| Pages: 1 2 3 4 5 6 :: [one page] |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Verity Sovereign
Pator Tech School Minmatar Republic
37
|
Posted - 2011.11.27 04:46:00 -
[1] - Quote
http://www.eveonline.com/devblog.asp?a=blog&nbid=3012
Quote:Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): Removed falloff penalty
Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking....
And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail.
Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type). Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS. Caldari rails will be buffed though, yay for only 2 viable races. Drakes and Canes may become Drakes, Feroxs and Canes. Woot! |

Goose99
Republic Military School Minmatar Republic
238
|
Posted - 2011.11.27 05:00:00 -
[2] - Quote
Verity Sovereign wrote:http://www.eveonline.com/devblog.asp?a=blog&nbid=3012 Quote:Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): Removed falloff penalty Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking.... And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail. Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type). Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS. Caldari rails will be buffed though, yay for only 2 viable races. Drakes and Canes may become Drakes, Feroxs and Canes. Woot!
Old news, and Winmatar ftw! |

Aamrr
HnL Enterprise
166
|
Posted - 2011.11.27 05:23:00 -
[3] - Quote
They reinstated the falloff penalty, but at a reduced value (-25%). |

Mfume Apocal
Origin. Black Legion.
125
|
Posted - 2011.11.27 05:24:00 -
[4] - Quote
It still has a tracking penalty. Quake got the tracking boost. |

Verity Sovereign
Pator Tech School Minmatar Republic
37
|
Posted - 2011.11.27 06:07:00 -
[5] - Quote
Aamrr wrote:They reinstated the falloff penalty, but at a reduced value (-25%).
So its still a WInmatar buff. |

Alexa Coates
The Scope Gallente Federation
3
|
Posted - 2011.11.27 06:18:00 -
[6] - Quote
Verity Sovereign wrote:Aamrr wrote:They reinstated the falloff penalty, but at a reduced value (-25%). So its still a WInmatar buff. stop calling them winmatar. Thats just damn childish.
'HURR I R BETTER DAN U CUZ I FLY RUST LOLOLOLOL' Love my Gallente Federation Navy ships! |

Verity Sovereign
Pator Tech School Minmatar Republic
37
|
Posted - 2011.11.27 06:23:00 -
[7] - Quote
I'm not saying I'm better than you.
Its criticism (in sarcastic form) of CCPs poor balance. |

Michael Harari
The Hatchery Team Liquid
2
|
Posted - 2011.11.27 06:37:00 -
[8] - Quote
Hail was pretty much unusable before, now its just sort of ******. |

Duchess Starbuckington
Starbuckington Manor
27
|
Posted - 2011.11.27 12:48:00 -
[9] - Quote
Quote:stop calling them winmatar. Thats just damn childish.
'HURR I R BETTER DAN U CUZ I FLY RUST LOLOLOLOL'
Nice job completely missing the point, idiot. The term "Winmatar" refers to how hilariously OP the race as a whole is.
Still, great stuff, yet another buff to the best weapon system in the game. I guess CCP just couldn't have a hybrid buff without giving the projectile packing pwnmobiles some extra love. |

Cambarus
Clearly Compensating
33
|
Posted - 2011.11.27 19:26:00 -
[10] - Quote
Duchess Starbuckington wrote:Quote:stop calling them winmatar. Thats just damn childish.
'HURR I R BETTER DAN U CUZ I FLY RUST LOLOLOLOL' Nice job completely missing the point, idiot. The term "Winmatar" refers to how hilariously OP the race as a whole is. Still, great stuff, yet another buff to the best weapon system in the game. I guess CCP just couldn't have a hybrid buff without giving the projectile packing pwnmobiles some extra love. The only minmatar ship I can think of better at actually fighting than its amarrian counterpart is the cane. Aside from that, the only thing minmatar are good at is being fast. They do less damage at anything other than point blank range than pulses and have less ehp. But, because kb efficiency is mostly dictated by one's ability to escape unfavourable engagements, and catch targets you CAN kill, minmatar will continue to be used more than the other races, unless CCP makes them essentially unplayable.
That said, I will agree that the hail changes were silly, especially given that hail has a higher base damage than void... |

Verity Sovereign
Pator Tech School Minmatar Republic
43
|
Posted - 2011.11.27 20:46:00 -
[11] - Quote
Being fast = dictating engagement range = Win
Plus their weapon systems track better with base stats, and have ammo that can give tracking boosts, and many of their ships have tracking bonuses.
Plus they just plain take less damage due to small sigs. If you do more damage, but then miss or lose a lot of it due to firing at a small sig radius target, then your actual DPS isn't nearly as good as the paper DPS.
Winmatar win because they can hit you when you can't hit back.
Either you can't track them, or you can't get within range while they continue to do damage to you (even if they are not doing all that much due to falloff). And of course, you can't neut them to stop them from firing like ships using hybrids and lasers, so they often have more cap to spare even if they do have weak caps.
Then figure that they are going to select their damage type, and go against your weakest resist. Your laser/hybrid may have started with more DPS, but does that still hold true when resistances are taken into account? Likely not. Then when tracking/range and sig are taken into account, your poor hit chance/quality just hands the win to the Winmatar.
The only race that can compete against those strengths is the Caldari missile boats. They also don't need cap to fire. Their primary weapons systems have ridiculously long range (Heavy missiles are just way too long ranged, wtf is up with missile skills granting a 2.25x range increase, while gunnery skils only grant a 1.25x range increase), and transversal has no effect on them, so closing the distance has no effect on applied damage. -Though pure speed does severely limit damage, as does small sig radii.
And of course, once you get into larger groups at moderate ranges, where ships get alphad, slow missiles fall out of favor, leaving Winmatar Winning Eve.
|

Nalha Saldana
Eternity INC. Goonswarm Federation
31
|
Posted - 2011.11.27 20:51:00 -
[12] - Quote
Hail will still have the -30% tracking, its the Quake ammo for arty that got tracking bonus. |

Verity Sovereign
Pator Tech School Minmatar Republic
43
|
Posted - 2011.11.27 21:00:00 -
[13] - Quote
Already pointed out, I suppose I should edit my first post.
Still, if they buff hail (by reducing the range penalty) without doing the same for the other T2 ammo counterparts, its a buff to Winmatar |

Wog Cyllen
Hedion University Amarr Empire
0
|
Posted - 2011.11.27 21:02:00 -
[14] - Quote
Verity Sovereign wrote:http://www.eveonline.com/devblog.asp?a=blog&nbid=3012 Quote:Tech II Ammo
I did some comparison between the tech II ammo types and found that one hybrid ammo type did indeed need some work. I also found that the other turret types had some very underwhelming ammo. Rather than limit myself to only boosting the hybrid ammo, I will also be making some changes to other tech II ammo types. Javelin is quite obviously underpowered. The correlating laser and projectile ammo, Gleam and Quake, are equally underwhelming and they all need some change. Additionally, Hail sticks out as terribly underpowered.
Javelin (all sizes): Removed cap penalty Javelin, Gleam and Quake (all sizes): Removed tracking speed penalty, added 25% tracking speed bonus Hail (all sizes): Removed falloff penalty Hail is terribly underpowered? Its falloff bonus is removed? Winmatar's effective range is pretty much all falloff. Now they'll do more damage than EMP/Fusion/Phased Plasma with the same range, and +25% tracking.... And the Blasters will still be stuck with void with the same -50% falloff modifier that they just removed from Hail. Meanwhile, null is stuck with the lowest range boost of any of the T2 range boosting ammo (for the short ranged variant of eahc weapon type). Gallente still won't be able to catch Winmatar to get within blaster range. If they do, T2 autos will spit out much more DPS due to hail doing much better applied DPS. Caldari rails will be buffed though, yay for only 2 viable races. Drakes and Canes may become Drakes, Feroxs and Canes. Woot!
Hail will still have -25% falloff penalty and doesn't have any tracking bonus. Was crap before, will be meh after the patch.
Clueless whiny ******.
|

Verity Sovereign
Pator Tech School Minmatar Republic
44
|
Posted - 2011.11.27 21:08:00 -
[15] - Quote
Read previous posts, the tracking bonus mixup was already pointed out (twice before you) and I already acknowledged the mistake (before you posted).
Putting the falloff penalty back in, but at 25% instead of the previous 50%, while Void retains the 50% penalty, is a buff to projectiles, plain and simple.
Hybrid T2 ammo just got more inferior relative to projectile T2 ammo.
The short range autocannon ammo has a 0.75 falloff modifier, the short range blaster ammo has a 0.5 fall off modifier Win for Winmatar.
The long range autocannon ammo has a 1.5 falloff modifier, the long range blaster ammo has a 1.25 falloff modifier Win for Winmatar. |

Liang Nuren
Perkone Caldari State
106
|
Posted - 2011.11.27 21:29:00 -
[16] - Quote
Verity Sovereign wrote:Winmatar.
This gets really ******* old because its just not true. Minmatar is good in areas, bad in others - its just the way the game is and always will be and always should be. It wouldn't take much of a meta game shift to push Minmatar into total ******* oblivion even without changing any attributes on any ship.
People have correctly pointed out the cluelessness and idiocy of your original post - and many other posts that you've made. Maybe you should start by being a bit more reasonable in your posts rather than demanding "Winmatar" nerfs when they aren't really deserved.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Verity Sovereign
Pator Tech School Minmatar Republic
45
|
Posted - 2011.11.27 21:39:00 -
[17] - Quote
Quote:People have correctly pointed out the cluelessness and idiocy of your original post - and many other posts that you've made.
[sarcasm]Right..... because boosting short range projectile ammo without boosting the hybrid or laser counterpart isn't a buff to Minmatar. Of course! I'm so stupid for thinking it was![/sarcasm]
Other posts? are you referring to the drone damage multiplier thread?
Quote:is good in areas, bad in others - its just the way the game ... should be. [sarcasm]So by that logic, the game should have EM("Amarr") drones be good in no area whatsoever? Ahhh how could I not see it! I'm so stupid!
In that thread, you were also arguing that Kin drones weren't viable because they didn't out DPS Therm drones enough (when going against targets with weak Kin resists) while all the while being faster and having better tracking. Clearly Kin drones are not viable and don't conform to your "good in some areas, bad in others" concept for the way games should be. How could I not understand that!? Im such a clueless idiot.[/sarcasm] |

Liang Nuren
Perkone Caldari State
106
|
Posted - 2011.11.27 21:49:00 -
[18] - Quote
Verity Sovereign wrote:...
If you want to discuss the drone thread, I suggest we keep ourselves confined to one thread. If you want to discuss why you're being a petulant idiot about demanding anything with the name "Minmatar" attached to it being nerfed we can probably cover that here.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

DarkAegix
Blue Republic RvB - BLUE Republic
398
|
Posted - 2011.11.27 22:32:00 -
[19] - Quote
How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar. |

Emily Poast
The Whipping Post
20
|
Posted - 2011.11.27 22:59:00 -
[20] - Quote
Poster above me is right.
I have only flow Gallente my whole career. I just recently trained up for rifter/rupture/hurricane. The fitting diferences are just stupid. Utility slots galore. The GTFO ability is insane.
When I undock in my Gal ships, I expect to get popped. That is the price of playing in scram range 100% of the time. The risk factor of losing your ship, as a Minmatar is vastly reduced. They have the best tank that exists in the game - GTFO. Plus a great weapon system and the top speed. The weapon system alone is a perfect example. The very fact that ALL FOUR RACES have ship(s) that regularly fit ACs should be enough to tell you something is at issue. You can deny it all you want, but that is the truth.
That being said - I dont want them nerfed if it can be helped. I think they are pretty close to Amarr as far as balance. Gallente, and to some extent Caldari (excluding Draek) need to be brought up to a comparable level.
Just my opinion. |

Mfume Apocal
Origin. Black Legion.
127
|
Posted - 2011.11.27 23:00:00 -
[21] - Quote
DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
1. 800s. 2. 2x hvy neuts 3. 2x 1600mm plates 4. DC, 2 EANMs, 1 gyro 5. Goddamn, I'm over PG, gotta downgrade something, lets go with the heavy neut. 6. Hvy cap injector, 2x web, point.
Final fit and stats: [Tempest, Brawl fit as instructed] Gyrostabilizer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Damage Control II
Quad LiF Fueled I Booster Rockets Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800 Stasis Webifier II Stasis Webifier II Warp Disruptor II
800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L Heavy Unstable Power Fluctuator I Medium Unstable Power Fluctuator I
Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
809 EFT DPS, 119K EHP (146K against IN MF).
Quote:How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar.
1. MPLs 2. 1x 1600mm plate 3-5. Fits fine for me! 6. 1 DC2 + 2x EANM + passive exp hard. 7-14. Fits fine! 15. lol
Final stats and fit: [Abaddon, Brawl fit as instructed] Heat Sink II Heat Sink II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Reactive Plating II 1600mm Reinforced Rolled Tungsten Plates I Damage Control II
Quad LiF Fueled I Booster Rockets Heavy Capacitor Booster II, Cap Booster 800 Fleeting Propulsion Inhibitor I Warp Disruptor II
Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L
Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I
Ogre II x2 Hammerhead II x2 Hobgoblin II x1
1025 DPS (including drones ofc), 141K EHP omni, 134K EHP against PP (lowest Minmatar relevant tank).
It's almost as if we should be looking at balancing ships instead of races?!
|

Naomi Knight
Imperial Academy Amarr Empire
60
|
Posted - 2011.11.27 23:01:00 -
[22] - Quote
Emily Poast wrote:Poster above me is right.
I have only flow Gallente my whole career. I just recently trained up for rifter/rupture/hurricane. The fitting diferences are just stupid. Utility slots galore. The GTFO ability is insane.
When I undock in my Gal ships, I expect to get popped. That is the price of playing in scram range 100% of the time. The risk factor of losing your ship, as a Minmatar is vastly reduced. They have the best tank that exists in the game - GTFO. Plus a great weapon system and the top speed. The weapon system alone is a perfect example. The very fact that ALL FOUR RACES have ship(s) that regularly fit ACs should be enough to tell you something is at issue. You can deny it all you want, but that is the truth.
That being said - I dont want them nerfed if it can be helped. I think they are pretty close to Amarr as far as balance. Gallente, and to some extent Caldari (excluding Draek) need to be brought up to a comparable level.
Just my opinion.
yep drake is fine the other caldari ships should be buffed to it , same with gallente
Mfume Apocal still fails ... is your op rusty ships dont give confidence anymore?:( poor matard |

Mfume Apocal
Origin. Black Legion.
127
|
Posted - 2011.11.27 23:05:00 -
[23] - Quote
Emily Poast wrote: The very fact that ALL FOUR RACES have ship(s) that regularly fit ACs should be enough to tell you something is at issue. You can deny it all you want, but that is the truth.
The issue is that those ships don't get a damage bonus to their turrets and ACs use no cap, so you're losing nothing by fitting them. This is an issue that has been present for (allegedly) years now. OTOH, I've seen HPL Domis flown without a shred of irony along with HBL Nighthawks, laser Keres, etc. and no one sane is claiming beams are overpowered. |

Liang Nuren
Perkone Caldari State
106
|
Posted - 2011.11.27 23:10:00 -
[24] - Quote
DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar.
This is an extremely stupid post. We have repeatedly been down the path of showing that Minmatar DPS isn't all that spectacular, and neither is the tank. There's a sweet spot that Minmatar occupies perhaps too much of, but claiming that you die horribly for not flying "Winmatar" is just utter hogwash.
Stop being melodramatic about it - if there's a game imbalance its quite small all things considered.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

DarkAegix
Blue Republic RvB - BLUE Republic
399
|
Posted - 2011.11.27 23:10:00 -
[25] - Quote
Mfume Apocal wrote:Not an excellent post.
You're comparing tier 2 and tier 3 battleships. Try comparing the Apoc and Tempest, instead.

|

Mfume Apocal
Origin. Black Legion.
127
|
Posted - 2011.11.27 23:13:00 -
[26] - Quote
Naomi Knight wrote:Mfume Apocal still fails ... is your op rusty ships dont give confidence anymore?:( poor matard
lol, it's bizarre I have more kills in a drake than any other ship across all my accounts, with amarr BS (abaddon) counting for the majority of my BS kills and you lump me in with "matar."
It really is because I'm black, isn't it?
anyway it's DarkAegix's fit, if anyone's. I'd never fit a Minmatar ship for brawling. |

Mfume Apocal
Origin. Black Legion.
127
|
Posted - 2011.11.27 23:16:00 -
[27] - Quote
DarkAegix wrote:Mfume Apocal wrote:Not an excellent post.
You're comparing tier 2 and tier 3 battleships. Try comparing the Apoc and Tempest, instead. 
Why would I ever fit a shipwith RANGE BONUS but no DAMAGE BONUS for BRAWLING??? |

Cambarus
Clearly Compensating
34
|
Posted - 2011.11.28 00:36:00 -
[28] - Quote
Verity Sovereign wrote:Being fast = dictating engagement range = Win
Plus their weapon systems track better with base stats, and have ammo that can give tracking boosts, and many of their ships have tracking bonuses.
Plus they just plain take less damage due to small sigs. If you do more damage, but then miss or lose a lot of it due to firing at a small sig radius target, then your actual DPS isn't nearly as good as the paper DPS.
Winmatar win because they can hit you when you can't hit back.
I see the problem now. You're arguing with numbers, but not actually providing any, you know, NUMBERS to back it up. Let me show you an example of how we argue while using actual proof to back our claims: Zealot versus vaga: For the zealot we'll use the fist fit, swapping the tc/sebo for a web and a WD: For the vaga, we'll go with the standard 2 LSE 2 damage mods + DC II (the other slots are largely irrelevant since we're not looking at speed or range, this is just a brawling fit) Raw numbers: Zealot has 500 DPS with 56k EHP Vaga has 530 with 29k EHP After resists on opposing ship are factored in: Vaga deals 135 DPS with RFPP Zealot deals 130 with INMF Meaning: Zealot takes 223 seconds to kill a vaga Vaga takes 437 seconds to kill a zealot
Right away you can see the problem. The zealot has twice the dps/EHP fielded even AFTER taking resists into account (and ignoring range, even though the vaga would only be doing that damage at 1.8km, even with 2 TEs).
But what about tracking? Well, inside 10km it's irrelevant, because our zealot has a web and our vaga does not, because the zealot dictates range/transversal at that point (unless the vaga runs its mwd, in which case it caps out in under a minute) At 10km+ both ships track each other perfectly. Even if the zealot sits still and the vaga gets a perfect orbit.
And cap usage? The zealot does actually lose out on this, capping out in about a minute and a half (versus the vaga capping out at 4 minutes with the neut running) But then, not being cap dependant and being fast are the 2 big things minmatar have going for them, and complaining about them would be like complaining about amarr having more range and instant ammo swapping.
Verity Sovereign wrote: Either you can't track them, or you can't get within range while they continue to do damage to you (even if they are not doing all that much due to falloff).
Zealot ODs the vaga by a mile past the 10km mark, and keeps on ODing it right up until 36km or so, which is outside of point range, and can't be maintained anyway (the vaga caps out quickly running the mwd, an AB zealot never caps out)
Verity Sovereign wrote:
Then figure that they are going to select their damage type, and go against your weakest resist. Your laser/hybrid may have started with more DPS, but does that still hold true when resistances are taken into account? Likely not. Then when tracking/range and sig are taken into account, your poor hit chance/quality just hands the win to the Winmatar.
I just illustrated why sig radius, tracking, and damage type selection, even after being taken into account, STILL don't make the vaga anywhere near as good at actually FIGHTING than the zealot. See? When you actually look at some of the numbers involved, minmatar don't seem that amazing. It's almost as if they're worse at actually fighting, but make up for it by being able to more easily pick their targets...
Mfume Apocal wrote:DarkAegix wrote:You're comparing tier 2 and tier 3 battleships. Try comparing the Apoc and Tempest, instead.  Why would I ever fit a shipwith RANGE BONUS but no DAMAGE BONUS for BRAWLING??? This. You don't look at tiers in the battleship line, you look at roles. You compare the apoc to the rokh, for example, despite them being different tiers. That said, if we do it his way: Maelstrom: Highs: 800mm ACs mids: point mwd em hardener 2 invulns LSE
3 CDFEs
1100 DPS 111k EHP
Not bad, but it can only apply this damage up to 3,5km, and beyond that it's in falloff. It has about 10% more DPS and 20% less EHP. Picking one over the other is simply a matter of preference, which is fine given that the only BS you can really nano fit is the pest (so the ship in question doesn't really have the target selection abilities of the smaller matari ships) and when it comes to brawling the abaddon blows the pest out of the water.
|

Emily Poast
The Whipping Post
21
|
Posted - 2011.11.28 00:40:00 -
[29] - Quote
Mfume Apocal wrote:Why would I ever fit a shipwith RANGE BONUS but no DAMAGE BONUS for BRAWLING???
Like I said, I dont want any nerfs, just a rebalance of the other races.
But you forgot to list a few things in your fits: 1. The Abaddon gets armor resist bonus and the Pest has almost as much EHP. 2. The Pest has 2 neuts and dual webs 3. And most imporant, speed is 861 v. 689. I'll let you guess which is higher. ;) |

Cambarus
Clearly Compensating
35
|
Posted - 2011.11.28 01:02:00 -
[30] - Quote
Emily Poast wrote:Mfume Apocal wrote:Why would I ever fit a shipwith RANGE BONUS but no DAMAGE BONUS for BRAWLING??? Like I said, I dont want any nerfs, just a rebalance of the other races. But you forgot to list a few things in your fits: 1. The Abaddon gets armor resist bonus and the Pest has almost as much EHP. 2. The Pest has 2 neuts and dual webs 3. And most imporant, speed is 861 v. 689. I'll let you guess which is higher. ;) 1)The abaddon gets higher resists, which means that it gets more from RR, which is important. 2)The abaddon has a cap booster and a web of its own. Advantage does go to the pest there, but trading utility for damage + ehp is what minmatar does. Why would anyone fly them if you got rid of one of those advantages? 3)You're in an armor tanked BS, you're not running anywhere in a brawl ;)
You're also ignoring range, another huge advantage for the abaddon, and unlike speed, in medium-large brawls this advantage is actually useful. |

Mfume Apocal
Origin. Black Legion.
127
|
Posted - 2011.11.28 01:11:00 -
[31] - Quote
Emily Poast wrote:Like I said, I dont want any nerfs, just a rebalance of the other races.
But you forgot to list a few things in your fits: 1. The Abaddon gets armor resist bonus and the Pest has almost as much EHP. 2. The Pest has 2 neuts and dual webs 3. And most imporant, speed is 861 v. 689. I'll let you guess which is higher. ;)
1. That was deliberate, to put them somewhere within the same realm of EHP/DPS. Taking off a plate is disastrous to the Tempest's EHP (95k omni and 114K MF) and the 2nd gyro still doesn't redress the DPS imbalance between the two (714 turret DPS vs 814). Tempest loses either way, all other things being equal. 2. Yes, it has the slot layout and utility highs. 3. Yes, Minmatar ships are faster.
At any rate, I'll just quote the overall point of my comparison:
Mfume Apocal wrote:It's almost as if we should be looking at balancing ships instead of races?! |

Vigdis Thorisdottir
Imperial Academy Amarr Empire
37
|
Posted - 2011.11.28 01:27:00 -
[32] - Quote
Nerf WINgineering!
Nerf WINlectronics!
Buff some people's Core Fitting skills! 
Seriously, in my Alliance, the people complaining about not enough grid/CPU are usually the ones who have neglected these (and other) skills. |

Julia Connor
Caldari Provisions Caldari State
4
|
Posted - 2011.11.28 05:42:00 -
[33] - Quote
Funny dudes in this thread tbh. If you don't know or just feel like acting like a insert curse word, hybrids now have the best tracking on all turret sizes plus some other significant changes. These changes won't make gallente viable for kiting and such but it will deffo make them the best choice for close range brawling like some of them weren't already... hint(megathron).
P.S. to those of you comparing a pest to a baddon. You are all insert curse word. |

m0cking bird
Republic Military School Minmatar Republic
16
|
Posted - 2011.11.28 06:12:00 -
[34] - Quote
Lol! Another one. Honestly! Fock it! Nerf Minmatar so we can be done with these constant stream of threads. Why I even look on the forums still is beyond me.
I would like a boost to Caldari ships. Make them all Missile ships. Also, i'd like scorch to be boosted to. Amarr weapons use to much capacitor. Something needs to be done about cruise and siege missiles. The other good caldari battleships are the Scorpion and Rokh. One of which is a turret ship.
Why do 2 races that h8 each other still use the same weapon system? You know! I want more ships to. Maybe we should get rid of super caps and just use regular capitals.
I would like to expand the t1 destroyer class and have more cruisers. What happened to t3 frigates? |

Niko Takahashi
Perkone Caldari State
11
|
Posted - 2011.11.28 10:10:00 -
[35] - Quote
DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar.
Actually this describes the whole problem rather well.
You cn fit easily biggest guns plus mwd plus neuts plus cap injector onto a minmatar ship. Try it on other ships without fitting mods ...
|

Onictus
Legendary Knights Vorpal's Edge
39
|
Posted - 2011.11.28 10:33:00 -
[36] - Quote
Cambarus wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win
Plus their weapon systems track better with base stats, and have ammo that can give tracking boosts, and many of their ships have tracking bonuses.
Plus they just plain take less damage due to small sigs. If you do more damage, but then miss or lose a lot of it due to firing at a small sig radius target, then your actual DPS isn't nearly as good as the paper DPS.
Winmatar win because they can hit you when you can't hit back.
I see the problem now. You're arguing with numbers, but not actually providing any, you know, NUMBERS to back it up. Let me show you an example of how we argue while using actual proof to back our claims: Zealot versus vaga: For the zealot we'll use the fist fit, swapping the tc/sebo for a web and a WD: For the vaga, we'll go with the standard 2 LSE 2 damage mods + DC II (the other slots are largely irrelevant since we're not looking at speed or range, this is just a brawling fit) Raw numbers: Zealot has 500 DPS with 56k EHP Vaga has 530 with 29k EHP After resists on opposing ship are factored in: Vaga deals 135 DPS with RFPP Zealot deals 130 with INMF Meaning: Zealot takes 223 seconds to kill a vaga Vaga takes 437 seconds to kill a zealot
500DPS Vaga?
LOL not even overheated, and even then its only 445 DPS from 3km and NO ONE in their right mind is going to willing walk a Vagabond in that close......ever.
Compare your numbers from 23k where you can reasonably expect to find a non-moronic vaga pilot. |

Cambarus
Clearly Compensating
36
|
Posted - 2011.11.28 14:38:00 -
[37] - Quote
Onictus wrote:
500DPS Vaga?
LOL not even overheated, and even then its only 445 DPS from 3km and NO ONE in their right mind is going to willing walk a Vagabond in that close......ever.
Compare your numbers from 23k where you can reasonably expect to find a non-moronic vaga pilot.
First off: Counting drones and perfect skills, vaga does 535 DPS with faction ammo and 220s. Why count drones? Because the vaga has them and the zealot does not. It's an advantage for the vaga, and ignoring it would quickly prompt people to say "Well of course the zealot looks better, you weren't even counting drones!"
But what really gets me is this:
You do realize that I was comparing the zealot and the vaga in order to show that the zealot is much better at actually fighting, right? The whole point of the comparison was that even with the deck slightly stacked in favour of the vaga, the zealot still comes out looking MUCH better, because when it comes to actually FIGHTING, minmatar tend to be worse than their amarrian counterparts. It's what they give up in exchange for better speed/target selection.
OF COURSE the situation was made in such a way as to make the vaga look better than it really is, that's the whole POINT. If I came in and stacked the deck against the vaga instead of with it, I wouldn't be proving that the zealot is better, I'd just be showing that I can fudge numbers. The idea is, when you want to show that X is underpowered or that Y is overpowered (or that one is simply better than the other at something) you say: "Here I have laid out a scenario in which I give X as many advantages as I possibly can, rigging the match to an extent that will almost never see actual use in game, and STILL X comes out losing to Y."
If you used that same argument to try to show that X is OP/better, no one would take it seriously, because you've fixed the fight in Xs favour, of COURSE it's going to win (unless it doesn't in which case it must REALLY be worse). |

Onictus
Legendary Knights Vorpal's Edge
39
|
Posted - 2011.11.28 14:42:00 -
[38] - Quote
nerf Minmatar  |

Asuka Smith
Royal Black Watch Highlanders
2
|
Posted - 2011.11.28 14:48:00 -
[39] - Quote
Every race is balanced, some are just more balanced than others. Why don't you try flying minmatar before you complain. |

Onictus
Legendary Knights Vorpal's Edge
41
|
Posted - 2011.11.28 14:52:00 -
[40] - Quote
Asuka Smith wrote:Every race is balanced, some are just more balanced than others. Why don't you try flying minmatar before you complain.
I do - |

Naomi Knight
Imperial Academy Amarr Empire
61
|
Posted - 2011.11.28 15:03:00 -
[41] - Quote
strange this is from patch notes: "All sizes of Javelin ammunition have had their capacitor penalty removed. Javelin, Gleam and Quake have had their tracking penalty turned into a bonus. The tracking speed multiplier has been increased from .75 to 1.25 x. Hail has had its falloff penalty removed completely. Falloff for XL autocannons has been increased by 50%."
hmm so is this outdated? |

Onictus
Legendary Knights Vorpal's Edge
41
|
Posted - 2011.11.28 15:06:00 -
[42] - Quote
Not really
The Arty tech 2 ammos were beyond useless anyway, so that is a welcome improvement.
Hail is still going to be meh, and no one is going to use the arty amoo STILL if it has that ROF penalty attached. I mean really, its already 12 seconds with three gyros, NO ONE is going to use it.
Ever. |

Goose99
Republic Military School Minmatar Republic
248
|
Posted - 2011.11.28 15:45:00 -
[43] - Quote
Onictus wrote:Asuka Smith wrote:Every race is balanced, some are just more balanced than others. Why don't you try flying minmatar before you complain. I do -
Everyone and their mother now flies Winmatar and try to kite each other, it is thus balanced. |

Ziester
Perkone Caldari State
0
|
Posted - 2011.11.28 15:59:00 -
[44] - Quote
Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ? You do realize Eve's not a 1v1 game right ?
What exactly are you whining about ?
If you're not happy about them dictating engagement range, then how about you fit your ship to counter that ? |

Naomi Knight
Imperial Academy Amarr Empire
61
|
Posted - 2011.11.28 16:03:00 -
[45] - Quote
Ziester wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ? You do realize Eve's not a 1v1 game right ? What exactly are you whining about ? If you're not happy about them dictating engagement range, then how about you fit your ship to counter that ? like what? |

Goose99
Republic Military School Minmatar Republic
248
|
Posted - 2011.11.28 16:03:00 -
[46] - Quote
Ziester wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ?
Gratz, you have found the holy grail and discovered the meaning of Eve. Care to enlighten the rest of us? |

Tanya Powers
Science and Trade Institute Caldari State
274
|
Posted - 2011.11.28 16:14:00 -
[47] - Quote
DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar.
Actually this is still true after patch, some ships will be faster and will have some extra cap due to weapons being less hungry for cap, pg requirements but the thing is that they are not what they should be for some supposed "hybrids buff"
CCP Tallest posted about this release explaining that all the changes will not be on this release since hybrids need a lot of tweaks until they become satisfying.
So keep yourself updated on "Server Test" threads "hybrids", test stuff on SISI post your feedback and if in 2 months there is no changes then you can rage on CCP Tallest.
Me too, I'm looking at CCP and specially Tallest about this "hybrids stuff", for the meanwhile I'll still be flying Vagas, Cynabals, Munins and scimis, ho and the new Tornado OC.
|

Ziester
Perkone Caldari State
0
|
Posted - 2011.11.28 16:17:00 -
[48] - Quote
Goose99 wrote:Ziester wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ? Gratz, you have found the holy grail and discovered the meaning of Eve. Care to enlighten the rest of us?  Jeez...
1-¦) Being fast Fight fire with fire, use Huggins/Rapiers. If you have a bottomless wallet, slap faction webs to your fits.
2-¦) Dictating engagement range Add some Pilgrims/Curses to your fleet / Have your support to fit Tracking Disruptors w/ Optimal Range disruption scripts.
Either they are bold and try to engage, then die, either they warp off and you live. |

Emily Poast
The Whipping Post
23
|
Posted - 2011.11.28 16:45:00 -
[49] - Quote
Ziester wrote:Goose99 wrote:Ziester wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ? Gratz, you have found the holy grail and discovered the meaning of Eve. Care to enlighten the rest of us?  Jeez... 1-¦) Being fast Fight fire with fire, use Huggins/Rapiers. If you have a bottomless wallet, slap faction webs to your fits. Decent alternative/addition would be Lachesis/Arazu with Dampeners w/ Locking range scripts and/or warp scramblers. 2-¦) Dictating engagement range Add some Pilgrims/Curses to your fleet / Have your support to fit Tracking Disruptors w/ Optimal Range disruption scripts. Either they are bold and try to engage, then die, either they warp off and you live.
If I rephrase for you:
"Unless you are also flying Minmatar ships, the best you can reasonably hope for is to chase the Minmatar ships off."
Your example is a perfect illustration of the problem. ;) |

Tanya Powers
Science and Trade Institute Caldari State
274
|
Posted - 2011.11.28 16:54:00 -
[50] - Quote
Emily Poast wrote:Ziester wrote:Goose99 wrote:Ziester wrote:Verity Sovereign wrote:Being fast = dictating engagement range = Win You do realize there are counters to that right ? Gratz, you have found the holy grail and discovered the meaning of Eve. Care to enlighten the rest of us?  Jeez... 1-¦) Being fast Fight fire with fire, use Huggins/Rapiers. If you have a bottomless wallet, slap faction webs to your fits. Decent alternative/addition would be Lachesis/Arazu with Dampeners w/ Locking range scripts and/or warp scramblers. 2-¦) Dictating engagement range Add some Pilgrims/Curses to your fleet / Have your support to fit Tracking Disruptors w/ Optimal Range disruption scripts. Either they are bold and try to engage, then die, either they warp off and you live. If I rephrase for you: "Unless you are also flying Minmatar ships, the best you can reasonably hope for is to chase the Minmatar ships off." Your example is a perfect illustration of the problem. ;)
Thing is, the best counter to minmatar ships is minmatar/angel ships  |

Krios Ahzek
Juvenis Iratus
152
|
Posted - 2011.11.28 17:08:00 -
[51] - Quote
I just switched from Amarr to Minmatar and holy turd it's like day and night.
I have the grid to fit a full rack of weapons. Unlike Amarr, I don't cap out in 1 minute 37 despite having trained cap skills to 4 and 5. I have a hard time finding modules to use my cap with. I have sick tracking and more DPS. Okay, so optimal is 1 km instead of 5. Big deal when I move at 700 m/s with my perma-afterburner. I have a destroyer that's actually good even pre-buff. I have midslots! I can outright nuke people with grouped artillery fire.
The only downside is actually requiring ammo, but like all monetary barriers, it's not a real downside if you outperform everything else.
(Amarr are therefore superior at PVE where ammo cost has to be factored in) I live, I post, I slay. I am content. |

Nikuno
Atomic Heroes The G0dfathers
11
|
Posted - 2011.11.28 17:21:00 -
[52] - Quote
Aamrr wrote:They reinstated the falloff penalty, but at a reduced value (-25%).
Patch notes for Crucible and the stats on SiSI both say otherwise. Penalty is removed in both instances.
CCP Tallest said one thing, CCP did something different. |

Naomi Knight
Imperial Academy Amarr Empire
61
|
Posted - 2011.11.28 17:47:00 -
[53] - Quote
Nikuno wrote:Aamrr wrote:They reinstated the falloff penalty, but at a reduced value (-25%). Patch notes for Crucible and the stats on SiSI both say otherwise. Penalty is removed in both instances. CCP Tallest said one thing, CCP did something different. Matar has to be OP!!! What would do those kids do when they find out their ships are the best? leave eve ?:O |

Cambarus
Clearly Compensating
36
|
Posted - 2011.11.28 17:56:00 -
[54] - Quote
Emily Poast wrote: If I rephrase for you:
"Unless you are also flying Minmatar ships, the best you can reasonably hope for is to chase the Minmatar ships off."
Your example is a perfect illustration of the problem. ;)
By your logic, force recons/stealth bombers are the most OP ships in the game, because nothing can catch them once they cloak.
Let me ask you (and all the other anti-minmatar whiners) something:
What exactly do you want CCP to do about minmatar? They're already notably weaker than amarr ships at actually fighting, and pretty much regardless of any nerf they get to their combat stats they will be used in pvp (because again, people are obsessed with KB stats, and being able to pick your fights gives better stats than actually being good at fighting).
If you reduce their speed, then you're losing the only real advantage they have (fitting difficulties are also irrelevant, because a minmatar ship with top tier mods is still worse at brawling than an amarr ship that had to make some sacrifices to get everything to fit). Without speed there is absolutely no reason to fly the vast majority of the minmatar ships, because once speed is taken out of the equation, amarr are provably better.(and nerfing minmatar speed would just have you whining about gallente, who are the next fastest race).
One race is going to be faster, short of CCP making all races have identical speeds. Said race will always have an advantage at picking engagements. A great way to balance this is by making the fastest ships have the least DPS and EHP. What's that? CCP already does this? Stop whining then. |

Liang Nuren
Perkone Caldari State
108
|
Posted - 2011.11.28 18:35:00 -
[55] - Quote
Cambarus wrote: Let me ask you (and all the other anti-minmatar whiners) something:
What exactly do you want CCP to do about minmatar? They're already notably weaker than amarr ships at actually fighting, and pretty much regardless of any nerf they get to their combat stats they will be used in pvp (because again, people are obsessed with KB stats, and being able to pick your fights gives better stats than actually being good at fighting).
I think the thing that most concerns me is that everyone seems to want projectiles and/or Minnie ships nerfed to the point that the most common Minnie ships are balanced even from the perspective of their detractors. Even if we assume that they're successful and the ships (Cynabal, Mach, Cane, Vaga, Rupture, Sleip) are merely balanced (not nerfed into oblivion), it means that the rest of the lineup has gone from passable to utter ****. There simply wouldn't be a Minnie ship worth flying anymore.
If they want to nerf Minnie I'm A-Ok with it - I don't fly my Minnie alt for anything but gang boosts and triage carrier work anyway - and its not as though Liang doesn't have other options. I'm just concerned that it removes the high points from the race while leaving other the race's high points totally intact. I think a global nerf to projectiles in order to balance the (questionably) "overpowered" ships would require strong boosts to the rest of the race's ships.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Emily Poast
The Whipping Post
25
|
Posted - 2011.11.28 19:19:00 -
[56] - Quote
Cambarus wrote:Emily Poast wrote: If I rephrase for you:
"Unless you are also flying Minmatar ships, the best you can reasonably hope for is to chase the Minmatar ships off."
Your example is a perfect illustration of the problem. ;)
By your logic, force recons/stealth bombers are the most OP ships in the game, because nothing can catch them once they cloak. Let me ask you (and all the other anti-minmatar whiners) something: What exactly do you want CCP to do about minmatar? They're already notably weaker than amarr ships at actually fighting, and pretty much regardless of any nerf they get to their combat stats they will be used in pvp (because again, people are obsessed with KB stats, and being able to pick your fights gives better stats than actually being good at fighting). If you reduce their speed, then you're losing the only real advantage they have (fitting difficulties are also irrelevant, because a minmatar ship with top tier mods is still worse at brawling than an amarr ship that had to make some sacrifices to get everything to fit). Without speed there is absolutely no reason to fly the vast majority of the minmatar ships, because once speed is taken out of the equation, amarr are provably better.(and nerfing minmatar speed would just have you whining about gallente, who are the next fastest race). One race is going to be faster, short of CCP making all races have identical speeds. Said race will always have an advantage at picking engagements. A great way to balance this is by making the fastest ships have the least DPS and EHP. What's that? CCP already does this? Stop whining then.
As I believe I've said a number of times in this thread, I dont want Matar to be nerfed (nor Amarr). But the other races need some ship buffing/rebalancing.
Its ok for Matar to be the best at some things. But right now, they are the best, or among the best, at a great many things. And to top it off (and IMHO this is the real reason above all) Matar ships have the best tank in the game - GTFO. The Matar line is really good, or reasonably passable at most roles in the game, while at the same time have the uber (isk-wise) ability to leave when they are overmatched. That is not the case for the vast majority of Amarr, Gallente and not-Drakes. Really - I think this is the real reason so many people fly them (and the ever-present drake) - you have far less risk of losing your ship.
The other problem is that unlike many other MMO, you cant just re-spec overnight if you want to change roles. It is often a month long process or more + the lost opportunity cost of training something else that you need more.
Again - I dont favor nerfs. I favor buffs to balance. I dont claim to have all of the expertise to solve the issue, but the issue is there, like it or not.
I also think it would go a long way toward solving many of the nerf cries by CCP issuing some kind of policy statement (that should probably also be better explained during character creation) that explains in greater detail the expected role of a certain race's ships so people's expectations are better controlled. If they want Matar to be the best at X area of PVP, then they just need to say so. Otherwise, silly people like me expect some attempt at balance.
Just my opinion. |

Onictus
Legendary Knights Vorpal's Edge
44
|
Posted - 2011.11.28 19:27:00 -
[57] - Quote
The issue isn't Minmatar so much
Mimatar are Amarr are pretty decently balanced with each other.
Its just that Gallente and to a lesser extent Caldari are well horrible because the primary weapon of TWO races blows goats.
....and don't give me that "Caldari are a Missile race" **** because they aren't just like Gallente aren't a drone race, for ever ymissile and drone **** there are at LEAST 4 turret boats and EVERY single turret boat is crap. |

Cambarus
Clearly Compensating
37
|
Posted - 2011.11.28 19:37:00 -
[58] - Quote
Emily Poast wrote:
As I believe I've said a number of times in this thread, I dont want Matar to be nerfed (nor Amarr). But the other races need some ship buffing/rebalancing.
Its ok for Matar to be the best at some things. But right now, they are the best, or among the best, at a great many things. And to top it off (and IMHO this is the real reason above all) Matar ships have the best tank in the game - GTFO. The Matar line is really good, or reasonably passable at most roles in the game, while at the same time have the uber (isk-wise) ability to leave when they are overmatched. That is not the case for the vast majority of Amarr, Gallente and not-Drakes. Really - I think this is the real reason so many people fly them (and the ever-present drake) - you have far less risk of losing your ship.
The other problem is that unlike many other MMO, you cant just re-spec overnight if you want to change roles. It is often a month long process or more + the lost opportunity cost of training something else that you need more.
Again - I dont favor nerfs. I favor buffs to balance. I dont claim to have all of the expertise to solve the issue, but the issue is there, like it or not.
I also think it would go a long way toward solving many of the nerf cries by CCP issuing some kind of policy statement (that should probably also be better explained during character creation) that explains in greater detail the expected role of a certain race's ships so people's expectations are better controlled. If they want Matar to be the best at X area of PVP, then they just need to say so. Otherwise, silly people like me expect some attempt at balance.
Just my opinion.
You are aware that hybrids are getting buffed yeh? Amarr are already every bit as viable as minmatar, trading speed for combat strength. If you want to see hybrids buffed, the patch cometh, and if you want to see amarr buffed, can I have some of what you're smoking? |

Liang Nuren
Perkone Caldari State
108
|
Posted - 2011.11.28 19:42:00 -
[59] - Quote
Emily Poast wrote: Its ok for Matar to be the best at some things. But right now, they are the best, or among the best, at a great many things. And to top it off (and IMHO this is the real reason above all) Matar ships have the best tank in the game - GTFO. The Matar line is really good, or reasonably passable at most roles in the game, while at the same time have the uber (isk-wise) ability to leave when they are overmatched. That is not the case for the vast majority of Amarr, Gallente and not-Drakes. Really - I think this is the real reason so many people fly them (and the ever-present drake) - you have far less risk of losing your ship.
The only role where I'd say Minmatar are hands down better is at GTFO. At actual fighting (including damage dealing) they are clearly inferior to most anyone else (but especially Amarr). Now don't get me wrong - GTFO is cool but it just doesn't generally get you many kills.
Also, you mention that you favor buffs to nerfs, but I think you should consider the roles that you want in combat. By buffing individual Gallente and Caldari ships you're increasing the balance of power against tanking (active and otherwise). By nerfing Minmatar you'd be swinging in the other direction. I tend to favor the smallest change possible to bring the game back to rough parity - this means I'm in favor of fittings buffs to several Caldari missile hulls (as an example).
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Emily Poast
The Whipping Post
25
|
Posted - 2011.11.28 19:46:00 -
[60] - Quote
Yes I am aware of the patch. I am encouraged. (I actually bought fittings for a couple of 200mm Rail Thorax just for kicks - they will create LOL lossmails, but I want to test the tracking of them at disruptor range). I think they should do nothing to any other races until this patch shakes out and we see how it goes. Too many changes at once has a tendancy to hide real issues.
If I said Amarr need general buffing, I didnt mean to. I thought I said they were balanced with Matar. They Amarr (and everyone else) do need some individual ship-rebalances though. |

Zarnak Wulf
Tribal Liberation Force Minmatar Republic
109
|
Posted - 2011.11.28 19:53:00 -
[61] - Quote
Amarr were buffed back in 2007 and 2008 over the course of 6 months. CCP seems to be following the same line of thought with hybrids. I am currently content to wait to see how the situation develops.
Eve is a Rubik's cube. You can't change one aspect of it without having three of four other results you didn't foresee. If Gallente become once again the undisputed kings of brawling range combat AND have the ability to get into strike range - that can't help but be a nerf to everything else.
As a side not I would love to see Caldari hybrid boats have their fitting grid buffed to the point that they can fit the largest tier rails AND have a tank every bit as fearsome and legendary as the drake. Caldari boats in general are relatively slow, have the largest signature radius, and are missing drone bays. Currently once you fit the rails there is little room to take advantage of the shield resist bonus. They also don't have a direct damage bonus that most other races enjoy. Being able to give pilots a feeling of consistent dread - this mother is going to be tought to kill - would be a very fair tradoff. |

Liang Nuren
Perkone Caldari State
108
|
Posted - 2011.11.28 19:58:00 -
[62] - Quote
I'm glad to see some sense has returned to the community as a whole. ;-)
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

m0cking bird
Republic Military School Minmatar Republic
17
|
Posted - 2011.11.28 20:04:00 -
[63] - Quote
Krios Ahzek wrote:I just switched from Amarr to Minmatar and holy turd it's like day and night.
I have the grid to fit a full rack of weapons. Unlike Amarr, I don't cap out in 1 minute 37 despite having trained cap skills to 4 and 5. I have a hard time finding modules to use my cap with. I have sick tracking and more DPS. Okay, so optimal is 1 km instead of 5. Big deal when I move at 700 m/s with my perma-afterburner. I have a destroyer that's actually good even pre-buff. I have midslots! I can outright nuke people with grouped artillery fire.
The only downside is actually requiring ammo, but like all monetary barriers, it's not a real downside if you outperform everything else.
(Amarr are therefore superior at PVE where ammo cost has to be factored in)
Ha ha ha! Welcome brother. Welcome to winning and easy mode. I to so the light not to long ago. May you out run all your opponents, may your opponents cap hinder their performance, may your mid-slots be numerous and may your auto-cannons strike true... The majority of the time = )
Amen!
-In rust we trust
|

Onictus
Legendary Knights Vorpal's Edge
45
|
Posted - 2011.11.28 22:42:00 -
[64] - Quote
Emily Poast wrote:Yes I am aware of the patch. I am encouraged. (I actually bought fittings for a couple of 200mm Rail Thorax just for kicks - they will create LOL lossmails, but I want to test the tracking of them at disruptor range). I think they should do nothing to any other races until this patch shakes out and we see how it goes. Too many changes at once can hide real issues.
If I said Amarr need general buffing, I didnt mean to. I thought I said they were balanced with Matar. They Amarr (and everyone else) do need some individual ship-rebalances though.
EDIT: And Liang, I agree with you. Baby steps are best.
Until rail tracking comes down into the 425 range they are going to remain useless, simple because pretty much anything sub-BS still going to give you issues with range dictation and rails guns do crap damage in comparison to short range turrets buff or not.
Specially on a Rax fit a tank and an armor cane can keep up with you, don't fit a tank and be three shot take your pick. |

Krios Ahzek
Juvenis Iratus
154
|
Posted - 2011.11.28 23:27:00 -
[65] - Quote
m0cking bird wrote:Krios Ahzek wrote:I just switched from Amarr to Minmatar and holy turd it's like day and night.
I have the grid to fit a full rack of weapons. Unlike Amarr, I don't cap out in 1 minute 37 despite having trained cap skills to 4 and 5. I have a hard time finding modules to use my cap with. I have sick tracking and more DPS. Okay, so optimal is 1 km instead of 5. Big deal when I move at 700 m/s with my perma-afterburner. I have a destroyer that's actually good even pre-buff. I have midslots! I can outright nuke people with grouped artillery fire.
The only downside is actually requiring ammo, but like all monetary barriers, it's not a real downside if you outperform everything else.
(Amarr are therefore superior at PVE where ammo cost has to be factored in) Ha ha ha! Welcome brother. Welcome to winning and easy mode. I to saw the light not to long ago. May you out run all your opponents, may your opponents cap hinder their performance, may your mid-slots be numerous and may your auto-cannons strike true... The majority of the time = ) Amen! -In rust we trust
Might I also add: Buffer tanks that self-repair. I live, I post, I slay. I am content. |

Zeomebuch Nova
Metalworks
5
|
Posted - 2011.11.29 04:42:00 -
[66] - Quote
Cambarus wrote: The only minmatar ship I can think of better at actually fighting than its amarrian counterpart is the cane.
Rupture Hurricane Vagabond Machariel Dramiel Cynabal Wolf Rifter Stabber Sleipnir Cyclone Trasher Jaguar sabre Munnin |

Cambarus
Clearly Compensating
37
|
Posted - 2011.11.29 05:41:00 -
[67] - Quote
Zeomebuch Nova wrote:Cambarus wrote: The only minmatar ship I can think of better at actually fighting than its amarrian counterpart is the cane.
Rupture ~This one I might actually agree with, but then it's a t1 cruiser, so I CBA to even run the numbers on it. Vagabond ~Go read my post on page 2. The zealot CREAMS the vaga. Machariel --> ~Not a valid comparison, and even if it were, the angel ships are better at picking targets, the sansha ones will actually fight better once the battle starts. Working as intended. Dramiel --> ~Is getting nerfed in the next patch. Cynabal --> ~Again, look at the zealot. Wolf ~The retri is a terrible AF, due to its lack of a second midslot. It would still anihilate a wolf in a fight. Rifter ~Again, in a fight between the 2, the amarrian ship would win every time. Brick tanks and frigates don't go well together in the metagame, which is the only reason you see so many rifters running around. Stabber ~Hahahahahahahahahahahahahahahaha, no. Sleipnir ~At best iffy, I'd say the abso is better though, because active tanking tends to be a bad idea in pvp and a buffer fit sleip is VASTLY inferior to an abso. Cyclone ~Is shite, and so is its amarrian counterpart. Trasher ~Reserving this space for after I've fiddled with the amarr dessy on sisi Jaguar~ Has 20% less EHP and DPS than the retri. sabre ~This one maybe. Post some numbers to back it up and you may have an example of an imbalanced ship. Munnin ~Zealot is better.
|

Liang Nuren
Perkone Caldari State
108
|
Posted - 2011.11.29 06:53:00 -
[68] - Quote
Zeomebuch Nova wrote: Stabber
Really? The stabber? /facepalm
On to a more serious note: The Hybrid changes stand to change several of these rankings. For example the difference between the Rupture and Vexor/Thorax is actually fairly low and we may actually see them simply reverse positions as they did immediately after the projectile boost. The Thrasher may do the same - there's lots of heavy breathing on vent when people talk about 500 DPS Catalysts.
I think its amusing that you point out the Cyclone because in a lot of ways the Cyclone is already not the best Tier 1 BC. The Ferox is about as good at bait tanking while the Brutix is actually a better damage dealer (and getting better tonight). I won't be really surprised to hear that both of these ships have become much more popular at the given role than the Cyclone.
The Hurricane comparison is just ridiculous because the Harbinger and Drake are both better at straight up brawling. That's not to say that the Hurricane can't run away - because it can - but that doesn't make it better at really fighting. The same kind of thing goes for the Vaga and Muninn vs the Zealot. The Zealot is just better on the whole - as we might expect..
I don't mean to say that there aren't Minnie ships that are hands down the best - for example I would say that the Sleip, Claymore, and Sabre are the best. I'm also convinced that your concerns about the Mach and Cyanabal are somewhat well founded - though I don't personally believe its projectiles that push them over the top.
Anyway - if we see a Minnie/projectile nerf, we see it. I don't really have a horse in the race except requesting that we nerf the appropriate stats for the right reasons. :)
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Naomi Knight
Imperial Academy Amarr Empire
65
|
Posted - 2011.11.29 07:22:00 -
[69] - Quote
Cambarus wrote:Zeomebuch Nova wrote:Cambarus wrote: The only minmatar ship I can think of better at actually fighting than its amarrian counterpart is the cane.
Rupture ~This one I might actually agree with, but then it's a t1 cruiser, so I CBA to even run the numbers on it. Vagabond ~Go read my post on page 2. The zealot CREAMS the vaga. Machariel --> ~Not a valid comparison, and even if it were, the angel ships are better at picking targets, the sansha ones will actually fight better once the battle starts. Working as intended. Dramiel --> ~Is getting nerfed in the next patch. Cynabal --> ~Again, look at the zealot. Wolf ~The retri is a terrible AF, due to its lack of a second midslot. It would still anihilate a wolf in a fight. Rifter ~Again, in a fight between the 2, the amarrian ship would win every time. Brick tanks and frigates don't go well together in the metagame, which is the only reason you see so many rifters running around. Stabber ~Hahahahahahahahahahahahahahahaha, no. Sleipnir ~At best iffy, I'd say the abso is better though, because active tanking tends to be a bad idea in pvp and a buffer fit sleip is VASTLY inferior to an abso. Cyclone ~Is shite, and so is its amarrian counterpart. Trasher ~Reserving this space for after I've fiddled with the amarr dessy on sisi Jaguar~ Has 20% less EHP and DPS than the retri. sabre ~This one maybe. Post some numbers to back it up and you may have an example of an imbalanced ship. Munnin ~Zealot is better.
You are suffering the same matar syndrome as many other pilots , that you think 1v1 where nobody wants to warp out or disengage is somehow the basic for balance.
Saying that jaguar/wolf isnt better than the retri ,cause retri has better tank/ehp says all. It cant even tackle them so how could it kill them,other than use your no warp out not disengage balance syndrome? Competitive pvp is about forcing the enemy to "fight" when you have the upper hand and run when not. And this is what matar does the best by far ,also matar is the best to avoid this. It doesnt matter if one race is better at "actually fighting"(whatever that means to you) if they cant force the enemy to fight. It would just end in enemy to run away. Picking your fights is part of the actual fight it is its start, you simply cant just negate this. Btw ,how the hell could you negate the speed /signature advantage in actual fight, that is just silly , as speed is as important as dps or tank.
Matar is op not cause it has the best dps/tank ratio ,but because it is way better at dictating when to fight ,and their dps/tank not only any less than the other race but on par with caldari/gallente or even better , and just slightly less than amarr.
Matar ships eighter have to loose their speed advantage or have real drawbacks in other fields like dps or tank or something ,but currently they dont have any disadvantages at all , pls show me what disadvantages matar has , you wont be able to find any meaningfull I'm sure of it. + add that matar has the most advantages too , I dont want to list it as it was done many times.
So pls step out the 1v1 no disengage situation ,which never happens and try to use actual situations. Like many vs few, where if matar is the many im pretty sure they can win the fight easily , or if they are the few they can just run away. Basically matar wins or it is a draw. |

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.29 07:42:00 -
[70] - Quote
Naomi Knight wrote: Matar ships eighter have to loose their speed advantage or have real drawbacks in other fields like dps or tank or something ,but currently they dont have any disadvantages at all , pls show me what disadvantages matar has , you wont be able to find any meaningfull I'm sure of it. + add that matar has the most advantages too , I dont want to list it as it was done many times.
So pls step out the 1v1 no disengage situation ,which never happens and try to use actual situations. Like many vs few, where if matar is the many im pretty sure they can win the fight easily , or if they are the few they can just run away. Basically matar wins or it is a draw.
Way to contradict yourself in in four lines or less over hatorade
NOT ONE of the ship you listed is even in the ballpark of winning a nose to nose with it amarrian counterpart (OK Ruture, but who gives a **** its a T1 cruiser and maybe the dictor) without a specific counter fit.
Seriously, show me on the doll where the bad tribesmen touched you. |

Naomi Knight
Imperial Academy Amarr Empire
65
|
Posted - 2011.11.29 07:54:00 -
[71] - Quote
Onictus wrote:Naomi Knight wrote: Matar ships eighter have to loose their speed advantage or have real drawbacks in other fields like dps or tank or something ,but currently they dont have any disadvantages at all , pls show me what disadvantages matar has , you wont be able to find any meaningfull I'm sure of it. + add that matar has the most advantages too , I dont want to list it as it was done many times.
So pls step out the 1v1 no disengage situation ,which never happens and try to use actual situations. Like many vs few, where if matar is the many im pretty sure they can win the fight easily , or if they are the few they can just run away. Basically matar wins or it is a draw.
Way to contradict yourself in in four lines or less over hatorade NOT ONE of the ship you listed is even in the ballpark of winning a nose to nose with it amarrian counterpart (OK Ruture, but who gives a **** its a T1 cruiser and maybe the dictor) without a specific counter fit. Seriously, show me on the doll where the bad tribesmen touched you. What are u talking about? I havent listed any ships , it was quoted. btw nice job negating rupture oh it is only a t1 cruiser... |

Liang Nuren
Perkone Caldari State
108
|
Posted - 2011.11.29 07:56:00 -
[72] - Quote
Would you agree that the Hurricane is the epitome of Minmatar being OP? If not, which ship would you say is - the Vaga maybe? Please don't bring up useless ship classes like AFs, Destroyers, or T1 frigs - being the least sucky ship of all the sucky ships isn't terribly useful.
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Zeomebuch Nova
Metalworks
5
|
Posted - 2011.11.29 20:09:00 -
[73] - Quote
Cambarus wrote:
Sleipnir ~At best iffy, I'd say the abso is better though, because active tanking tends to be a bad idea in pvp and a buffer fit sleip is VASTLY inferior to an abso.
ouch, you pretty much messed up. |

Zarnak Wulf
Tribal Liberation Force Minmatar Republic
112
|
Posted - 2011.11.29 21:15:00 -
[74] - Quote
Liang Nuren wrote:Would you agree that the Hurricane is the epitome of Minmatar being OP? If not, which ship would you say is - the Vaga maybe? Please don't bring up useless ship classes like AFs, Destroyers, or T1 frigs - being the least sucky ship of all the sucky ships isn't terribly useful. -Liang
I am horribly offended by your characterization of the noble AF and Destroyer class. |

Mfume Apocal
Origin. Black Legion.
131
|
Posted - 2011.11.29 21:36:00 -
[75] - Quote
Catalyst is now a raep-masheen so no need to worry about Minmatar dominating that class either. |

Alara IonStorm
RvB - BLUE Republic
501
|
Posted - 2011.11.29 21:59:00 -
[76] - Quote
Liang Nuren wrote: Would you agree that the Hurricane is the epitome of Minmatar being OP? If not, which ship would you say is - the Vaga maybe? Please don't bring up useless ship classes like AFs, Destroyers, or T1 frigs - being the least sucky ship of all the sucky ships isn't terribly useful.
-Liang
Hurricane definitely right along side the Drake in PvP terms. There roles are different but they both pretty much obsolete the rest of the Battlecruisers. I think both need a nerf but am against a Drake nerf before Caldari has a real fleet Battleship.
Vega I would say along with the Zealot are right where HAC's should be. Besides the Ishtar/Muniin poking there nose in to say hi I am kinda relevant sometimes, the Eagle, Deimos, Sac and Cerberus haven't got the message. The others lets face it are not where they should be for Heavy Assault Cruisers.
The Cynabal when compared to the other Pirate Cruisers makes them all look bad. Same with the DD and Dramiel. The other Pirate Factions are struggling to break into the middle of the pack below Battleship.
I am happy with the "Destroyer Fix" from a Thrasher pilot prospective but from the other 3 not so much. Caty has no Web with short range Blasters to control range, Cormie has 1 Low making you choose between dmg and tank and the Coercer's one mid makes things difficult. The Thasher however can control range with Dmg, Tank and Tackle hitting the sweet spot. I would have ditched the Rof Debuff as well but I would have dropped 2 Highs and left them all with 6 guns. Then a Mid Slot for the Caty and Coe, Low for the Cormie and Thrasher. But those are just my personal thoughts on Dessies, I am happy with my new Thrasher though.
The Minmatar Battleship Line is excellent the way it is. There Star Player the Maelstrom along with the Abbadon make jokes out of any chance for a Fleet Battleship by Caldari and Gallente. That is more a problem with Caldari and Gallente then Amarr/Minmatar.
Cruiser wise they have the Rupture which is great. The other 3 not so much. Really the whole Cruiser line needs a look at role wise though. Omen's with crap fitting, Mallers with no Dmg, 2 good EWAR Cruiser one of them used as a combat ship, T1 Logi's are completely terrible. All of this overshadowed by the Nano Cane which can run circles around any non Minmatar Cruiser and laughs in the face of Armor Cruisers with more DPS/Tank at similar speed. Really it would be nice if they sorted proper roles for these things and made the ones they set out useful. The Blackbird as a Specialized Cruiser is a good example of this. The Bellicose and Celestis are not.
The T1 Frigate situation is pretty well balanced. The Rifter has the lead but not by much. There are a lot of good T2 and Faction Frigs. No one complains about the Ishkur, Hawk, Rannis, Hookbill and Slicer. Overall some ships could use a little work but everyone has something flyable.
I am not saying Nerf this Race or Nerf that Race but a lot of work needs to be done on Individual Hulls. Cal/Gal Fleet Battleships, Cruisers/Battlecruisers is definitely where they should begin.
CCP Soundwave wrote:Every time we do a big release, it should contain changes like the ones weGÇÖve just put in. If we do put out a major release without balancing changes, it probably means that CCP Tallest and/or Ytterbium have been eaten by bears. That would be bad, but the reality is that there are very few things you can do to prevent a bear from killing you. According to what IGÇÖve read online, playing dead isnGÇÖt necessarily the correct strategy and while there are a lot of great tips, I guess your best odds really comes from not being around bears. This gives me hope. |

Cambarus
Clearly Compensating
38
|
Posted - 2011.11.29 22:24:00 -
[77] - Quote
Naomi Knight wrote:
You are suffering the same matar syndrome as many other pilots , that you think 1v1 where nobody wants to warp out or disengage is somehow the basic for balance.
Wrong. As numbers on both sides go up, the importance of damage projection and EHP goes up. Amarr are by far the best in larger fleets for that very reason.
Naomi Knight wrote: Saying that jaguar/wolf isnt better than the retri ,cause retri has better tank/ehp says all. It cant even tackle them so how could it kill them,other than use your no warp out not disengage balance syndrome? Competitive pvp is about forcing the enemy to "fight" when you have the upper hand and run when not. And this is what matar does the best by far ,also matar is the best to avoid this.
Then in your head minmatar will always be OP, because being fastest = picking your fights. Hell, by your logic no one should fly anything other than a ceptor or force recon, as those are the best ships at target selection.
Naomi Knight wrote: It doesnt matter if one race is better at "actually fighting"(whatever that means to you) if they cant force the enemy to fight. It would just end in enemy to run away. Picking your fights is part of the actual fight it is its start, you simply cant just negate this. Btw ,how the hell could you negate the speed /signature advantage in actual fight, that is just silly , as speed is as important as dps or tank.
My zealot vs vaga comparison took tracking into account. If you think that speed will be a deciding factor in the fights, show me a scenario in which your minmatar ship is going to get under the guns of an amarr ship, and beat it, in an actual fight (as in, not just running away)
Naomi Knight wrote: Matar ships eighter have to loose their speed advantage or have real drawbacks in other fields like dps or tank or something ,but currently they dont have any disadvantages at all , pls show me what disadvantages matar has , you wont be able to find any meaningfull I'm sure of it. + add that matar has the most advantages too , I dont want to list it as it was done many times.
Well the vaga has half the ehp of a zealot, and has to fight in falloff, leaving it with notably less DPS as well. Just how bad do you think minmatar ships are supposed to be?
Naomi Knight wrote: So pls step out the 1v1 no disengage situation ,which never happens and try to use actual situations. Like many vs few, where if matar is the many im pretty sure they can win the fight easily , or if they are the few they can just run away. Basically matar wins or it is a draw.
Which will always be true of whichever race is the fastest. No amount of balancing is going to change that. So again, by your logic, force recons and ceptors are the only ships worth flying, becuase they're the best at picking their targets.
|

xxxak
Intergalactic Syndicate Nulli Secunda
96
|
Posted - 2011.11.29 22:31:00 -
[78] - Quote
DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP
How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar.
This.
But I like flying Dakes and Canes, so really, I don't care much. lol.
The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run. |

Titania Hrothgar
Brutor Tribe Minmatar Republic
7
|
Posted - 2011.11.29 22:51:00 -
[79] - Quote
I love my rust buckets. :)
Get Webbed - MWD.
Get Scrammed - MWD.
It's great. Rust buckets are notoriously hard to hold for long.
Titania Hrothgar |

Queue K'Umber
Lucky Golden Emperor's Jade Phoenix Dragon Bistro
12
|
Posted - 2011.11.30 00:28:00 -
[80] - Quote
Liang Nuren wrote:Verity Sovereign wrote:Winmatar. This gets really ******* old because its just not true. Minmatar is good in areas, bad in others - its just the way the game is and always will be and always should be. It wouldn't take much of a meta game shift to push Minmatar into total ******* oblivion even without changing any attributes on any ship. People have correctly pointed out the cluelessness and idiocy of your original post - and many other posts that you've made. Maybe you should start by being a bit more reasonable in your posts rather than demanding "Winmatar" nerfs when they aren't really deserved. -Liang
Welcome back! |

Mfume Apocal
Origin. Black Legion.
133
|
Posted - 2011.11.30 01:57:00 -
[81] - Quote
Titania Hrothgar wrote:I love my rust buckets. :)
Get Webbed - MWD.
Get Scrammed - MWD.
It's great. Rust buckets are notoriously hard to hold for long.
A Vaga (with no speed mods on it, to keep comparison simple) with 1 web on it goes slower about the same speed while MWDing as a PDU Drake w/ no nanos.
Also: you might not have played recently, but scrams turn off your MWD. |

Captain Nares
O3 Corporation
8
|
Posted - 2011.11.30 02:35:00 -
[82] - Quote
Angel Pirate Invasion - 7 min for full cleanup. Angel Extravaganza - 14 min for blitz.
Mach. Time counted from 1st to the last shot.
Thnx CCP for new hail.
PS minmatar wanna more such "hybrid boosts". |

Tanya Powers
Science and Trade Institute Caldari State
291
|
Posted - 2011.11.30 02:40:00 -
[83] - Quote
Captain Nares wrote:Angel Pirate Invasion - 7 min for full cleanup. Angel Extravaganza - 14 min for blitz.
Mach. Time counted from 1st to the last shot.
Thnx CCP for new hail.
PS minmatar wanna more such "hybrid boosts".
More or less this...
|

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.30 02:46:00 -
[84] - Quote
Tanya Powers wrote:Captain Nares wrote:Angel Pirate Invasion - 7 min for full cleanup. Angel Extravaganza - 14 min for blitz.
Mach. Time counted from 1st to the last shot.
Thnx CCP for new hail.
PS minmatar wanna more such "hybrid boosts". More or less this...
Pisses me off that Void and Null still have their tracking penalty
|

Puskarich
The Greater Goon Clockwork Pineapple
0
|
Posted - 2011.11.30 04:25:00 -
[85] - Quote
Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar Winmatar gf |

ElCholo
BURN EDEN Northern Coalition.
16
|
Posted - 2011.11.30 04:41:00 -
[86] - Quote
It's nice to see the nerfmatards out in full force soon after their buff. I'm glad to see that they are testing out their new buffs before continuing their complaints that Minmat.... oh wait..... |

Liang Nuren
Perkone Caldari State
115
|
Posted - 2011.11.30 04:42:00 -
[87] - Quote
Alara IonStorm wrote: - Boost Caldari and Gallente battleships - Nerf the Hurricane - Nerf the Drake - Boost most HACs - Nerf the Cynabal and Dramiel (again) - Boost non-Thrasher Destroyers (again) - Boost all T1 cruisers
Alright - that's not very interesting in the sense of the "WINMATAR MUST BE NERFED TOMORROW" conversation that's brewing. I'm not sold on nerfing the Cane and Drake, because the Binger is already so close behind them. It wouldn't take a whole lot to make it simply obsolete them both.
Also: Caldari fleet BS = Scorpion (IMO).
-Liang Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Alara IonStorm
RvB - BLUE Republic
505
|
Posted - 2011.11.30 05:33:00 -
[88] - Quote
Liang Nuren wrote: Alright - that's not very interesting in the sense of the "WINMATAR MUST BE NERFED TOMORROW" conversation that's brewing. I'm not sold on nerfing the Cane and Drake, because the Binger is already so close behind them. It wouldn't take a whole lot to make it simply obsolete them both.
Also: Caldari fleet BS = Scorpion (IMO).
-Liang
Ok Forum ate my post so here is the short version so I can go to sleep.
Remove High Slot from Drake, Cane, Harbinger. Remove Weapon Hardpoint from Drake and Harbinger. Give 7.5-10% Opt Bonus to Harbinger replacing Cap Bonus. Replace Cane Rof Bonus with Opt / Falloff / Tracking Bonus. Cut Heavy Missile Flight Time so Heavies work out to 50-60 Km. Leave current Myrm in as is.
That along with a targeted buff to Cruisers ability to preform unique and useful roles through fitting, slot, bonus tweaking might bring more balance to the field.
As for the Scorp I agree it makes a great Fleet Support Battleship. It doesn't make a good Battleship to base your fleet around though. The Maelstrom / Abbadon and to a lesser extent the Geddon / Tempest are good candidates to build fleets around. One of those Center of the fleet types for Cal / Gal would be a preferable solution then trying to nerf the front runners. Especially if the Gal armor one and Cal Shield one can ride shotgun in the current Armor Amarr / Shield Min Gangs without being looked down on.
BTW: I would rather see the other Pirate Cruisers / Frigs be a bit more useful than an Angel Nerf. |

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.30 05:40:00 -
[89] - Quote
Alara IonStorm wrote: Ok Forum ate my post so here is the short version so I can go to sleep.
Remove High Slot from Drake, Cane, Harbinger. Remove Weapon Hardpoint from Drake and Harbinger. Give 7.5-10% Opt Bonus to Harbinger replacing Cap Bonus. Replace Cane Rof Bonus with Opt / Falloff / Tracking Bonus. Cut Heavy Missile Flight Time so Heavies work out to 50-60 Km. Leave current Myrm in as is.
So wait
You are talking a 33% (or more if you slot missiles vice neuts) DPS cut from the Cane, while buffing Harbinger, nerfing the Drake.........because you know Drake and Tengu are the only ships that use Heavies and leaving the Myrm sub standard?
....and Cane would STILL munch your beloved Harbi with a falloff bonus You REALLY want canes that can hit to lock with Barrage and will still outrun you?
Think about that.
Horrible idea. |

Emily Poast
The Whipping Post
29
|
Posted - 2011.11.30 05:46:00 -
[90] - Quote
Liang Nuren wrote:Alara IonStorm wrote: - Boost Caldari and Gallente battleships - Nerf the Hurricane - Nerf the Drake - Boost most HACs - Nerf the Cynabal and Dramiel (again) - Boost non-Thrasher Destroyers (again) - Boost all T1 cruisers
Alright - that's not very interesting in the sense of the "WINMATAR MUST BE NERFED TOMORROW" conversation that's brewing. I'm not sold on nerfing the Cane and Drake, because the Binger is already so close behind them. It wouldn't take a whole lot to make it simply obsolete them both. Also: Caldari fleet BS = Scorpion (IMO). -Liang
|

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.30 05:51:00 -
[91] - Quote
cntl+A cntl+c saves the post before you make it.
....and even then I've found that half the time hitting back a couple times remedies the issue. |

Liang Nuren
Perkone Caldari State
115
|
Posted - 2011.11.30 06:05:00 -
[92] - Quote
Alara IonStorm wrote:Liang Nuren wrote: Alright - that's not very interesting in the sense of the "WINMATAR MUST BE NERFED TOMORROW" conversation that's brewing. I'm not sold on nerfing the Cane and Drake, because the Binger is already so close behind them. It wouldn't take a whole lot to make it simply obsolete them both.
Also: Caldari fleet BS = Scorpion (IMO).
-Liang
Ok Forum ate my post so here is the short version so I can go to sleep. Remove High Slot from Drake, Cane, Harbinger. Remove Weapon Hardpoint from Drake and Harbinger. Give 7.5-10% Opt Bonus to Harbinger replacing Cap Bonus. Replace Cane Rof Bonus with Opt / Falloff / Tracking Bonus. Cut Heavy Missile Flight Time so Heavies work out to 50-60 Km. Leave current Myrm in as is. That along with a targeted buff to Cruisers ability to preform unique and useful roles through fitting, slot, bonus tweaking might bring more balance to the field. As for the Scorp I agree it makes a great Fleet Support Battleship. It doesn't make a good Battleship to base your fleet around though. The Maelstrom / Abbadon and to a lesser extent the Geddon / Tempest are good candidates to build fleets around. One of those Center of the fleet types for Cal / Gal would be a preferable solution then trying to nerf the front runners. Especially if the Gal armor one and Cal Shield one can ride shotgun in the current Armor Amarr / Shield Min Gangs without being looked down on. BTW: I would rather see the other Pirate Cruisers / Frigs be a bit more useful than an Angel Nerf.
Oh, so you basically don't want battlecruisers to be useful?
-Liang
Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Cambarus
Clearly Compensating
40
|
Posted - 2011.11.30 06:24:00 -
[93] - Quote
Zeomebuch Nova wrote:Cambarus wrote:
Sleipnir ~At best iffy, I'd say the abso is better though, because active tanking tends to be a bad idea in pvp and a buffer fit sleip is VASTLY inferior to an abso.
ouch, you pretty much messed up. Well, active tanked, sleips would lose in a 2v2 against absos. Buffer tanked, the sleip deals slightly (about 30DPS) more at point blank, and has about 62k EHP compared to the absos 104k, using similar fits (probably not optimal fits mind you) Abso also has MUCH better resists (82% average on the abso, 77% on the sleip), making it notably easier to keep alive when logis come into play.
When you take speed (minmatar's main advantage) out of the equation, most of the matari ships start to look like ****. But, because they can dictate the terms of the engagements they get into, they die less often, which makes people's killboards look better, which means they clearly must be overpowered. |

Naomi Knight
Imperial Academy Amarr Empire
67
|
Posted - 2011.11.30 08:50:00 -
[94] - Quote
Do you remember for the amarr buff back than some years ago, when they lowered EM resists due some stupid reasons (oh no lasers hit the highest resist or something bs) ? They also lowered explo resists ,and resulted in an over the top matar buff. Same stealth matar boost just like now. For some reason CCP just cant let opmatar to go. It is rly said. |

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.30 08:54:00 -
[95] - Quote
Naomi Knight wrote:Do you remember for the amarr buff back than some years ago, when they lowered EM resists due some stupid reasons (oh no lasers hit the highest resist or something bs) ? They also lowered explo resists ,and resulted in an over the top matar buff. Same stealth matar boost just like now. For some reason CCP just cant let opmatar to go. It is rly said.
Thats crap
Shield EM resist 0% Armor Explosive Resist is 10%
.....your guns do more raw damage anyway.....so what exactly is over the top again?
Its more of a player reaction because you instead of trusting it to a rig, people use active hardeners...so its sort of a reversed nerf because no you have too use a better hardener there.
Oops. |

Liang Nuren
Perkone Caldari State
116
|
Posted - 2011.11.30 09:00:00 -
[96] - Quote
Naomi Knight wrote:Do you remember for the amarr buff back than some years ago, when they lowered EM resists due some stupid reasons (oh no lasers hit the highest resist or something bs) ? They also lowered explo resists ,and resulted in an over the top matar buff. Same stealth matar boost just like now. For some reason CCP just cant let opmatar to go. It is rly said.
Are you talking about the patch where they boosted EM damage against armor by up to 33% more than they boosted explosive damage against shields?
-Liang
Ed: Yes, you are - I just went and re-read the dev blog to make sure I remembered correctly. ;-) Looking for WH PVP corp.-á Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren Recruit me: http://wp.me/p1WQ0O-R |

Onictus
Legendary Knights Vorpal's Edge
46
|
Posted - 2011.11.30 09:05:00 -
[97] - Quote
Never let reality interfere with the hatorade. |

Naomi Knight
Imperial Academy Amarr Empire
67
|
Posted - 2011.11.30 09:22:00 -
[98] - Quote
Looks like thinking isnt in the matar op set. The patch made projectiles to hit harder--> matar buff no matter how you try to hide it ,it was a matar buff after all. It boosted emp ammo too, what most matar used for close range. |

Onictus
Legendary Knights Vorpal's Edge
47
|
Posted - 2011.11.30 10:20:00 -
[99] - Quote
Naomi Knight wrote:Looks like thinking isnt in the matar op set. The patch made projectiles to hit harder--> matar buff no matter how you try to hide it ,it was a matar buff after all. It boosted emp ammo too, what most matar used for close range.
9% !> 33%
and since when does any Matar with a brain go "close range" on an Amarr ship.....getting scrammed is a pretty sure way to go home in pod. Unless you are referring to one of the rare armor canes, in which case I'm STILL not going to be hitting an armor tanked Amarri ship with ******* EMP because that is just ******* stupid
...and if you are kiting you are using barrage which is lower damage than faction EMP and hitting your strongest resist.
Make up you mind, you ceasing to even be coherent any longer. |

Wog Cyllen
Hedion University Amarr Empire
0
|
Posted - 2011.11.30 10:29:00 -
[100] - Quote
Onictus wrote:Naomi Knight wrote:Looks like thinking isnt in the matar op set. The patch made projectiles to hit harder--> matar buff no matter how you try to hide it ,it was a matar buff after all. It boosted emp ammo too, what most matar used for close range. 9% !> 33% and since when does any Matar with a brain go "close range" on an Amarr ship.....getting scrammed is a pretty sure way to go home in pod. Unless you are referring to one of the rare armor canes, in which case I'm STILL not going to be hitting an armor tanked Amarri ship with ******* EMP because that is just ******* stupid ...and if you are kiting you are using barrage which is lower damage than faction EMP and hitting your strongest resist. Make up you mind, you ceasing to even be coherent any longer.
So you imply Naomi was coherent at some point? All I saw in his/her many posts across multiple threads was nerdrage "NERF THEM!" without ever bringing any logical arguments or making any feasible suggestions.
Several people here try to bring numbers and actually have a constructive discussion but Naomi, Verity & co babbling and useless noise kinda prevent that.
**** reality, logic, facts and numbers. Stupid nerdrage, pointless complaining and ridiculous babbling is the way to go. |

Tanya Powers
Science and Trade Institute Caldari State
302
|
Posted - 2011.11.30 13:34:00 -
[101] - Quote
I'm not asking for matar nerfs, I'm asking for balance and bring other ships at the same level witch would be much better than nerfs.
Thing is, and if some of you don't agree then you must clearly have some serious mental issues, this supposed hybrids rebalancing resulted in another Matar buff. Point blank
|

Alara IonStorm
RvB - BLUE Republic
505
|
Posted - 2011.11.30 14:11:00 -
[102] - Quote
Liang Nuren wrote: Oh, so you basically don't want battlecruisers to be useful?
-Liang
And why would that not make Battlecruisers useful.
Are 6 Weapons with 1 Damage Bonus not enough. Would people stop using Heavy Missiles because they go to 60. What about this will kill Battlecruisers.
Onictus wrote: You REALLY want canes that can hit to lock with Barrage and will still outrun you?
Think about that.
5% falloff bonus, show me the fit that hits that far.
|

Onictus
Legendary Knights Vorpal's Edge
49
|
Posted - 2011.11.30 14:57:00 -
[103] - Quote
Alara IonStorm wrote:Liang Nuren wrote: Oh, so you basically don't want battlecruisers to be useful?
-Liang
And why would that not make Battlecruisers useful. Are 6 Weapons with 1 Damage Bonus not enough. Would people stop using Heavy Missiles because they go to 60. What about this will kill Battlecruisers. Onictus wrote: You REALLY want canes that can hit to lock with Barrage and will still outrun you?
Think about that.
5% falloff bonus, show me the fit that hits that far.
With barrage and three TEs (may as well since you are fist ******* DPS) 3455+44.1 hurri only locks to 56km
That is on a current cyclone that has (shocker) a 5% falloff bonus.
...and I'll STILL outrun a Harbi
So what changes other than a Amarr fanboi is appeased. |

K1RTH G3RS3N
Yggdrassil inc
1
|
Posted - 2011.11.30 15:07:00 -
[104] - Quote
Verity Sovereign wrote:I'm not saying I'm better than you.
Its criticism (in sarcastic form) of CCPs poor balance.
and you clearly know better |

Alara IonStorm
RvB - BLUE Republic
505
|
Posted - 2011.11.30 15:12:00 -
[105] - Quote
Onictus wrote: With barrage and three TEs (may as well since you are fist ******* DPS) 3455+44.1 hurri only locks to 56km
That is on a current cyclone that has (shocker) a 5% falloff bonus.
...and I'll STILL outrun a Harbi
So what changes other than a Amarr fanboi is appeased.
Cyclone has a falloff bonus now huh. 
BTW the new 10% Opt Harbinger stats with Heavypulse would be able to hit that far to it's optimal range with 2 TC's. While a Cane hitting that far would be so far in it's falloff it's Damage would be a joke.
As for outrunning a Harbinger... It is Minmatar of course it will. The long optimal more then makes up for it. |

Aglais
Deep Core Mining Inc. Caldari State
29
|
Posted - 2011.11.30 15:12:00 -
[106] - Quote
Verity Sovereign wrote:Read previous posts, the tracking bonus mixup was already pointed out (twice before you) and I already acknowledged the mistake (before you posted).
Putting the falloff penalty back in, but at 25% instead of the previous 50%, while Void retains the 50% penalty, is a buff to projectiles, plain and simple.
Hybrid T2 ammo just got more inferior relative to projectile T2 ammo.
The short range autocannon ammo has a 0.75 falloff modifier, the short range blaster ammo has a 0.5 fall off modifier Win for Winmatar.
The long range autocannon ammo has a 1.5 falloff modifier, the long range blaster ammo has a 1.25 falloff modifier Win for Winmatar.
Also would like to point out that hybrids are not projectiles. It sounds like you want hybrids to be projectile turrets.
I'll agree that minmatar are able to apply more DPS than hybrids in some cases, but honestly if you can slow them down and start wailing on them, they will crumple. |

Naomi Knight
Imperial Academy Amarr Empire
69
|
Posted - 2011.11.30 16:05:00 -
[107] - Quote
Aglais wrote:
Also would like to point out that hybrids are not projectiles. It sounds like you want hybrids to be projectile turrets.
I'll agree that minmatar are able to apply more DPS than hybrids in some cases, but honestly if you can slow them down and start wailing on them, they will crumple.
crumple yeah... and how does that differ from any other race? matar doesnt have less tank than the others , every other race would crumple too |

Cambarus
Clearly Compensating
43
|
Posted - 2011.11.30 19:03:00 -
[108] - Quote
Naomi Knight wrote: matar doesnt have less tank than the others , every other race would crumple too Well off the top of my head I know that both the vaga and the sleip have about half (slightly less for the vaga and slightly more for the sleip) the EHP of their amarrian counterparts. So... |

Mfume Apocal
Origin. Black Legion.
139
|
Posted - 2011.11.30 19:20:00 -
[109] - Quote
Naomi Knight wrote: crumple yeah... and how does that differ from any other race? matar doesnt have less tank than the others , every other race would crumple too
This just in guys, shield cane as tanky as a plated harb, triple rep myrm or PDU drake!
J/K, Naomi Knight in a "I don't actually fly any of the ships I post about" non-shocker.
Just FYI, for buffer, a Drake beats Cane hands down. For active rep, a Myrm beats a Cyclone since it can get a 1K DPS tank with just T2 modules. |

Mfume Apocal
Origin. Black Legion.
139
|
Posted - 2011.11.30 19:20:00 -
[110] - Quote
Naomi Knight wrote:crumple yeah... and how does that differ from any other race? matar doesnt have less tank than the others , every other race would crumple too
double-posting like a bauce |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.11.30 19:46:00 -
[111] - Quote
Alara IonStorm wrote:Onictus wrote: With barrage and three TEs (may as well since you are fist ******* DPS) 3455+44.1 hurri only locks to 56km
That is on a current cyclone that has (shocker) a 5% falloff bonus.
...and I'll STILL outrun a Harbi
So what changes other than a Amarr fanboi is appeased.
Cyclone has a falloff bonus now huh.  BTW the new 10% Opt Harbinger stats with Heavypulse would be able to hit that far to it's optimal range with 2 TC's. While a Cane hitting that far would be so far in it's falloff it's Damage would be a joke.
Its damage would be a joke ANYWAY after you chop its bonuses seriously, 650mm pointless and now that you have yanked a high you are talking a 500DPS ship with perfect skills in optimal and optimal is UNDER 4km
Alara IonStorm wrote: As for outrunning a Harbinger... It is Minmatar of course it will. The long optimal more then makes up for it.
In otherwords you want the Harbi to be the premier BC, and the hell with the other three races.P.S. There is nothing stopping the cane from mounting Arties and essentially nuking you from space.
OH but you have to be able to hit with a MEDIUM short range turret into LARGE long range territory......I mean what could possibly go wrong.
...As sorry about the cyclone, that was erroneous, I was actually looking at a x2 TR Vaga.....for reference x2 TEs Vaga hits 3810 + 47500 with 220s with 425s it hits for 4233+51826. x2 TE (more realistic) its optimal plus falloff is still something like 48.
Are you using a speadsheet for this sillyness? This is your idea of balance?
|

Alara IonStorm
RvB - BLUE Republic
505
|
Posted - 2011.11.30 20:11:00 -
[112] - Quote
Onictus wrote: Its damage would be a joke ANYWAY after you chop its bonuses seriously, 650mm pointless and now that you have yanked a high you are talking a 500DPS ship with perfect skills in optimal and optimal is UNDER 4km
650mm Optimal is not under 4km and you fit 720mm Artillery on a Cane always.
Always.
Onictus wrote: In otherwords you want the Harbi to be the premier BC, and the hell with the other three races.P.S. There is nothing stopping the cane from mounting Arties and essentially nuking you from space.
So the Harbinger would be overpowered but the Cane you were complaining about being underpowered would beat it... Ok there champ.
Onictus wrote: OH but you have to be able to hit with a MEDIUM short range turret into LARGE long range territory......I mean what could possibly go wrong.
Absolutely nothing. Since you will still do less DPS then the Drake at that Range without the tank. It will however be instant Dmg and you can switch to MF dmg Crystals up close.
Onictus wrote: ...As sorry about the cyclone, that was erroneous, I was actually looking at a x2 TR Vaga.....for reference x2 TEs Vaga hits 3810 + 47500 with 220s with 425s it hits for 4233+51826. x2 TE (more realistic) its optimal plus falloff is still something like 48.
Vega has twice the Falloff Bonus that was proposed so your still using the wrong ship.
Onictus wrote: Are you using a speadsheet for this sillyness? This is your idea of balance?
Nope but I hope you are not because all your numbers have been wrong. Arguing is not helping much because you just keep on contradicting yourself. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 00:03:00 -
[113] - Quote
Alara IonStorm wrote:
650mm Optimal is not under 4km and you fit 720mm Artillery on a Cane always. Always.
Whatever, I can fit both I prefer 650s, YOU may fit 720s "always" but for the type of fighting I often to 650s are better all around, they are right in sweet sport of long point, you can actually hit something with the MWD below 35k AND it lets you fit a better tank.....on a ship that is ALWAYS going to thin in sheild trim.
...and don't bother BCing it, I've never lost one, despite 20 some odd kills.
Not to mention, no kidding atrilery has more than a 4km optimal...I was talking optimal DPS after you cut the ROF bonus and nerf the ship 30% overall. Go back to your spread sheet and show me a 500 DPS arty fit, you aren't getting there without some fairly exotic hardwires AND 650s AND HAMs along with perfect skills....and you are still going to need to overheat.
You play your spreadsheets, I play the game.
Alara IonStorm wrote: So the Harbinger would be overpowered but the Cane you were complaining about being underpowered would beat it... Ok there champ.
After you chop DPS and make it so the options for a shield cane and alpha or leave the field because you harbi is hitting 60km with SHORT RANGE TURRETS
Spare me
What is "going to beat it" a single neut Armor cane? That MAY get to 350DPS
Alara IonStorm wrote: Absolutely nothing. Since you will still do less DPS then the Drake at that Range without the tank. It will however be instant Dmg and you can switch to MF dmg Crystals up close.
.......jeee that wouldn't sort of make my point.
Alara IonStorm wrote: Vega has twice the Falloff Bonus that was proposed so your still using the wrong ship.
So do tell, which ship HAS a 5% falloff and medium guns.....NONE of them, what the **** am I supposed to model this after. Vaga 10% Cyna 10%
None of the T1s HAVE a falloff bonus, you get ROF and damage.....its our flavor.
Either way it makes my point.
Onictus wrote: Are you using a speadsheet for this sillyness? This is your idea of balance?
Nope but I hope you are not because all your numbers have been wrong. Arguing is not helping much because you just keep on contradicting yourself.[/quote]
Where exactly did I contradict myself?
|

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 00:18:00 -
[114] - Quote
Onictus wrote:Alara IonStorm wrote:
650mm Optimal is not under 4km and you fit 720mm Artillery on a Cane always. Always.
Whatever, I can fit both I prefer 650s, YOU may fit 720s "always" but for the type of fighting I often to 650s are better all around, they are right in sweet sport of long point, you can actually hit something with the MWD below 35k AND it lets you fit a better tank.....on a ship that is ALWAYS going to thin in sheild trim. ...and don't bother BCing it, I've never lost one, despite 20 some odd kills. Not to mention, no kidding atrilery has more than a 4km optimal...I was talking optimal DPS after you cut the ROF bonus and nerf the ship 30% overall. Go back to your spread sheet and show me a 500 DPS arty fit, you aren't getting there without some fairly exotic hardwires AND 650s AND HAMs along with perfect skills....and you are still going to need to overheat. You play your spreadsheets, I play the game. Alara IonStorm wrote: So the Harbinger would be overpowered but the Cane you were complaining about being underpowered would beat it... Ok there champ.
After you chop DPS and make it so the options for a shield cane and alpha or leave the field because you harbi is hitting 60km with SHORT RANGE TURRETS Spare me What is "going to beat it" a single neut Armor cane? That MAY get to 350DPS Alara IonStorm wrote: Absolutely nothing. Since you will still do less DPS then the Drake at that Range without the tank. It will however be instant Dmg and you can switch to MF dmg Crystals up close.
.......jeee that wouldn't sort of make my point. [quote=Alara IonStorm] Vega has twice the Falloff Bonus that was proposed so your still using the wrong ship.
So do tell, which ship HAS a 5% falloff and medium guns.....NONE of them, what the **** am I supposed to model this after. Vaga 10% Cyna 10%
None of the T1s HAVE a falloff bonus, you get ROF and damage.....its our flavor.
Either way it makes my point.
Where exactly did I contradict myself? I don't have every number for every fit memorized, you have yet to counter a point other than.
"It'll still win", whch is horseshit, if a shield cane is beating you in an armor Harbi solo your are doing it wrong. I intentially avoid them because a decent point will chase me off the field or draw it out until I screw up. Three times I've JUST managed to escape by virtue of suddely ECM drones when I've tried it.
But again, I want to hear how making a Harbi fire to lock inside optimal is in ANY way balanced.
C'mon, lets here something other than my numbers are wrong.
What you've said thus far. Drake can hit my Harbi further than it can hit back ...nerf HML range 15% Cane can do more damage in optimal than my Harbi ....nerf it 30% Myrm isn't a threat ....it's fine
.....oh and my Harbi should hit to lock with pulses
LOL I'm contradicting myself. |

Alara IonStorm
RvB - BLUE Republic
505
|
Posted - 2011.12.01 01:48:00 -
[115] - Quote
Onictus wrote: Go back to your spread sheet and show me a 500 DPS arty fit,
No because it should not exist.
Onictus wrote: After you chop DPS and make it so the options for a shield cane and alpha or leave the field because you harbi is hitting 60km with SHORT RANGE TURRETS
Spare me
I do not have to spare you because that is not a range it could get too. It would do less dmg then heavy Missiles at it's Optimal with Scorch as well so calm down. It just has the option of doing higher Dmg close up which it a good thing.
Onictus wrote: What is "going to beat it" a single neut Armor cane? That MAY get to 350DPS
None of the T1s HAVE a falloff bonus, you get ROF and damage.....its our flavor.
Either way it makes my point.
Tornado has a 5% Falloff. I love when your point involves being wrong about something you were already wrong about after mistaking a bonus on a Battlecruiser right below an exageration of range on the Harbinger. Your points are better made when you don't make so many mistakes.
That Armor Cane would get 440 DPS with 425mm with RF Ammo(which it could fit now) not counting Drones. As for one Neut sure two is to much for it and should be nerfed.
As for comparing it cut the Trajectory Analysis off of a Vega or Cyn to get the correct number. I can not believe I have to spoon feed you this.
Onictus wrote: "It'll still win", whch is horseshit, if a shield cane is beating you in an armor Harbi solo your are doing it wrong. I intentially avoid them because a decent point will chase me off the field or draw it out until I screw up. Three times I've JUST managed to escape by virtue of suddely ECM drones when I've tried it.
But again, I want to hear how making a Harbi fire to lock inside optimal is in ANY way balanced.
Fact you can disengage. That is Minmatars strength. You want them to be hard to catch and beat the slowpokes at the same time? Again can not hit to lock range that's twice now.
Onictus wrote: C'mon, lets here something other than my numbers are wrong.
What you've said thus far. Drake can hit my Harbi further than it can hit back ...nerf HML range 15% Cane can do more damage in optimal than my Harbi ....nerf it 30% Myrm isn't a threat ....it's fine
.....oh and my Harbi should hit to lock with pulses
LOL I'm contradicting myself.
1. Drake will still have longer range. 2. Absolutely Nerf it the Cane is hugely overpowered. 3. Right now, no. Let them finish there Gal Rebalance.
Your Lock is 62km, with the bonus and Heavy Pulse Scorch you could not hit that far. Why is it that you keep posting wrong numbers. I know you want to here something other then your numbers are wrong but they are again and they make up your argument. |

Ruah Piskonit
PIE Inc.
60
|
Posted - 2011.12.01 01:50:00 -
[116] - Quote
Love watching the damage control crew - same faces, same arguments, and same deflection instantly to Amarr. |

Mfume Apocal
Origin. Black Legion.
139
|
Posted - 2011.12.01 02:02:00 -
[117] - Quote
Ruah Piskonit wrote:Love watching the damage control crew - same faces, same arguments, and same deflection instantly to Amarr.
Of course. Lasers are tangibly better in actually killing than projectiles. You've never even pretended otherwise other than to complain about how falloff sometimes matches your optimal. They also obsolete blasters by doing nearly as much DPS, at approximately four times the range, but sure let's nerf the one viable turret alternative because PIE Inc. is a bunch of crybaby RPers. |

Cambarus
Clearly Compensating
44
|
Posted - 2011.12.01 02:29:00 -
[118] - Quote
Ruah Piskonit wrote:Love watching the damage control crew - same faces, same arguments, and same deflection instantly to Amarr. I think you'll find the reverse is also true, just how many times have you posted in these nerf minmatar threads? |

Emily Poast
The Whipping Post
30
|
Posted - 2011.12.01 03:40:00 -
[119] - Quote
Well, Im Gallente, and I must observe that this thread has run its course. Arguments - stale. Horse - beaten.
The only possible outcome that can result from further posting is a fulfullment of Godwin's Law. Please, dont be the one.
I declare next subject for nerf discussion shall be: NERF DRAEK! While we have been arguing, it has been hiding, unnoticed, quietly sitting atop killboards and Isk boards alike. Surely, it is evil. ;) |

Ayeshah Volfield
Republic Military School Minmatar Republic
1
|
Posted - 2011.12.01 05:53:00 -
[120] - Quote
Would limiting damage types available to minmatar to kin/exp be a reasonable balancing option ?
For reference, I'm a fairly new player still learning game mechanics but exclusively minmatar. |

Mfume Apocal
Origin. Black Legion.
139
|
Posted - 2011.12.01 07:09:00 -
[121] - Quote
Ayeshah Volfield wrote:Would limiting damage types available to minmatar to kin/exp be a reasonable balancing option ?
For reference, I'm a fairly new player still learning game mechanics but exclusively minmatar.
Barrage, the falloff-bonused ammo for ACs that they complain about, is already fixed damage type. Without a falloff bonus, you have to be bold enough to get very close to scram/web/neut range to break even on applied damge with ammo that allows damage type selection, even with 2x tracking enhancers (20km falloff). |

Naomi Knight
Imperial Academy Amarr Empire
69
|
Posted - 2011.12.01 08:18:00 -
[122] - Quote
Ayeshah Volfield wrote:Would limiting damage types available to minmatar to kin/exp be a reasonable balancing option ?
For reference, I'm a fairly new player still learning game mechanics but exclusively minmatar.
Could work , I still dont understand why they have the emp ammo, it is just ridiculous. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 09:22:00 -
[123] - Quote
Alara IonStorm wrote:No because it should not exist. Quote:Your right it doesn, that was the point. [ Alara IonStorm wrote:would do less dmg then heavy Missiles at it's Optimal with Scorch as well so calm down. It just has the option of doing higher Dmg close up which it a good thing. Oh so more damage is fine just not more damage than you? [quote=Alara IonStorm] Tornado has a 5% Falloff. I love when your point involves being wrong about something you were already wrong about after mistaking a bonus on a Battlecruiser right below an exageration of range on the Harbinger. Your points are better made when you don't make so many mistakes. We were talking about a Hurricane.... obviously the fact that Tornadoe's 5% falloff bonus only applies to BATTLESHIP SIZED TURRETS would make that a) an outlier, and b) a **** poor comparsion to a Hurricane that mounts MEDIUM guns now would it. My mistake I wasn't in la la land, I asked where the ship you modeled you numbers was..... [quote=Alara IonStorm] That Armor Cane would get 440 DPS with 425mm with RF Ammo(which it could fit now) not counting Drones. As for one Neut sure two is to much for it and should be nerfed.
LOL don't like counter fits do you?
For a shield cane, the idea is generally to stay the hell out of neut range and use the neuts for anti-tackle.......UNLESS of course its an Amarr ship, then you leg hump.
This is the idea of rock-paper-scissors, and seriously I douby highly your are going to get 425mm without the ROF bonus
|

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 09:23:00 -
[124] - Quote
Alara IonStorm wrote:
As for comparing it cut the Trajectory Analysis off of a Vega or Cyn to get the correct number. I can not believe I have to spoon feed you this.
Sorry I generally have better things to do than figuring out model ship bonus cominations that don't exist.
Onictus wrote: "It'll still win", whch is horseshit, if a shield cane is beating you in an armor Harbi solo your are doing it wrong. I intentially avoid them because a decent point will chase me off the field or draw it out until I screw up. Three times I've JUST managed to escape by virtue of suddely ECM drones when I've tried it.
But again, I want to hear how making a Harbi fire to lock inside optimal is in ANY way balanced.
Alara IonStorm wrote: Fact you can disengage. That is Minmatars strength. You want them to be hard to catch and beat the slowpokes at the same time? Again can not hit to lock range that's twice now.
Using ECM drones is a hurricane specific? Really? This is obviously call for a nerf.
Alara IonStorm wrote: Your Lock is 62km, with the bonus and Heavy Pulse Scorch you could not hit that far. Why is it that you keep posting wrong numbers. I know you want to here something other then your numbers are wrong but they are again and they make up your argument.
It was your argument when you started talking about your idea of "balance" |

Alara IonStorm
RvB - BLUE Republic
506
|
Posted - 2011.12.01 10:00:00 -
[125] - Quote
Onictus wrote: Your right it doesn, that was the point.
Yes there are 500DPS Arty Fits. 
Onictus wrote: We were talking about a Hurricane.... obviously the fact that Tornadoe's 5% falloff bonus only applies to BATTLESHIP SIZED TURRETS would make that a) an outlier, and b) a **** poor comparsion to a Hurricane that mounts MEDIUM guns now would it.
My mistake I wasn't in la la land, I asked where the ship you modeled you numbers was.....
Sorry I generally have better things to do than figuring out model ship bonus cominations that don't exist
No you said that no Minmatar ships had the bonus which is another point where you are of course wrong. There is one, I told you how I modeled the numbers.
I especially like the part when you say you have nothing to compare it to after I tell you what you can compare it to then so say the underlined. It shows by all the wrong information you posted. If you do not want to do the research perhaps you should not post about it.
Onictus wrote: LOL don't like counter fits do you?
For a shield cane, the idea is generally to stay the hell out of neut range and use the neuts for anti-tackle.......UNLESS of course its an Amarr ship, then you leg hump.
This is the idea of rock-paper-scissors, and seriously I douby highly your are going to get 425mm without the ROF bonus
Counter fits are fine but the Cane should get 1 Neut. I don't see what fitting gun size has to do with an RoF Bonus but I am gonna take a wild stab and guess that you meant to say something else again but got it wrong.
Onictus wrote: Using ECM drones is a hurricane specific? Really? This is obviously call for a nerf.
Minmatar can disengage without ECM Drones based on speed alone how do you not get this. Your the only one talking bout ECM Drones.
Onictus wrote: It was your argument when you started talking about your idea of "balance"......or are you saying you didn't post that a page ago.
I was right then and am now. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 11:23:00 -
[126] - Quote
[
Perhaps I figure that there was some logic going on there, but you picked two words out of the sentence.....of COURSE I didn't use the Tornado to see what the ranges for a hurricane with a falloff bonus would be they use different size turrets.
Alara IonStorm wrote: Counter fits are fine but the Cane should get 1 Neut. I don't see what fitting gun size has to do with an RoF Bonus but I am gonna take a wild stab and guess that you meant to say something else again but got it wrong.
Ok ROF=25% = 33% overall DPS Yes? So DO tell how after you cut a high slot and remove 30% DPS from the hull you are getting 440DPS with 6 guns and damage bonus........with 220mm ACs?
Alara IonStorm wrote: Minmatar can disengage without ECM Drones based on speed alone how do you not get this. Your the only one talking bout ECM Drones.
Again context.....maybe because I was talking about an ARMOR fit Hurri...just maybe?
...and even then, ANY ship faster than it's target "should" be able to disengage that is why speed is important.
Or should we nerf everything faster than a Harbi as well.
Alara IonStorm wrote: I was right then and am now.
nevermind you are worse than arguing with my mom.....
|

Alara IonStorm
RvB - BLUE Republic
508
|
Posted - 2011.12.01 11:35:00 -
[127] - Quote
Onictus wrote:
Perhaps I figure that there was some logic going on there, but you picked two words out of the sentence.....of COURSE I didn't use the Tornado to see what the ranges for a hurricane with a falloff bonus would be they use different size turrets.
I have to tell you again. I told you how to get the numbers using medium turrets. Just cut Traj Analysis out of the equation on a 10% Falloff ship. The only reason I mentioned the Tornado was because you said no Minmatar ships had 5% Falloff Bonuses.
Onictus wrote: Ok ROF=25% = 33% overall DPS Yes? So DO tell how after you cut a high slot and remove 30% DPS from the hull you are getting 440DPS with 6 guns and damage bonus........with 220mm ACs?
By fitting 425mm Auto's because the loss of the Neut frees up grid space.
Onictus wrote: Again context.....maybe because I was talking about an ARMOR fit Hurri...just maybe?
...and even then, ANY ship faster than it's target "should" be able to disengage that is why speed is important.
Well that Armor fit still gets 440 Gun DPS, 60k+ Tank, Capless Weapons, 2x Webs and a Medium Neut. More then worth the price you pay for it.
You just want to keep your overpowered Cane as is.
Onictus wrote: nevermind you are worse than arguing with my mom.....
Is she single? |

Wog Cyllen
Hedion University Amarr Empire
0
|
Posted - 2011.12.01 11:57:00 -
[128] - Quote
Is Alara an alt of Naomi? They both have this magnificent gift of not making any ******* sense.
Now, Alara, I know you think that the crap you're pouring on us is smart, logical and based on facts, but trust me, it's everything BUT that. Please go learn to make a point, take some phrasing lessons, maybe look up "debate" in a dictionary and then come back. As it is now, you're just embarrassing yourself to no end. |

Alara IonStorm
RvB - BLUE Republic
508
|
Posted - 2011.12.01 12:02:00 -
[129] - Quote
Wog Cyllen wrote:Is Alara an alt of Naomi? They both have this magnificent gift of not making any ******* sense.
Now, Alara, I know you think that the crap you're pouring on us is smart, logical and based on facts, but trust me, it's everything BUT that. Please go learn to make a point, take some phrasing lessons, maybe look up "debate" in a dictionary and then come back. As it is now, you're just embarrassing yourself to no end.

* Alt Accusations from a Faceless Character in an NPC Corp. /Check * Pointless IOnsults with no Backing. /Check * No Information to back up your point. /Check
You just Hat Tricked the Forum Fail Kiddo.
|

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 12:08:00 -
[130] - Quote
Alara IonStorm wrote: By fitting 425mm Auto's because the loss of the Neut frees up grid space.
Yes I know......I was being sarcastic
...and even then, ANY ship faster than it's target "should" be able to disengage that is why speed is important. [/quote] Well that Armor fit still gets 440 Gun DPS, 60k+ Tank, Capless Weapons, 2x Webs and a Medium Neut. More then worth the price you pay for it.
Alara IonStorm wrote: You just want to keep your overpowered Cane as is.
There are three VERY easy answers to a Hurricane, 1) Drake 2) ECM drones, 3) Tracking disrupter ignore them at your peril. EC-300s are the easy one, EVERYONE can carry them, and they must have a 60% success rate.....because Hurricane has crap for sensor strength.
OP implies there is no counter, nano-drakes tend to kick the crap out of a shield cane, and an with an armor fit its going to come down to luck on whether or not you burnout your MWD getting them in scram range.....I've had that go both ways.
|

Alara IonStorm
RvB - BLUE Republic
508
|
Posted - 2011.12.01 12:12:00 -
[131] - Quote
Onictus wrote: Yes I know......I was being sarcastic
Gonna want to look that up.
Onictus wrote: You just want to keep your overpowered Cane as is.
There are three VERY easy answers to a Hurricane, 1) Drake 2) ECM drones, 3) Tracking disrupter ignore them at your peril. EC-300s are the easy one, EVERYONE can carry them, and they must have a 60% success rate.....because Hurricane has crap for sensor strength.
OP implies there is no counter, nano-drakes tend to kick the crap out of a shield cane, and an with an armor fit its going to come down to luck on whether or not you burnout your MWD getting them in scram range.....I've had that go both ways. [/quote] So the answer to the Cane is Drake...
The problem in general is Teir 2 Battlecruisers as whole. They completely obsolete the Cruiser Class and are just too good for there price.
Back on topic. Is she single? |

Wog Cyllen
Hedion University Amarr Empire
0
|
Posted - 2011.12.01 12:13:00 -
[132] - Quote
Alara IonStorm wrote:
* Pointless Insults with no Backing. /Check * No Information to back up your statement. /Check
You just Hat Tricked the Forum Fail Kiddo.
Just go back and try to read your previous posts here and in other nerdrage "NERF THEM NOW!!" threads. There is all the proof and backing in your own confused words and phrasing. Would be kind of a futile attempt though, didn't see many people incapable of making a point or having a debate to actually realize or ever accept how silly they are. That's exactly the reason these threads go great lengths, they keep posting thinking they are actually make sense and some people are naive enough to think that if they really try could make you, Naomi, Verity & co to actually see reason. Not gonna bother to do that too, as I said, would be futile.
So keep having fun. |

Alara IonStorm
RvB - BLUE Republic
508
|
Posted - 2011.12.01 12:17:00 -
[133] - Quote
Wog Cyllen wrote: Just go back and try to read your previous posts here and in other nerdrage "NERF THEM NOW!!" threads. There is all the proof and backing in your own confused words and phrasing. Would be kind of a futile attempt though, didn't see many people incapable of making a point or having a debate to actually realize or ever accept how silly they are. That's exactly the reason these threads go great lengths, they keep posting thinking they are actually make sense and some people are naive enough to think that if they really try could make you, Naomi, Verity & co to actually see reason.
That is a lot of words to say I am right and you are wrong but I forgive your ignorance.
I am glad you agree with all my idea's fully and am going to go ahead and give you for first forum like sweet pea.
There you go now run along and play.
|

AureoLion
Etoilles Mortant Ltd. Solyaris Chtonium
33
|
Posted - 2011.12.01 12:34:00 -
[134] - Quote
Fortunately, the Naga has come to blow Winmatar up. |

Naomi Knight
Imperial Academy Amarr Empire
70
|
Posted - 2011.12.01 12:41:00 -
[135] - Quote
AureoLion wrote:Fortunately, the Naga has come to blow Winmatar up. Hopefully, pls teach us how to do that. As it seems for close range tornado is just superior , and for long range aka 100km insta pop arties are better , if there would be long range sniping reinstituted thing could be different. At least rail naga is useable , not the best but useable , have to test it out thou in real situations. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 12:41:00 -
[136] - Quote
Alara IonStorm wrote:[ The problem in general is Teir 2 Battlecruisers as whole. They completely obsolete the Cruiser Class and are just too good for there price.
Debatable, upping the price would be a more elegant solution....and not nearly as targeted.
Not to mention I have a LOT of fun messing around in Cruisers, I have at least 6 vexors a couple rupies and numerous fleet stabbers.
Are they the best, not really, but they are fun.
Alara IonStorm wrote:[ A Targeted nerf to the top 2 would help with the issue as well a change to Cruiser Roles through fitting, bonuses and slot layout.
Bottom Line even with the missing Neut and Bonus Change the Hurricane will still be more then worth the price you pay for it.
Again debatable, considering that most of the T2 BCs are within 50mil of a T2 fit tier 1 BS I don't see the real issue.
T1 cruisers fit maybe 20mil, tier 2BCs 50-80 (yes, you spend 80 fitting a myrm usually) Tier 1 BS 130-150 Seems fairly linear to me
Alara IonStorm wrote:[ Back on topic. Is she single?
Nope, my folks have been married for 35 years, sorry. |

Alara IonStorm
RvB - BLUE Republic
508
|
Posted - 2011.12.01 12:52:00 -
[137] - Quote
Onictus wrote:Debatable, upping the price would be a more elegant solution....and not nearly as targeted. It would be a good way to handle it. That or changing Cruisers to be more Role based such as useful Logistics.
Really there is an issue and 1000 different ways to fix it. That was just my 2 Isk
Onictus wrote: Nope, my folks have been married for 35 years, sorry.
Damn, but it is nice to see a Marriage work out in this day and age.
I think we pretty much argued all of the finer points of this one out. Sorry if I was a kind of a ****.
|

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 12:57:00 -
[138] - Quote
Naomi Knight wrote:AureoLion wrote:Fortunately, the Naga has come to blow Winmatar up. Hopefully, pls teach us how to do that. As it seems for close range tornado is just superior , and for long range aka 100km insta pop arties are better , if there would be long range sniping reinstituted thing could be different. At least rail naga is useable , not the best but useable , have to test it out thou in real situations.
Why in the hell would you let a Tornado close to a Naga.
Stay the hell away and nuke, because you are going to get ripped if he gets close.....UNLESS you managed to get a point on him and blaster tracking is signifigantly better than AC tracking now (yes, it is) and Naga's range bonus allows it to actually smack kiters.
Keep the transveral up. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 12:58:00 -
[139] - Quote
Alara IonStorm wrote:Onictus wrote:Debatable, upping the price would be a more elegant solution....and not nearly as targeted. It would be a good way to handle it. That or changing Cruisers to be more Role based such as useful Logistics. Really there is an issue and 1000 different ways to fix it. That was just my 2 Isk Onictus wrote: Nope, my folks have been married for 35 years, sorry.
Damn, but it is nice to see a Marriage work out in this day and age. I think we pretty much argued all of the finer points of this one out. Sorry if I was a kind of a ****.
No worries, gave me something to do during a couple VERY boring lectures, and a worse shift at work. |

Onictus
Legendary Knights Vorpal's Edge
51
|
Posted - 2011.12.01 13:00:00 -
[140] - Quote
AureoLion wrote:Fortunately, the Naga has come to blow Winmatar up.
Indeed I'm pretty sure if Naga survivies the initial hit from a Tornado it will win a ranged fight on DPS because the Tornado gets a second shot off. |

Ruah Piskonit
PIE Inc.
60
|
Posted - 2011.12.01 16:57:00 -
[141] - Quote
Mfume Apocal wrote:Ruah Piskonit wrote:Love watching the damage control crew - same faces, same arguments, and same deflection instantly to Amarr. Of course. Lasers are tangibly better in actually killing than projectiles. You've never even pretended otherwise other than to complain about how falloff sometimes matches your optimal. They also obsolete blasters by doing nearly as much DPS, at approximately four times the range, but sure let's nerf the one viable turret alternative because PIE Inc. is a bunch of crybaby RPers.
1) Fly amarr, then talk. You are living in EFT land with all your posts. 2) PIE pilots fly Amarr hulls, there is no restriction to using projectiles or any other weapon system.
seriously, if you are going to try to burn me with the RP stuff, at least know what you are talking about first. And if you really are going to quote me, then you should at least read my posts. I have a few 'wall of text' explanations of what I think on the matter - which has absolutely nothing to do with you you say is my position. So you trolling right?
Cambarus wrote:I think you'll find the reverse is also true, just how many times have you posted in these nerf minmatar threads?
Not that many actually - maybe 10 or so in half a dozen threads on the issue. My last before the post that elicited this response was warning you folks that there is a clear distinction between pilots who actually fly amarr and minmatar and those who fly eft - and that those who actually fly the ships in combat know that you guys are full of hot air.
And so I was just chiming in to say that these kinds of posts will continue. . .and the dc crew will keep deflecting to Amarr - which is what I find so funny. Its fantastic strategy really. Any criticism of mini op-ness becomes a discussion on Amarr which is not what was intended by the OP, but that is what you make it.
anyway. |

Cambarus
Clearly Compensating
44
|
Posted - 2011.12.01 17:04:00 -
[142] - Quote
Alara IonStorm wrote: So the answer to the Cane is Drake...
The problem in general is Teir 2 Battlecruisers as whole. They completely obsolete the Cruiser Class and are just too good for there price.
A Targeted nerf to the top 2 would help with the issue as well a change to Cruiser Roles through fitting, bonuses and slot layout.
Bottom Line even with the missing Neut and Bonus Change the Hurricane will still be more then worth the price you pay for it.
Well, losing the ROF bonus would make the cane useless IMO, however:
I'm actually inclined to agree to the idea of nerfing the cane and the drake. As it stands, looking at tier 2 BCs only, that isn't really the answer, because you have 2 good BCs (cane and drake) one niche one that at least does its role well (myrm) and one that just seems...lacking. At first glance it would seem the obvious answer here is to fix the broken one (the harb), but then, it's no secret that the drake is horribly overpowered for what it takes to field one (both in terms of isk and SP), so any solution that brings it down a few pegs (as well as its matari counterpart, which sees almost as much use) seems like a fairly good idea.
Ruah Piskonit wrote:Cambarus wrote:I think you'll find the reverse is also true, just how many times have you posted in these nerf minmatar threads? Not that many actually - maybe 10 or so in half a dozen threads on the issue. My last before the post that elicited this response was warning you folks that there is a clear distinction between pilots who actually fly amarr and minmatar and those who fly eft - and that those who actually fly the ships in combat know that you guys are full of hot air. And so I was just chiming in to say that these kinds of posts will continue. . .and the dc crew will keep deflecting to Amarr - which is what I find so funny. Its fantastic strategy really. Any criticism of mini op-ness becomes a discussion on Amarr which is not what was intended by the OP, but that is what you make it. anyway. The reason people deflect to amarr is quite simple really: Do you remember who everyone screamed about nerfing before minmatar got their buffs? Who do you think would emerge as top dog if minmatar got nerfed? With hybrids (the gun used by EVERY race aside from matar and amarr) just having been buffed, do you think it would be reasonable to compare turrets whose strengths and weaknesses have been well tested for years to them?
There is also the issue of straight up balance. Most of the people who don't want to see minmatar nerfed are against it not because they fly mostly minmatar themselves (many of us don't), but because we're of the opinion that minmatar is fairly well balanced with amarr, and that it's caldari and gallente that need to be brought in line to be competitive. If you nerf minmatar, you make amarr OP, just like they were before minmatar were buffed, when everyone was saying that CCP either needed to nerf lasers, or buff ACs and hybrids. |

Mfume Apocal
Origin. Black Legion.
140
|
Posted - 2011.12.01 19:05:00 -
[143] - Quote
Ruah Piskonit wrote:1) Fly amarr, then talk. You are living in EFT land with all your posts. 2) PIE pilots fly Amarr hulls, there is no restriction to using projectiles or any other weapon system.
I do fly Amarr. Mfume has all cruiser Vs, maxed Guardian and near max Curse skills. My Amarr char flies HAC V Zealots and BS V Geddons and Baddons. You don't see them lighting up my KB because, in a complete non-shocker, the 200 man alliance I'm a part of is usually outnumbered by the 14K and 8K coalitions we fight and flying armor is a bad idea idea under our specific circumstances.
And yes, this (actual experience flying Amarr) is why I'm saying lasers are tangibly better than every other turret at actually killing stuff.
Actual quotes from you:
Quote:lazers should be the best turret platform because Amarr are the gank and tank race. They trade midslots for lowslots, and those lowslots are used to either fit tank or gank or a combination of both. The suffer the most for fitting mwds due to the cap penalty, so mobility is not their strong suit (there are exceptions, but they remain exceptions), and basically thei entire ships is tungsten and lazer.
(I still never got an answer on which race isn't "gank and tank" btw)
Your point seems to be that because Amarr have poor mobility when armor tanked, they have should have the best DPS projection. Except Gallente also have mobility issues when double-plated and trimarked, but...?
Quote:TEs don't work the same for everyone. . . they just don't. When you push falloff out on mini ships and raise the base optimal - you are doing a lot more to improve dps for ACs then any other weapon system. Again, when coupled with the wide range of falloff bonused ships (that are also high speed) the benefits of TEs on minmatar ships is evidently greater.
The improved AC DPS gained from TEs is still worse than pulse lasers with no TEs/TCs aiding them. And yes, armor-tankers still have the option of fitting TCs, so I'm throwing them in here.
Quote:Now remember, Lazers are supposed to be the best turret system in the game because Amarr ships tend to have only turrets as their main damage source. Minmatar ships often sport multiple weapon systems because they are not specialized, and the blasters, while effective at close range, are not supposed to be the primary weapon system either.
Amarr have drones as a source of backup DPS as much as Minmatar do missiles. Caldari hybridboats are much more pure turret platforms because they either have no dronebay or an undersized one for their shipclass.
Quote:Projectiles have too good a combination of range (falloff is pushed out using TEs, making TEs a direct damage mod - minis have 2 damage mods for ACs), damage in th form of damage type selection and the long duration of constant damage that can be applied from way out in falloff down to optimal, and tracking (TEs again) which ACs have the best in game.
You completely ignoring that TCs are in the game. Amarr ships use them. I can't tell if you didn't know or were simply being dishonest when you implied that range and tracking bonus modules were AC/shield tanking only, but it's simply not true and never has been. Also: to get that range you complain about, you give up damage type selection. |

Kiran
Knights of Azrael F0rgotten Hope
6
|
Posted - 2011.12.02 13:38:00 -
[144] - Quote
Mfume Apocal wrote:DarkAegix wrote:How to fit a brawling Minmatar ship: 1. Fit largest autocannons 2. If applicable, fit correctly sized neuts 3. Fit oversize/extra plates 4. Fit DCU, and then whatever ratio of EANM:gyrostabs you feel like 5. Fit MWD 6. Fit all those mids with whatever you want. Webs, cap boosters, sebos, anything You now have absurd dps, speed, tank and utility. 7. Winmatar at all PVP 1. 800s. 2. 2x hvy neuts 3. 2x 1600mm plates 4. DC, 2 EANMs, 1 gyro 5. Goddamn, I'm over PG, gotta downgrade something, lets go with the heavy neut. 6. Hvy cap injector, 2x web, point. Final fit and stats: [Tempest, Brawl fit as instructed] Gyrostabilizer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Rolled Tungsten Plates I 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Quad LiF Fueled I Booster Rockets Heavy Electrochemical Capacitor Booster I, Navy Cap Booster 800 Stasis Webifier II Stasis Webifier II Warp Disruptor II 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L 800mm Repeating Artillery II, Republic Fleet Phased Plasma L Heavy Unstable Power Fluctuator I Medium Unstable Power Fluctuator I Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I Ogre II x2 Hammerhead II x2 Hobgoblin II x1 809 EFT DPS, 119K EHP (146K against IN MF). Quote:How to fit armour anything else: 1. Fit largest guns 2. Fit oversize/extra plates or armour reps 3. Realise you can't fit a tank with your guns 4. Move the guns down a size 5. Fit oversize/extra plates or armour reps 6. Fit DCU, and then whatever ratio of EANM:damage mods you feel like 7. Fit MWD 8. Realise that MWD gets you over the powergrid 9. Move a gun down another size or reduce the size of a plate 10. Fit warp disruptor 11. Realise you're over CPU. Make warp disruptor meta 12. Fit cap booster. 13. Realise you're over powergrid. Downsize the cap booster. 14. Realise you were over CPU as well. Make the DCU meta and replace an EANM with adaptive nano plating You now have an extremely tight fit, with less dps, tank, speed and utility than a Minmatar counterpart 15. Die terribly for not flying Winmatar. 1. MPLs 2. 1x 1600mm plate 3-5. Fits fine for me! 6. 1 DC2 + 2x EANM + passive exp hard. 7-14. Fits fine! 15. lol Final stats and fit: [Abaddon, Brawl fit as instructed] Heat Sink II Heat Sink II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Reactive Plating II 1600mm Reinforced Rolled Tungsten Plates I Damage Control II Quad LiF Fueled I Booster Rockets Heavy Capacitor Booster II, Cap Booster 800 Fleeting Propulsion Inhibitor I Warp Disruptor II Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Mega Pulse Laser II, Imperial Navy Multifrequency L Large Trimark Armor Pump I Large Trimark Armor Pump I Large Trimark Armor Pump I Ogre II x2 Hammerhead II x2 Hobgoblin II x1 1025 DPS (including drones ofc), 141K EHP omni, 134K EHP against PP (lowest Minmatar relevant tank). It's almost as if we should be looking at balancing ships instead of races?!
Someone with sense has posted at last.
|

Reaperxvii
Unleashed' Fury
0
|
Posted - 2011.12.02 20:42:00 -
[145] - Quote
m0cking bird wrote:Lol! Another one. Honestly! Fock it! Nerf Minmatar so we can be done with these constant stream of threads. Why I even look on the forums still is beyond me.
I would like a boost to Caldari ships. Make them all Missile ships. Also, i'd like scorch to be boosted to. Amarr weapons use to much capacitor. Something needs to be done about cruise and siege missiles. The other good caldari battleships are the Scorpion and Rokh. One of which is a turret ship.
Why do 2 races that h8 each other still use the same weapon system? You know! I want more ships to. Maybe we should get rid of super caps and just use regular capitals.
I would like to expand the t1 destroyer class and have more cruisers. What happened to t3 frigates?
That has to be the dumbest thing I have ever heard, In all my fights I can beat Minmater ships, The cane is one of the best Min ship, as for getting ride of super caps that is stupid, they have already been nerfed so quite crying and play the game, missiles SUCK for pvp, the only viable real pvp ships for caldari are Hybrid platforms, the Naga is best sniper in game now and you want to make ALL caldari ships missiles, Like seriosly, If anything the only change that should be made is lower cap use on lasers and hybrids. NO ONE uses t1 destroyers, My Mega can derp a T1 destroyer, there only there for New people to use, there are 5 cruisers in game now, what needs to be done is to redo them and specialize one for a certain role. but your ideas are dumb and pointless, The only viable pvp missle ship is drake, missiles take to long to fire and to reach target meaning lowest dps. The caldari do need to be buffed up but not by making all ships missile ships. BESIDES Min have WORST cap ships in game, minus titan and the hel for pos ops, there dred is horrible for dps and there supercarrier has worst ehp of all carriers. |

Ruah Piskonit
PIE Inc.
61
|
Posted - 2011.12.04 02:11:00 -
[146] - Quote
Mfume Apocal wrote:Quote:lazers should be the best turret platform because Amarr are the gank and tank race. They trade midslots for lowslots, and those lowslots are used to either fit tank or gank or a combination of both. The suffer the most for fitting mwds due to the cap penalty, so mobility is not their strong suit (there are exceptions, but they remain exceptions), and basically thei entire ships is tungsten and lazer. (I still never got an answer on which race isn't "gank and tank" btw) Your point seems to be that because Amarr have poor mobility when armor tanked, they have should have the best DPS projection. Except Gallente also have mobility issues when double-plated and trimarked, but...?
Well, how about Minmatar - they are not a 'gank and tank' race. they are skirmishers, the fact that any Mini ship can even come close to matching Amarr or Caldari tank is already crazy considering. And Gallente, they are gank and gank (glass cannon) race) - its a bit broken right now, but thats what they are supposed to be. Caldari are the mushroom race, always have been - but still not gank and tank. They sometimes have tank, but rarely gank. And Shields are generally considered better tankers then armor - although that debate has been raging for 9 years.
My quote was what CCP said to the community when turrets were rebalanced a few years back. According to them, Amarr lazors, with their high fitting requirement, huge cap use, poor tracking, and limited damage type married to a platform that was usually a pure gunship should have the best guns - thats what they envision for Amarr: low utility, high dps (at medium range) and good tank - Amarr balance has always been about finding the right tradeoff for gank to tank - but a pure Amarr ganker (ala gankadon or the Abaddon) should be medium tank, massive dps. Minmatar ships have a completly different set of choises - the option for Mini is high tracking low damage ACs or massive alpha artis. The ships are inherently the same - they both require high speed and both have low tanks (although speed is tank but thats another point). See thats flavor, so when ACs are balanced to Lazers - then it breaks that. And thats why I find the comparison funny - because lazers never competed with blasters, ACs always did. The range to damage kiting game was always based on a dps curb for ACs vs. dps cliff for blasters. If the mini makes one mistake and get caught - they die. Its a nickle and dime combat style - so yah - of course projectiles should do less damage. If they don't then there is no competition - which is why I am saying that there is no reason to choice a blaster boat over an AC boat because ACs have been 'balanced' to lazers. . .
Tachs are a grade higher then 1400s or 425s - the point is that the disadvantages are large. Projectiles were always designed to be one of 4 supplementary weapon systems on a fast and mobile platform. So I am all for balancing the turrets to be on par - but then we also need to take all the positives and negatives as well as the ships into account. But thats basically taking all the 'flavor' out of the game. I am simply saying that on paper lazers are top - the reality and the KBs do not reflect this. And even when Amarr were supposedly top dog - people still flew the Curse.
Mfume Apocal wrote:Quote:TEs don't work the same for everyone. . . they just don't. When you push falloff out on mini ships and raise the base optimal - you are doing a lot more to improve dps for ACs then any other weapon system. Again, when coupled with the wide range of falloff bonused ships (that are also high speed) the benefits of TEs on minmatar ships is evidently greater. The improved AC DPS gained from TEs is still worse than pulse lasers with no TEs/TCs aiding them. And yes, armor-tankers still have the option of fitting TCs, so I'm throwing them in here.
TE dps gain for minmatar ships is substantial when considering the range benifit and dps curb. There is simply no way to argue that TEs are not a direct dps mod for ACs. To add insult to injuy here - by pushing the range out, you are actually giving a short range wepon system that was designed to have some long range utility for kiting purposes real bite at longer ranges. Whats more, the TE bonus was changed not as a direct AC buff, but because it would counter the TD changes (which were changed to affect optimal and falloff) - the buff was mostly overlooked because this was before the second round of projectile buffs - which have brought that small change into clear focus. For Amarr, the change has minimal effect, but its a major reason blaster ships can't compete.
Mfume Apocal wrote: You completely ignoring that TCs are in the game. Amarr ships use them. I can't tell if you didn't know or were simply being dishonest when you implied that range and tracking bonus modules were AC/shield tanking only, but it's simply not true and never has been. Also: to get that range you complain about, you give up damage type selection.
Other then a very specilized set of sniper setups for the Zelot and the BBs - I have never actually seen a good setup that uses TEs or TCs. TCs because mids are well. . .a rare thing. And TEs because a Heatsink is almost always a better option. This being eve of course, there are people who will fit anything to anything - but the gain from a TE on an Amarr ship is minimal - much better to use that slot for a hardener/plate (tank) or more HS (gank). A mini ship without a TE is petty much gimping themselves imo.
|

Mina Sebiestar
Mactabilis Simplex Cursus
17
|
Posted - 2011.12.04 05:59:00 -
[147] - Quote
Matar..... haters..... getting ..........old ........pathetic......... whiners. |

Mfume Apocal
Origin. Black Legion.
145
|
Posted - 2011.12.04 06:37:00 -
[148] - Quote
Ruah Piskonit wrote:Your point seems to be that because Amarr have poor mobility when armor tanked, they have should have the best DPS projection. Except Gallente also have mobility issues when double-plated and trimarked, but...?
Well, how about Minmatar - they are not a 'gank and tank' race. they are skirmishers, the fact that any Mini ship can even come close to matching Amarr or Caldari tank is already crazy considering. And Gallente, they are gank and gank (glass cannon) race) - its a bit broken right now, but thats what they are supposed to be. Caldari are the mushroom race, always have been - but still not gank and tank. They sometimes have tank, but rarely gank. And Shields are generally considered better tankers then armor - although that debate has been raging for 9 years.[/quote]
Counterpoints: Maelstrom, Cyclone, Sleipnir.
The Maelstrom is outright slow, the Cyclone and Sleipnir aren't particularly fast, but they can all (active) tank like bosses, the Muninn does about the same speed as every other shield HACs (less the Vaga which gives up one of it's bonuses for speed). Meanwhile snipe HACs were traditionally Zealot heavy but hey, Amarr can't skirmish, right? Triple rep Myrms and dual-rep Hypes, but Gallente can't tank, right?
And I'd only say shields are better tankers when you talk active. Armor gives more EHP, hands down.
Quote:My quote was what CCP said to the community when turrets were rebalanced a few years back. According to them, Amarr lazors, with their high fitting requirement, huge cap use, poor tracking, and limited damage type married to a platform that was usually a pure gunship should have the best guns - thats what they envision for Amarr: low utility, high dps (at medium range) and good tank - Amarr balance has always been about finding the right tradeoff for gank to tank - but a pure Amarr ganker (ala gankadon or the Abaddon) should be medium tank, massive dps. Minmatar ships have a completly different set of choises - the option for Mini is high tracking low damage ACs or massive alpha artis. The ships are inherently the same - they both require high speed and both have low tanks (although speed is tank but thats another point). See thats flavor, so when ACs are balanced to Lazers - then it breaks that. And thats why I find the comparison funny - because lazers never competed with blasters, ACs always did. The range to damage kiting game was always based on a dps curb for ACs vs. dps cliff for blasters. If the mini makes one mistake and get caught - they die. Its a nickle and dime combat style - so yah - of course projectiles should do less damage. If they don't then there is no competition - which is why I am saying that there is no reason to choice a blaster boat over an AC boat because ACs have been 'balanced' to lazers. . .
Whatever intent CCP had years ago has long been lost in today's EVE. Also, this narrative of Amarr ships being pure gunships is just untrue: a Geddon that gets roughly a quarter of it's max DPS from drones is no more a pure gunship than a Tempest that gets roughly 75% of it's max DPS from turrets. A Harbinger much the same story, it's 50m3 dronebay accounting for roughly the same ratio of total DPS as a Hurricane fitted with missiles and damage drones. If one wanted to be absurd, I could point that Abaddon has a launcher slot. The only Amarr gunship with a smaller dronebay than it's Minmatar equivalent I can think of off the top of my head is the Zealot.
And I don't see how pulse lasers aren't competing with blasters if autos are: both do damage, frequently to each other. An Amarr ship does about the same DPS as Minmatar at hullbump ranges, with the additional advantage of (generally) having more tank... how does this not also place them in competition with blasters?
Quote:TE dps gain for minmatar ships is substantial when considering the range benifit and dps curb. There is simply no way to argue that TEs are not a direct dps mod for ACs. To add insult to injuy here - by pushing the range out, you are actually giving a short range wepon system that was designed to have some long range utility for kiting purposes real bite at longer ranges. Whats more, the TE bonus was changed not as a direct AC buff, but because it would counter the TD changes (which were changed to affect optimal and falloff) - the buff was mostly overlooked because this was before the second round of projectile buffs - which have brought that small change into clear focus. For Amarr, the change has minimal effect, but its a major reason blaster ships can't compete.
I've never argued that TE/TCs weren't a direct DPS mod. I have argued that lasers benefit just as much: see hellcats frying Drakes and Maelstroms at 70km. I would say blasters too, but don't have much experience with blaster boats (huge shocker, I know).
Quote:Other then a very specilized set of sniper setups for the Zelot and the BBs - I have never actually seen a good setup that uses TEs or TCs. TCs because mids are well. . .a rare thing. And TEs because a Heatsink is almost always a better option. This being eve of course, there are people who will fit anything to anything - but the gain from a TE on an Amarr ship is minimal - much better to use that slot for a hardener/plate (tank) or more HS (gank). A mini ship without a TE is petty much gimping themselves imo.
The most common Amarr BS setup uses 2x TCs. I'm not sure how you missed Hellcats, given the specific fit and fleet comp is well over a year old now, but they are pretty much FOTM for seriousface fights because they can effectively reach well into medium ranges with around 600-800 DPS, good tracking (relative to their size) and sport around 180-300K EHP tank. |

Onictus
Silver Snake Enterprise Against ALL Authorities
52
|
Posted - 2011.12.04 06:39:00 -
[149] - Quote
Emily Poast wrote:
That being said - I dont want them nerfed if it can be helped. I think they are pretty close to Amarr as far as balance. Gallente, and to some extent Caldari (excluding Draek) need to be brought up to a comparable level.
Just my opinion.
You aren't alone on that one.
|

Naomi Knight
Imperial Academy Amarr Empire
75
|
Posted - 2011.12.04 07:32:00 -
[150] - Quote
Ruah Piskonit yep, matar should have lost his speed advantage when ac-s were buffed. Just look at the tornado wtf is that 1660mps , that is faster than my nano cruisers... clearly unbalanced. |

Onictus
Silver Snake Enterprise Against ALL Authorities
52
|
Posted - 2011.12.04 07:36:00 -
[151] - Quote
Naomi Knight wrote:Ruah Piskonit yep, matar should have lost his speed advantage when ac-s were buffed. Just look at the tornado wtf is that 1660mps , that is faster than my nano cruisers... clearly unbalanced.
Learn to Stabber....preferably Fleet Stabber, I can keep up with a Tornado with a 1600mm plate. |

Ruah Piskonit
PIE Inc.
64
|
Posted - 2011.12.05 03:17:00 -
[152] - Quote
Mfume Apocal wrote: Whatever intent CCP had years ago has long been lost in today's EVE. Also, this narrative of Amarr ships being pure gunships is just untrue: a Geddon that gets roughly a quarter of it's max DPS from drones is no more a pure gunship than a Tempest that gets roughly 75% of it's max DPS from turrets. A Harbinger much the same story, it's 50m3 dronebay accounting for roughly the same ratio of total DPS as a Hurricane fitted with missiles and damage drones. If one wanted to be absurd, I could point that Abaddon has a launcher slot. The only Amarr gunship with a smaller dronebay than it's Minmatar equivalent I can think of off the top of my head is the Zealot.
Then that is what you should be arguing for in terms of balance imo. But my point still stands - if turrets are balanced - then the ships need to be too.
Mfume Apocal wrote: The most common Amarr BS setup uses 2x TCs. I'm not sure how you missed Hellcats, given the specific fit and fleet comp is well over a year old now, but they are pretty much FOTM for seriousface fights because they can effectively reach well into medium ranges with around 600-800 DPS, good tracking (relative to their size) and sport around 180-300K EHP tank.
These setups fall under 'specilized' or 'spacific'. Amarr BBs have always been popular in fleet - high range, decent alpha, fantastic dps, good tank, and lag immuine (no reload). . . |

ElCholo
BURN EDEN Northern Coalition.
16
|
Posted - 2011.12.05 05:03:00 -
[153] - Quote
Eve Forums Blow Balls |

ElCholo
BURN EDEN Northern Coalition.
16
|
Posted - 2011.12.05 05:04:00 -
[154] - Quote
Verity Sovereign wrote:Being fast = dictating engagement range = Win
Plus their weapon systems track better with base stats, and have ammo that can give tracking boosts, and many of their ships have tracking bonuses.
Plus they just plain take less damage due to small sigs. If you do more damage, but then miss or lose a lot of it due to firing at a small sig radius target, then your actual DPS isn't nearly as good as the paper DPS.
Winmatar win because they can hit you when you can't hit back.
Either you can't track them, or you can't get within range while they continue to do damage to you (even if they are not doing all that much due to falloff). And of course, you can't neut them to stop them from firing like ships using hybrids and lasers, so they often have more cap to spare even if they do have weak caps.
Then figure that they are going to select their damage type, and go against your weakest resist. Your laser/hybrid may have started with more DPS, but does that still hold true when resistances are taken into account? Likely not. Then when tracking/range and sig are taken into account, your poor hit chance/quality just hands the win to the Winmatar.
The only race that can compete against those strengths is the Caldari missile boats. They also don't need cap to fire. Their primary weapons systems have ridiculously long range (Heavy missiles are just way too long ranged, wtf is up with missile skills granting a 2.25x range increase, while gunnery skils only grant a 1.25x range increase), and transversal has no effect on them, so closing the distance has no effect on applied damage. -Though pure speed does severely limit damage, as does small sig radii.
And of course, once you get into larger groups at moderate ranges, where ships get alphad, slow missiles fall out of favor, leaving Winmatar Winning Eve.
Eve ate my post. Needless to say, you are an idiot and your post is full of idiotic words that are wrong. Please stop now. |

ElCholo
BURN EDEN Northern Coalition.
16
|
Posted - 2011.12.05 05:12:00 -
[155] - Quote
Verity Sovereign wrote: I'm so stupid!
Finally, something we can all agree on! |

Cambarus
Clearly Compensating
47
|
Posted - 2011.12.05 06:58:00 -
[156] - Quote
Ruah Piskonit wrote: Then that is what you should be arguing for in terms of balance imo. But my point still stands - if turrets are balanced - then the ships need to be too.
Your point never stood. A zealot has twice the EHP of a vaga, an abso nearly twice that of a sleip, you want to compare what a pest brings to the field with an abaddon? Please.
Minmatar trade tank for speed. Nothing wrong with that. (note that there are a couple of exceptions, the cane being the most notable because it actually IS somewhat in need of a nerf)
Ruah Piskonit wrote: The key to the reason for lazors not competing with blasters is tracking. Getting 'under' the guns is to beat the tracking of pulse lazors. The medium range dps projection is only good at medium range because of tracking too - the two go hand and hand.
Lasers track a lot better than you seem to think they do, or did you forget when CCP gave them an extra 25% tracking? It's also worth noting that if you're unable to track a same-size target in an amarr ship that you are doing a very, VERY poor job at flying.
Ruah Piskonit wrote: These setups fall under 'specilized' or 'spacific'. Amarr BBs have always been popular in fleet - high range, decent alpha, fantastic dps, good tank, and lag immuine (no reload). . .
So I take it you feel that Amarr are the best race in eve, but can you at least see where I (and others) am/are coming from?
Minmatar have always been popular in smaller skirmishes and for pirating. They are, for the most part, well balanced with amarr. You nerf minmatar, amarr become OP. THAT is why many of us are against the idea. |

ElCholo
BURN EDEN Northern Coalition.
16
|
Posted - 2011.12.05 07:40:00 -
[157] - Quote
Cambarus wrote:You nerf minmatar, amarr become OP. THAT is why many of us are against the idea.
I think you nailed it on the head. Some people just want their Amarr to be top dog again. Personally, I would love to see Gallente or even Caldari as top dog for a bit. Anything but Amarr. They had it before Minmatar, they don't need it again this soon. This is Eve, FOTM cycles with expansions. :P |

Naomi Knight
Imperial Academy Amarr Empire
75
|
Posted - 2011.12.05 10:27:00 -
[158] - Quote
ElCholo wrote:Cambarus wrote:You nerf minmatar, amarr become OP. THAT is why many of us are against the idea. I think you nailed it on the head. Some people just want their Amarr to be top dog again. Personally, I would love to see Gallente or even Caldari as top dog for a bit. Anything but Amarr. They had it before Minmatar, they don't need it again this soon. This is Eve, FOTM cycles with expansions. :P
at least amarr is catcheable:P |

Liang Nuren
Heretic Army
140
|
Posted - 2011.12.05 10:54:00 -
[159] - Quote
Naomi Knight wrote:ElCholo wrote:Cambarus wrote:You nerf minmatar, amarr become OP. THAT is why many of us are against the idea. I think you nailed it on the head. Some people just want their Amarr to be top dog again. Personally, I would love to see Gallente or even Caldari as top dog for a bit. Anything but Amarr. They had it before Minmatar, they don't need it again this soon. This is Eve, FOTM cycles with expansions. :P at least amarr is catcheable:P
I haven't been having much trouble catching Minnies lately. Gal cruisers are ~5-10% faster and 10% more agile. It really really helps.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com Twitter: http://twitter.com/LiangNuren
|

Pistrik
Noir. Noir. Mercenary Group
0
|
Posted - 2011.12.05 14:52:00 -
[160] - Quote
I never really understood the "nerf" mentality. Would it not make more sense to bring the surrounding systems in line with the so called OP ones, rather then removing parts of said system?
In the formers case, you can balance the other systems around the "OP" one. This has the advantage of allowing you to have a base to draw from in regards to balance. You can use the base as a guideline to move the other systems in line until they are about equal, without butchering the other system.
The latter, the nerf option, has the function of gutting parts of the system said to be overpowered... which would create a cascade of unbalances in the other system. You no longer have that base to work from, and the unbalances in the other systems will be much harder to fix. Not only will you now have to balance the system you just gutted, but you also have to balance every other systems with that one. Example being you bring Minny "in line" with the others. But now Amarr is overpowered. You now have to bring both minmatar and amarr back in line, while readjusting the other two to deal with the new values.
Seems to be it would take much more time and effort.
I never did understand the need for nerfs. I'm a pro-buff man myself. |

Takeshi Yamato
ALA Biomedical
15
|
Posted - 2011.12.05 15:12:00 -
[161] - Quote
Quote:Would it not make more sense to bring the surrounding systems in line with the so called OP ones, rather then removing parts of said system?
It would be more work and harder. Nerfing or buffing the outliers is simpler. Avoiding unpopular nerfing in favor of buffing the weak ends in performance creep - player ships keep getting better and better which eventually creates other problems. |

Kance Tzu
Lone Star Investments
0
|
Posted - 2011.12.05 17:48:00 -
[162] - Quote
Alexa Coates wrote: stop calling them winmatar. Thats just damn childish.
Winmatar! Winmatar! Winmatar!
Neener neener neener! =oP |

Mfume Apocal
Origin. Black Legion.
145
|
Posted - 2011.12.05 19:38:00 -
[163] - Quote
Ruah Piskonit wrote:Then that is what you should be arguing for in terms of balance imo. But my point still stands - if turrets are balanced - then the ships need to be too. The key to the reason for lazors not competing with blasters is tracking. Getting 'under' the guns is to beat the tracking of pulse lazors.
I've only had issues with pulse tracking when trying to shoot a full shipclass lower than my turrets are meant for. I.e. frigs with HPLs or HACs with MPLs. If you've experienced something different it's probably because you fly frigs more than I do.
Mfume Apocal wrote: These setups fall under 'specilized' or 'spacific'. Amarr BBs have always been popular in fleet - high range, decent alpha, fantastic dps, good tank, and lag immuine (no reload). . .
Specialized and specific? It's literally the most common Amarr BS fit out there.
Quote:So I take it you feel that Amarr are the best race in eve, but can you at least see where I (and others) am/are coming from?
Not the best race (too subjective), but their turrets already have a comfortable margin of superiority over other turrets already. I'd probably have more sympathy for the hull issues if Amarr didn't have their own hull advantages which made them hands-down better at seriousface fights. |

Roosterton
Eternal Frontier
183
|
Posted - 2011.12.06 02:14:00 -
[164] - Quote
IMO, the hybrid balances are a good start. What remains to be balanced is more about individual ships rather than blanket nerfs or blanket buffs, as that will just inevitably make certain things OP/underpowered.
Basically:
-Clean up the whole cruiser class. Re-working the tier system so that everything is the level of the Rupture is probably the best way to do this.
-Slight buff to the Myrmidon to bring it in line with the other three tier 2 BC's.
-Moderate buff to the Astarte/Nighthawk to bring in line with the Sleip/Abso.
-Re-work the role of the Angel Cartel line up into something which doesn't obsolete many Minmatar ships - as it stands, there's little reason to use a Firetail over a Dramiel, a Vaga over a Cyna, or a Flempest over a Mach. This isn't a problem with other races; there are still reasons to use a Slicer over a Cruor or Succubus, for example.
-More useful or flexible hybrid ammo types; give us some which do mostly thermal and some which do mostly kinetic, for example. Lasers already have some variation in this, but it's mostly moot since people only ever use MF or Scorch, so perhaps adding some more variation within MF or Scorch range could also be considered.
-Do something to the Brutix. Active armor + blasters + 5 lows still just isn't that good. 
However, blanket nerfing the ENTIRE Minmatar lineup for the sake of a few superior ships (Machs, Cynabals, and Drams) is unnecessary. |

Fon Revedhort
Monks of War DarkSide.
52
|
Posted - 2011.12.06 02:33:00 -
[165] - Quote
Roosterton wrote:
However, blanket nerfing the ENTIRE Minmatar lineup for the sake of a few superior ships (Machs, Cynabals, and Drams) is unnecessary.
Nerfing a Mach for the sake of Tracking Enhancers is unnecessary, too. I'd say that at least a half of its OP-factor goes to TEs. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Roosterton
Eternal Frontier
183
|
Posted - 2011.12.06 03:30:00 -
[166] - Quote
Fon Revedhort wrote:Roosterton wrote:
However, blanket nerfing the ENTIRE Minmatar lineup for the sake of a few superior ships (Machs, Cynabals, and Drams) is unnecessary.
Nerfing a Mach for the sake of Tracking Enhancers is unnecessary, too. I'd say that at least a half of its OP-factor goes to TEs.

Tracking enhancers affect lasers just as well as AC's. Tracking computers are even better, and most kiting minmatar ships don't have the free midslots to fit them. |

Naomi Knight
Imperial Academy Amarr Empire
77
|
Posted - 2011.12.06 08:49:00 -
[167] - Quote
Mfume Apocal wrote:Ruah Piskonit wrote:Then that is what you should be arguing for in terms of balance imo. But my point still stands - if turrets are balanced - then the ships need to be too. The key to the reason for lazors not competing with blasters is tracking. Getting 'under' the guns is to beat the tracking of pulse lazors. I've only had issues with pulse tracking when trying to shoot a full shipclass lower than my turrets are meant for. I.e. frigs with HPLs or HACs with MPLs. If you've experienced something different it's probably because you fly frigs more than I do. Mfume Apocal wrote: These setups fall under 'specilized' or 'spacific'. Amarr BBs have always been popular in fleet - high range, decent alpha, fantastic dps, good tank, and lag immuine (no reload). . .
Specialized and specific? It's literally the most common Amarr BS fit out there. Quote:So I take it you feel that Amarr are the best race in eve, but can you at least see where I (and others) am/are coming from? Not the best race (too subjective), but their turrets already have a comfortable margin of superiority over other turrets already. I'd probably have more sympathy for the hull issues if Amarr didn't have their own hull advantages which made them hands-down better at seriousface fights.
Why should anybody listen to you? You dont even know what hail ammo does , and you fly matar ships...
|

Mfume Apocal
Origin. Black Legion.
147
|
Posted - 2011.12.06 11:06:00 -
[168] - Quote
Naomi Knight wrote:Why should anybody listen to you? You dont even know what hail ammo does , and you fly matar ships...
It's pretty rare I fly autocannon ships, because they are pretty ******* bad for the kind of stuff I mainly do. Hail had it's falloff penalty set to 25% when I'd last checked v0v. And I think removing it entirely is ********. Didn't think CCP would be that silly but w/e, not my company!
Also: if you're going to throw the experience card, you might want to have more than 20 kills in a solid six months. |

Fon Revedhort
Monks of War DarkSide.
52
|
Posted - 2011.12.06 14:53:00 -
[169] - Quote
Roosterton wrote:Fon Revedhort wrote:Roosterton wrote:
However, blanket nerfing the ENTIRE Minmatar lineup for the sake of a few superior ships (Machs, Cynabals, and Drams) is unnecessary.
Nerfing a Mach for the sake of Tracking Enhancers is unnecessary, too. I'd say that at least a half of its OP-factor goes to TEs.  Tracking enhancers affect lasers just as well as AC's. Tracking computers are even better, and most kiting minmatar ships don't have the free midslots to fit them. No, they don't. Literally nothing has changed for lasers when TE's were given +30% falloff bonus. While AC got severely boosted. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Roosterton
Eternal Frontier
185
|
Posted - 2011.12.06 15:07:00 -
[170] - Quote
Fon Revedhort wrote:Roosterton wrote:Fon Revedhort wrote:Roosterton wrote:
However, blanket nerfing the ENTIRE Minmatar lineup for the sake of a few superior ships (Machs, Cynabals, and Drams) is unnecessary.
Nerfing a Mach for the sake of Tracking Enhancers is unnecessary, too. I'd say that at least a half of its OP-factor goes to TEs.  Tracking enhancers affect lasers just as well as AC's. Tracking computers are even better, and most kiting minmatar ships don't have the free midslots to fit them. No, they don't. Literally nothing has changed for lasers when TE's were given +30% falloff bonus. While AC got severely boosted.
You're right, instead lasers get a +15% optimal bonus. Optimal is massively more useful than falloff.
Or you could, you know, use a tracking computer, which more minmatar ships don't have the privilege of doing? Same optimal/falloff bonus, but you get to switch it with tracking. |

Fon Revedhort
Monks of War DarkSide.
52
|
Posted - 2011.12.06 15:21:00 -
[171] - Quote
I'm sorry, but advocating for TEs being fine just results in you looking clueless. 2008, CCP Zulu(park): "command ships are fine as is" 2011, CCP Greyscale: "is the Nighthawk actually underpowered?" Nice progress, guys. |

Cipher Jones
130
|
Posted - 2011.12.06 17:18:00 -
[172] - Quote
Duchess Starbuckington wrote:Quote:stop calling them winmatar. Thats just damn childish.
'HURR I R BETTER DAN U CUZ I FLY RUST LOLOLOLOL' Nice job completely missing the point, idiot. The term "Winmatar" refers to how hilariously OP the race as a whole is. Still, great stuff, yet another buff to the best weapon system in the game. I guess CCP just couldn't have a hybrid buff without giving the projectile packing pwnmobiles some extra love.
It comes from the nubs who think that the Dram, Cyn, and Mach are Minmatar ships for the most part TBPFH.
See what happens when fat neckbeards try to ride little ponies? The ponies die. |

Roosterton
Eternal Frontier
186
|
Posted - 2011.12.06 17:50:00 -
[173] - Quote
Fon Revedhort wrote:I'm sorry, but advocating for TEs being fine just results in you looking clueless.
There are these things called "facts." Using them when you argue instead of factlessly calling someone clueless tends to make your terrible argument look a little better. |

Niko Takahashi
United Starbase Systems
14
|
Posted - 2011.12.07 22:21:00 -
[174] - Quote
Liang Nuren wrote:Zeomebuch Nova wrote: Stabber
Really? The stabber? /facepalm On to a more serious note: The Hybrid changes stand to change several of these rankings. For example the difference between the Rupture and Vexor/Thorax is actually fairly low and we may actually see them simply reverse positions as they did immediately after the projectile boost. The Thrasher may do the same - there's lots of heavy breathing on vent when people talk about 500 DPS Catalysts. I think its amusing that you point out the Cyclone because in a lot of ways the Cyclone is already not the best Tier 1 BC. The Ferox is about as good at bait tanking while the Brutix is actually a better damage dealer (and getting better tonight). I won't be really surprised to hear that both of these ships have become much more popular at the given role than the Cyclone. The Hurricane comparison is just ridiculous because the Harbinger and Drake are both better at straight up brawling. That's not to say that the Hurricane can't run away - because it can - but that doesn't make it better at really fighting. The same kind of thing goes for the Vaga and Muninn vs the Zealot. The Zealot is just better on the whole - as we might expect.. I don't mean to say that there aren't Minnie ships that are hands down the best - for example I would say that the Sleip, Claymore, and Sabre are the best. I'm also convinced that your concerns about the Mach and Cyanabal are somewhat well founded - though I don't personally believe its projectiles that push them over the top. Anyway - if we see a Minnie/projectile nerf, we see it. I don't really have a horse in the race except requesting that we nerf the appropriate stats for the right reasons. :) -Liang Ed: Rereading Cambarus' post makes me realize you were theoretically just comparing Amarr and Minmatar. There are several Amarr ships which are just simply garbage - but none of them are really in positions of concern. For example, the Omen and Retribution are both terrible but it doesn't matter because nobody does anything with those ship classes anyway.
Just to add some comments
Drone based gallente ships were OK before the buff now they will really kick ass. My gripe with minmatar is not so with the weapons them self but with the fitting posible you can stuff on their ships almost anything you imagine.
Try to fit for example 2 heavy neuts 6 of the siege launchers MWD and cap booster on the raven :)
|

Vanessa Vale
Republic Military School Minmatar Republic
0
|
Posted - 2011.12.15 02:22:00 -
[175] - Quote
As I was reading I had to check the thread 3 times to be sure it wasn't something from a couple years ago.
Exactly the same crappiness with exactly the same minmatar ships, same arguments about them being win, same "balance" style of letting them be as crappiest as possible but still be able to sort of run away.
I remember shortly before I left that I was running around finding people and realizing most of the time the best outcome would be for me to be able to run away if I dared to engage, while their worst would be for me to run away. No, it wasn't fun and I Ieft.
But its ok. I'll just continue to train my amarr skills as I reminisce about better times where minmatar ships were feared rather than considered overpowered because they grief people when they run away unable to kill yet another ship. Maybe this time I'll hold my sub long enough to forget my beloved minmatar.
|
| |
|
| Pages: 1 2 3 4 5 6 :: [one page] |