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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.11 23:03:00 -
[1]
Quote:
What? No. The Moa has 4 turrets and no damage bonus. The eagle has 4 and one damage bonus and a second range bonus. The eagle absolutly trounces the moas damage at all damage.
Moa has a dronebay, the Eagle hasn't. It just lacks the damage compared to its t1 counterpart. Its not that hard to see.
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Look at the damage it does. Yes, it does tremendous damage at extreme ranges. But if we do that, look at the descriptions of the other ships. The Zealot should, by all accounts be doing as much damage as a main battleship. The Abaddon would have zero cap issues[and also be invincible]
I mean this is the Zealot description "As a vanguard vessel, its thick armor and dazzling destructive power make it capable of cutting through enemy fleets with striking ease."
Maybe the description isn't the best way to figure out how a ship is supposed to perform. But it does say it should deal out much more damage than its t1 counterpart. Which it doesn't. (At least not in relative close range.
Quote:
But the muninn is not broken, so what is the problem with comparing the eagle to it?
When flying the Eagle you don't need to compare it to other ships to know it lacks dps. But I guess if you need to compare it to something, its better to talk about other hacs than CS. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 08:44:00 -
[2]
Stop adding so many different ships to the discussion. It's about the Eagle, not about damn battleships.
And for the Muninn. It's supposed to be an all range damage boat, not just a sniper. And it does this trick perfectly well with range bonus, RoF bonus AND a damage bonus! Next to that, it can yield 5 turrets, 2 missiles launchers AND drones!
The Eagle has 10% more range bonus, just one damage bonus, 1 turret slot less and no drones. That's nothing more than poor.
Besides, what's the use of the Resist bonus if you can't fit a decent tank to make use of it when sniping? Its of way more use when doing close range combat, but than its lack of dps really hinders its performance. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 13:37:00 -
[3]
Edited by: MailFan on 12/08/2007 13:43:28
Quote:
1. No, the Muninn isnt an all range damage boat.
Yes it is, tt has bonusses suited for everything. It might not be the best cruiser sniper ingame, but it isn't supposed to be. The Eagle is supposed to and not just by a small margin.
Quote:
2. Even if it were that would not justify it being a useless sniper. The thing about versitility is that it has to be achieved without refitting to be of any use.
Why is it a useless sniper? It does about the same dps as the Eagle, except not at the furthest of ranges, which it exactly isn't supposed to do. And yes ships are versatile even if you have to refit.
Quote:
3. I dont think you fully understand the power of the range bonus when dealing with tech 1 ammo, which the Eagle and Muninn really need to use in order to work.
Both ships ranges are like they should be. The Eagle should be able to sniper further than the Muninn.
Quote:
4. Adding ships to the discussion helps us get a feeling for where the balancing point would/should be. You dont balance ships in a vacuum, you balance them against their counterparts. A 5 turret eagle that still had its damage bonus would only be balanced against a 6 turret Zealot and Muninn. That is a Zealot that does as much gun DPS as an absolution. And a Muninn that is coming close to a sliepnir. Since we clearly cannot have a 6 turret Zealot or Muninn due to obvious balance issues, we also cant have this 5 turret damage bonused eagle. It seems nice to say "oh look, one less damage bonus, one more range bonus", but while it looks O.K. in the short range, it screws things up in the long range. And the ship needs to be balanced in the long range, not the short.
Ships need to be balanced in comparison with other ships I agree. But people are comparing broken ships with eachother (Im not talking about the muninn). Furthermore, I think they should be compared to the roles they fullfill and how they do it. If every ship would do their thing well, there wouldn't be no need to compare it to other ships, especially since no ship in EVE is supposed to be alike. As it is now, the Eagle lacks dps at far ranges, but especially at low ranges. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 17:53:00 -
[4]
Originally by: Bishop 5
Originally by: Perry Omen (4) -> Zealot (4) Moa (4) -> Eagle (4) Thorax (5) -> Deimos (5) +drones Rupture (4) -> Muninn (5) +drones Stabber (4) -> Vagabond (5) +drones
I see a slight bias here. But i could be wrong.
Deimos doesn't get any extra drones than the Thorax.
Does get more speed and 40pg extra on the testserver if im not mistaken. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 20:14:00 -
[5]
Edited by: MailFan on 12/08/2007 20:21:52 At LVL5 skills a Muninn can do 223dps (almost 1500dps Alpha!) at 120km with a falloff of 25km. An Eagle can reach much further if setup for range, but at a whopping 150dps (500dps Alpha). There is no ammo for the Eagle that can give the same damage at the same range as the Muninn. If you fit it with anti-matter, the Eagle does 235dps, but only @ 50km. In fact, the only ammo that comes close to its range and damage is Faction Lead ammo, doing 110km and 175dps.
Don't know why you said an Eagle outdamages the Muninn down till 35km. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 20:38:00 -
[6]
Edited by: MailFan on 12/08/2007 20:43:46 Edited by: MailFan on 12/08/2007 20:39:48
Originally by: Goumindong Edited by: Goumindong on 12/08/2007 20:22:36 With lvl 5 skills a muninn can miss 50% of the time at 105km[it cant hit over 110 without 2 sensor boosters, and it cant fit 3 TC's/TE's without using 1 sensor booster, and its optimal is 114km] long range tech 2 ammo. For almost 750 alpha and 115 dps. Or he can load Faction carb lead and hit to 100km[assuming 1 sensor booster insated of two]. And deal 192 DPS for almost 1250 alpha.
An eagle will hit at 106km with faction thorium for 194 DPS with 683 alpha.
Fit it with 3 Gyro's 2 TE's, 2x Sensor booster and 1 TC. And who ever said you should only shoot at support? Its no EVE law to shoot at inty's when sitting in an Eagle or Muninn. Personally I love 183m/s pods or support ships. So T2 should still be used.
Im getting a max of 106km with 17k falloff and 186dps. With the faction ammo, rigs, 250 rails, 3 MFS, 1 TE and 3 TCs on the Eagle.
I can get a Muninn upto 106km with 25k falloff and 200dps. With Domination Carbonized Lead.
There you go. More dmg, your precious faction ammo comparison and still it outdamages the 4 turret (supposed to be uber sniper Eagle), which is slower, has no dronebay and no damage output at close range. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 21:21:00 -
[7]
Edited by: MailFan on 12/08/2007 21:21:48
Originally by: Goumindong
You realize you are comparing the WORST faction ammo the eagle, with the BEST faction ammo on the Muninn right? Faction ammo that barely even exists has sold around 100-200k ever, and goes for 4000 isk per unit right?
I am going to wager that you dont.
If you arent shooting interceptors/interdictors/other small ships you will be better in a tech 1 battleship. No joke, that is why you shouldnt be shooting other things except as an afterthought.
I don't know why Im the one running the stats in EFT all the time, since you seem to know all the ins and outs.
Since we're comparing fully t2 fitted t2 ships, buying the most expensive ammo isn't that weird. With the best Faction ammo the Eagle does 203dps with an 712 Alpha vs Muninns 1303. So damage outputs are the same for Faction ammo! But... here we go again, you are comparing an allround damage dealer (yes it is), vs the supposedly most dedicated sniper Hac. Which shows, because it doesn't have drones, sucks at close range and is slow (this list seems familiar somehow). Also the tracking speed is almost exactly the same and you don't have to any use cap.
/throws the ball again --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 21:34:00 -
[8]
Edited by: MailFan on 12/08/2007 21:43:06
Quote:
Well, that would be right about balanced then since the Muninn cant hit things at 180-200km.
Lol, so all those named versatile advantages the Muninn has over the Eagle, are all equal compared to a dedicated sniper Hac that can shoot 80kms further with 150dps with LVL5 skills?
If that's the case, we don't need to discuss anything else, since we will never come to a shared agreement.
Give the Eagle another turret in exchange (you see, you even have another missile slot more), so it can do a bit more dps at long range and the much needed short range damage. This will mean that Eagle pilots will have to drop 1 or 2 damage mods (which will negate the effect for 10-15%) unless there's a little bit extra powergrid. Or give the Eagle a dronebay the size of at least 15m3 to defend itself.
** EDIT **
Goumindong can you please get out of this thread? At first I thought you wanted to discuss the 5th Eagle turret. Now it seems you are just begging for a Muninn boost. Go make your own thread. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.12 23:57:00 -
[9]
Edited by: MailFan on 12/08/2007 23:57:49
Originally by: Goumindong
Originally by: KD.Fluffy
Quote: That is like saying destroyers have no bearing on Assault Frigate, Frigate, or interceptor balance. Like saying cruisers have no breaing on HAC balance.
WEll ****, i guess the cerb needs to do more damage because the drake can out damage and tank it. Buff the cerb.
Range...
You seem to be obsessed with range. Do you really think range is all the matters in EVE? First you are complaining about the Eagle sniping further than a Muninn. Now its the Cerb with its 'awesome' missiles reaching further than a Muninn.
Go train Caldari and see how much fun it is! --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.13 16:45:00 -
[10]
Edited by: MailFan on 13/08/2007 16:45:48 Didn't we allready agree that at a range of max 106km optimal and 25km falloff for the Muninn (which means a max range of 150km) the Eagle and Muninnn do exactly the same damage with almost exactly the same tracking with Faction ammo? So what really is your point? Its not like the Eagle is a better sniper at that range is it?
The Eagle is supposed to be the best sniper HAC in game, then why does it do the same damage as the Muninn? Did I say the same damage? Ofcourse I mean to say less damage when we're going below the 100-150km border, since you have drones and better suited weapons and 5 slots and 2 damage bonuses... --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.14 07:53:00 -
[11]
Yeah since its well off with 25% less dps for the Muninn @ 100km range. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.14 13:21:00 -
[12]
Even when taking this highly specialized one case scenerio in regard, the 4 turret Eagle only does significantly more damage when going past 120km or so. While when the support would close in below that range (which it ofcourse always will do), all the other mentioned Hacs would take them out with no problem whatsoever. Did you also take into account the fitting problem with 5 turrets? It would take 2 PDU t2's or 1 RCU to fix this, bye bye 25% extra damage.
So once again, only in this scenario, where we don't take into account switching ammo to close range ammo, don't take into account t2 ammo, only focus on an approaching inty, the Eagle only outperforms in range, and sucks at almost everything else. No really, its perfect right now! --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.14 13:54:00 -
[13]
Originally by: Goumindong
All "extra turret" requests implicitly include the powergrid to fit the weapons.
So the Eagle, is as good as all the other antisupport snipers from 60km on, and better from 110km on. Right now. That the others are better in close is true, they are better in the very small range of 25-60km, and not by a significant amount. This is what we call balance. You gain something [dominance at long ranges] and lose something[some dps at short ranges].
No way that they are going to increase the powergrid with 100. So at least one low slot will have to drop. And the other Hacs outdamge the Eagle from 0-60km (at least) and are equal damage wise to a range of 100km or so. The Eagle doesn't lose some dps it loses alot. It has 30-50% less damage in close range in trade for 50% more range to hit ships that will come close to you anyway. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.14 19:43:00 -
[14]
Originally by: Goumindong Edited by: Goumindong on 14/08/2007 19:32:52 Not only am i supportive of tests on sisi, but ive put the god damn numbers in this thread, on this very page, with visual representation for you to see just how strong the range bonus really is
All primarily turret battleships firing tech 1 ammo will damage the HACs when sniping cruisers[and battleshipss], with the exception of the Eagle when not being compared to the Rokh[because the rokh decimates the rest with tech 1 ammo].
Such, balancing the ships based on their damage with tech 2 ammo, which cannot hit the intended targets[defined as the targets which it has an advantage in shooting] is much much less relevent than balancing them with tech 1 ammo. And they are balanced with tech 1 ammo. And you can see, clearly, in the graphs above how they would not be balanced with 5 turrets.
Yes, you have your theoretical numbers (which are mostly not even representative enough since you keep hammering on 1 thing and 1 thing only). I on the other hand have the practical experience. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.15 08:07:00 -
[15]
Originally by: Goumindong Edited by: Goumindong on 15/08/2007 00:32:17
7 Seconds for a crusader with CN thorium. .5 second behind the Muninn.
Lol? Are you saying that the Eagle is actually 0.5 seconds behind the Muninn when its 'performing its niche'? If that's so, you just proved us right, thank you!
Quote:
Its .5 seconds faster to kill an interceptor with its ammo of choice. Its infinity seconds behind the Eagle at longer ranges.
Wow, 0.5 seconds if you manage to load up the right ammo in a hypothetical scenario without lag or desyncs. 0.5 seconds is no difference whatsoever.
Quote:
An 8km/s inty making 4000m/s transversal will be hit 80% of the time at 105km by an eagle and close at ~6km/s. 5km/s trans will close at about 5.5-5km/s and be hit 80% at 135km. 6km/s trans will close 4km/s and be hit 80% of the time at 150km. 7km/s trans will be hit 80% of the time at 165, and close at about 2kms. No, the tech 1 ammo is still the way to go. If the inty is charging into the fray its going to die.
You are exaggerating.
Is he? Maybe you should fly the ship. Beside the repeating fact that we are not by EVE ccp law forced to just shoot inty's. And when the enemy's run out of inty's, because the Eagle is such a pwn-mobile, ofcourse we just head home and don't shoot at something cruiser size or bigger.
Quote:
This applies to all ships. Why should it not apply to an eagle?
Agreed, tho an Eagle has topspot on the list of ships that are going to be jammed for sure.
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A whole half a second... And if the Muninn misses once, then the Eagle wins hands down.
Alpha damage is more important than you seem to think.
Quote:
So we need 6 turret muninns and 6 turret Zealots?
Their dps will go thru the roof in close range. Their dps is fine. For the x`th time, they are not dedicated sniper ships. You should be happy it can reach over 100km and still do equal damage to an Eagle.
Quote:
A ferox with 7 turrets would still do less DPS than a 4 turret eagle with faction ammo at 100km.
Eagle does 194. A 7 turret Ferox would do 181.7 dps.
A non Rigged 5 turret Ferox will do close to 160dps at 100km. And its probably half the price and it can fit a decent tank.
Quote:
Yes, a few of those are good ideas, which is one reason why when i proposed a change it was a 25 cube drone bay, a change from the damage bonus to a Shield hit point bonus, and an increase from 4-5 turrets with commensurate fitting[such that overall dps is not increased]. Now it snipes just as well[with better close range support] and is a super-heavy tackler with decent DPS[450 DPS, 60k effective shield hit points, 1300m/s possible on same ship] with the right fitting.
I do not think the eagle should have 5 turrets and a damge bonus, I do not think that it couldnt use a change, like many of the other ships in the game.
You will not get 60k shield hitpoints and 5 blasters and a mwd (let alone tackling gear) on an Eagle. And even though I think the Eagle should be able to use drones, CCP has never fixed Caldari dps by adding a bigger dronebay, its not the Caldari way. Besides 450dps is still low, my Harpy (a supposedly sucky ship because its an AF) can do over 350dps. The problem is, the ship is allready getting 4 bonuses which are all needed if you want to make a sniper. So another damage bonus is not an option. Another High slot (and I think dropping the last Missile slot for a Med slot) does not add 25% extra damage. Far from, since its loosing 2 missile slots and probably needs to fit another PDU.
--
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.15 16:13:00 -
[16]
Allright im going to give this a fresh try. I'll try to sum up list to which (I think) we can all agree.
Eagle: + Possible tanking abilities due to resists and shieldtank + Superb range for a Cruiser
- Slowest HAC and almost heaviest (Remember Deimos getting a big speedboost) - Poor damage output except for sniping ranges
- No Dronebay
- Just 1 damage bonus
- Just 4 Turrets
- Lack of pvp options due to shieldtank
Im pretty sure this is a fair list, since I could name quite a few extra cons and not many pros.
I do not believe the pros outweigh the cons here, not even close. And it seems we both agree on giving it a boost. Your idea of another turret for a missile slot, giving it a dronebay and replace the damage bonus for a shield bonus doesn't sound too bad. But Im fairly sure CCP will not give the Eagle a 25m3 dronebay, since Cerb pilots will undoubtly ask why they didn't get any. Also, Caldari just isn't a dronerace. This means there is still quite a gap in close range damage that needs to be filled. That's why I still suggest giving it another turret will fix this. I don't think it needs 25% extra damage output in sniping range, though I don't think it'll be overpowerd either. It could use 25% more damage on closerange.
Suggestion: - Remove both Missile slots. - Add another turret. - Add powergrid, so that it can fit 5 turrets, but not without sacrificing a damage slot. - Add a 10-15m3 dronebay for close range defence. - Give it a little bit more speed and a little less mass (5-10% in both cases)*
* I could live without adding this bonus, though it is just a flying brick.
--
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.15 21:34:00 -
[17]
Edited by: MailFan on 15/08/2007 21:36:55 Edited by: MailFan on 15/08/2007 21:35:54
Originally by: MailFan Alright im going to give this a fresh try. I'll try to sum up list to which (I think) we can all agree.
Eagle: + Possible tanking abilities due to resists and shieldtank + Superb range for a Cruiser
- Slowest HAC and almost heaviest (Remember Deimos getting a big speedboost) - Poor damage output except for sniping ranges
- No Dronebay
- Just 1 damage bonus
- Just 4 Turrets
- Lack of pvp options due to shieldtank
Im pretty sure this is a fair list, since I could name quite a few extra cons and not many pros.
I do not believe the pros outweigh the cons here, not even close. And it seems we both agree on giving it a boost. Your idea of another turret for a missile slot, giving it a dronebay and replace the damage bonus for a shield bonus doesn't sound too bad. But Im fairly sure CCP will not give the Eagle a 25m3 dronebay, since Cerb pilots will undoubtly ask why they didn't get any. Also, Caldari just isn't a dronerace. This means there is still quite a gap in close range damage that needs to be filled. That's why I still suggest giving it another turret will fix this. I don't think it needs 25% extra damage output in sniping range, though I don't think it'll be overpowerd either. It could use 25% more damage on closerange.
Suggestion: - Remove both Missile slots. - Add another turret. - Add powergrid, so that it can fit 5 turrets, but not without sacrificing a damage slot. - Add a 10-15m3 dronebay for close range defence. - Give it a little bit more speed and a little less mass (5-10% in both cases)*
* I could live without adding this bonus, though it is just a flying brick.
QFR (Yes I know Im quoting myself)
This argument thing isn't getting us anywhere. Maybe we can start at a point where we actually agree on stuff.
Also, giving that we are over 350 posts a Dev response is really needed to give us their view on the Eagle and current Hac vs BC issues. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.16 07:40:00 -
[18]
Originally by: Goumindong
You are deluded, run the numbers. a 5 turret eagle would decimate them. With 5 turrets it would do more damage than the muninn unless the muninn were using EMP and it would outdamage the current Zealot at all ranges.
HACs are not made for the sole purpose of killing inties, but the long range HACs pretty much are. Your insistance that these snipers should be effective against cruiser and battlecruisers/ships is ludicrous because it means that those HACs that are effective against those forrces must also be overpowered in other roles.
Since people are not listening to my proposal, I'll join the senseless bashing again.
Get out of your head that the Zealot and Muninn are snipers. They are not. They are versatile ships that can fit long range gear, but should be no way close to the Eagle. An Eagle should decimate all sniper Hacs and it doesn't. So a 5th turret would be in place. If CCP will agree with this, I doubt it will be just another turret, they will alter other things to not make overpowered.
Let me ask you this question Gour, do you think CCP will give the Eagle a 25m3 dronebay? --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.16 15:36:00 -
[19]
http://oldforums.eveonline.com/?a=topic&threadID=576724 --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.16 16:56:00 -
[20]
Originally by: Magazaki Edited by: Magazaki on 16/08/2007 16:37:23 No grudge, but you are missing my point entirely: I am not complaining that the eagle is not versatile. I just suggested exactly that this lack of versatility is good and completely inside the eagle's expected performance as long as it is better at its main role for it (which it blindingly adheres to in design philosophy). I don't want the eagle more versatile. That's what minnies are for. I want it to be more useful but with the same "focused to the point of blinders" Caldari design philosophy, not the "i can pull at least 4 aces from my sleeve and that's not counting the ones in my hand" minmatar philosophy.
Even if Gourmindog's suggestion COULD work for balance (I doubt it - 60k shields with 90+ resists cannot be good especially in a ship that is supposedly a sniper. The caldari don't need another drake.) - it is still wrong in direction.
In the same note, another suggestion that could work for everyone is giving all the hacs the same bonuses, the same hitpoints and slots, and make their guns have identical stats and same class dronebays. I guarrantee you they would be perfectly balanced with each other in their "intended roles" and the rest - and that is the problem with gourmindog's suggestion - it ignores racial differences for no reason, disregards the significance of consistent ship bonuses, disregards the linear progress of ship classes, and ultimately screws the eagle over for usefulness while making it uberpowered in, useless for this ship, roles such as Staying alive for a little more when primaried, Travelling from 0.0 to empire runs with little to fear, Baiting, et.c.
As someone very well put it "the eagle needs another tanking bonus as a fish needs a bicycle". Also, the lack of drones is design philosophy, not an error to be corrected. Yes changing bonuses and adding drones could fix some stuff. Giving the Deimos 5 missiles and 4 missile bonuses while taking its drones away would also keep it balanced, but it is stupid. This is the last problem with Gourm's eagle suggestion - it is completely pulled out of his hat, for no reason at all.
Hit the nail on the head --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.16 18:32:00 -
[21]
Edited by: MailFan on 16/08/2007 18:32:46
Originally by: welsh wizard Keep it up folks, if this thread passes 15 pages the powers that be will start to take notice. :P
It would be even better if this topic could be merged or moved to Features and Ideas Discussion section. At least that was the response I got from my Petition :p --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.16 22:14:00 -
[22]
Edited by: MailFan on 16/08/2007 22:21:08 FFS!
Stop comparing everything to 1 specific ship! You don't undock and get a list of ships you choose from and pick a fight with. I dont know what Im going to encounter 70% of the time and even if I did I doubt it would a 100% interceptor gang and since you say the Eagle only is suitable for that, why would anyone ever fly it?
Im quite safe to say that every other Hac is more versatile than the Eagle. So stop complaining about Zealots and Muninns who can't do the same damage at 150km. Once you can get this in your head, you might actually see what everyone else is on about.
And about the Harpy, it's so much better qualified to do its job than the Eagle. I killed alot more people in a Harpy. Frigs, Pods, Intys, AFs and Cruisers (omg! I killed a cruiser while flying a frigate, but thats not supposed to happen in EVE or is it? ). At least it can tackle and kill something. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.17 09:15:00 -
[23]
The Harpy is in so much ways a better ship than the Comorant. The Com has a hard time dealing as much dps as the Harpy and will have loads of fitting problems. It's slower, has a sig radius almost 3 times as big and it goes down quicker than one can say *POP*.
Quote:
None of which matter much if you arent a high priority target.
You really have no idea about pvp if you support this idea. Ofcourse there were never any double MWD Ravens or Nanophoons. Did you ever have to run thru a bubble in a slow ship? Thats just partytime for your buttcheecks.
Guess why it isn't a high priority target? Guess why the Eagle isn't a high priority target. Guess why the Ferox isn't a high priority target. Guess why the Moa isn't a high priority target? Do you see something familiar in this list?
Speed is important for every ship in the game, high priority or not.
Have you ever actually played EVE? Or have you been collecting numbers for the past years to try and find out what the best ship is? --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.18 08:44:00 -
[24]
Originally by: Goumindong Edited by: Goumindong on 18/08/2007 06:05:12 No the Muninn wont.
How can you possibly be this incompetent to realize that if the 5 turret Eagle beats the Zealot at all ranges over 50km, then it must also beat the ever so slightly lower dps muninn, which has worse tech 1 high damage ammo to boot.
The muninn is purple/green, the 5t Eagle is yellow/blue.
Quote:
You seem to be missing the part where the Eagle is outdamaging the Zealot and Muninn at all ranges avove 50km.
And again, stop comparing it to the Zealot and fly the ship, which you haven't. So you shouldn't even be responding here. The Eagle does not fulfill its role and I don't care if the Zealot can sh*t rainbow colored lasers or fly in reverse, its of no issue right now. First fix the Eagle!
In fact, you remind my of those Tel Sell commercials. It all looks like its going to be great on paper and the Steam Blaster ¬ seems to trounce all of the competition. But when you actually start to use it, you realize how much of an idiot you've been by buying into this crap. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.18 13:03:00 -
[25]
Edited by: MailFan on 18/08/2007 13:03:30 May I suggest to keep as much of this as possible in the Features Ideas and Suggestions area? There are probably more Devs over there who take notice of things. (Or a GM could move it, pretty please with sugar on top)
http://oldforums.eveonline.com/?a=topic&threadID=576724 --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.18 20:57:00 -
[26]
Its a jack of 0.5 trades --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.18 23:14:00 -
[27]
Edited by: MailFan on 18/08/2007 23:17:31
Originally by: Goumindong
I mention attacking cruiser sized targets as i mention its bad for them to do so. I mention it being a jack of all trades in reference to it not being one because it cannot perform as such without refitting...
It is never ever bad for a ship to shoot another ship in EVE. Like said so many times before, you don't have to shoot inty's. What if all inty's are dead, or too fast or what if there even are no inty's around? The Eagle is supposed to put its tail between its legs and leave the battlefield? I find a Hac for a total value around 100mil or more pretty expensive to just shoot 1 type of ship, and do it mediocre at best.
But lets just assume, just for the sake of convience, that there are some close range ships. And your sniper fitted Muninn, which according to you lacks close range damage and versatility, switches its long range ammo for short range Quake and drones.... Guess what? It packs 489dps! That's MORE than a 4x Neutron T2 Void fitted close range Eagle.
Now lets do the same with the amazing 150dps max skilled damage dealing sniper Eagle. We're going to switch the Faction ammo for Javelin and.... a whopping 263dps!
And people are still claiming its dealing fine damage as it is... --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.18 23:17:00 -
[28]
Originally by: Goumindong
Neither the Zealot or the Muninn achieve that goal within that area. They are primarily snipers.
If you wish to see how it would be, look at the dps it has compared to the other two.
A Muninn does over 600dps at close range and 400+ at Medium range. The Zealot does do less, but has an optimal range for close range weapons that would even make the double range bonused Eagle jealous. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.19 08:18:00 -
[29]
Originally by: Goumindong
No, you dont have to shoot inties, but you ought to be if there are any to target.
Quote:
There really arent inties that are too fast. IF all the inties are dead you have done your job. If there are no inties around, when your opponents are either very lucky or very dead.
Im not going to fit an Eagle for inty only sniping, for the fact that it's mediocre at that job at best. Furthermore, I don't think it should be the only role of a Heavy Assault Ship. A Heavy Assault Ship is supposed to be able to wreck havoc in small gangs. If it were a Heavy Support Sniper, things might have been different.
Quote:
Tracking.
Maybe you should try and think of counterreasons for yourself sometime. Do you think a 600dps ship is going to hunt inty's at close range? Ofcourse not, it's going to shoot at ship at least the size of Battlecruiser on which it will have no problem tracking.
Quote:
It is at long range... If you want it to do more DPS at short ranges, then boost it so that it does more DPS at short range, or remove its two optaimal bonuses.
Then Nerf the Muninn so it does less dps at short range. Or remove its ability to shoot at 110+km. This way the Eagle would fit much better in the list. But unfortunatly that's only going to make the general HAC vs Tier2 BC problem bigger. HACS might need a small boost, Eagle definitly needs a boost. I want it to be able to snipe and do damage in the line of a Cerb (which isn't a wtfpwndmg ship to begin with). Only the Cerb is specified as a long range HAC also, not the Muninn or Zealot. Ofcourse the Eagle would have falloff in damage at long range, but it should also have high dps at close range. A Beagle should not be outdamaged by a Missile HAC, which it does now.
Next to that, boosting short range damage while keeping long range possibilities can only be done AFAIK by giving it another turret. It will not get a 25m3 or bigger dronebay! --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.19 23:03:00 -
[30]
Holy crap, talk about derailing .
Quote: I want it to be able to snipe and do damage in the line of a Cerb (which isn't a wtfpwndmg ship to begin with). Only the Cerb is specified as a long range HAC also, not the Muninn or Zealot. Ofcourse the Eagle would have falloff in damage at long range, but it should also have high dps at close range. A Beagle should not be outdamaged by a Missile HAC, which it does now.
What I meant to say (and actually do say, but it's a bit double):
I think it's wrong that the Cerb (a long range Missile ship) can outdamage a blaster fitted Eagle. That's what I mean with the damage being in line.
Ofcourse the Eagle would have falloff in damage at long range, but it should also have high dps at close range.
Translation: The Eagle shouldn't be able to deal full Cerb damage at max range. But it should be more in range with the Cerbs sniper perfomance. I.e. 150 vs 260.
Uphh, Im too tired right now to exlain it.
Eagle still needs a boost, both longrange and closerange. A maxskilled pilot would reach 150dps. An normal skilled probably 120. Adding 25% would give it 30dps extra.... IMMENSE!
Anyway @ Gour. The 25m3 drone bay isn't a bad idea as in saying it wouldn't be a bad idea to fix Amarr. It's just not going to happen. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.19 23:32:00 -
[31]
I can't use EFT atm, but I believe a Cerb is able to reach well past 150km. People have always claimed that missile ships lack damage, so I find it funny that the Eagle gets outdamaged by it at both close and long range. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 08:11:00 -
[32]
Edited by: MailFan on 20/08/2007 08:13:10 Heh, my skillplan for Gallente is allready set too. But I still want the Eagle to be fixed, because I feel sorry for it.
Like stated out earlier. Gour's graph is wrong. I don't know how to make one in Excel or Powerpoint, but I can give you this:
Zealot: 94 + 10 => 222dps and 108 + 10 => 185dps Muninn: 93 + 22 => 234 dps and 106 + 22 => 200dps Eagle: 86 + 15 => 225 dps and 100 + 15 => 203dps
No rigs no implants, all fittings filled with sniper mods and best faction ammo.
So the Eagle is actually behind the Zealot and Munnin anything under 100km. And only equal to the Muninn at 110km. Which is different from what the graph says.
How is a 5th turret Eagle going to be overpowered? It'll manage to kill inty's 25% faster then the 4 turret Eagle. But will only kill it 25% faster than it's supposed rivals (which it aren't), in ranges in excess of 120-130km. Sounds much better to me. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 13:40:00 -
[33]
Edited by: MailFan on 20/08/2007 13:40:21
Originally by: Goumindong
This is how its going to be overpowered. Its going to do more DPS in all sniping situations compared to the Zealot and the Muninn.
Graphs may be backwards. I am unable to check atm, since for some reason i cant get to photobucket. Pics may also be down.
Hi and welcome to 10 pages ago. The Muninn and Zealot aren't snipers.
It would be the same as saying:
"Hey wtf man, this graph shows my Blaster fitted Eagle does only half the damage of that Gank Ishtar! 
--
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 16:08:00 -
[34]
Originally by: Goumindong Edited by: Goumindong on 20/08/2007 14:31:12 But i wont for a moment take that the Muninn isnt a sniper with an optimal bonus. This just isnt a bonus designed to be used with autocannons. It is a bonus designed to be used with artillery. Why in the world is this NOT a sniper?
Because it has speed, a dronebay, good tracking, 2 damage modifiers, good shield resists, agility, 3 launcher hardpoints, capless weapons and a damage output that's only surpassed by the ultimate ganking Gallente Hacs.
While on the other hand, it lacks shooting range to snipe, damage to snipe and locking range to snipe. Which you stated yourself.
And yes it has 1 optimal bonus. Does that mean that every ship with an optimal bonus is a sniper? No. Does 1 damage bonus means a ship is a gankmobile? No. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 16:19:00 -
[35]
Originally by: Goumindong
Originally by: MailFan
Because it has speed, a dronebay, good tracking, 2 damage modifiers, good shield resists, agility, 3 launcher hardpoints, capless weapons and a damage output that's only surpassed by the ultimate ganking Gallente Hacs.
While on the other hand, it lacks shooting range to snipe, damage to snipe and locking range to snipe. Which you stated yourself.
And yes it has 1 optimal bonus. Does that mean that every ship with an optimal bonus is a sniper? No. Does 1 damage bonus means a ship is a gankmobile? No.
Its slower, less agile, less damaging with a worse tank than the vagabond. It is worse in all ways compared to an AC vagabond. Yes, the optimal and tracking bonuses, combined with its huge PG are for sniping.
No. The Muninn outdamages the Vagabond, especially since the Vaga is suited for 1 type of fighting which is far in falloff. So the only advantage the Vaga has would be speed.
And when you take a look at your own graph, you can see how a Muninn can do twice the damage of an Eagle without having to refit. If you want to call a Muninn a sniper, then you would have to come up with a new word for the Eagle. They are in 2 different leagues. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 17:00:00 -
[36]
Originally by: Goumindong
You should actualy look at a graph of the damage a vagabond and muninn do with ACs before you say that.[425s + heavy missile on vaga, 425s + HAMs on Muninn, drones omitted because they both have the same size bay]
Vagabond has twice the effive hit points as that Muninn, is 60% faster. Its capacitor lasts 1 minute 12 seconds running the mwd, and forver with it off[for bursting]. The Muninns lasts 37 seconds with the MWD, and 1 minute and 8 seconds without it and running the repair unit.
The vagabond targets faster[343 vs 306], has a higher sensor strength, and benefits more from falloff rigs.
Fact remains that even while you are comparing the Muninn to probably the best Assault ship ingame, it's still more suited as a close range and medium range damage dealer, than it is a sniper.
Which still not brings us to the matter at hands. Do you honestly believe the Eagle would get a 25m3 dronebay? Bet those Cerb pilots are getting even more ****ed.
--
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 17:14:00 -
[37]
Because it's not in line with the other Caldari ships. Why did you think they gave it 0m3 dronebay in the firstplace? --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 18:02:00 -
[38]
Originally by: Nyxus
@ Mailfan - You still haven't come to terms that the Zealot, Munnin and Eagle all have a range bonus and a racial damage bonus. The racial damage bonus for Amarr is ROF, for Matari is damage, Caldari is range. On top of that all 3 get another damage bonus. For Caldari and Amarr it's a straight damage bonus. For Matari since 2 damage bonii and arties would be omgoverpowered it gets an rof bonus.
Agreed.
But, why didn't it get another turret inline with the other Hacs?
I would also like to add that the Zealot could use another turret, though Im not Amarr specced player. Especially since the tier 2 BC's, the HAC role became very narrow.
Quote:
These three seem to be in the same class. The Munnin just doesn't have the bonii or slots to be an AC ship (tracking + optimal). It's meant to use arties.
A AC Muninn would still completely run over a blaster Eagle. It can do 600dps, fit a mwd and a reasonable tank. Try getting the Eagle over 450 with a shieldtank, mwd, web and scram.
Quote:
If Goum's graphs are wrong I would still like someone to point out where they need to be changed to be more accurate. If you are going to just post numbers then please post what you are fitting on the ship to get those numbers. For example, 5 tracking mods on a zealot.
I don't know how to make graphs: Link1 Link2
The one with Warden would need two Drone control range rigs.
Quote:
Also, why hasn't anyone calculated dps/graph boosts for the Eagle with anything other than a 5th turret? Why does making the Eagle a better closer range fighter seem to be so not in vogue? Large fleet anti support seems rather a small niche to want to keep the Eagle in.
Nyxus
I'd love to fly a better close range Eagle. I still think it needs a bigger dps boost in close range than it does long range. But it does need a bit of both. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 19:45:00 -
[39]
Edited by: MailFan on 20/08/2007 19:47:12
Originally by: Goumindong
1. In the first The Muninn is using Missile DPS and Drone DPS. Drone DPS that cannot hit without removing the two missile launchers. Not to mention the ridiculousness of drones and missiles at 84km[flight time+leaving your sentries behind] on ships without missile velocity bonuses[and its still pretty bad on those, but at least they do a lot of missile dps] 2. In the First and Second The Muninn is using +20% dmg faction ammo. 3. In the Third, the Eagle is using +5% Faction ammo... 4. The ridiculous Eagle fit for some reason doesnt have 4 damage mods, but does have a damage rig, ditto Muninn. 5. You have FALLOFF rig on the Eagle. Seriously? You have got to be kidding.
So you put some some ridiculous fits. Fudge the numbers to get results that arent actualy possible, fit like a complete fool, and then to top it off you discount the Eagle 14.2% DPS in ammo[about the difference between electron blasters and neutron blasters].
Use Caldari Navy and Federation Navy or Amarr Navy ammo, do not use any other faction ammo, it is just not in high enough supply.
The Eagle fitting is an older screenshot which, you are right, needs to fit other ammo. The correct dps would be 213.
Your theoretical numbers are no more fact than mine. We're comparing fully skilled level5 pilots (which are probably more rare than the best faction ammo aren't they).
Furthermore, it doesn't matter much if you fit a damage rig or a falloff rig dps wise. The reason I fitted a falloff rig was to get a close comparison to the Munin at the same range. If I would have fitted 2 damage rigs, you would have complained about that.
If you would have read the complete reply, you would have seen the Warden fitting would have needed 2 drone rigs.
The 3 damage mods and 1 TE for the Eagle and 3 damage mods and 2 TE for the Muninn were used to get the same optimal range.
Now if we would make a realistic setup with realistic skills. The Eagle would struggle to do a (theoretical maximum!) dps of 130 at 190km with Spike. Or a whopping 98 with more common used Faction ammo at 175km. Which a frigate could probably tank in those circumstances.
--
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 20:13:00 -
[40]
Originally by: Nyxus
This is like saying a lobotomized badger can beat up a paraplegic racoon. Both ships are equally crap in the short range and would be annihilated by a real close range HAC. If we look at the ships designed for close range (Ishtar, Deimos, Vaga, Sac MKII) it's pretty evident that the Munnin wasn't meant to be short range.
But that still doesn't mean that an Eagle couldn't do fairly well shortrange if it had a bit more fitting for tank+blasters and a decent dronebay. A dronebay at range is fairly negligible while at close range it provides significant power. My issue is that it looks as if 5 turrets could be balanced for close range, but the double range bonus would make it do more dps AND more range when sniping. This is still up for debate though as several ppl have said that the graphs are incorrect somehow.
Goum has some points about your potential Munnin loadouts, although he was a bit harsh in his criticism. Drones and unbonused missiles shouldn't really be counted past 25 or 30km as far as dps is concerned.
@ Goum - While I agree with your assessment you should give him some loadouts that are a little more realistic so he has some sort of constructive feedback.
@ Welsh - I think the HP buff was good, but am in 100% agreement about speed in general. Things just move WAY to fast now and minimize range. With the introduction of heat we saw more boosts to speed. Anti-support snipers, ECM, ranged ships all suffer from reduced use now that 3km/s is fairly slow. With snakes and heat I have seen vagas go 50km/s+ and that is just rediculous. It reduces strategic battlefield placement and minimalizes ships and weapons. Anything fast+close range pwns and I don't like the trend at all. I will comment on your post.
Nyxus
First things first, thanks for staying civil.
Comparing Hacs with different bonuses, different guns and different fitting is difficult. But I still think a Muninn isn't a bad ship for full ganking. Im not saying it should have that role (though its description says it's designed to do as much damage as possible), since there are several hacs which would outperform it. But it would be in the middle category when it comes to close range fighting, while the Eagle would be dead last. On medium range, the Muninn would probably do a bit better than average, where the Eagle would still be last in the list. At long range, the Muninn and Eagle would end up in a tie both sharing the top 3 spots. At extreme range, the Eagle has a league of its own. Only comparable with the a CS or BS.
I agree about the Muninn setup being silly. But all our beforementioned setups would probably only be capable for 1% of the EVE pilots too. A more reasonable Eagle setup would be the one doing 130dps @ 190k and 97dps @ 175k.
I also agree about a dronebay, even having a small one could save a midslot being useable to tank (webber drones) in closerange combat.
The thing im upset about is that Hacs are all getting bonusses which are pretty much equal. 10% optimal vs 5% dmg vs 7.5% tracking vs 5% resist vs. 5% RoF. But then most ships get another turret slot extra, except for the Zealot and Eagle. Why? They allready lack a dronebay, why gimp them more?
And please remember. 25% Extra dps on 130dps is far from catastrophic.
--
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 20:30:00 -
[41]
Edited by: MailFan on 20/08/2007 20:33:38
Originally by: Goumindong
141 and 101 actualy. As well we are ignoring implants which can easily add the difference for not to much money. Adding a 3% rof and 3% dmg for med turrets you get right back up with the totals.
As well, the main problem with the fits is that they discount one ship at the expense of the others purposefully. Like giving the Muninn missiles and not giving the eagle missiles.
The problem isnt that 25% on 140 dps is that bad, its that in order to do that, it has to do 25% more dps everwhere, and that does pose a problem.
If you remove 1 or 2 of the Missile slots and add another turret, the Eagle would come out at about 533dps @ lvl5 with Void and 3x MFS, which would still put it on the lower part of the damage dealing Hacs. Where I agree it should be.
And it would probably start to outdamage the Muninn at 80km, which I think is acceptible.
Quote:
Webber drones only come in large sizes. You would only get 1 with a 25 cube bay. And they arent that good.
You see, Caldari aren't used to using drones --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.20 20:54:00 -
[42]
Originally by: Goumindong
Ive shown you the graphs. It would outdamage the Muninn from 35km to 200km.
That is unacceptable.
Can you give me the excel file or what else you are using, I'd like to do it myself since I doubt it does. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 12:13:00 -
[43]
Edited by: MailFan on 21/08/2007 12:20:59 Ok im quite new to the whole spreadsheet thing, so there might be a mistake or two.
You can see the fitting on the bottom.
First graph shows a sniper Muninn (with 2 SB), a sniper Eagle with 4 turrets and sniper Eagle with 5 turrets and no missile launchers. All fitted with T2 ammo to do max damage. But you could also refit it with Faction ammo for better tracking. It would %-wise still be the same.
Snipe T2
The next one shows the same ships shooting at an Inty travelling 3000m/s transversal. I fitted all with navy ammo, otherwise there would be no damage at all.
Inty Sniping
(Great performance by the Eagle lol)
Last one shows close range fitted ships. Where the Eagle has 2 rocket launchers instead of 2 HAMs because otherwise it would have been left with 100pg to fit everything except for the guns and 3 damage mods. Where with rocket launchers the dps would almost be the same and the PG and cpu left would be about equal to the Muninns.
Close Range
I don't want to jump to conclusion yet, since there might be some errors. But it looks to me a 5 Turret Eagle (with no launcher slots), would soften the pain a bit. Might even need a 15m3 dronebay too.
Edit: Just noticed I fitted the Muninn with Acolyte's. Should have been Warriors T2 for more speed and a bit more damage, or Hobgoblins for max damage. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 13:50:00 -
[44]
Originally by: Aramendel Uhm...
Your graphs do not make much sense. I have never ever seen such zig-zag dps lines as the t2 sniping graph has. At least not under such circumstances. Such sudden dps losses only happen when you reach the maximum range of a weapon system, like the maximum range of your missiles or drones. YOu must have made an error there.
The inty sniping graph shouldn't be possible either. The muninns guns track betetr due to its bonus, but not by THAT much. That your eagle is somehow able to use BATTLESHIP SIZED guns might be the reason there. Try it again with 250mms, their tracking is slightly better. You also use the 425mm rails in the t2 sniping graph. And for closerange you use the BS neutron blaster as well.
Lol you're completely right about the guns, the spreadsheet list is a bit confusing . Should be fixed.
About the Missile launchers. When someone pointed out my previous Eagle fittings had 2 spare high slots, Gour's response was it should have been filled with launchers. --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 14:02:00 -
[45]
Edited by: MailFan on 21/08/2007 14:05:55
Originally by: MailFan
Ok im quite new to the whole spreadsheet thing, so there might be a mistake or two.
You can see the fitting on the bottom.
First graph shows a sniper Muninn (with 2 SB), a sniper Eagle with 4 turrets and sniper Eagle with 5 turrets and no missile launchers. All fitted with T2 ammo to do max damage. But you could also refit it with Faction ammo for better tracking. It would %-wise still be the same.
Snipe T2
The next one shows the same ships shooting at an Inty travelling 3000m/s transversal. I fitted all with navy ammo, otherwise there would be no damage at all and the Muninn with another TE which has a bigger advantage than the extra targetting range.
Inty Sniping
Last one shows close range fitted ships. Where the Eagle has 2 rocket launchers instead of 2 HAMs because otherwise it would have been left with 100pg to fit everything except for the guns and 3 damage mods. Where with rocket launchers the dps would almost be the same and the PG and cpu left would be about equal to the Muninns.
Close Range
I don't want to jump to conclusion yet, since there might be some errors. But it looks to me a 5 Turret Eagle (with no launcher slots), would soften the pain a bit. If you change ammo types according to range, you might get the 5 turret Eagle to outdamage the Muninn at close range, but nobody's going to bring 6 different types of expensive Faction ammo to a fleetfight, especially not in an Eagle where your dps difference would be very small. Even worse is the fact that it takes 10 seconds of 0 dps which you will have make up everytime you switch, compared to a ship that stays at the same ammo. I.e. never going to work. You bring 2, max 3 types of ammo.
Graphs should be (more ) correct now.
I think the Eagle could still use a 10-15m3 dronebay. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 16:38:00 -
[46]
How does the spreadsheet calculate the Navy ammo? It gives +15% damage compared to normal ammo, but which type? --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 17:08:00 -
[47]
Edited by: MailFan on 21/08/2007 17:13:33 Edited by: MailFan on 21/08/2007 17:10:38
Originally by: Goumindong
No, its not
You are still over a damage mod and under a tracking enhancer on the Eagle.
You are still OVER a tracking computer on the Muninn.[that it, its optimal range is 8% too high, and its tracking is 26% too high]
Thank you for pointing out why I left the TC and dropped the SB. You could fit a rig for a bit more locking range, but it's not needed since you can lock at 110km, which would give you 4-5s lock time.
Quote:
You cannot fix that by giving the eagle more turrets and breaking it in the long range
It won't, it will bring it to it's inteded role as best HAC sniper ingame at sniper ranges (instead of being outperformed up till 110k) and still low on the close range dps. Special order for mister Goumindong
Quote: You still havent overlayed the tech 2 ammo graph with the best navy graph. You might want to just do the 5 turret or 4 turret version of this. Its tough to see what is happening with 6 lines on the graph.
I remember someone in this thread saying t2 ammo was useless on Inty's? If you scroll up a bit you can see one which shows t2 sniping on stationary targets. Which would conclude the Eagle needs a long range buff to kill cruisers.
And I ask you again, please comment on the close range setups. Where you didn't believe the Muninn could do 600dps, while here it shows it can do 700 (with 300+ PG and slots left). For everybody's comfort: Close Range --
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 23:04:00 -
[48]
Edited by: MailFan on 21/08/2007 23:07:20
Originally by: Goumindong actually does
Complete and utter rubbish comparison. This is what you are saying:
"Ah I see a crow coming my way at 150km doing 7.5km/s, lets load up the right ammo for it" *Reloading* *Reloading* *Reloading* *Inty 75km closer* "**** wrong ammo, lets switch it again" *Reloading* *Reloading* *Reloading* *Inty tackling your gang* "Argh its too close for me to hit it! Well Im in an Eagle, so no other thing for me to do than to just go home" *Inty scrambling you* *You loose ship* "****!"
You get the picture or do I need to make a movie of it?
This or this would be a realistic comparison.
And to get rid of your other misunderstandings.
Quote:
4-5 seconds and the target has traveled 25-30km closer to you...
4-5 seconds is on the long side when locking a 125m sig ship and fitting a t2 sensor booster. Also you assume the 3km/s transversal is based on your ship alone. In practise it's going to be 15-20km max.
Quote:
You still have too many tracking mods on the Muninn
nope
Quote: 700 DPS? Bwa ha ha ha ha, i love how it has two HAMS on it and the Eagle has rocket launchers...
I like how it has a 2 slot tank on a ship designed to be used under 2km. I like how its worse in all ways compared to a Hurricane[its not even faster since the Cane has free slots to put speed mods on, has an extra mid, and will tank better on base hit points than the Muninn will with its 2 slot tank.
If you would have read all replies and not just came here to be ignorant, you could have seen me saying: "Where the Eagle has 2 rocket launchers instead of 2 HAMs because otherwise it would have been left with 100pg to fit everything except for the guns and 3 damage mods. Where with rocket launchers the dps would almost be the same and the PG and cpu left would be about equal to the Muninns."
Summary, 2 heavy's would mean the Eagle would be left with 100PG to fit everything else, and the Huginn 300PG (360 on Sisi). I was nice enough to try and balance things out. You on the otherhand show one sided stories.
If I would have fitted Heavy's this would have meant fitting Ions or Electrons, resulting in even worse dps. And the Huginn had very reasonable shield resist, or you could drop 1 damage mod, still outdamage the 5 turret Eagle by far and fit tackling gear.
Furthermore, you add other ships to the comparison showing how the Muninn gets outperformed. It just makes the Eagle look even worse.
Quote:
I like how it doesnt matter, because even if it were a good close range ship[which its not] it would not justify the eagle being broken in the long range.
How is adding 30-40dps on longrange going to screw balance over on an below average ship? --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
|
Posted - 2007.08.22 00:59:00 -
[49]
Edited by: MailFan on 22/08/2007 01:01:33
Originally by: Goumindong
You're doing it again...
4 damage mods, 3 tracking mods on a Muninn... 4 damage mods, 2 tracking mods on an eagle...
How about this. Your muninns/eagles do 0 dps over all ranges because they got stuck in a bubble and killed.
Fixed and still showing how the current Eagle underperforms at what it's supposed to be best at.
Quote:
No, you load for the engagement range you are expecting. If you are coming in at close range you fit for close range. If you are coming in at long range you fit for long range. If you are expecting to be jumped in on you fit ammo for where you expect to jump in.
Have you ever been to a fleetfight? Do you know at what range they are going to jump in? Even if you do, would you bring 8 types of ammo? Even if you did, when trying to stick to your graph, you'd still have to change ammo when ships aren't in your optimal anymore. Even better, if the enemy fleet would jump in at close range, the Eagle would be screwed. Can't do damage, while the Muninn would do twice its damage.
Conclusion, still a useless graph.
Quote:
I understand the first part, but i dont understand the second part. The interceptor will put both 2-3km/s transversal and close 5km/s towards you if not more.
You will get it locked in time. 3 seconds is all you need. Inty pilot needs to look where he's going, might wait to engage his mwd and needs to speed etc. Loads of time for you to lock it.
Quote:
No, the Eagle soundly trounces the Hurricane in long range DPS[so does the Muninn] remember what we were saying about range bonuses? Now the Cane is a good reason why the Muninn is bad in the short range, but not the long.
Stop bringing BC's to the comparison. Im not complaing in this thread about how sucky the Ferox is. Muninn is (dps wise), good at short range, very good at medium range, good at long range and unable to reach proper sniper range. The Eagle does the worst damage at close range, the worst at medium, might be somewhere higher at high range and is the only HAC capable of reaching 150+ so it's in its own league. But the fact still remains, that on paper the Eagle lacks dps and in practise does even worse. If you don't believe it, maybe you should open your eyes and look at a Fleetfight ship layout, look at the forums, look at the market and look on the killboards.
Quote:
Its not below average. Its good, it fills a unique role well. It performs as well as or better than any other ship in the fleet at its job.
Duh because it's in a league of its own when sniping @ 150k. Doing 150dps in an ideal situation isn't good. Especially when it gets outperformed on Everything else by the other Hacs. (except maybe the Zealot, of which even I think it could use a boost). --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
|
Posted - 2007.08.22 01:18:00 -
[50]
Edited by: MailFan on 22/08/2007 01:22:38
Originally by: Goumindong
Huh? You didnt fix any of the graphs.
Check the original: Inty
Quote:
Yes, yes, and only 3-4 ammos, dont usualy need more.
Either or all: a. You haven't b. You should fix your graph c. You lie d. Your theories don't reflect reality since the graph shows a perfect environment
Quote:
BCs are relevent when they do more DPS at all ranges than the compared ship, with better tank, and similar speed. You are saying the Muninn is a good AC ship. It isnt.
No they are still not. The HAC vs tier2 BC issue should belong in another thread. And yes the Muninn is a good AC ship. 600dps + tank + tackling gear + mwd makes it so much better than anything the Eagle could do. And even if... if the Muninn would not be better than the Eagle, it does not change the Fact (not theory) that the Eagle a. Underperforms as a Hac b. Underperforms in its role.
Quote:
Its not, it performs just as well as the Muninn/Zealot at 75-120km.
Inty
It only outperforms other Hacs at ranges where they just can't hit. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
|
Posted - 2007.08.22 10:02:00 -
[51]
Edited by: MailFan on 22/08/2007 10:24:20
Originally by: Goumindong You still didnt fix it.
How hard is this. Put a freaking MWD on the thing, 2 sensor boosters, 2 tracking enhancers, 3 damage mods.
R e a d
Originally by: MailFan
Originally by: Goumindong
No, its not
You are still over a damage mod and under a tracking enhancer on the Eagle.
You are still OVER a tracking computer on the Muninn.[that it, its optimal range is 8% too high, and its tracking is 26% too high]
Thank you for pointing out why I left the TC and dropped the SB. You could fit a rig for a bit more locking range, but it's not needed since you can lock at 110km, which would give you 4-5s lock time at most.
Where on the Eagle you have to fit 2, otherwise you're wasting half of your potential range. While fitting another SB on the Muninn or Zealot is just wasting a slot that could be used to increase optimal range and tracking which is exactly where the inty is going to be when you have it locked. Fitting 2 SB on a Zealot or Muninn would be the same as fitting 3 SB on an Eagle.
Inty2
& with Zealot
Inty3
See how even the Zealot outperfoms the Eagle up to the range where the Zealot just can't hit anymore?
--
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
|
Posted - 2007.08.22 20:29:00 -
[52]
Originally by: Nyxus LOL jeez people I am Amarr and even I put the MWD on my snipers. In theory you can shoot one bubble, but if you jump into a contested gate then it *WILL* have multiple large bubbles and it's just not feasible to shoot them all, or there will be dictor bubbles.
You need to standardize the setups, the transversals, and the target (sig rad/speed etc). Otherwise you can't get a fair comparison, which is what I hope everyone wants. Making the setups standardized also makes sure that no one is fitting more slots than are actually on the ship.
Also - on the graphs you need to limit the dps of drones and missiles to 30km, as that is really the MAX range that they are good for when unbonused. Otherwise they are only good for tacklers that happen to make it to close range on you. It's also good to look at damage dealt across about 30 seconds as the Munnin's dps is low but the alpha is much more important than you might think.
And the Munnin is *NOT* a close range ship. Look at the bonii for the close range specialists, then at the Munnin. Then look at ACs and Arties. Tracking and optimal boosts are redundant. Anyone who says otherwise is being deliberately obtuse.
Nyxus
PS - Since no one else can be arsed I will put together some dps charts of an eagle with an enhanced drone bay, possibly a missile bonus if needed.
I still think This is a very good representation of a sniper layout, which still has room for MWD's on all 3 ships. The Eagle has 2 SB's and the Muninn and Zealot 1. Putting 2 on the Muninn and Zealot would only be comparable if you'd put 3 on the Eagle. 6km/s Inty with 3km/s Transversal, that's still a bit low imo, but reasonable. No drones no missiles.
Imo, it's clear the 4 Eagle turret lacks dps at all range. It gets outgunned up till the other ships max range. Maybe some people think the 5 turret Eagle looks like wtfpwn, but look at the numbers, it's 40dps extra at Max!
Now a range graph with T2 ammo, same fittings.
T2 Range
Now a close combat graph with T2 ammo, same fittings. (So no drones or missiles)
T2 Close
Frankly, I can't do much better than this. I'll try to make up a reasonable setup for all 3 ships with gank fitting. Though Im only used to flying Caldari.
Draw your own conclusions, mine is the 5 turret eagle would be now big shock. Especially not in a fleetfight were 40dps extra isn't going to decide the fight.
--
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.22 20:53:00 -
[53]
Originally by: Goumindong
And you are still wrong. THe Muninn and Zealot need 2 sensor boosters. 110km lock range doesnt cut it.
And you still refuse to read.
So for the third time:
110km lock range is fine, they'll lock the inty long before it's in their optimals. You can still fit 1 Signal Focussing rig which will add 20% locking range and costs 5 Mil Isk.
And a hint for you: Hammering on tiny details to shift attention from the real issue isn't going to work.
Quote:
ed: and you still refuse to look at a graph with a 5 turret eagle, muninn, or zealot with both tech 1 ammo and tech 2 ammo.
I just made 3 in the post above with Navy Inty sniping, T2 range sniping and T2 close range. And if you mean T2 Inty sniping, it's useless like you said yourself. You wont do more than 25dps on a Inty doing 5km/s transversal. So the only solution to make the Eagle more usefull would be to nerf speed, like suggest before, or give it extra dps so it can offer more support at shooting cruisers and bigger. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
|
Posted - 2007.08.22 22:10:00 -
[54]
Edited by: MailFan on 22/08/2007 23:38:11
Originally by: Goumindong
Look at it on the same graph. See, if you dont, it looks like the Muninn has an advantage over the eagle with tech 2 ammo. But you see it doesnt, because where the Muninn is using tech 2 ammo the 5t eagle outdamages it with tech 1 ammo
If this is the switching ammo argument again I'm not going to discuss it for the 3rd time. Seems you're going in circles instead of adding something new. If it's not, then I don't understand you and you should make the graph.
In the meanwhile, here are 3 solo pvp comparisons for the 3 ships. It has been made clear in this thread by people that the Muninn and Zealot are bad pvp ships. Compared to a Vagabond I bet they are. But the Eagle is worse, quite alot worse, it's hopeless.
Im no expert at fitting Amarr ships or Minmatar, but I managed to fiddle something together which has a tank, dps, speed, web and scram. You can go argue about somethings, but this is the general idea of a PvP fit. I do have quite alot of experience trying to fit an Eagle, so it should be no problem. But it is a problem, since you cannot fit a webber, scram, mwd and Neutrons on it while maintaining a tank. Where on the Muninn and Zealot you can fit the highest damage dealing weapons. Therefor the following graph isn't 100% accurate since they are shooting at stationary targets, where the Mun and Zeal can web, the Eagle can't.
Close Range PvP
And same setup with long range T2 ammo's
Range PvP
(That 2x optimal range bonus really works great )
If the Zealot and Muninn s*ck at PvP, the Eagle would be s*ck^2.
If you would remove the tackling gear and fit full gank fittings, the dps difference would be even worse. Or the Muninn could drop 1 tankslot for a damage mod pretty easy and reach 600+dps
Fittings can be found here and the Muninn and Zealot will fit with the boost: Muninn Zealot Eagle
Eagle has an active tank while the Muninn can go full passive. Eagle also lacks speed (Zealot got a speedboost) and gets outdamaged at all ranges.
Eagle gets outdamaged at short range, medium range and long range. Only and just only when there's a few seconds where you can switch to closer range ammo with higher dps, it's able to outdamage the Muninn and Zealot. But in a fleetfight you won't be switching ammo, since 10 seconds of 150-300 dps you're missing isn't going to be restored with 10% more dps for 5 seconds.
Sumup:
Eagle is only (and therefor best) 120km+ sniper. Eagle is worst at everything else.
+ Extra turret =
Eagle is only (and therefor best) 120km+ sniper. Eagle is outdamaging other snipers at 80km+ with 5-10%. Eagle is still worst at everything else. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.23 08:38:00 -
[55]
Originally by: Goumindong
When did this happen.
My mistake, it got 90pg and 5 cpu. Confused with the Deimos.
All other things still stand though. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.23 14:16:00 -
[56]
Edited by: MailFan on 23/08/2007 14:24:06 This is how a T1 vs T2 damage comparison would look like with correct sniper fittings: 5 Turret Eagle vs Muninn
Both fitted with max range ammo. But not with "Best T1 or Best Navy" because it would calculate the best ammo for the all ranges on the graph. Which would mean that if you would want to stay at max damage you would have to change ammo for every 15km decrease in range.
What Goum wants you to believe is that when you fit close range ammo in the sniper Eagle, so the max range of the Eagle is the same as the Muninn, it would outdamage the Muninn and Zealot. Now this theory is correct. But this is where Goum stops looking and thinks his point is made clear.
However, in practise you will not fit an Eagle with close range ammo just so you can outdamage a Muninn. You will fit the ammo that will make sure your targets are in your range. Since you want to fully utilize the Eagles limited potential, you fit long range ammo. Can you imagine the following scenario:
FC: "Jim!! Why aren't you shooting!" Eagle Pilot: "He's not within my max damage ammo range, sir!"
It's ridiculous.
You fit long range ammo so you can hit at 180km. 150dps is always better than 0 dps. So you can start shooting the cruisers on the otherside and when an inty approaches you start hitting it. You might switch ammo once, just once, since 10 seconds of 0 dps and an inty approaching your mates with 8km/s isn't going to solve the problem.
So to sum up again. In practise the 5 turret Eagle is getting outdamaged by the Muninn at all ranges up to the Muninns maximum.
Now to make matters worse for the Eagle. When orders were to warp in on an inty and engage the fleet shortrange, the Eagle would do max of 330dps and the Muninn 500. Link --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.26 10:42:00 -
[57]
Edited by: MailFan on 26/08/2007 10:53:29
Originally by: Goumindong Yes, they can, better than many ships actualy. For instance of the HACs we are discussing here, only the Caldari one can fit a mwd,web,srcam,injector, +tank.
And of all the HACs, only the Caldari HACs, the Ishtar, and Vagabond can fit an MWD, web, scram, injector and tank.
Caldari have many more options due to the high numbers of mid slots.
For instance a 5/4 config can fit
MWd, web, scram, buffer, buffer buffer, dmg, dmg, dmg[no inj needed on passive tank
Or
mwd, web, scram, inj, ew tank, tank, tank, tank
Or
Mwd, web, scram, inj, tank tank, dmg, dmg dmg.
The only thing they cant do is fit LOTS of active tank, or lots of active tank with DPS]
but...
Active tank is not nearly as beneficial as passive tank, ewar, or DPS in a gang, and high mid slots ships can easily fit loads of passive tank, ewar, and DPS in relation to their high low slot competition.
You know **** about fitting caldari Hacs lmao.
Caldari already are slowboats, Eagle being the worst, so you would have to fit a webber at all times. You would need a scram, you would need a MWD and since we're using cap for guns, active tank, mwd, webber and scramble you would also need an Injector. Even when using a passive tank, which would eat up 2 med slots and 1 or 2 low slots, you would need an injector incase your encounter a ship with Neutralizers, otherwise your guns would just stop firing, leaving only 2 launcher slots which can't be fitted propperly since you have 2 PG consuming shield extenders.
An Eagle with wmd, scram, web and injector means 1 med slot for tanking. You were complaining about the Muninn sucking at having a tank. Well it least it has 3 slots for it.
And low slot tanking a Caldari Hac This would mean dropping all the dmg mods even further nerfing the damage output. Why didn't you see that in your theories on paper?
Quote:
Mwd, web, scram, inj, tank tank, dmg, dmg dmg.
HAHA! Split weapon system and 2 slot split tank?   
You really are an Caldari Hac expert! --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.26 18:27:00 -
[58]
At first I wanted to make an indepth post on the hows and why's of Caldari (eagle) fitting and the fact that I made a setup for the Zeal and Mun fitted with DCU (which ofcourse you didn't read).
But...
Your last comment about low slot Caldari Hac armor tanking, is so incredibly ******** and even goes against your own suggestions of giving a shield hp boost.
Just 1 sentence for you which completely annihilates your suggestion:
Eagle description: Caldari Cruiser Skill Bonus: 10% bonus to Medium Hybrid Turret optimal range per level and 5% bonus to shield resistances per level. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.08.28 06:50:00 -
[59]
Originally by: Goumindong Some setups
Crap setups though.
You could at least try and get some dps out of the Hacs, which they especially need atm vs BC and hp buff.
Zeal Mun Eagle
They will fit after today, they will outgun, outrun and outtank the Eagle.
And this is without rigs. Or implants
Having to fit 4x electrons to not get into PG problems is just sad. And you will always need to waste the 2 rig slots with 2x EM rigs. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.28 09:32:00 -
[60]
Edited by: MailFan on 28/08/2007 09:32:47
Originally by: Goumindong
As i said in the last post. Neither of those tank as well as the passive eagle.
The eagle uses EM rigs because they are more efficient than hit point rigs when a second LSE increases hit points by 50%
The eagle uses electrions instead of Ions because the ability to fit HAMS increases DPS higher than the difference betweens ions and electrons.
You still havent given a reason why drones cant happen.
and there is no problem in the long range
ed: Oh, and if i fit the eagle with 2 ammo it does 421 DPS.
A Muninn will be faster, have a better tank and be able dash out more damage, when fitted with the worst AC. Also it will need no cap to keep firing and no rigs to add extra dps or tank (51k effective HP with 81.275% average resist and lowest of 73%).
Im sure you're smart enough to find out the fitting yourself.
Play as caldari and you will know why there won't be a 25m3 dronebay.
Play as caldari and you will know why the Eagle needs more damage in the long range. Or read the thread and see that the Eagle gets outdamaged from 0-110km. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.28 20:57:00 -
[61]
Edited by: MailFan on 28/08/2007 20:59:33
Originally by: Damned Force caldari snipers sux
No they don't. The Rokh (and Harpy in a way) is a fine ship.
Moa, Ferox, Eagle and Vulture need help though. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.08.30 11:19:00 -
[62]
Can a Dev please respond to this issue?
They seem to have enough time to comment on stuff like: 'You know you played enoug EVE when'.... --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.08.30 20:18:00 -
[63]
Edited by: MailFan on 30/08/2007 20:19:57 No web in a Caldari ship = no good.
And it's just sad it has to fit the worst T2 blasters at all times to make fitting that's remotely useable. Again alot of ships got a PG boost, but Caldari is just left in the wake. Even Amarr got boosted  --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.30 21:42:00 -
[64]
Edited by: MailFan on 30/08/2007 21:46:23
Originally by: SkyEstaLimit
Hmm ... complaining about your PG ? On the above setup i can see four cruiser sized blasters, two heavy assault launchers, a mwd and TWO large shield extenders without any fitting mod or rigs. Well wow, now im jealous. Try to fit a 1600mm plate a on deimos, have fun.
Im sorry, are you complaing about a ship that just got a 35m/s and 40pg boost? Giving it 115 more (base) PG than the Eagle? Which would mean around 145 more in total. Resulting in a ship that can do (without rigs) 600dps, 1500m/s, fit a 1600mm plate, fit webber + scram, lowest resist of 73 (average 79,145) and 48k of effective HP?
The only ships with less PG are the Ishtar (massive damage dealer), Vagabond (needs no explaining) and lowest Cerb (just 635 cause it uses launchers, but can't field any tank whatsoever). --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.08.31 08:50:00 -
[65]
Edited by: MailFan on 31/08/2007 08:57:52
Originally by: Goumindong Are you saying the eagle should be as good with blasters as the Deimos?
Do you see me saying it? I think the current setup for the Deimos is great. But SkyEstaLimit doesn't seem to be happy enough with the current boost the Deimos has and its advantage in PG over the Eagle.
And about that Electron setup. It would screw up exactly the only advantage the Eagle has due to it's 2x optimal range. With Electrons you can't stay out of web range and do decent damage, with Neuts you can. So basically you are trowing away 2 of its bonuses because they have no use anymore. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.01 09:10:00 -
[66]
Edited by: MailFan on 01/09/2007 09:16:02
Originally by: Goumindong
That eagle has 20km range with the HAMs, an MWD, a web, and 13km range with Null. It passivly tanks 89 DPS.
13km in 50% falloff means the Eagle will struggle to do 200dps.
Quote:
The Eagle has plenty of range, and good DPS. It is probably the best blaster eagle you will be able to make in the current setup. And despite what you say, beagles are not such terrible ideas.
So 5.1km with Void and 8.4 with Null is plenty of range? Might as well have been 2km and 4km.
I fly a Beagle (you don't), not because it's a great ship, but because I like to fight close range. However, I am training Gallente because it's just so underpar compared to other Hacs (let alone ships) in EVE.
And there is a difference between an idea and a fact. In which case the last one only counts at the moment.
Quote:
Deimos DPS @ 91km = 235. Eagle DPS =216...
Eagle Tracking > 4 times that of Deimos tracking.
When was the last time you saw a Deimos as an antisupport sniper? Never? Really, i wonder why that is.
Eagle's DPS should be 150 remember? You won't be refitting everytime you try to shoot someone down in a fleetops. I have troubles enough trying to lock someone with 1 minute module lag and 0.5fps. So no way Im going to try and switch ammo and loose out on at least 1500damage. Even without lag and bad dps it's a stupid idea to keep switching ammo, like has been said by several different people so far.
So that's 235dps vs 150 @ 100km range (it can get up to 97km optimal). Even if you would switch to Faction ammo for the Eagle it would be outdamage by the Deimos, only advantage it has is the tracking.
And wouldn't the reason that people don't use the Deimos as a sniper be, the simple fact that it's much much better in a completely different role?
So the ship that would probably be the furthest from the Eagles role possible outperforms it up to 100km, while the Eagle can't outperform the Deimos on anything except maybe tanking. Which it can't fully utilize when fitted for pvp or sniping for that matter. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.01 11:42:00 -
[67]
Edited by: MailFan on 01/09/2007 11:45:51
Originally by: Goumindong If the deimos were a good sniper, people would use it as a sniper, regardless of its quality in other roles. People do not stop using the megathron as a sniper since its such a good blasterboat
200 dps will kill a rifter just fine.
If you have 1 minute module lag then whatever you are doing doesnt matter really. But you dont have to keep switching ammo.
Look, if you are starting a battle with enemies at 150km, you load 150km range ammo and shoot them. You only do this before combat starts.
So if you are using 150 DPS ammo, and the Deimos is using spike, then you ought to have a 50km range advantage. If not, then yea, you only have 4.6 times the tracking of the deimos. Yea, taht isnt any advantage at all
Oh and ofcourse in a fleetfight, everyone's always nicely alligned at a range of 150km for the entire fight 
Let me refresh your memory on how an average fleetbattle looks like after 1 minute.
Linky
"But sir, you said the enemy would warp in at 150km!?"

Maybe you play a different kind of EVE, where people are allowed to warp in at any range, fly nicely and without a care in the world to 150km range and wait for the referee to count down before hell breaks loose. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.02 10:13:00 -
[68]
Like I said, 200dps maximum at 13km range is laughable, especially since you consider it to be the strong point about that fitting.
A Deimos in that situation would have been shooting at Cruisers, Bc's and BSes. A thing the Eagle can't even do. Because you still seem to think the Eagle sole purpose is killing Inty's. By saying that you just proof how ridiculous the Eagle atm is as a Hac. A heavy assault ship, which only role is to shoot paperthin interceptors and not even being able to do that efficiently.
And reloading while targetting another ship? If you have any brains you lock at least a primary, secondary and often enough a tertiary target. After that I tend to lock 1 or 2 targets that are always in my range or need to go down.
You claim that you lock one target, shoot it with the ammo loaded at that time. If it's the wrong ammo switch it, costing you 10 seconds of damage. Then, after the target goes down or warps away, you start looking the secondary target that has been called by your FC (at least I may hope so) for the past minute and waste time locking and reloading in between. Damn I'm glad you're not in my fleet 
--
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.03 07:30:00 -
[69]
Originally by: Albrecht Wassenar Did anyone see what I said earlier? "/ignore Goumindong"
There. Problem solved.. hes obviously nuts and had no idea what hes talking about.. so ignore him.. thats what we do with people who dont pay attention or refuse to keep up with the conversation. Its harsh I know.. but how else are they going to learn.. So.. In a nut shell. Other ships; same class and cheaper ones are able to do many of the things that the Moa hull class tries to do, as well, if not better than it can at its supposed (according to the description) strong areas. With the Eagle, its range is so large, that it makes it self ineffective, because all it takes is 2 mouse clicks to remove the range or does such crap DPS that anything and their mother can get close to it unless its made of paper or being piloted by an idiot. Points raised for giving the Moa class a 5th turret have lots of merit and little to no cons as all it does is make the hull more competitive, giving the PVP pilot more options and hopefully reducing cost of the other similar ships due to competition.. Anything else I missed?
No I think that summed it up pretty nice.
To keep a bit of the versatility it might we wise to suggest an additional turret mounting but keep the possibility to fit it either 4/2 or 5/1.
Now's the question how do we get the attention of the Devs? If 28 pages isn't going to get a reponse, what is?
I might make a new post in Features and Ideas Discussion, with a complete list of current Eagle issues. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.03 22:20:00 -
[70]
Gour, why not train Caldari HAC to level 5 and enjoy the marvelous Eagle instead of having to fly gimped Amarr snipers? Wouldn't that solve all your Zealot nightmares?
Please do so and come back when you have, so I can hop in and Inty and show you how it feels to shooting blanks. I wasn't able to kill 1 single inty coming at me from 200km with a transversal of 3.8km/s and I have very decent gunnery skills and a completely T2 fitted Eagle. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.03 22:35:00 -
[71]
Edited by: MailFan on 03/09/2007 22:35:43
Originally by: Goumindong
Fit faction ammo you fool.
Thanks for calling me a fool, that really adds to your already outstanding credibility. Please don't hold back, show everyone how kind of a person you are.
And guess what, even if I fit Faction ammo (which I have, but shouldn't at all be necessary for a ship to be effective) my Eagle deals out an amazing 105dps! Which with average resists on an inty ends up being about 66dps. 66Dps in an optimal situation which you are never going to reach.
Eagle needs a boost. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.04 07:41:00 -
[72]
Edited by: MailFan on 04/09/2007 07:41:07
Originally by: Goumindong You cannot sacrifice the MWD.
Let me quote you out of another thread in Ship and Modules:
Originally by: Goumindong
MWDs are essential in 0.0 to get out of warp disruption bubbles.
MWDs are not essential on long range ships.
So which one's going to be Goum?
And my numbers on the Eagle were correct. 66Dps is a very realistic and sad number the Eagle pushes out. It's also about the same Dps a missile Crow packs. So if you fit the right ammo in your Crow, which you always do according to you, a Crow seems to be a pretty nice alternative for an inty-shooter compared to the speciliazed Eagle.
And no you are still wrong, the Deimos outdamages the Eagle up to 100km. So which one is it Goum? Do we have to fit MWD's or not? 
--
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.04 08:47:00 -
[73]
Edited by: MailFan on 04/09/2007 08:47:44
Originally by: Goumindong
No, it does not. Do i have to show you the graph again?
No you don't have to since your 'best ammo' theory is wrong.
Quote: 66 dps before resists @ 20km vs 66 dps after resists at 150km. Hmmmmm
Fit EM Precision or Faction missiles. 0 resist on a Crow so you hit 100% and then switch to explosive you hit 90%. And the missiles reach 50km without rigs or implants. 60+ for normal missiles. And switching ammo is perfectly ok, remember you said it yourself. --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.04 15:53:00 -
[74]
Let's try this again.
Eagle:
+ Good at shooting long range due to 2x optimal bonus + Good resists, but useless bonus for a sniping role
- Worst Speed - Worst Agility - Just 4 turret slots - No dronebay - Cap usage - Bit low on PG - Biggest sig radius - Lowest Scan resolution
There are 2 reasons why you would want to make the Eagle a sniper. First being the double range bonus. Second being it worst at everything else.
It's also sad that 1 of the Pro's about this ship is useless when sniping. Namely the resist bonus. When you whish to go shortrange, you can actually use both Pro's. But you will also be hit back in the face twice as hard because of all the drawbacks. The same drawbacks which are of less importance when sniping.
This ship has so many drawbacks (I could add some more), that it's utterly outperformed in any role except sniping. So you would expect, for the sake of gamebalance, the ship to shine in the 1 thing it is good at. But it doesn't. Yes it can shoot further than any other Hac, but it takes its gimped damage output with it at all those ranges.
As I said, you would expect it to shine, but it's degraded to shooting inty's, which it has hard time to deal with. Other Hacs with way more versatility come very close to the Eagles performance. In fact, why would you want to train for an Eagle anyway, when it takes longer to train than a T2 fitted Rokh, which can shoot anything fine down to cruiser class ships.
100/150Dps raw is ridiculous for a ship that costs that much in ISK and training time. Especially for probably the smallest niche ingame, which is shooting frigate sized ships at a range of 100-150km. A 50km area that gets travelled through in 10 seconds of a fleetfight.
10 seconds is all the Eagle is usefull for in EVE. --
I'm in this mood because of scorn. I'm in a mood for total war
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.04 18:08:00 -
[75]
Originally by: Goumindong The point is that people here are saying the Deimos is better with rails than the eagle. It isnt. The eagle performs a role and the deimos doesnt, because the deimos isnt able to perform against the targets that that class of ships needs to perform against to be usefull in a fleet.
No we don't say the Deimos is a better railgun platform than the Eagle. The Deimos is a better ship than the Eagle. It can deal more damage up till 100km, it is faster, easier to fit, can PvP solo and in gangs and is generally much more versatile. It doesn't outperfom the Eagle above 100km. Ofcourse it doesn't, that wasn't even the reason of adding the Deimos to the discussion.
Deimos vs Eagle Inty shooting @ 150km
Quote: The issue is giving the Eagle the 5th turret, which doesnt affect its performance much in the short range[where it will still be had], but really affects it largly in the long range, where it is already the best.
Yes it does help Close Range without making it overpowered.
No it doesn't make it overpowered in Long Range shooting cruisers.
No it doesn't make it overpowered in Long Range shooting inty's with Lead or shooting inty's Long Range with Iron.
Yes it does make the underpowered 4 Turret Eagle better.
Your Graph is incorrect.
You capture a situation in a graph where you try to reload for every 20km drop in range. A reload time of 10 seconds means a ship can close in to you with 2km/s and you will do 0 total dps. Please make this the last time where you post such a graph.
Quote:
"Mid range" starts at 40km, the Muninn is already equal to the Eagle at those ranges, not even considerering the problems with drones.
That's your opinion. Mine is close range stops above 15-20km (I.e out of webrange) and most Blasters optimal range. You know blasters being short range weapons etc.. --
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|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.05 07:17:00 -
[76]
Originally by: Goumindong
No, it was flat out said that the deimos was better with rails than the eagle.
I went back a few pages, but the general idea was that most other rail ships than the Eagle, are much more versatile in a fleetrole than the Eagle.
Quote:
Not for a fleet. And that is the issue at hand. You have to both balance the ships performance in a fleet AND its performance in small gangs. You cannot do that by adding another turret, that unbalances it in the fleet.
? No it doesn't unbalance it. Especially not in a fleet where 25dps extra on the overall is almost neglectable. Real balancing issues come to light 1vs1 or in small gangs, because that's where individual performance is the most noticable.
I do think we need to talk about the role of the Eagle in fleets also. Adding 1 turret to a suckmobile does not instantly make it a pwnmobile. It would if it had extra speed, lower agility, better tracking, better tank and 50% more dps. But it would still be worst at everything. In fact it is still not the sole ruler of sniping with 5 turrets.
Quote:
1. Graph 1 = Still toasted by the Muninn/Vagabond/Deimos with no unique role
Lol? So now it doesn't do enough damage in close range? Ok cool than we can give it 1 extra launcher so it has 5/1 fitting.
Quote:
2. Graph 2 = Way to ignore tech 1/faction ammo buddy. Dont do that, because where that is in relation to the other damages is important.
Im not ignoring it, Im using it in the graphs to shoot Inyt's, because YOU said you don't use T2 ammo to shoot at Inty's. But you can you use T2 ammo to shoot at Cruisers, wether you like it or not.
Quote:
3. Graph 3 = With Lead, the 5t eagle outdamages everything above 80km. I fail to see how this supports a point based upon balancing the eagle.
Oh noes, the highly specialized Eagle barely defeats versatile allrounders on it's own terrain. Nerf the Eagle! Look at how redicilous the 4 Turret Eagle is.
Quote:
4. Graph 4 = comparing totally situations without figuring for closing time and locking distance
Haha! Yes just add new things to the issue when you are out of arguments. I've never seen you 'figure for closing and locking time' in a graph before.
Quote:
5. All the graphs = Absloutly ridiculous fits that never fly.
Complete and utter bull****! I fly a sniper Eagle with exactly that fitting, so does probably 75% or more of the other Eagle pilots. 3x DMG mods, 1x TE, 2x TC. I can fit 2x SB and a MWD. Perfectly normal sniper fitting.
Same goes for the Muninn that can lock at 110k (if you want more range buy a rig), Fit MWD and all the other tracking and dmg mods.
Same goes for the Zealot. Perfectly acceptable sniper fitting.
Quote:
My graph does not capture a single situation, but a number of different situations. Depending on the starting engagement range.
Making a direct comparison impossible, since you cannot compare two different points in the graph, since they reflect different situations that cannot happen in the 'real' world. Direct 1 ammo type graphs can be compared and should be compared, since that's what people use when shooting at 1 target. You don't switch ten times. Making your graphs in theory false and in practise useless. --
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|

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.05 08:24:00 -
[77]
Originally by: Goumindong
Originally by: MailFan ? No it doesn't unbalance it. Especially not in a fleet where 25dps extra on the overall is almost neglectable. Real balancing issues come to light 1vs1 or in small gangs, because that's where individual performance is the most noticable.
DPS increases are MOST noticable the larger the gang gets. Do you think no one would notice if the Eagle or Eagle or Eagle suddenly gained 25% more dps?
We are talking about the Eagle, not BSes.
No I don't think anyone cares if one fleet that uses 2 Eagles gets 50dps raw more.
And I take it you now agree on the other points I made? --
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.06 08:02:00 -
[78]
Originally by: Klavayne As an Eagle pilot myself ive watched this thread fairly passively for a while now. Its going nowhere fast.
To be honest, i'm not sure whether it needs it or not. Sure, the 25% damage would be very appreciated and would take the eagle back in line with its power before the HP boost. However, i suspect that another turret could possibly make the beagle slightly overpowered, then again, it could not.
You see, to find these things out we'd need to test them in real situations. As people have pointed out, graphs dont help work out if something is imbalanced. People dont sit in game comparing a graph of their damage output against a graph of someones tanking capabilities, deciding which one would win. They actually fight.
I'm getting slightly sick of seeing goumindong bring out all these random graphs to prove a point. I had a little search to see how much goumindong has flown an eagle, and i couldnt find any evidence of him using one at all. How can you campaign against the eagle getting an extra turret when you've never used it, you dont even seem to have used a muninn which you fear will become obsolete.
As for people who say the zealot needing another turret, maybe it does, maybe it doesnt, ive never used one so i cannot comment. But that is a seperate issue, if you think the zealot needs another turret, campaign for that to get another turret.
What on earth have people got to lose by having the devs give the eagle an extra turret (and respective increase in fitting) on the test server? That way we can test it in real situations. If its overpowered and is majorly unbalanced at shooting interceptors, then its left as it is. But graphs wont show us that.
I agree wholeheartedly with this post. However, like most usefull posts here, it gets ignored. Simply because it's a good constructive post where people can't throw mud at.
Problem is, if a 30 pages thread doesn't show any Dev attention so far, what does? --
I'm in this mood because of scorn. I'm in a mood for total war
|

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.06 18:05:00 -
[79]
Originally by: Goumindong
I hate to break this to you, but there are no people in this thread who regularly engage in 0.0 fleet warfare.
I hate to break this to you, but you are either blind/stupid/ignorant or all of the before mentioned. --
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.09 08:40:00 -
[80]
Originally by: Goumindong Edited by: Goumindong on 07/09/2007 22:56:55 183+15 = 198
As good as 200km. But yes, you wont be doing full damage and if you can you want to be engaging below 183km.
Set yourself 183km from the gate and your snipers then instead of 200km. It doesnt make much of a difference.
Except how many people are there with Hac5, Sharpshooter 5 (more possible), Trajectory Analysis 5? Not to mention Surgical Strike 5 and Railgun Spec 5.
The average Eagle pilot will be hitting 10% closer and with 5-10% less dmg. And 10% less is 20km less.
It's sad that you will need max skills for this ship and still be frustated about your dps. --
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.09 09:59:00 -
[81]
Originally by: Goumindong
And why does this then not apply to the Muninn and Zealot? The Muninn which loses 7.5% tracking, the Zealot which loses 5% dps. Both of which lose 15% range when they dont have nearly as much to spare?
How much is 10% of 200 and how much is 10% of 100. --
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MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.12 08:03:00 -
[82]
Even on paper it should not hard to realise that a ship that's based on the Moa hull isn't going to be uber when its dronebay is cut off and it doesn't get an extra turret like most other Hacs.
The reason people mostly use a Moa for sniping is not just because of it's optimal range bonus. It's because it's not good enough for anything else. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.13 08:18:00 -
[83]
Originally by: Goumindong
The eagle would make the Deimos look like a joke with 5 turrets a double damage bonus and its current configuration, hell, its current fitting as well
5x Electron II, 1x HAM II MWD, Web, Scram, LSE II, LSE II DCII, MFS II, MFS II, MFS II
5x Hammerhead II
742 DPS. Bigger passive tank than anything a 3 MFS deimos could put out
Everybody knows a 50m3 5 turret Eagle and a double dmg bonus is not going to happen. It was just an example of how much of a boost the Eagle would need to come close to a Deimos. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.13 18:22:00 -
[84]
Originally by: Goumindong
except that such an Eagle would utterly trash a Deimos. The eagle needs no such boost to be usefull in that capacity, giving it other bonuses that are usefull in the roles, but not similar while giving it a reasonable drone bay would not break it, and nor would it bring it anywhere near the ridiculous idea of what it would need.
The Deimos would still be faster, more agile, a better locking speed, more powergrid and can use 2 slots for damage mods and 4 to tank, while still having 3 med slots to use for tackling or an injector.
Maybe the Eagle would still win, but it would far from trounce it.
However, this goes far beyond the cause for this topic. (almoste) Everybody agrees the Eagle needs a boost. In the end it's up to the Devs. Who seem to hide under a rock, shock of double MWDed Ravens. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.14 20:16:00 -
[85]
Edited by: MailFan on 14/09/2007 20:23:35
Originally by: Goumindong
elm: the problem is not that the eagle gets too good in the short range its that ie eagle gets too good in the long range.
Goum I still don't understand how you can be upset about 30 more Raw dps? Even if it would then outdamge the other sniper ships at ranges above 80km (which I still believe it doesn't ingame), it would only be by just a few dps? Who cares about Raw 30dps in a Fleetfight? Let alone Small gang or even 1on1? Probably only the Eagle pilots, because they feel they're finally in the same league as the other Hacs that got another turret. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.14 23:35:00 -
[86]
Originally by: Goumindong above 60km. Your fleet commanders do. We have already established that a change to 5 turrets doesnt make it good in a small gang or 1v1 because sniping is not something you do in a small gang or 1v1. If you want it to be good in a small gang or 1v1 you ought to be supporting something similar to my propoals.
Above 60km is what you say, above 100km is what I say, so just take 80km as an example.
FCs won't care at all if your eagle does 30dps more or not. Especially since the lower your skills the smaller the dps increase is going to be. So actual Raw dps increase would be more like 20dps raw, meaning around 14dps effectively The inty that would have gone down with 5 turrets will go down with 4 also. Most inty's that make it while fighting a 4 turret Eagle will also make it vs a 5 turret one.
This just slightly improves it in the long range, however, it does improve the ship in the short range. 5 Turrets + 1 missile slot is very usefull and can give around 525dps. If still not good enough, give it a 5/2 layout. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.15 21:38:00 -
[87]
Like stated before, no matter if you fit a MWD or not, the Muninn with a cheap rig has no problem locking and hitting at optimal range. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.16 08:08:00 -
[88]
Originally by: Elmicker
Haven't read the thread at all, have you? Even on this page alone we've demonstrated that the eagle is currently on par (or very slightly below par) with the muninn, its main competition, which is supposed to do more damage. Putting a 5th, triple bonused turret would put it waay ahead of any competition, at all ranges.
Removing the damage bonus to an extent, lowers its effectiveness in the ultra-short range as most engagements there will happen close enough for anyone to close to max damage range so the damage bonuses from your range bonuses go out the window. However, then adding the 5th turret brings the ship up to par in the close range theatre, slightly behind the other close range HACs which feature pure damage bonuses. It then allows it to excel in the mid-long range, where its range bonuses can be abused to the max.
Also. 10% HP and 25m3 of drones would probably make this thing a serious beast.
Have you read the thread? The Eagle gets outdamaged up till 100km+ unless you keep switching ammo, which you simply don't. Even if you give it a 5th turret it would still be outdamaged.
Linkage LinkageT2
I repeat, switching ammo does not make up for the damage loss in a fleetfight. Im an Eagle pilot, having HAC5 trained up and gunnery skills close to maxed. You will always want to be able to fully utilize your range as a sniper, Period. Especially in a low hp Cruiser.
Adding 1 turret and removing the damage bonus, means 0 damage bonus on this ship at all. You will actually nerf the ship because It needs to get alot extra PG and you will be using more cap. Drones do not make up for the bad sniper dps, giving a shield bonus doesn't make it a better dps sniper, giving it an extra turret but removing the bonus doesn't make it a better sniper either. I am pretty amazed you are able to 'boost' the ship at 3 points without actually improving its role at all.
It already has a resist bonus, it doesn't need extra shield hp.
And wtf about saying Hac4 is 'more assumable'? We have been comparing maxed skilled pilots for 40 pages, where Goum has stated his nummers are a perfect interpretation about ingame mechanics, and now when it suits you you say Hac4 would be more appropriate?
And @Goum, yes I was right. The Moa outdamages the Eagle unless you have HAC5, which is simply embarasing. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.16 20:52:00 -
[89]
Edited by: MailFan on 16/09/2007 20:56:28
Originally by: Goumindong
Figure similar ammo into your graphs. If the Eagle is better than the Muninn at a given range it will be used over the Muninn. Such you need to compare ammo that has the same range.
Ammo types are similar. Max range ammo, the ammo you would fit when flying ingame, not when playing EFT. Your logic is flawed because you think comparing ships should be done by fitting the same modules. While you should fit a ship like it's fitted and flown ingame.
Quote:
Figure similar fits into your graphs. If you are comparing Muninns with rigs you should also compare Eagles with rigs. That means 3 tracking computers on the eagle, not two. And hell, while we are at it it could use another MFS if we are really going to compare similar fits in that regard, but its a bit excessive.
Like I said above, compare them the way they are flown. And tracking rigs? I never fitted them in any graph. Again you say 'if we are really going to compare similar fits'. It's not 'we', it's 'you'. You are comparing similar module fitted ships and you shouldn't.
Quote:
If you dont, then what in the hell are you comparing?
Ships they way they are flown.
Quote:
Figure transversal into your tech 2 graphs. The tracking penalty really matters.
Figure both tech 1 and tech 2 ammo into you tech 2 graphs. If tech 1 ammo is better at a range its important to know when deciding which ship to choose.
Tracking penalty would be the same for the ships. Though you would not be shooting inty's most of the time with T2 ammo, making your dps even worse than 150dps! The only reason to switch ammo in a Fleetfight would be when you switch from shooting inty's that need fast tracking to anything bigger (so 99% of the fleet).
Originally by: Goumindong
Originally by: MailFan
And @Goum, yes I was right. The Moa outdamages the Eagle unless you have HAC5, which is simply embarasing.
No, you are simply wrong.
No, you are:
Moa with 2x MFS t2 and 4x Neuts t2 + void + 3x Hobgoblin = 349dps Eagle with 2x MFS t2 and 4x Neuts t2 + void + HAC4 = 347dps 
Which is ridiculous. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.17 07:48:00 -
[90]
Edited by: MailFan on 17/09/2007 07:48:23 The only one not knowing how to fit an Eagle is you Goum, since you didn't even fly one ever. You don't fit 3x MFS t2 on an Eagle, you fit 2. Saves you a PDU or RCU slot, lack of PG, remember?
As a clean ship, the Moa outdamages the Eagle close range, with 1 MFS t2 on both setups it still outdamages the Eagle, with 2 also. Only with 3MFS you will outdamage the Moa with 5dps. You are wrong, but too tight to admit it.
And with 3 rig slots on the Moa, vs 2 on the Eagle, you could probably give it a pretty decent resist also. --
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Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.17 09:30:00 -
[91]
Edited by: MailFan on 17/09/2007 09:29:45 You would always want to fit Neutrons on the Eagle since you NEED the range to try and stay out of web or anyone else's blaster range.
Your setup = fail.
--
I'm in this mood because of scorn. I'm in a mood for total war
Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
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Posted - 2007.09.17 11:48:00 -
[92]
Edited by: MailFan on 17/09/2007 11:52:52
Originally by: Goumindong
You arent going to be staying out of web range in an eagle. Use the sheild resist bonus, put up a big buffer, and tough it out.
That being said, yea, the eagle could use a boost in the short range, 25 cubes and 50% more shields sounds great.
The Eagles main problem is damage, DPS. The only thing it can do decent is tanking, and you want to boost that even more?
Your idea is complete nonsense and suggest no factual experience with this ship at all. You might as well be discussing about flying a Caldari Titan, since you would have equal experience in both the Eagle and the Titan.
Besides that, you want to screw around with it bonusses and request unreasonable dronebay sizes for a Caldari ship. While a single turret added, in line with the Heavy Assault philosophy, would fix both long range and short range issues.
Any decent research goes in a circle of Theory, Collecting data, making a Hypothesis and Testing it. You have a theory, collect some data and give your hypothesis. You refuse however to test this or listen to people who have. Instead you shout at them, saying they are mentally disabled or liars for pages and pages. You are a complete fraud. You are the most basic example of incorrect and delusional research founded on your theoretical opinions with no other basis than your own conclusions. If it were for people like you, we would still be hunting rabbits and living in caves. --
I'm in this mood because of scorn. I'm in a mood for total war
Boost the Eagle |

MailFan
Stormlord Battleforce Dark Matter Coalition
|
Posted - 2007.09.17 12:04:00 -
[93]
Originally by: Goumindong Sisi cannot handle the types of battles needed to test this. I have repeatedly said i will get on the test server and test DPS against interceptors.
I have also repeatedly explained that testing is only to create a model you can use to predict the outcome of any inputs. But we already have the model that we can use to preduct the outcome, since CCP made it and gave it to use in clean mathmatical format.
The problem is very simple. With an added turret it outperforms the Zealot and Muninn at all sniping ranges. If you can find a way for it to not outperform the Zealot and Muninn at all sniping ranges while giving it another turret, go right ahead.
All CCP gave were formulas to calculate Dps in a perfect situation that will never ever ever closely resembles ingame warfare. Especially not when you use BestT1 or BestNavy ammo.
Me and other people have given several different graphs that show even a 5 Turret Eagle not outperforming a Zealot and Muninn (Which still aren't snipers, they are allrounders). --
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Posted - 2007.09.17 22:06:00 -
[94]
Originally by: Goumindong
Battlecruisers and Battleships can shoot cruisers. They are better at it. if you want to shoot cruisers you should fly one of them. Are you going to take the 10 seconds to change ammos before shooting that cruiser?
Wait wait...  So now you are saying it's a waste of time to switch ammo... but you are still convinced your BestT1 and BestNavy graphs are correct representations of ingame actions? Please don't say that a BS can't switch ammo but a HAC can.
Also, the enemy will run out of inty's way way way before they run out of every ship that has a bigger hull than a frigate. In fact, the Eagle will run out of targets after about 10 seconds, because that's all it takes for a blob of 5km/s ships to travel under your tracking range. But according to Goumindong-Online you should just warp of in your Eagle instead of switch to t2 ammo and help your buddies. --
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Posted - 2007.09.18 07:49:00 -
[95]
Originally by: Goumindong
You can start out with different ammos loaded. Why would i fly a Muninn if i could load CN thorium and have all the range and 25% more DPS with the ability to change ammo and hit farther if necessary?
Different ammo's loaded as in: 2 guns with ammo X and 2 guns with ammo Y? Or in the cargobay? You were saying it's a waste of time to switch ammo. Though still remain to support your damage graphs.
You fly a Muninn because you Can. Because you have Minmatar gunnery, frigate and cruiser skills trained. I fly my Eagle because it's my best specced ship at the moment. You have either 2 options: 1. Bring a ship you can fly, even though there would be better ships to bring, but you can't. 2. Bring no ship at all because you can't fly the best ship in a given situation. Guess what your FC prefers?
I repeat, you do not bring 10 different types of ammo. You could, but you won't be switching often enough to get your best optimal. Which would result in a dps loss, but switching more often would also result in a dps loss. I bring 3 or maybe 4 types of ammo. T2 long range, named Iron, named Lead and sometimes AM. I find that it gives more than enough options. Below 200km, below 130 and below 70. Bringing more would only be confusing and you won't be switching ammo more than a handfull of times, I learned that by experience.
And the 75km extra range the Eagle has over the Muninn and Zeal do not make up for its other shortcommings by far. --
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Posted - 2007.09.18 15:39:00 -
[96]
Originally by: Goumindong
Different ammo in that the Eagle does not have to come into a battle with CN lead loaded. It can also start a battle with CN thorium loaded.
Sure it Can, but I won't. When I warp in close range, I fit anti-matter. When we warp in at long range, I fit the longest range ammo and fly to my optimal range while I keep firing.
Quote:
If the eagle with CN thorium does as more DPS than the Muninn with RF Carb Lead, why fly the Muninn? The Muninn comes in with optimal ammo and the Eagle can either be as good or better than it in a similar fit, and at the same time have the option of changing ammos and shooting at things farther away.
Why fly a Raven when a Tempest would do more damage in a fleet? Because I can fly a Raven and I can't fly a Tempest.
Quote:
Remember, as you say, changing ammo in the middle of the battle is never usefull, such there is never a point where you will have tremor loaded.
No you change my words. I said it's never usefull to change ammo while firing at inty's who are coming at you. It however is very usefull to switch to T2 ammo when you want to engage at max range and try to shoot a cruiser or battlecruiser. --
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Posted - 2007.09.18 19:17:00 -
[97]
Edited by: MailFan on 18/09/2007 19:18:10
Originally by: Goumindong
Are you saying that the Eagle is the best HAC for the job then? Because it has the longest optimal range?
The Eagle is the best Hac sniper above 120km because it's the ONLY Hac sniper above 120km. (ignoring some very specialised fittings). It should however be the best sniper Hac at anything that can be regarded as med-high ranges, 60 or 80km for example.
Quote:
If you always fit your longest range ammo there must be a reason for that. If you think that that course of action is the best, then clearly there is never a point for the Muninn, since it has a smaller optimal range and similar DPS to the eagle when it fits that range ammo, and you never load that range ammo...
Clearly there is no reason to use a Caracal because it's outperformed by the Cerberus Clearly there is no reason to use a Vexor because it's outperformed by the Ishtar Clearly there is no reason to use a Tempest because the Rokh has a longer optimal
Get the idea?
You use the ship you can fly. You don't not use your ship because there exists a better ship.
Quote:
So when you are deciding what do train you think "hmmm, i want to fight in fleets, ill use the raven!"
Because that makes no sense at all.
Good thinking! Exactly it makes no sense at all, so what about you try to think of another reason why a person playing EVE would want to train a Raven?
I'll give you a hint: PvE
Maybe you should play this game some more instead of posting in all EVE-o threads. --
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Posted - 2007.09.19 12:50:00 -
[98]
Originally by: Disposeble Alt Edited by: Disposeble Alt on 19/09/2007 10:42:29 What happens if you fit blasters for short range in an eagle with your requested 5th turret slot? Would that still not be overpowered?
Nope.
This is with a fitting that could also tackle and tank: Clicky
This is full gank: Clicky2 --
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Posted - 2007.09.19 21:12:00 -
[99]
Originally by: BronYAurStomp Has there been a dev reply yet?
Topics with Dev responses have a yellow bracket/line in front of them. So unfortunatly not. --
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Posted - 2007.09.20 08:10:00 -
[100]
Originally by: tartrus
hehe i give up...i cbf fighting with u over somthing u know nothing about...but then again eft told u it was right so it must be
but hey im not claiming to know everything but i can say this if the eagle gets a buff u can exspect a buff muninn thread cus right now they seem even.
edit :Spelling
I love it how you suddenly come in this thread, where we have been saying Goumingdon should stop playing EFT-Online and listen to people who actually fly the ship. And now you're here complaining that the rest of us don't know what we are talking about 
Did you even try to read the whole thread? --
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Posted - 2007.09.21 18:44:00 -
[101]
Originally by: Liang Nuren Even if this thread were to grow to 500 pages, the devs would not read it. Oveur openly stated on Eve TV that they ignore the forums because of a high signal-to-noise-ratio. I blame Goumindong because obviously my posts are all signal. 
Liang
Meh I dunno, it might be of more use in another part of the forums i.e. Features Ideas and Discussions, but it's hard to get in contact with a mod. I tried to mail them but got a "Greylisting, try again later" from the mailserver. --
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Posted - 2007.09.22 09:23:00 -
[102]
Just like to add that the 150dps at long which the Eagle can deal, will only happen with T2 ammo.
If you fit t1 ammo this will be 94dps Raw (around 60 effective) and with Faction (which is about twice as expensive as T2 and much rarer) you will hit 110dps raw (70 effective on 0 tanked ships).
To the people saying you won't fit the longest range ammo anyway, then what's the use of the 2nd 10% range bonus anyway if you don't use it? You could say you can use higher damage ammo for close range, but than you could have given the eagle a 5% RoF bonus instead. You know, like the Zeal and Muninn...
So why does the Muninn have 5 turrets, a dronebay, 3x dps related bonuses, a big alpha, no cap use and speed? Eagle lacks a turret, alpha, drones and speed. --
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Posted - 2007.09.25 07:57:00 -
[103]
Originally by: Goumindong
No, it requires best navy ammo. Which is readily available.
Also, a Muninn cannot alpha cruisers. I just showed you, how a Muninn would never catch up in DPS against a HAC. HACs have on average more hit points than cruisers. This means that the extra damage the Muninn does while the eagle is changing ammo is more important. Lets put it this way. when the muninn first shoots, the Eagle will have already dont more damage than the Muninns first volley.
Please remove all links to your best Ammo graphs in this topic.
You change circumstances to whatever suits you best. When you want to make a graph to show how an Eagle might outdamage a Muninn you keep spamming Best Ammo graphs, but when ammo change works to your disadvantage you use it to complain about it being a stupid idea. --
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Posted - 2007.09.25 08:16:00 -
[104]
Edited by: MailFan on 25/09/2007 08:16:20
Originally by: d026
Originally by: Goumindong Lets put it this way. when the muninn first shoots, the Eagle will have already dont more damage than the Muninns first volley.
do you ever shoot or just loading ammo ?
Yea I have no idea what he's on about either. But that's probably because we're mentally disabled and god damn liars  --
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Posted - 2007.09.25 21:49:00 -
[105]
Originally by: Goumindong
The eagle shouldnt have spike loaded. And yea, if the eagle has long range ammo loaded and needs to change it will suffer a 10 second penalty compared to the Muninn.
Anyway, i have layed out situations where its advantagious for the eagle to enter the fight with Thorium loaded. The same doesnt exist of the Muninn since it shold have that range of ammo loaded initially.
Just for the record. A thorium fitted Eagle vs a Carbonized Lead fitted Muninn means:
- Almost same firing range for both ships (slight advantage for Muninn) - 2dps more for the Eagle - 2x bigger Alpha for the Muninn - Over 10% better tracking for the Muninn --
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Posted - 2007.09.26 09:37:00 -
[106]
Originally by: d026
he will argue that you cant fit a tracking comp on a muninn because you wold have to sacrifice your mwd:)
Yep and he will ignore the fact that you can fit 1 sensor booster fine. And if you're still not happy buy a really cheap rig that increases your targetting range. Hell, I would be fitting the rig if I were a Muninn pilot.
Tracking for the Eagle: 0.04967 Tracking for the Muninn: 0.0561 Tracking for the Zealot: 0.06284 (Does do 15 dps less than the Eagle)
13% less tracking for the Eagle compared to the Muninn 26% less tracking for the Eagle compared to the Zealot
Im sorry, what huge advantages did the Eagle have to justify it only being able to fulfill one niche?
It's at least being matched by 'allrounders' and in some cases outperformed.
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Posted - 2007.09.26 10:00:00 -
[107]
Edited by: MailFan on 26/09/2007 10:01:01
Originally by: Goumindong
If you are going to fit ridiculously then at least fit evenly you disingenius punk.
Eagle: SBII, SBII, TC, TC, TC MFS, MFS, MFS, MFS
Tracking: .05519
The fact is that the standard fits are not anywhere near these, but are instead
Muninn MWD, SB, SB TE, Te, Gyro, gyro, gyro
Tracking: .04482
Zealot: MWD, Sb, SB Te, TE, TE, HS, HS, HS, wildcard
Tracking: .05155
I mean, what the hell is wrong with you, the eagle is the only one there able to fit an MWD and for some reason you fit an AB instead?
You can rig all three, using one sensor booster and 1-2 lock range mods, with 1-2 speed range mods. That puts the numbers back where I listed.
edit: If you want to be real technical, the tracking of the Zealot and Muninn you listed is actually zero, since they died when they couldnt relocate with the fleet. Fit an MWD.
Since you missed it:
Yep and he will ignore the fact that you can fit 1 sensor booster fine. And if you're still not happy buy a really cheap rig that increases your targetting range. Hell, I would be fitting the rig if I were a Muninn pilot.
This is with perfectly normal and comparable fittings.
Tracking for the Eagle: 0.04967 Tracking for the Muninn: 0.0561 Tracking for the Zealot: 0.06284 (Does do 15 dps less than the Eagle)
13% less tracking for the Eagle compared to the Muninn 26% less tracking for the Eagle compared to the Zealot
Im sorry, what huge advantages did the Eagle have to justify it only being able to fulfill one niche?
It's at least being matched by 'allrounders' and in some cases outperformed. --
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Posted - 2007.09.26 11:39:00 -
[108]
Except you fit them like this:
Eagle: 194dps Dmg Mod: 3x TE: 1x TC: 2x SB: 2x (Yeah guess what, otherwise it's no use to bring long range ammo anyway) MWD
Muninn = 192dps Dmg Mod: 3x TE: 2x TC: 1x SB: 1x (Equals the same as 2 SB on an Eagle since you can lock at your max ammo's range) MWD
Zealot = 177dps Dmg Mod: 4x TE: 3x TC: 1x SB: 2x (Same goes for the Zeal) MWD --
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Posted - 2007.09.26 22:04:00 -
[109]
1. Not lying. I can get 470 dps from an eagle, 454/464 if your cap for the Zealot.
I can get a Zealot do 507dps without implants, but it's a completely ridiculous fitting exactly like your 470dps Eagle. Since you have only 100PG left to fit everything else, while the Zealot will have 650PG left.
2. Also not lying, a ship that is useless everywhere is not "multirole"
Muninn is far from a useless ship. If Caldari would have had a Hac with similar specs as the Muninn I would defenitly ly it. 540dps with 41k+ effective HP, full tackling gear 1500m/s, fully able to run everything without cap and no rigs is damn nice.
The Zealot might need a boost, but that's not for this thread. It's still able to do 434dps at over 10km, have 40k effective HP and fly 1600m/s. Like stated before, it's a nice midrange ship.
3. Start thread: Yea, because I havent done that ;)
Then stick to that one instead.
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Posted - 2007.09.27 08:11:00 -
[110]
Originally by: Goumindong
Why would i want to fly that when i can fly a 440 dps cerb that goes 2800m/s and hits to 40km?
Or a Vagabond that is twice as fast with more DPS to 25km?
You mean a Cerb that can do a max speed op 2800 (which I highly doubt) but orbit at probably only <2km/s since it's a fat git and without any decent hp because it has the lowest PG of all HACs?
Why would you fly a Zeal if there is a Cerb?
Same reason as: why would I fly a Cerb if there is a Vagabond?
Because I can fly a Cerb and I can't fly a Vagabond. That's why people bring a Zealot or a Muninn or whatever to a fleet, because they CAN.
This however has little to do with the fact that some ships should be more balanced.
Quote:
I use neither 4 damage mods nor best pirate ammo to hit 470 dps in an eagle. It is a bit ridiculous, better with ions, a DCU and LSE.
No you probably fit 3x MFS, 4x Neut with Navy AM and 2x HAM with Navy missiles. Which still means you have only 100PG left vs 650 on the Zealot.
Quote:
The balance of the Zealot is relevent to the balance of the eagle. You cant talk about the ship in a vacuum.
You can compare a Zealot only if it's balanced in it's own way. If you don't, you are comparing two unbalanced ships to eachother which leads to a world of bias and error.
Futhermore, you can only balance a ship if you've actually flown it.
Quote:
The eagle will only do 420 dps, but it will do everything else, 48k+ hp though.
Please show me a 1500m/s, 420dps, 48k+ hp, web + point fitted, unrigged, capless Eagle. With a lowest resist on its shield of 65% and average resist of 75%. --
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Posted - 2007.09.27 21:33:00 -
[111]
Goum, you so handidly picked out the part where I suggested to remove 1 turret from the Muninn, as in that was the whole deal about it. If you look at all the changes you would see I intended to make an Eagle out of the Muninn. Since you seem to think the Eagle is such a good sniper, would you think the Minmatar pilots would mind making the Muninn equal to the current Eagle? --
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Posted - 2007.09.28 07:40:00 -
[112]
Originally by: tartrus peeps say a eagle lacks teh dps to pop a frig and my mate lol's at that.
Maybe he should shoot some more targets than?
My rails hit between 20 to 40 damage, with a RoF of 3.5 that's about 22-48dps. Ofcourse it all depends on your victims resist. Try to shoot down a propperly fitted Hawk with that. --
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Posted - 2007.09.28 16:01:00 -
[113]
Edited by: MailFan on 28/09/2007 16:02:30
Originally by: Goumindong
Originally by: Hugh Ruka
Let's say we take a moderate guess that kin/therm resists are in the 70% range.
48 dps would translate to 160DPS unresisted. About right with spike loaded and normal (i.e. not all L5) skills.
Ahh, that makes sense.
Well yes and no, lol.
It makes sense because it's exactly what happened. But it also makes no sense because it's ridiculous.
That was with HAC 5, Med Rail spec @ 4, Surgical Strike 4, 5% dmg implant and Spike loaded. --
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Posted - 2007.09.29 08:12:00 -
[114]
Originally by: Nyxus lol at anyone griping about resists for rails.
Try using radio in your beam Zealot and shoot at a Munnin or two. Then come back and tell me how bad rail resists are on T2 ships.   
Nyxus
Yes however, if you would shoot at any Caldari ship you will hit its weakspot 75% of the time. --
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Posted - 2007.09.30 18:38:00 -
[115]
And back to the Eagle: --
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Posted - 2007.10.01 11:47:00 -
[116]
Just to keep everyone's hope up. I got a response from CRC that even though there has been no official response yet, they still do read Ships & Modules and take things in consideration. --
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Posted - 2007.10.02 18:46:00 -
[117]
Originally by: ColetteLehtola I have not read everything. But I don't know why anyone up to page 10 have not asked "Goumindong" why he is comparing none sniper ships to a sniper ship? Munin and eagle, here's some basic math for you.
Believe me, we have. But it seems his rule is Law and we're gaming in Goumindong-Online. He's the all knowing deity, no matter how many people are arguing against him, he is always right.  --
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Posted - 2007.10.02 19:10:00 -
[118]
Originally by: Goumindong
The number of people arguing has nothing against me has nothing to do with the veracity of their claims or quality of their arguements.
And what about experience? --
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Posted - 2007.10.02 19:51:00 -
[119]
Originally by: Goumindong
I did, just not directly. Experience has an effect on the truth value of an unsubstantiaed claim. But this requires no such info, unless the claim is that the eagle is not performing as the stats suggest it should.
Show me a killmail with you in a Zealot. Even, show me a screenshot with you in a Zealot. --
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Posted - 2007.10.05 10:47:00 -
[120]
Originally by: MECHcore
56 pages and still no answer from CCP 
They're still busy reading it  --
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Posted - 2007.10.07 11:13:00 -
[121]
Bumperdumper --
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Posted - 2007.10.13 09:59:00 -
[122]
Originally by: Nyxus I wonder if the new nerf to Sensor boosters and tracking computers will make the Eagle more desirable. Since BS will no longer be able to instalock cruiser and smaller targets small groups of 3-5 Eagles should appear to be almost mandatory for large fleets for anti support work.
Of course smart fleets were already using em, but now I think their value will rise because of this.
Nyxus
Which nerf? --
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Posted - 2007.10.15 11:12:00 -
[123]
Originally by: Nyxus As for empirical tests, when I look at the numbers for a 5T eagle I see a couple of things. 1- I am not sure the DPS boost at 150km+ really helps the Eagle enough, it's still a REALLY niche ship, 2- It obsoletes 2 other Hacs almost completely. That's enough to make me come to the conclusion that 5T is not a good solution.
Zealot definitely needs love of some type, agreed. As many versions of what it needs as the Eagle. Munnin needs....something. Part of the problem is the Vaga is just so good. Part of the problem is that range is so minimized right now. Part of the problem is the slot layout is incredibly restrictive. Not sure what it could get.
No one disagrees that the Eagle needs love. The problem is that boosting the long range sniping of the Eagle is incredibly difficult (shooting anti-support generally means that they are either not taking much damage, or dead), easily obsoletes other ships, and doesn't help make the Eagle more of a "fun" or more "generally useful" ship to use.
So on one hand you are saying you doubt the 5T Eagle will most help the Eagle (too less of an dps increase) but on the other hand it will obsolete the Muninn and Zeal? That goes against eachother.
The problem is, unless you really whish to overhaul the complete roll of the Eagle, there are not many things you can do to improve it. I've flown the sniper Eagle several times, but I did not like it. Apart from it having troubles doing its job, I found that my Beagle is much more often usefull. Even when it's probably the worst Hac for short range engagements.
I agree the Zealot could use some loving, but giving it another turret while not increasing the Eagle's damage output? Im not even goin to try and explain how wrong that is.
The only reason why people think it's so hard to boost the Eagle is because they see it as just a anti-support sniper! Hell yeah it's hard to boost such a ship in such a small niche. So how about we widen our vision a bit and see the usefullness of this HAC at roles where raw dps does matter? Suddenly it's really easy to boost the ship: Give it another turret.
That's the simple reason why the people here agree to give it 5 turrets, because it helps the ship shooting other stuff. And if G thinks people who use the Eagle to shoot at cruisers are stupid idiots, because they should be using a BS, then what does he have to worry about? They should have brought a BS, but they didn't, so the opposing team is better of anyway... right? --
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Posted - 2007.10.16 09:49:00 -
[124]
Edited by: MailFan on 16/10/2007 09:51:24 Balancing means getting feedback and changing something based on new data. If they put something on Sisi and we can test it and give Feedback, then yes Sisi is used for balancing.
How the hell can you balance something without feedback? According to your own logic G, this thread is useless, all your battering all your argument everything you said is useless, because CCP doesn't listen to feedback to balance this game .
If we had called this topic: 'why are banana's yellow?' and talk about flying piggs, we had as much change of getting the Eagle changed as where we are now. According to your logic.
And the thread about nerfing nano ships, boosting a deimos, current Torp changes, Khanid Changes, Nosferatu changes, with thousands of replies are useless (according to your logic) because CCP doesn't use feedback to balance this game.
Nope CCP doesn't use Sisi to listen to people's opinions. Nope they don't have Devs on Sisi discussing game balance. Nope no Devs replying to people's suggestion about game changes. Nope no GM's suggesting me to start a thread in Game Developement and Discussion to attract Devs attention 
Why are you even posting threads about balance issues in Game Developement if you don't think CCP is going to put it on Sisi? --
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Posted - 2007.10.23 09:58:00 -
[125]
Bump.
Since the devs are actively busy changing ships it seems the right time to have a look at the Eagle too. --
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