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SKINK0429
THE NDRANGHETA Monkey Religion
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Posted - 2008.06.24 10:12:00 -
[1]
Hi cnt find many recent setups for this on here there mostly old or pve! Im after a PVP setup small gang up to 15 guys+
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Saietor Blackgreen
The First Foundation
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Posted - 2008.06.24 11:41:00 -
[2]
Its one of problematic ships in EVE. To sum up the stuff, the only more or less effective setup currently is:
5x720mm II
2xSB II MWD II
2xTE II 2xGyro II 1xDC II
Locktime/lockrange rigs.
This is for shooting down interceptors and other weaker ships from 80+ KM with Domination carbonized lead or closer with RF EMP.
Unfortunately the ship is hardly useful for anything else - it is almost completely outclassed by Hurricane at closer ranges, it has too small lockrange to compete with rail snipers. Munin is a ship specialized in things where artilleries suck, so ship bonus and weapon bonus dont produce cumulative effect. --- Redesign local/scanner feature - make the place huge, dark and scary again! |

SKINK0429
THE NDRANGHETA Monkey Religion
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Posted - 2008.06.24 11:41:00 -
[3]
Does no one fly this ship? Cmon gimme some setup advice!
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Trefnis
The Pikey Rebellion II
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Posted - 2008.06.24 12:07:00 -
[4]
Cant remeber my fit but it was gang support so no tackle gear.
5x 650mm, 2x malkuth heavy missiles 10mn mwd, 2x lse dmg ctrl, 3x gyro, rcu 2x core defense rig 5x hobgoblin
all t2 bar missiles 470dps up to 20km with faction ammo and very agile 41k ehp aswell
thou as said above, hurri will be better anyway and cheaper, just little more slugish
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Drek Grapper
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Posted - 2008.06.24 12:11:00 -
[5]
Originally by: SKINK0429 Does no one fly this ship? Cmon gimme some setup advice!
If you want a small armor tanked AC cruiser may i suggest either the Cynabal or the new Fleet Issue Stabber. Both of these ships have similar (if not more) EHP and Damage than a Munnin and cost about the same (ok the Stabber costs quite a bit more but you get alot more for your isk).
Or for the more sensible option use a Cane.  --------- If the Thorax was a car it would look like this |

Tregaron
Shinra Shinra Alliance
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Posted - 2008.06.24 12:37:00 -
[6]
Originally by: Saietor Blackgreen Its one of problematic ships in EVE. To sum up the stuff, the only more or less effective setup currently is:
5x720mm II
2xSB II MWD II
2xTE II 2xGyro II 1xDC II
Locktime/lockrange rigs.
This is for shooting down interceptors and other weaker ships from 80+ KM with Domination carbonized lead or closer with RF EMP.
Unfortunately the ship is hardly useful for anything else - it is almost completely outclassed by Hurricane at closer ranges, it has too small lockrange to compete with rail snipers. Munin is a ship specialized in things where artilleries suck, so ship bonus and weapon bonus dont produce cumulative effect.
what he said |

SKINK0429
THE NDRANGHETA Monkey Religion
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Posted - 2008.06.24 15:00:00 -
[7]
So its safe to say they suck? Wonder why I see so many about?
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AstroPhobic
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Posted - 2008.06.24 15:38:00 -
[8]
Originally by: SKINK0429 So its safe to say they suck? Wonder why I see so many about?
I haven't seen a muninn in about a year. I bought one off my mate for 60mil and have regretted it since. Yikes.
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Liang Nuren
Perkone
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Posted - 2008.06.24 15:52:00 -
[9]
I got well over 100 kills at gatecamps in my last Muninn. Then I foolishly took it roaming and got killed. ;-)
[Muninn, Gatecamp Muninn] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Damage Control II
10MN MicroWarpdrive II Sensor Booster II, Scan Resolution Sensor Booster II, Scan Resolution
720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M Standard Missile Launcher II, Sabretooth Light Missile Standard Missile Launcher II, Sabretooth Light Missile
Targeting System Subcontroller I Targeting System Subcontroller I
Warrior II x5
I feel that a second TE doesn't help nearly as much as a third Gyro.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

Antodias
North Eastern Swat Pandemic Legion
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Posted - 2008.06.24 15:58:00 -
[10]
Originally by: AstroPhobic
Originally by: SKINK0429 So its safe to say they suck? Wonder why I see so many about?
I haven't seen a muninn in about a year. I bought one off my mate for 60mil and have regretted it since. Yikes.
Muninns are one of the most common fleet ships in zerosec.
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Hudsonn
A Few Good Men.
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Posted - 2008.06.24 16:00:00 -
[11]
How to fit a muninn?
-No tackle -Sheild -Gyro's -nano -Guns...missiles -19k fall off
= Melts things. ___________________________ Minmatar Rebel
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Dalek Commander
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Posted - 2008.06.24 16:03:00 -
[12]
Originally by: Hudsonn How to fit a muninn?
-No tackle -Sheild -Gyro's -nano -Guns...missiles -19k fall off
= Melts things.
Just get a Hurricane then. Not as agile, but you'll get the same job done for a lot cheaper.
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Hudsonn
A Few Good Men.
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Posted - 2008.06.24 16:16:00 -
[13]
Originally by: Dalek Commander
Originally by: Hudsonn How to fit a muninn?
-No tackle -Sheild -Gyro's -nano -Guns...missiles -19k fall off
= Melts things.
Just get a Hurricane then. Not as agile, but you'll get the same job done for a lot cheaper.
Yeh, but everytime i do that on the cane it dies 
It's amazing how much more survivable the muninn is. Also, fitting a muninn like that has the "surprise" factor. No one really expects it, cos peoples vauge idea of the muninn is that it's a sniper/notank or auto/mediocre armour tank.
The times i've had where people didn't even notice where all that damage was coming from until they saw their lossmail. ___________________________ Minmatar Rebel
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Shinnen
Northern Intelligence
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Posted - 2008.06.24 17:11:00 -
[14]
Originally by: Liang Nuren I got well over 100 kills at gatecamps in my last Muninn. Then I foolishly took it roaming and got killed. ;-)
[Muninn, Gatecamp Muninn] Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Tracking Enhancer II Damage Control II
10MN MicroWarpdrive II Sensor Booster II, Scan Resolution Sensor Booster II, Scan Resolution
720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M 720mm Howitzer Artillery II, Republic Fleet EMP M Standard Missile Launcher II, Sabretooth Light Missile Standard Missile Launcher II, Sabretooth Light Missile
Targeting System Subcontroller I Targeting System Subcontroller I
Warrior II x5
I feel that a second TE doesn't help nearly as much as a third Gyro.
-Liang
It's nice, but you can do the same with a Moa and 250 II's, save yourself a few mills.
PROUD TO BE IN THE MATARI MILITIA |

Jim McGregor
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Posted - 2008.06.24 17:34:00 -
[15]
Edited by: Jim McGregor on 24/06/2008 17:34:40
Originally by: Antodias Muninns are one of the most common fleet ships in zerosec.
How come? For popping frigates?
--- Its dead, Jim.
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Trojanman190
D00M.
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Posted - 2008.06.24 17:37:00 -
[16]
Originally by: Jim McGregor Edited by: Jim McGregor on 24/06/2008 17:34:40
Originally by: Antodias Muninns are one of the most common fleet ships in zerosec.
How come? For popping frigates?
Yup. The tracking is pretty awesome.
The ship could use some work but there are problems with the game that need far more help than the muninn.
[not hijack but the muninns problem is the amount of suck projectiles have to deal with]
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RuriHoshino
Stimulus
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Posted - 2008.06.24 17:40:00 -
[17]
Originally by: AstroPhobic
Originally by: SKINK0429 So its safe to say they suck? Wonder why I see so many about?
I haven't seen a muninn in about a year. I bought one off my mate for 60mil and have regretted it since. Yikes.
I'll pick it up from ye for 60, as long as it's not in bumfuk 0.0 or Caldari highsec. Munnins are ideal for popping those friggie fleets that roam lowsec these days... yum  ________________
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Liang Nuren
Perkone
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Posted - 2008.06.24 18:53:00 -
[18]
Originally by: Shinnen It's nice, but you can do the same with a Moa and 250 II's, save yourself a few mills.
There is no Moa on the planet that instapops snaked gistii crows before they get up to speed. Just an FYI, but I got the pod too.
-Liang -- It was an honor to participate in the Insurgency campaign in Branch. o7 to all involved. |

brockers1
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Posted - 2008.06.24 19:13:00 -
[19]
This ship is ace......ive used it alot in nano gangs. Most times its the highest alpha but then the amarr HAC's open up and way out damage this ship. same high and mids as most.... low 2 x OD T2 1 x Nano T2 1 x Gyro T2 1 x TE T2
Try this in a nano gang you will be disappointed, It's rare that you will be called primary...which is a winner as ive lost a couple of rapier's :).
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P'uck
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Posted - 2008.06.24 19:57:00 -
[20]
i ponder using
MWD, SB II, TC II (cant recall the scripts atm)
and a (drumroll) signal amplifier II in the lows instead of a TE II.
I'm not sure, i guess its kinda situational, but i feel like the muninn could make use of that extra target sometimes.
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Artemis Rose
Eleckrostatik
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Posted - 2008.06.24 20:11:00 -
[21]
Originally by: Liang Nuren
Originally by: Shinnen It's nice, but you can do the same with a Moa and 250 II's, save yourself a few mills.
There is no Moa on the planet that instapops snaked gistii crows before they get up to speed. Just an FYI, but I got the pod too.
-Liang
Ehh.. you may be able to do it with a 720mm Howitzer t2 Moa . __________________________________________________
Currently Playing: Trolls from Outer Space Current Equipment: VISAcard chain mail, +2 Amulet of Epic Whine. WTB Purple Nerf Bat. |

Antodias
North Eastern Swat Pandemic Legion
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Posted - 2008.06.24 20:55:00 -
[22]
Originally by: Jim McGregor Edited by: Jim McGregor on 24/06/2008 17:34:40
Originally by: Antodias Muninns are one of the most common fleet ships in zerosec.
How come? For popping frigates?
Well considering that interceptors and interdictors are basically the only things that can hold a fleet down in 0.0 (especially a battleship fleet), I'd saying being able to pop them is pretty damn important.
And after that, you can still shoot everything else. :V
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Shinnen
Northern Intelligence
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Posted - 2008.06.24 21:19:00 -
[23]
Originally by: Liang Nuren
Originally by: Shinnen It's nice, but you can do the same with a Moa and 250 II's, save yourself a few mills.
There is no Moa on the planet that instapops snaked gistii crows before they get up to speed. Just an FYI, but I got the pod too.
-Liang
Aye yo you won't instapop the crow in a moa, but a large bubble up, some rapier in the gang will have webbed it easily before it gets out. Imho if you're in a gate camp fleet / gang at orvolle gate, you might as well go for Moa. You will also get the pod.
PROUD TO BE IN THE MATARI MILITIA |

Xaen
Caritas.
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Posted - 2008.06.24 21:28:00 -
[24]
Originally by: Liang Nuren
Originally by: Shinnen It's nice, but you can do the same with a Moa and 250 II's, save yourself a few mills.
There is no Moa on the planet that instapops snaked gistii crows before they get up to speed. Just an FYI, but I got the pod too.
-Liang
I highlighted the triple distilled win for you. - Support fixing the UI|Suggest Jita fixes|Compact logs |

Lyria Skydancer
Eve Defence Force
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Posted - 2008.06.25 00:42:00 -
[25]
Originally by: Hudsonn
Yeh, but everytime i do that on the cane it dies 
It's amazing how much more survivable the muninn is. Also, fitting a muninn like that has the "surprise" factor. No one really expects it, cos peoples vauge idea of the muninn is that it's a sniper/notank or auto/mediocre armour tank.
The times i've had where people didn't even notice where all that damage was coming from until they saw their lossmail.
Oh trust me if it's anything frig pilots fear is to see muninns on their overview. It's actually the zealot that is underestimated in this role. Muninn is well known to volley inties.
And to the people that think these arent used: Newsflash, I see several in fleets every day in 0.0 sec. ----------------------------------------- [Video] I'm a soldier, so remember the name |

alpha charlie
North Eastern Swat Pandemic Legion
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Posted - 2008.06.25 00:51:00 -
[26]
Long range muninn:
5x 720m II 2 what ever
1x LSE II 2x SB II
3x Gyro II 2x TE II
Rigs: 1x Acillary Current Router 1x speed rig
hits out to 110 with domi Carb lead
Rapes ceptors
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Selous
Ooops Inc. Infinite Innovation
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Posted - 2008.06.26 13:37:00 -
[27]
Problems with the muninn
1) It has shield tank resists but armor tank slots 2) It has 8 slots (med + low ) every other HAC has 9 or 10 3) Its armor resists have 2 holes expl + kin , every other hac has 1
Shield booster + 2 invulns gives a decent tank but no room for mwd/ab/web/scram/injector.
All other hacs can get decent omni resists by fitting 1 hardener + 1 invuln/eanm , munnin needs 2 hardners + eanm ( effectively a 1 slot penalty over other hacs). Add in the fact that muninn has 8 lows+meds against 9 or 10 for every other hac means that effectively it has 2 or 3 slots less then any other hac.
To cure it and give it a normal hac tank would be fairly simple.
Armor tanker Give it 2 extra slots either 2 lows , or 1 low + 1 med. Give it 1 extra low slot and increase either explosive or kinetic native armor resist to fill one of the holes
Shield tanker Give it 5 meds and 4 lows ( 1 extra slot as 2 x invulns gives a decent shield tank)
Versatanker increase either explosive or kinetic native armor resist to fill one of the holes and give it 1 extra med slot , ( would make this version either shield or armor tank capable , in keeping with a lot of mini ships)
I have had a muninn from just about when they came out , never flown it in anger , taken it out many times , never found a fitting im happy with and put it back in the hanger . Use it as an untanked sniper ? , no thanks a domi with sentries does a lot more then it does for far less isk.
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Saietor Blackgreen
The First Foundation Circle-Of-Two
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Posted - 2008.06.26 13:44:00 -
[28]
OMG thats some of the most unrealistic and strange suggestions for Munin i've ever seen.
All Munin needs is an extra medslot or a move of slot from high to med. The rest should be done by tweaking artilleries, not the Munin.
--- Redesign local/scanner feature - make the place huge, dark and scary again! |

Adril Alatar
Galactic Shipyards Inc HUZZAH FEDERATION
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Posted - 2008.06.26 13:47:00 -
[29]
Originally by: Dalek Commander
Originally by: Hudsonn How to fit a muninn?
-No tackle -Sheild -Gyro's -nano -Guns...missiles -19k fall off
= Melts things.
Just get a Hurricane then. Not as agile, but you'll get the same job done for a lot cheaper.
Vagabond would do the same thing with the same fitting... but more than 2000m/s faster and 23km instead of 15km fall off
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Angel Freedman
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Posted - 2008.06.28 23:54:00 -
[30]
Hello, I've just got into a muninn last week and I have been having a lot of fun dishing out the damage. I have not gotten a chance to pop a ceptor yet but i got a quick ammo question for the muninn.
To insta pop ceptors I should use faction carbon ammo instead of tremor to take advantage of it's tracking bonus right? If I am shooting at a bc size or larger the tremor should work fine right because the target is so large and far away the tracking isn't as big an issue? With my current skills the tremor shoots out about 11km further than my carbon ammo, does more damage on paper but I trade it off with a lot less tracking.
Just need a few quick tips on range, situation, ship types for my 720mm with tremor versus carbon. |

AstroPhobic
Minmatar
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Posted - 2008.06.29 00:04:00 -
[31]
Originally by: Angel Freedman Hello, I've just got into a muninn last week and I have been having a lot of fun dishing out the damage. I have not gotten a chance to pop a ceptor yet but i got a quick ammo question for the muninn.
To insta pop ceptors I should use faction carbon ammo instead of tremor to take advantage of it's tracking bonus right? If I am shooting at a bc size or larger the tremor should work fine right because the target is so large and far away the tracking isn't as big an issue? With my current skills the tremor shoots out about 11km further than my carbon ammo, does more damage on paper but I trade it off with a lot less tracking.
Just need a few quick tips on range, situation, ship types for my 720mm with tremor versus carbon.
Popping ceptors means alpha, alpha means high damage ammo. RF EMP, PP, Fusion, whatever you like. If you're using a muninn with tremor or carbo, you might as well fly an eagle or a zealot. |

Ruciza
Minmatar The Feminists
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Posted - 2008.06.29 00:40:00 -
[32]
Edited by: Ruciza on 29/06/2008 00:40:26
Originally by: AstroPhobic
alpha means high damage ammo. RF EMP, PP, Fusion, whatever you like.
Not bad, you're almost there. |

fkingfurious
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Posted - 2008.06.29 00:41:00 -
[33]
Muninn is okay as a 100KM anti-support sniper.
Sadly its outclassed in every respect by a Zealot.
My Muninn fit:
5x 720 II
10MN MWD II, 2x SB II (1x lock range, 1x unscripted for long range)
3x Gyro II, 2x TE II
2x Scan Res rig
My Zealot fit:
5x Heavy Beam II
10MN MWD II, 2x SB II ( same scripts)
3x HS II, 3x TE II, DCU II
2x Scan Res
Zealot has longer optimal, better tracking (even after the Muninns 37.5% tracking bonus), is faster, has 50% more EHP, 30% more dps and a better scan res.
The only thing the Muninn has going for it is a larger alpha, but i know from experience that RF Carb Lead at 100km seldom does anuff damage to 1 volley a frigate so its pretty much irrelevant.
So yeah.
The Muninn basically fails at everything.
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Orakkus
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Posted - 2008.06.29 10:14:00 -
[34]
Edited by: Orakkus on 29/06/2008 10:14:57 Has there been any more discussion on this from CCP. I remember way back when they upped the PG, but its still a complete fail in design. It's a complete glass tiger (one I am trying really hard to find an excuse for). I find that it has only one solitary use as a gate camper, and even then, only against smaller ships like cruisers and smaller. Its alpha, while impressive, is certainly not worthwhile enough to merit a HAC status. The defenses are completely pathetic as it doesn't have the midslots to make it a fair shield tanker, and it doesn't have the natural bonuses or the powergrid that would make it an effective armor tanker. The lack of a decent amount of mids also makes it unable to be effectively speed tanked.
Slot comparisions (similar class ships - At Ranged HACs): Muninn: 7 Highs, 3 Mid, 5 Lows (71% of highs can use weapon bonuses) Zealot: 5 Highs, 3 Mid, 7 Lows (80% of highs can use weapon bonuses) Cerebrus: 6 Highs, 5 Mid, 4 Lows (83% of highs can use weapon bonuses) Ishtar: 5 Highs, 5 Mids, 5 Lows (60% of Highs can use weapon bonuses - however, it is not the primary source of damage)
The seven high slots are completely pointless on the Muninn. Essentially you are stuck either not fitting the two extra high slots (which, even with PG and CPU, the only reasonable configuration would be Heavy Missiles), or fitting them and losing out on better range. It is an absolutely ****-poor configuration. The Broadsword is a much more effective HAC than a Muninn, and is often used in that fashion (its configuration is 6/6/4 and has similar shield bonuses to the Muninn). The Muninn's range is too close (even with Tremor) for the HAC to get more than one or two volleys off (one if you have missiles armed) before its in trouble. And also, lets not forget the other T2 ammo.. Quake. I have yet to hear ANY good stories using Quake ammo. Loading Quake into all your arties on the Muninn (a boat supposedly specifically designed for artys) will drop the speed down to about 150m/s max. With no way to add a serious speed boost, you are dead in the water. Here are the configurations I have tried:
Muninn - Series One: High: 5x 720mm T2 Arties, 2x Assault Launchers Med: 2x Tracking Computer, 1x Sensor Booster T2, Lows: 2x Gyro T2, 2x Tracking Enhancers T2, 1x DC T2. (Best range upwards of 130km optimal + falloff using Tremor). Only a token defense.
Muninn - Series Two: High: 5x 720 T2 Arties. Med: 2x Invulterability Shield T2, 1x Shield Booster. Lows: 1x RCU, 1x DC T2, 2x Gyro T2, 1x Tracking Enhancer T2. Utter Fail.
Muninn - Series Three: High: 5x 720 T2 Arties. Medium: 2x Tracking Computer, 1x Sensor Booster. Lows: 1x Energized Plating - Reactive, 1x Energized Plating - Magnetic, 1x DC T2, 1x Medium T2 Armor Repper, 1x EPNM.
Muninn - Series Four: High: 5x 720 T2 Arties. Medium: 2x T2 Shield Hardeners, 1x Large Shield Extender T2. Lows: 3x SPR T2, 1x RCU, 1x DC T2. Good for missions, little else.
To be blunt, I would REALLY like to know what CCP was thinking when they called this a HAC. I'm almost positive they accidentally switched the setups for the Muninn and the Broadsword. Either way, I would really like CCP to step up and fix this by either dropping one of the Highs down to a mid or by switching the configuration with the broadsword.
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Ruciza
Minmatar The Feminists
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Posted - 2008.06.29 10:42:00 -
[35]
Edited by: Ruciza on 29/06/2008 10:43:17
Originally by: Orakkus
To be blunt, I would REALLY like to know what CCP was thinking when they called this a HAC.
But they won't tell you. So it's you who fail if you can't figure it out. Which is why these forums are a never ending source of amusement, so sure of yourself and still...
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Crellion
Art of War Cruel Intentions
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Posted - 2008.06.29 11:10:00 -
[36]
The Munnin is just a way for Rupture enthusiasts to pimp their ride. Fit that way :)
Regarding those last two highs they have many nice uses :) |

Amarr knight
Aggressive Tendencies Veritas Immortalis
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Posted - 2008.06.29 12:51:00 -
[37]
My old Muninn setup was something like this:
Reactor Control Unit II 3 Gyro II BCS II
10MN MicroWarpdrive II 2 Sensor Booster II
5 720mm Howitzer Artillery II, Republic Fleet EMP M 2 Heavy Missile Launcher II, Caldari Navy Thunderbolt Heavy Missile
Anti-Kinetic Screen Reinforcer I
5 Hobgoblin II
Only use i found for a HAC with 7 weapon slot, used to deal good dmg in medium gangs until it got primaried then it lasted about 3 secs. :)
Good setup if u like stealing killmails. |

Orakkus
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Posted - 2008.06.29 18:11:00 -
[38]
Ah, bustin' my chops, and show no proof how I'm wrong.
Originally by: Ruciza - if it has an optimal bonus it must be a "sniper"
- Well, whatever CCP's original intent was, since they didn't give the ship enough mid or low slots to put an effective tank on it (especially for a speed tank, a "Minmatar" racial trait), coupled with the fact that the bonuses, when applied to Autocannons, give no appreciable improvement to distance and you are still stuck fighting in Fall-off. Second, it is clearly the ship meant as the ranged attacker. All the races got a close-in ship, and a ranged attacker with the addition of HACs. Vagabond clearly fits the close range superbly.
Originally by: Ruciza - there are no engagements between 24km and 100km
- Yeah, I can agree with that part, but this still limits the Muninn to a sniper setup, and not a close range slugger. And this then requires that the tank be sacrificed for range.. as well as forces a pilot to choose the 720mms over the 650mms for better damage.
Originally by: Ruciza - no sense for Eve's racial balance, or you wouldn't consider missile slots on a gunship useless
Well, I've heard everything from Cloaking devices, Remote Reps, Neuts, etc, and really haven't found them too be.. inspired. Some, like the cloaking devices, seem feasible only for popping miners in 0,0. Others, like the remote reps and missile systems require that you remove part of your tank to achieve it (when using arties), or worse yet, your range.
Originally by: Ruciza - insistence that you must use the highest tier weapons on a cruiser
- k, show me a good setup using 650mms then, that has good Alpha and good range.
Originally by: Ruciza - you use the word "pointless" which is a dead giveaway that you have much to learn (aka you're clueless). Never use words like "completely pointless" "useless" "fail in design"
- Whatever.
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Cornette
Gallente Black Screen of Death HUZZAH FEDERATION
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Posted - 2008.06.29 20:45:00 -
[39]
I don't use mine as a sniper, unless the target isn't moving. No, I use mine as a fast locking high-damage dealer at gates, or station exits when people try to leave. In 0.0 that is. In lowsec its of no use with its non-existant tank. And its a 100% gang ship. For solo then almost anything else is better.
I like it as it is. Artys could need some boost but they all do. |

Saietor Blackgreen
The First Foundation Circle-Of-Two
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Posted - 2008.06.29 21:03:00 -
[40]
Munin was originally a very dreadful ship, as it's Alpha was so high it was one-volley-ing Interceptors 10 out of 10 even with Carb Lead.
Lots of other ships could be shreaded too.
These days, Munin's alpha is not enough, even with 5 720s it can now easily fit.
Again, problem of Munin is not even in it's slot layout (which could be better if it was 6 high, 4 med, but thats different issue). Problem of Munin is that it has bonuses optimal and tracking of arties, which have the worst optimal and tracking out there.
It cant be speedtanked because arties will not work at high speeds.
It cant be a king of long-range snipers, because arties have low optimals.
It cant be an effective DD, because it is pulverized in close combat (here is where munin's slots fail him) or because even bonused arties cant track speedtanked HACs in 24km-ish ranges.
The only thing it can do is shoot 2 volleys and GTFO. And its pretty much OK in this. Still Arties suck in this more and more these days, and no boost on the horizon. |

PirceHat
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Posted - 2008.06.29 21:07:00 -
[41]
Munnin's fine, you just are not using it in the right gangs :p |

Schneiderr
Asgard Schiffswerften Ev0ke
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Posted - 2008.06.29 21:44:00 -
[42]
Originally by: PirceHat Munnin's fine, you just are not using it in the right gangs :p
this :)
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