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Hotshothotshot1
Atomic Heroes The OSS
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Posted - 2007.08.21 02:40:00 -
[541]
Originally by: Goumindong There are no unused high slots. You put standard missile launchers in there and load up with precision light missiles.
Which will have a base range of 18km for a 200km sniping ship. So basicly unused at 200km sniping at the enemy doing low dps
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 03:34:00 -
[542]
Originally by: Hotshothotshot1
Originally by: Goumindong There are no unused high slots. You put standard missile launchers in there and load up with precision light missiles.
Which will have a base range of 18km for a 200km sniping ship. So basicly unused at 200km sniping at the enemy doing low dps
So? Everyones missile slots are unused at that range. What do you think muninn pilots put up there? "hint: its standard/assault launchers with precision light missiles"
Hell, what do Zealot pilots put up there? Nothing, cause they dont have any missile slots.
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Hugh Ruka
Caldari Free Traders
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Posted - 2007.08.21 08:39:00 -
[543]
Originally by: Goumindong Edited by: Goumindong on 20/08/2007 16:07:20 Edited by: Goumindong on 20/08/2007 15:49:30
Originally by: Hugh Ruka
Other than that, a plain ROF or damage bonus is always better. So actualy Munin having range+ROF+damage bonus should equal Eagle having 2xrange+damage bonus. Yet Eagle has 1 less turret and no drones. Where's the balance ? And Zealot seems to lack one turret too.
Not necessarily true. Railguns already have a longer optimal range compared to Artillery and lasers.
Lets look at a maller using tech 1 ammo for beams, rails, and arties. [chosen specifiically for no bonuses to any weapons]
As you can see, despite the Maller doing more DPS with the Beams in the short range, the Rails do overtake the Maller before the Maller stops hitting.
Now if we extend the graph 50% to the right for the rails, and 25% up for the Beams, we dont have a balanced sitatution. The rails, instead of having a near similar ratio from 35-60km, just do more DPS from 35km onward.
This is clearly why the Moa has 4 turrets. Even a damaged bonused thorax will get trounced by it in the long range if it had 5.[before t2 ammo]
So why is a 5 turret Moa O.K. now, and a 5 turret eagle not?
Two reasons.
1. Tech 2 Ammo benefits the moa and its competitors more, since they are encroached upon in attacking small ships by Destroyers.
2. Moas are still toasted by the Eagle, Muninn, and Zealot at long range with all ammo types.
3. The double range bonus on the ships with 16% more range to start, with no comparable single damage bonused ship to compete with makes even tech 2 ammo on those single ranged bonused ships obsolete.
I agreee that the Eagle needs boosting. I just do not think that the 5th turret is the way to solve the problem. Giving it other advantages that let it be used outside of the niche role that it has is a much better alternative. Because that doesnt remove roles from other ships, and still increases its value.
Many people here are complaining that the Eagle does not perform well in small and medium sized engagements. And it doesnt. But it does perform well in large engagements. And most of the problems is people trying to shoe-horn the sniping role[of small ships] into small and medium sized engagements instead of giving the ship something unique or different to do in those engagements.
Now make that a cumulative DOT graph ... I guess the picture will shift a bit ...
I did some comparison with Deimos and Eagle for damage with Rails. It is true that Eagle with 5 turrets would come very close to the Deimos damage.
However the close range combat would be decided by drones in that case and better slot distribution of the Deimos.
Getting to Munin and Zealot, I guess the consensus is that they are not sniper specialists, rather mid-range ships, so should not compete with the Eagle.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.21 09:02:00 -
[544]
Edited by: Aramendel on 21/08/2007 09:03:28
Originally by: Tovarishch Theoretical arguments are what you are asking for... I've offered them. There is no end to the theory versus theory discussion - every theoretical possiblity has a theoretical counter. We could go back and forth on this endlessly. In the end, in my mind, the only tie-breaker is experience.
Which you in the field you claim to have apparently lack. I am sure you have great experience about fleet warfare, but your arguments show anything *but* experience in this matter which isn't huge fleet but small-med gang warfare.
To repeat myself, are you still seriously claiming that half of eves ships have a sig below 125m? That is a claim which is plain out silly. It either means you have no understanding of that aspect of the game or know very well that you are using wrong numbers and are just trolling.
Bringing that and then trying as last resort to hide behind your alliance instead of actually answering that question (because you obviously cannot be wrong) is just pityful. Alliances mean nothing. I've seen great PvPs in "bad" alliances. I've seen horrible PvPers in "good" alliances. In the end people can only be judged what they say and do.
Quote: Precisely. Thanks.
Exept that does not mean in the least that it is an issue for a 40k HAM cerb.
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 12:13:00 -
[545]
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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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.21 13:30:00 -
[546]
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.
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 13:50:00 -
[547]
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. --
I'm in this mood because of scorn. I'm in a mood for total war
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.21 13:54:00 -
[548]
Originally by: Aramendel 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.
Uhm.. scratch that. I am stupid there, the drones and missiels are of cource causing the steps and they are correct.
Don't forget to switch to the correct guns in your first and 3rd graph as well.
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 14:02:00 -
[549]
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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Hugh Ruka
Caldari Free Traders
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Posted - 2007.08.21 15:29:00 -
[550]
Originally by: MailFan Edited by: MailFan on 21/08/2007 14:27:18 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 Medium-High 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.
get rid of the launchers and drones in the snipe (1st) graph.
the inty sniping graph is the only usable one and shows a good picture.
btw you did drop the Zealot. why ?
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 15:54:00 -
[551]
Originally by: MailFan
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.
With standard or assault launchers fitted with precision light ammunition to ward off tacklers, not freaking heavy missiles. None of which matter when sniping.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 16:01:00 -
[552]
Edited by: Goumindong on 21/08/2007 16:03:01
Originally by: MailFan Edited by: MailFan on 21/08/2007 14:27:40 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
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 Medium-High 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.
You still have terrible fits. Your Muninn for inty sniping, yea, it wont actualy engage an interceptor above 95km. Because that is where it will lock it. You also seem to have used a magical 6 low slots the ship does not have
MWd, sb, sb TE, TE, Gyro, gyro gryo
3 gyros, 2 tracking enhancers! OR 3 TEs, and 2 dmg mods.[and it should be noted that this doesnt actualy fit right now on TQ, it needs an RCU]
You then stiff the eagle a tracking enhancer by also giving it 4 damage mods!
A muninn with 2 heavy missile launchers wont even freaking fit let alone hit anything with missiles to those ranges.
Now overlay the best navy graphs with the tech 2 sniping graphs, because that is the important one, to know where on the tech 2 graph the increased faction ammo drops in
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Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.08.21 16:02:00 -
[553]
Originally by: Aramendel
To repeat myself, are you still seriously claiming that half of eves ships have a sig below 125m? That is a claim which is plain out silly. It either means you have no understanding of that aspect of the game or know very well that you are using wrong numbers and are just trolling.
My point is that people claim that HACs in general (and the Cerberus even more specifically) are to serve as anti-support ships. If that is the case then well over 50% of their intended targets are of 125m sig or less. Which, in my mind, is nonsense.
Originally by: Aramendel
Bringing that and then trying as last resort to hide behind your alliance instead of actually answering that question (because you obviously cannot be wrong) is just pityful. Alliances mean nothing. I've seen great PvPs in "bad" alliances. I've seen horrible PvPers in "good" alliances. In the end people can only be judged what they say and do.
You're really upset about this whole corp reference thing.
My crusade for faster missiles. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 16:26:00 -
[554]
Originally by: Tovarishch
My point is that people claim that HACs in general (and the Cerberus even more specifically) are to serve as anti-support ships. If that is the case then well over 50% of their intended targets are of 125m sig or less. Which, in my mind, is nonsense.
Until they turn their MWD on. In order to have lower than 125 sig you have to have a sig lower than 20.8 with a tech 1 MWD, or a sig lower than 19.2 with a tech 2 MWD.
There simply are not many ships except halod/gang mod'd inties that will do that. And even with a base sig of 15, you still have a 97 sig radius when running the MWD.
And make no mistake about it, these ships will be running their mwd.
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 16:38:00 -
[555]
How does the spreadsheet calculate the Navy ammo? It gives +15% damage compared to normal ammo, but which type? --
I'm in this mood because of scorn. I'm in a mood for total war
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 16:48:00 -
[556]
Originally by: MailFan How does the spreadsheet calculate the Navy ammo? It gives +15% damage compared to normal ammo, but which type?
It calculates all the ammos and picks the one that is the best at that point.
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 16:50:00 -
[557]
Edited by: Goumindong on 21/08/2007 16:55:16 Edited by: Goumindong on 21/08/2007 16:51:43
Originally by: MailFan
Inty
There you go, a graph made with your requested setup, happy now? Seems things are a little less 'extreme' than you make them look like. Maybe people actually fly ships differently compared to think what you think is best.
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]
Quote: And care to comment on the short range setup? Where the Muninn does almost 40% more damage than the current Eagle. If that doesn't make up for the lack of 150km+ sniping I don't know what does. Fact still is, Eagle is the sniper, not the Muninn. Moa has a range bonus (t1 sniper) and the Eagle got another one, making it dedicated for long range Railgun sniping. The Muninn on the other hand, dit not inherit a range bonus from the Rupture. And it did not recieve another direct damage bonus, since that would give it 3 damage bonuses. So not much left than giving it a bit of extra range.
You cannot fix that by giving the eagle more turrets and breaking it in the long range
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.
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MailFan
Horizon.Inc Dark Matter Coalition
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Posted - 2007.08.21 17:08:00 -
[558]
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 --
I'm in this mood because of scorn. I'm in a mood for total war
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 17:44:00 -
[559]
Edited by: Goumindong on 21/08/2007 17:47:51
Originally by: MailFan
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.
4-5 seconds and the target has traveled 25-30km closer to you...
Quote:
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
You still have too many tracking mods on the Muninn
Quote:
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
Take a look at the long range t2 sniping and tell me the Muninn isn't a versatile ship?
T2 ammo is useless against interceptors yes. Tech 1 ammo is NOT useless against cruisers. Put up 5t eagle, muninn twice. one of each gets best navy one of each gets tech 2 long range.
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.
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.
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Queen Hopy
Your Friendly Booster Company
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Posted - 2007.08.21 18:04:00 -
[560]
Originally by: Goumindong Edited by: Goumindong on 21/08/2007 17:47:51
Originally by: MailFan
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.
4-5 seconds and the target has traveled 25-30km closer to you...
Quote:
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
You still have too many tracking mods on the Muninn
Quote:
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
Take a look at the long range t2 sniping and tell me the Muninn isn't a versatile ship?
T2 ammo is useless against interceptors yes. Tech 1 ammo is NOT useless against cruisers. Put up 5t eagle, muninn twice. one of each gets best navy one of each gets tech 2 long range.
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.
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.
Newsflash, hurricane is a tier2 bc. Ofcourse a muninn is worse than it in most scenarios.
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Tovarishch
Caldari Body Count Inc. Mercenary Coalition
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Posted - 2007.08.21 18:06:00 -
[561]
Originally by: Goumindong
Originally by: Tovarishch
My point is that people claim that HACs in general (and the Cerberus even more specifically) are to serve as anti-support ships. If that is the case then well over 50% of their intended targets are of 125m sig or less. Which, in my mind, is nonsense.
Until they turn their MWD on. In order to have lower than 125 sig you have to have a sig lower than 20.8 with a tech 1 MWD, or a sig lower than 19.2 with a tech 2 MWD.
There simply are not many ships except halod/gang mod'd inties that will do that. And even with a base sig of 15, you still have a 97 sig radius when running the MWD.
And make no mistake about it, these ships will be running their mwd.
To an extent I agree with you. However, something you need to keep in mind is that most knowledgable inty/frigate pilots do not run their MWD constantly. During the opening portion of a fight when most sniping takes place many inty/frigate pilots will keep their MWDs off, and pulse it to close with a target. The concept that intys and frigates run around in combat with their MWDs on all the time is not at all accurate.
Yes, MWDs do obviously play a role, I agree with you... but it's not a constant.
My crusade for faster missiles. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 18:12:00 -
[562]
Edited by: Goumindong on 21/08/2007 18:12:27
Originally by: Queen Hopy
Newsflash, hurricane is a tier2 bc. Ofcourse a muninn is worse than it in most scenarios.
Newsflash. Its still important when balancing the ship. If the Cane can do what the Muninn does without compromise[speed mods to make it as agile while producing the same amount of gank and tank], then its important to compare the two
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d026
THE LEGION OF STEEL WARRIORS.... R0ADKILL
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Posted - 2007.08.21 18:12:00 -
[563]
Edited by: d026 on 21/08/2007 18:14:20
CEPTOR sniping munnin with mwd (les dmg while sniping inties thats teh tradeoff dude): click
CEPTOR sniping munnin without mwd but 2 x TE: click
CEPTOR sniping eagle + munnin extreme snipeing setups: click
BUT NOW IF WE SHOOT SOMETHING ELSE THAN A CEPTOR: click
AND NO nothing changes much if we load faction ammo.
closerange graph: click
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Djoos
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Posted - 2007.08.21 18:48:00 -
[564]
The Eagle can shoot 200+ km, this is an advantage over the Zealot and Muninn and needs to be balanced with something.
If you dont think this is a good enough advantage we can always replace one of the optimal range bonuses for another dmg/rof. Then they would be pretty much all the same.
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KD.Fluffy
The Refugees
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Posted - 2007.08.21 19:01:00 -
[565]
Quote: The Eagle can shoot 200+ km, this is an advantage over the Zealot and Muninn and needs to be balanced with something.
If you dont think this is a good enough advantage we can always replace one of the optimal range bonuses for another dmg/rof. Then they would be pretty much all the same.
then please explain to me why a harpy and a rokh get the same number of turrets as there siblings? they can snipe the furthest and don't have a nerfed amount of turrets.. im not sure why the eagle needs to be any different.
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haq aan
Omega Enterprises Mostly Harmless
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Posted - 2007.08.21 19:06:00 -
[566]
^^^Djoos post wins this thread.
Remove one of the %10 optimal range bonus and add %5 dmg or ROF.
end of Eagle 's 5th turret Wish.
best wishes, haq aan
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KD.Fluffy
The Refugees
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Posted - 2007.08.21 19:22:00 -
[567]
Quote: ^^^Djoos post wins this thread.
Remove one of the %10 optimal range bonus and add %5 dmg or ROF.
end of Eagle 's 5th turret Wish.
best wishes, haq aan
why though, harpy and rokh are not overpowered. why would the eagle be if it has the same turrets as its brother?
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Liang Nuren
The Refugees
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Posted - 2007.08.21 19:57:00 -
[568]
Originally by: Djoos The Eagle can shoot 200+ km, this is an advantage over the Zealot and Muninn and needs to be balanced with something.
If you dont think this is a good enough advantage we can always replace one of the optimal range bonuses for another dmg/rof. Then they would be pretty much all the same.
To illustrate why it might not be balanced...
Well, the New Eagle: Slots: 2 High (1 turret, 0 launcher), 5 Mid, 4 Low 10% Optimal, 10% Optimal, 5% Shield Resist, 5% Dmg
New Muninn: Slots: 8 High (8 turret, 8 launcher), 8 Mid, 8 Low 5% Dmg, 5% ROF, 5% Dmg, 5% Optimal
Completely balanced, of course, because the Eagle shoots further. It may be exagerating the point, but your argument is flawed because it is too simplistic. Also consider that the Deimos, the Muninn, the Sac, and the Zealot are all getting boosts on dev.
TBH, I don't care really. The Eagle can get 0 turrets and 0 launchers and 0 drone space for all I *really* care. I'll never train Caldari Cruiser 5, because Caldari Cruiser 5 is a waste of SP.
It'd be nice if they made the playing field a *bit* more even, in the spirit of competition, but meh.
Liang GF.
Originally by: "Local Chat"
[03:18:10] Vasili Z > your helios has balls
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Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.08.21 20:10:00 -
[569]
Originally by: d026
AND NO nothing changes much if we load faction ammo.
No, it actually does
[4turret version not shown because of too many lines]
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Aramendel
Amarr Coreli Corporation Exuro Mortis
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Posted - 2007.08.21 20:50:00 -
[570]
Originally by: Tovarishch My point is that people claim that HACs in general (and the Cerberus even more specifically) are to serve as anti-support ships. If that is the case then well over 50% of their intended targets are of 125m sig or less. Which, in my mind, is nonsense.
And here we have your problem. Your entire viewpoint seems to be limited into fleet PvP terms.
Thats where you won't use a HAM cerb. It would be stupid, like using a blasterthron in a fleet fight. You'll be using a light precision missile cerb for such a role - and far outperform other HACs then.
A HAM cerb is something which you will use in small-med gang combat. Where you do not have the clearly defined (anti) support - fleet bs - capital distinction.
Quote: You're really upset about this whole corp reference thing.
Yes, I have problems with hollow arguments.
Originally by: Tovarishch To an extent I agree with you. However, something you need to keep in mind is that most knowledgable inty/frigate pilots do not run their MWD constantly.
Getting themselves webbed & tackled by other frigate/inty pilots so that they can be hit easier by medium guns is something that "most knowledgable inty/frigate pilots" do not do either.
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