatar ship pilot you'll do very well and will be able to fill a lot of roles. if you stick with laser in amarr ships, you will be *very* limited. |

Hannibal Ord
Noir. Noir. Mercenary Group
44
|
Posted - 2011.11.07 14:27:00 -
[332] - Quote
Kelly Elongur wrote:I'm reading everywhere that Minmatar is being the race that needs the most sp to be efficient. Because of the Typhoon and the Cyclone? I agree for these two ships. But please, compare amarr ships weapon systems with minmatar ships:
AF : Amarr : laser , rocket - Armour Minmatar : projectile - Shield - Armour
EAF : Amarr : drone, TD, Neuts Minmatar : projectile, Webs, TP
Inty : Amarr : laser, rocket Minmatar : projectile
Recon : Amarr : drones + heavy missiles (curse), armor (pilgrim), shield (curse), TD, Neuts Minmatar : projectile - + Heavy Missiles (Huginn) + Drones (both) - Shield, Webs, TP
HAC : Amarr : laser, HAM - Armour - Shield Minmatar : projectile - Shield
T3 : Amarr : laser, HAM - Armour Minmatar : projectile - Armour - Shield - Missiles
Fixed. Your point still stands, but don't be selective. |

Hannibal Ord
Noir. Noir. Mercenary Group
44
|
Posted - 2011.11.07 14:28:00 -
[333] - Quote
Double Post FML |

Songbird
37
|
Posted - 2011.11.07 14:38:00 -
[334] - Quote
So I did a little test - put 3 L turrets on an unbonused ship (dread) and stuck a couple of tracking enhancers(which according to posters work best for minmatar)
With t2 long range ammo I get
800AC -7.8 +59 , DPS:40 Pulse - 58+16 , DPS:44 Blast - 15+26 , DPS:52
Unless my 8 years of eve online have taught me wrong 59km of falloff and 40 dps is significantly less than 58 optimal and 44 DPS, and blasters are just like a sword - deadly close up but ultimately melee weapons at gun fights.
Obviously the guns that need nerfing are the lazors - we should really nerf them good - their optimal , at least 3 seconds for exchanging the lenses and of course we should give them less DPS than AC's since they work in optimal and AC's in falloff.
or maybe give hybrids some more range instead of the stupid DPS increase I mean what good is all the DPS in the world when you can't apply it. |

Hannibal Ord
Noir. Noir. Mercenary Group
44
|
Posted - 2011.11.07 14:43:00 -
[335] - Quote
Songbird wrote:So I did a little test - put 3 L turrets on an unbonused ship (dread) and stuck a couple of tracking enhancers(which according to posters work best for minmatar)
With t2 long range ammo I get
800AC -7.8 +59 , DPS:40 Pulse - 58+16 , DPS:44 Blast - 15+26 , DPS:52
Unless my 8 years of eve online have taught me wrong 59km of falloff and 40 dps is significantly less than 58 optimal and 44 DPS, and blasters are just like a sword - deadly close up but ultimately melee weapons at gun fights.
Obviously the guns that need nerfing are the lazors - we should really nerf them good - their optimal , at least 3 seconds for exchanging the lenses and of course we should give them less DPS than AC's since they work in optimal and AC's in falloff.
or maybe give hybrids some more range instead of the stupid DPS increase I mean what good is all the DPS in the world when you can't apply it.
I would argue that, along with the improvements to tracking etc that blasters are getting in the expansion the numbers should look like this:-
800AC -7.8 +59 , DPS:40 Pulse - 58+16 , DPS:44 Blast - 15+26 , DPS:104 |

Niko Takahashi
Percone Outcasts
6
|
Posted - 2011.11.07 16:30:00 -
[336] - Quote
OK so
Eagle still sucks
Rokh is still the best sniper in useless theoretical scenario
Ferox well at least they are cheap.
Did I miss anything?
|

Nimrod Nemesis
Royal Amarr Institute Amarr Empire
47
|
Posted - 2011.11.07 16:32:00 -
[337] - Quote
Niko Takahashi wrote:OK so
Eagle still sucks
Rokh is still the best sniper in useless theoretical scenario
Ferox well at least they are cheap.
Did I miss anything?
Something un-ironic about minmatar having a hard time and then a pot-shot at the drake or scorch. |

Liang Nuren
Perkone Caldari State
52
|
Posted - 2011.11.07 20:44:00 -
[338] - Quote
Gypsio III wrote: No. Read again. I said that the additional drone skills required for Minmatar (heavies, sentries) could be regarded as equivalent to the additional ewar skills needed for Caldari. Griffin, Blackbird, Rook, Falcon, Scorpion, Kitsune, Widow form an entire line of T1 and T2 ships whose primary weapon system is ECM, requiring the rank 4 optimal, rank 2 falloff, rank 5 strength skill and rank 3 basic skills. It's absurd to dismiss this as you've done, and the rather pathetic line of painter ships cannot be compared,. In any case, as soon as you include capitals - and I'm sure you'll want to bring the Naglfar up - you'll find that Caldari now needs all of the drone skills anyway.
Falcon, Scorpion and occasionally Raven use armour buffers. Really, the SP required for armour buffer is pretty small, I'm happy to offset that against the additional Caldari ewar skills needed too, makes it about equal. Assuming that SP requirements of projectiles and hybrids are equal (ha controlled bursts), that just leaves missiles, a skill tree longer than any single turret tree, but one that Minmatar can enter at points of their choosing for their few missile boats, while Caldari has to train the whole thing.
I knew you'd react like this, you've grown old and stubborn. The difference is that Minmatar have a few ships with split weapons, while Caldari is a split race.
Comments: - It's not fair to talk about the Griffin and Kitsune because nobody flies them (there are even dev blogs acknowledging this). At that rate we might as well talk about the Bellicose and Painter ships because I'm sure it gets more use than both combined. That aside, I didn't dismiss the ECM lineup of ships requiring skills - I said it was absurd to place support skills like that on an equal footing with other support skills. - If your entire line of ECM ships is acceptable evidence that Caldari have a third major weapon system, then its probably worth including all the missile skills for Minmatar for all the (more numerous) split weapon platform ships. - If Minmatar can enter at specific points in the missile tree, so can Caldari FWIW. The only case I can see any argument for Caldari being more SP intensive is with HML (if you ignore Arby HML Cyclone fits). Furthermore, the fact that no Minmatar ship gets a missile range bonus makes the range support skills even more important for Minmatar than Caldari. - I wasn't going to bring up the Nag, but since you did I will say that the jump to Carriers for Caldari (going from Drones being a kinda maybe sometimes weapons system to must ******* train the whole goddamn thing) is almost as bad as the Nag. Both are just massive SP :efforts:. - I find it amusing that you accuse me of having grown old and stubborn. One of my last threads before I left Eve was an expose on why the Basilisk is in fact the superior logi for small gang shield combat (over the Scimitar) - something that I hadn't previously believed and something that even still flies in the face of accepted doctrine. Of course, I'm sure you'll continue with your "woe is caldari" and "nerf Minmatar because they still exist" line of complaining.
-Liang |

Nimrod Nemesis
Royal Amarr Institute Amarr Empire
48
|
Posted - 2011.11.07 21:03:00 -
[339] - Quote
Every race is easy to train for. Leave the bitch-fits to the gals on Jersey Shore you two. |

Hannibal Ord
Noir. Noir. Mercenary Group
44
|
Posted - 2011.11.07 21:13:00 -
[340] - Quote
Nimrod Nemesis wrote:Every race is easy to train for. Leave the bitch-fits to the gals on Jersey Shore you two.
Yeah if you stick completely to one race this game is super easy to skill for.
I for one could never keep to one race because they were all cool in their own way, so now I have good skills in all races haha! |
|

Rhinanna
The Warped Corpe Cascade Probable
70
|
Posted - 2011.11.16 14:35:00 -
[341] - Quote
So basically the anti-minmatar arguement is:
I don't like it and I know better than the devs.
Sorry I don't think you do, I don't think you have much of a clue at all about this game to be honest.
Its about tradeoff, if you don't like the trade-off you have made playing amarr (armour > speed) then try playing another race. They all have their different play-style. Minmatar style isn't superior to any of the others, its just different and probably the most annoying to fight against but that doesn't make it more powerful. All your defences are active (speed) which means keeping up transversal, not getting warped in on/probed, staying out of range, all at the same time WHILE at the same point taking down your enemy.
All the other races have less dependence on manuvering and more 'resistance' to messing up due to larger tanks allowing them to pull it out of the fire. Of course if the enemy gang is large enough it doesn't matter how much tank you have but thats more a problem with damage scaling in fleets than anything else. -The sword is only as sharp as the one who wields it! Other names: Drenzul (WoT, WoW, Lineage 2, WarH, BloodBowl, BSG, SC2 and lots more)-á |

Naomi Knight
Imperial Academy Amarr Empire
46
|
Posted - 2011.11.16 15:15:00 -
[342] - Quote
Rhinanna wrote:So basically the anti-minmatar arguement is:
I don't like it and I know better than the devs.
Sorry I don't think you do, I don't think you have much of a clue at all about this game to be honest.
Its about tradeoff, if you don't like the trade-off you have made playing amarr (armour > speed) then try playing another race. They all have their different play-style. Minmatar style isn't superior to any of the others, its just different and probably the most annoying to fight against but that doesn't make it more powerful. All your defences are active (speed) which means keeping up transversal, not getting warped in on/probed, staying out of range, all at the same time WHILE at the same point taking down your enemy.
All the other races have less dependence on manuvering and more 'resistance' to messing up due to larger tanks allowing them to pull it out of the fire. Of course if the enemy gang is large enough it doesn't matter how much tank you have but thats more a problem with damage scaling in fleets than anything else. omg
I know you have no clue about balance.
So what is the tradeoff between gall and matar ? less speed , weapon use cap , less range , fixed dmg types, slower lock hmm for like 5% dps advantage , that is not a tradeoff but complet disadvantage without any real compensation Minmatar style isnt superior ?? yeah sure dictacting range in small fleets is the most important thing , and in large fleets breaking up enemy fleet remote reps with huge alpha is also one of the best thing
yeah gallente is less dependant on manuvering than matar , oh and has more resistance too just look at deimos vs vaga we can completly see you are right.... or not
The problem is not matar is the speed race , the problem is it has as much dmg or more than gallente and even has as much buffer tank too. |

Songbird
38
|
Posted - 2011.11.16 15:44:00 -
[343] - Quote
No one is locked in 1 ship, feel free to cross train.
It's not a single player game. You think minmatar has that many advantages - include some minmatar ships in your gang. You are hating the game and it's the same game for everyone around. Adapt and survive. Or not.
Also stop whining.
Game has to have variety - different strokes and all that jazz. If all were the same we would be playing a first person shooter.
Also if you don't like the minmatar ships that much find a way to break them that doesn't include the forums - and if you can't live in an universe that has minmatar ships in it vote your displeasure with your wallet - I'm sure if a good percentage of paying customers quit because they couldn't stand how OP one of the factions is CCP will take notice and change it. |

Ong
AQUILA INC
21
|
Posted - 2011.11.16 16:44:00 -
[344] - Quote
lulz troll op
1/10 for originality
10/10 for a successfully troll of retards  |

Mr Bigwinky
Click Click BOOM 4U Holdings Inc
29
|
Posted - 2011.11.16 17:21:00 -
[345] - Quote
So many posts
Not enough will to live
- Winky GÖÑ Welcome to EVE online, here's your rubix cube, go F*** yourself GÖÑ |

TS0
Caldari Provisions Caldari State
0
|
Posted - 2011.11.16 18:22:00 -
[346] - Quote
Wait for Hybrid buff and un-nerf misiles...How about we buff instead of nerfing everthing? |

Vmir Gallahasen
Red Federation RvB - RED Federation
9
|
Posted - 2011.11.16 18:35:00 -
[347] - Quote
Songbird wrote:Game has to have variety - different strokes and all that jazz. If all were the same we would be playing a first person shooter. Yes, variety would be nice.
1 Drake 2 Hurricane 3 Abaddon 4 Armageddon 5 Zealot 6 Tempest 7 Maelstrom 8 Dramiel 9 Rifter 10 Cynabal 11 Sabre 12 Rapier 13 Scimitar 14 Tengu 15 Hound 16 Vagabond 17 Manticore 18 Loki 19 Harbinger 20 Capsule
Caldari Winmatar Amarr Amarr Amarr Winmatar Winmatar Winmatar Angel Style Winmatar Winmater Angel Style Winmatar Winmatar Winmatar Caldari Winmatar Winmatar Caldari Winmatar Amarr People who tried to kill someone but died during it
60% Winmatar 20% Amarr 15% Caldari 5% Pods
All three races represented quite well, wouldn't you say? Good thing we have variety
|

Liang Nuren
Perkone Caldari State
71
|
Posted - 2011.11.16 18:45:00 -
[348] - Quote
Naomi Knight wrote:Rhinanna wrote:So basically the anti-minmatar arguement is:
I don't like it and I know better than the devs.
Sorry I don't think you do, I don't think you have much of a clue at all about this game to be honest.
Its about tradeoff, if you don't like the trade-off you have made playing amarr (armour > speed) then try playing another race. They all have their different play-style. Minmatar style isn't superior to any of the others, its just different and probably the most annoying to fight against but that doesn't make it more powerful. All your defences are active (speed) which means keeping up transversal, not getting warped in on/probed, staying out of range, all at the same time WHILE at the same point taking down your enemy.
All the other races have less dependence on manuvering and more 'resistance' to messing up due to larger tanks allowing them to pull it out of the fire. Of course if the enemy gang is large enough it doesn't matter how much tank you have but thats more a problem with damage scaling in fleets than anything else. omg I know you have no clue about balance. So what is the tradeoff between gall and matar ? less speed , weapon use cap , less range , fixed dmg types, slower lock hmm for like 5% dps advantage , that is not a tradeoff but complet disadvantage without any real compensation Minmatar style isnt superior ?? yeah sure dictacting range in small fleets is the most important thing , and in large fleets breaking up enemy fleet remote reps with huge alpha is also one of the best thing yeah gallente is less dependant on manuvering than matar , oh and has more resistance too just look at deimos vs vaga we can completly see you are right.... or not The problem is not matar is the speed race , the problem is it has as much dmg or more than gallente and even has as much buffer tank too.
Yay, comparing Minmatar (a working race) to Gallente (a not working race) and claiming that Minmatar is overpowered. You could make the same comparison to Amarr and claim that Amarr is overpowered. Good job slick. -_-
-Liang |

Naomi Knight
Imperial Academy Amarr Empire
47
|
Posted - 2011.11.16 18:54:00 -
[349] - Quote
matarfanboi wrote: Yay, comparing Minmatar (a working race) to Gallente (a not working race) and claiming that Minmatar is overpowered. You could make the same comparison to Amarr and claim that Amarr is overpowered. Good job slick. -_-
-Liang
and you say what?? oh dont nerf matar dont nerf matar bruhuhu
Defending matar to bitter end yeah... just as usual , you are liang after all.
I love how you pretend you were against projectile buff... |

Liang Nuren
Perkone Caldari State
71
|
Posted - 2011.11.16 19:16:00 -
[350] - Quote
Naomi Knight wrote:matarfanboi wrote: Yay, comparing Minmatar (a working race) to Gallente (a not working race) and claiming that Minmatar is overpowered. You could make the same comparison to Amarr and claim that Amarr is overpowered. Good job slick. -_-
-Liang
and you say what?? oh dont nerf matar dont nerf matar bruhuhu Defending matar to bitter end yeah... just as usual , you are liang after all. I love how you pretend you were against projectile buff...
Your reading comprehension, as always, is poor. Here's the short form: - I was not against a projectile boost. I was very much in favor of having one. Once the main discussion thread went up, I found it too "noisy" and bowed out quickly. I had very little further interaction with it, though I did provide some graphs for Kaileen Starsong who was trying to prove that the projectile boosts were going too far towards the end. - Projectiles and lasers are reasonably well balanced against each other, with perhaps a slight edge towards projectiles. - Hybrids (both blasters and rails) are broken, and using them in any case to nerf another system is a fundamentally flawed concept. - There are good and bad projectile ships, as well as good/bad laser ships. Comparing bad laser ships with good projectile ships is kinda meaningless and serves more to illustrate how a particular ship sucks (hi Omen). - Its very dangerous to combine nerfs to one system and buffs to a competing system in the same patch. We should wait and see where Hybrids end up before making a case that projectiles need nerfed.
While the future is still pretty hazy, I think we're going to eventually see a Minmatar/projectile nerf. I just want it to be for the right reasons and actually address the heart of the matter.
-Liang |
|

vorneus
Hub2
1
|
Posted - 2011.11.16 19:38:00 -
[351] - Quote
This.
Liang Nuren wrote: - Its very dangerous to combine nerfs to one system and buffs to a competing system in the same patch. We should wait and see where Hybrids end up before making a case that projectiles need nerfed.
And this.
Liang Nuren wrote: While the future is still pretty hazy, I think we're going to eventually see a Minmatar/projectile nerf. I just want it to be for the right reasons and actually address the heart of the matter.
Balance is best achieved by small incremental changes and careful measuring of the effects in all areas. I wrote this in about 3 different posts regarding how hybrid changes aren't enough, minmatar still OP, etc etc.
-Ed |

Naomi Knight
Imperial Academy Amarr Empire
47
|
Posted - 2011.11.16 19:46:00 -
[352] - Quote
" Balance is best achieved by small incremental changes and careful measuring of the effects in all areas. "
oh yes then the next patch should give 0,05% more tracking and see if something will change for half year so maybe in year 40k we will have a balanced game....
no balance should be made by design and assumptions not small little steps , you should try to hit the best spot with the fist shot, you will see if it miss by a long shot then recalibrate , do this until it you are fine with the result these babysteps are only good for liang and bunch of other matarboys who still can use their imba ships for another half year and ofcourse lazy ccp tallest+team , it doesnt take much manpower to come op with something meaningfull especially with the help of community , if they cant that says they are uncapable of it should be fired and hire new staff |

Liang Nuren
Perkone Caldari State
72
|
Posted - 2011.11.16 19:55:00 -
[353] - Quote
Naomi Knight wrote:" Balance is best achieved by small incremental changes and careful measuring of the effects in all areas. "
oh yes then the next patch should give 0,05% more tracking and see if something will change for half year so maybe in year 40k we will have a balanced game....
no balance should be made by design and assumptions not small little steps , you should try to hit the best spot with the fist shot, you will see if it miss by a long shot then recalibrate , do this until it you are fine with the result these babysteps are only good for liang and bunch of other matarboys who still can use their imba ships for another half year and ofcourse lazy ccp tallest+team , it doesnt take much manpower to come op with something meaningfull especially with the help of community , if they cant that says they are uncapable of it should be fired and hire new staff
Lets assume that projectiles are OP as hell (like, way seriously WTF overpowered how the **** did that ever get in the game in the first place every CCP dev ever should be fired and tarred and feathered overpowered)... what got them that way in the fist place is the help of the community.
And yet, you think that the community should dictate design again. Something isn't adding up here. Notably, your opinion is inconsistent with itself.
-Liang |

Naomi Knight
Imperial Academy Amarr Empire
47
|
Posted - 2011.11.16 20:02:00 -
[354] - Quote
Not true , community never asked for such a huge buff. Still CCP stopped checking out what the change did, and stopped balanced there, instead of bring out another one to compensate it or bring those ships left in the dust to usefull lvl.
They say they will constantly balance and monitor balance. Yeah they had 3 years to start fix something ... At least CCP should make balance changes in every 1-2months. |

Liang Nuren
Perkone Caldari State
72
|
Posted - 2011.11.16 20:06:00 -
[355] - Quote
Naomi Knight wrote:Not true , community never asked for such a huge buff.
Yeah, they really did. That was one of the defining characteristics of the projectile boost movement - there was no clear way forward and nobody could agree about what they wanted. There were quite a few of us that tried to focus the movement but we weren't ever really successful. In a lot of ways, it seems like CCP did a bit of all of the suggestions.
-Liang |

Zarnak Wulf
Amok. Goonswarm Federation
91
|
Posted - 2011.11.16 21:17:00 -
[356] - Quote
Liang Nuren wrote: While the future is still pretty hazy, I think we're going to eventually see a Minmatar/projectile nerf. I just want it to be for the right reasons and actually address the heart of the matter.
-Liang
Did you notice they used Grimpak's idea on the Tornado? That's probably their future direction. |

Liang Nuren
Perkone Caldari State
73
|
Posted - 2011.11.16 22:02:00 -
[357] - Quote
Zarnak Wulf wrote:Liang Nuren wrote: While the future is still pretty hazy, I think we're going to eventually see a Minmatar/projectile nerf. I just want it to be for the right reasons and actually address the heart of the matter.
-Liang
Did you notice they used Grimpak's idea on the Tornado? That's probably their future direction.
No, what did they do to the Tornado?
-Liang |

Zarnak Wulf
Amok. Goonswarm Federation
93
|
Posted - 2011.11.16 22:10:00 -
[358] - Quote
Falloff was changed from 10% per level to 5% per level. The Grimpak Idea is to do this to all ships that currently have the falloff bonus as they are the worst offenders. |

Liang Nuren
Perkone Caldari State
74
|
Posted - 2011.11.16 22:19:00 -
[359] - Quote
Zarnak Wulf wrote:Falloff was changed from 10% per level to 5% per level. The Grimpak Idea  is to do this to all ships that currently have the falloff bonus as they are the worst offenders.
I'm kinda of two minds about that. On the one hand, it'll definitely smack the **** out of almost all projectile complaints... on the other hand, it makes falloff range bonuses way less useful than optimal falloff bonuses. Then again, TEs and falloff by weapon tier kinda makes up for it.....
I dunno. It'll kinda **** up my WH sleip, but I won't cry too hard over it.
/shrug
-Liang |

Goose99
Republic Military School Minmatar Republic
166
|
Posted - 2011.11.16 22:21:00 -
[360] - Quote
Zarnak Wulf wrote:Falloff was changed from 10% per level to 5% per level. The Grimpak Idea  is to do this to all ships that currently have the falloff bonus as they are the worst offenders.
Bad idea, obviously result of EFT warrioring. The only larger ships with 10% falloff bonus are expensive boats like Mach, Vargur and Sleipnir. 10% falloff bonus from small boats like Wolf doesn't make it as op due to the speed in that class.
Vargur is bad for pvp. Machs and Sleipnir are too expensive to field en mass. It's the cheap non-10% falloff bonused boats, like canes and rifters, seen in every corner of Eve, that made Winmatar what it is.
A real fix would be to nerf Minmatar speed so that it's possible for catch them in a blasterboat. |
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