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Lloyd Roses
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Posted - 2015.05.30 16:27:01 -
[1] - Quote
Khan Wrenth wrote:Hey guys - quick idea.
I hear the thing about "Artillery-based Minnmitar ships can't support artillery!" all the time, and something popped into my mind as a possible way to fix it.
Rework the artillery-based ships so that one of their skill bonuses is % less powergrid for artillery. This way, the high powergrid requirement still prohibits their use on non-bonused ships, but the ships that need them can start fitting them.
I got this idea because of my heavy use of Amarr ships. People often whine about Amarr boats having to waste a skill bonus on just having the laser weapons not consume all the capacitor every salvo. I'm fine with it, and I think the spirit of that idea as described above could work to alleviate some problems with Minnmitar artillery ships.
That'd be totally cool if artillery damage, tracking and range would be somewhere remotely in line with lasers. Hint, it's not. A double damage bonused hull using artillery still looks pathetic next to lasers with even one bonus. (Beam-Harbinger and Artycane. Checkthe pun.) |

Lloyd Roses
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Posted - 2015.06.26 18:34:53 -
[2] - Quote
Stitch Kaneland wrote:afkalt wrote:M1k3y Koontz wrote:Low slot to mid slot, simplest change that would make it actually remotely viable.
Four mids to shield tank, it's EVE 101. And nobody armor tanks a Muninn unless they're awful and in a Zealot fleet (and I haven't even heard of a Zealot fleet since the HAC balance, thanks Ishtars!) Or a high to a mid and more grid to make fitting arty not ridiculous (and the loss of the utility high limits AC builds abusing the grid for a neut up there) and keeps lows for projection/DPS. Or they could just fix arty fitting in general, that'd be nice. Fixing arty fitting would resolve a lot of issues with minmatar. No ship stats have to be modified, no extra grid/cpu to be abused by ac fits. It would only affect arty fits, as intended. I still find it amusing that a broadsword does the muninns fleet role better. Same bonuses, same # of turrets, just falloff instead of optimal, and lose tracking. But you can get the same alpha and double the tank. That being said, an extra mid is pretty damn important for the muninn to be viable. To keep it flexible , moving utility high to mid might be best. Though it would just be a repackaged SFI at that point i suppose. Can we get a free mid plz? I know.. no chance in hell.
Lemme contrast that for you!
HACs that have a utility high: Vagabond (has active tank bonus) Sacriledge (has resist bonus) Muninn (has nothing) (Coincidentally, those are the three *useless* HACs)
Now while the vaga's bonus is pretty dumb and the ship generally useless since it can't use blasters/pulses, scrap that and take a look at the sacriledge! Has one more mid, but one less lowslot. A resist bonus is about as good or better than an extra EANM. So basically a muninn is a sacriledge that mustn't use missiles but is stuck with projectiles, can't fit artillery and armortank, and has less dps than the sacriledge once fitting ACs. It then proceeds to effectively have one less slot, less drones, less cap.
CCPlease. It's like comparing a hyperion and a maelstrom.
Edit: Should mention the Sac is all but bad, had fights 1v5 and worse with the sac tanking 2 RHML BS without a sweat. So minmatar HACs are the things that really, really suck it hard. |

Lloyd Roses
Artificial Memories
1146
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Posted - 2015.06.27 11:55:53 -
[3] - Quote
HiddenPorpoise wrote:Gleb Koskov wrote:720mm artillery tracking bonused by 37.5 would make anyone say "wow its literally nothing" and doesn't even begin to surpass base Heavy beam laser tracking, so why bother giving us this bonus? Just replace it with a fall off bonus. Because then it wouldn't hit anything in optimal range with 720mm. With that bonus it has laser tracking and better range than lasers. Better tracking even, if you're one of the crazies that remembers tracking ammo is a thing. Mostly medium are pretty bad and the muninn is the only sniping cruiser that uses them. 720mm use as much PG as heavy beams on ships that don't have the base grid to do that.
If a Zealot misses at 90km, it swaps from aurora to radio, hits twice, swaps back. Muninn sees that and sheds a tear. |

Lloyd Roses
Artificial Memories
1167
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Posted - 2015.06.30 15:06:56 -
[4] - Quote
Reaver Glitterstim wrote:MWD is just a long-range webifier for artillery. Adjust your velocity such that you reduce opponent's angular movement to as low as possible, then fire. You can literally eyeball it, I scored over 8k damage on a rat frigate at 20km distance with 1400mm artillery in a Maelstrom during a practice test once. I'm not sure how hard it'll be in PVP but there's a fair few times I was in a non-artillery ship yet had an excellent chance to fire anyway based on my velocity nearly matching my target's velocity.
For pvp, you really want to get a hull making 2km/s+ to pull that off where it matters, so tornado/linked sleipnir are sane choices. Look at the ship you want to nuke and move parallel, get your velocity up and his down if possible and cycle guns.
Roughly similar to how you exploit someones orbit-500m command in some edge cases by manually cutting into their orbit. |

Lloyd Roses
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1169
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Posted - 2015.07.01 08:56:12 -
[5] - Quote
afkalt wrote:Trinkets friend wrote:lawl, someobody said Munnin. Let's see. This, again. it basically explains everything. You can have an un-fit ishtar and it will outperform a fully fit Munnin. Why is the ishtar ehp so silly high?
The damage profile is therm/kin right there. |

Lloyd Roses
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1176
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Posted - 2015.07.01 22:10:45 -
[6] - Quote
Stitch Kaneland wrote:I was thinking, what if we did to the muninn, what CCP did to the sleipnir. Drop a turret but give it some beefy bonuses to keep overall damage the same, and still keep the utility high? Give it a 10% bonus to damage per level and 5% rof. Or 7.5% RoF and 5% damage to compensate the loss of turret. Or.. 10% dmg and 7.5% RoF  .
It's a minmatar ship, not a gallente one. Dream on. (We're prolly all dreaming with you right there) |

Lloyd Roses
Artificial Memories
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Posted - 2015.07.02 14:08:13 -
[7] - Quote
What about 4 turrets doing the same as 5, then another utility slot? With three mids but two utility highs this would feel very different. 720s take 20% less fitting space and you'd have a second smartbomb. Or you'd fit a armor welpcane with 220s, plate and 2 med neuts. And still crappy dps, but neuts!
(Total changes be *loses one turret hardpoint, minmatar cruiser damage bonus/lvl 5%->10%* and almost nothing changes) |
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