This is why I am concerned about the Muninn changes. The current Muninn can with T2 get around 4K PG and maximum is 5.9K PG. Note that is one Cruise Missile Launcher. T2 Cruises are a bit higher but the PG is enough to get about 4 on the hull. 3 would be standard. Torpedoes about 2 maybe 3 if I squeeze it right. This is just the bare bone outline, of what I am planning to do if you guys change this to a Missile Boat. Do you really want a ADCU capable cruise missile launcher? Now lets bring it down to earth all of the bonuses for this new hull will affect RLML and RHML which will cause other problems. Even though they nerfed the PG to 1K versus 1116 [baseline] it will barely even inconvenience my concepts.
A silly concept but the Muninn you guys are complaining about is small potatoes compared to what I have played with. With a fit similiar only T2 you guys can start shooting in 140km range. And with drugs the damage and range can go further up.
You know whats funny, turret ships are very fun because there is more fitting sheenigans to do versus the boring meta of missiles. And yes that is laser muninn.
As I have said before, its not the hull that is wrong. Its the players playstyle [blob] that is the wrong thing. The Muninn was being used like a musketman in a line. So basically the blob is being used like a shotgun with all those artillery ships. So how do we nerf the shotgun? [figure out how to nerf tracking in falloff and force minmatar ship players to use the target painter to their benefit, hit the broadside of the barn. Ironically none of you are talking about how the MWD makes the Muninn Blob even more powerful, have you seen the signature bloom of some ships with MWD on?]
Ah and your implausible torpedo Muninn. That fit is available on Tranquility right now.
You know the Muninn is a really nice AC brawler with the capacity to hit 50km with one type of ammo and another inside 30km.
Muninn is also flexible in turrets. You can fit stable laser fits, blaster, and railguns. Each with their niche. Heck why donât you nullsecers fit two whole fleets of Muninn MILINT style and go bash each other and see if changes the flow of battle. Make a mixed fit Muninn force. Have players with laser fits, players with AC fits. Have guys as tackle. [Muninn can fit a 500MD fairly comfortably from my experience] Raillgun Muninn which have longer range than the stupid artillery you are whining about. Have brawl fits with torpedos, or kites with cruises. Maybe even have some Blaster Muninns. At least try one last hurrah with the Muninn to see what you could possibly do with it. Before unimaginative nullsec is the cause of getting rid of a very unique and special hull.
Although, its your choice. Personally I want a multi-cruise/torp Muninn. Just to say told you so. Although a multi-rapid heavy muniin with long range capability is just as good a meme because of the missile boosting implants and equipment.
As, John Seena would say. âARE YOU SURE ABOUT THAT?â
Please do a last minute test of all HACs because there are some gems you guys are not using to full capacity.
Again its not the hull thats wrong, it the player playstyle thats broken. Test the ships out and you might find some surprises you guys didnât consider.
Muninn can get at max about 4K-5K alpha strike, range is about 150km although it can be pushed to 160+ with boosters and implants. Sensor range can be topped at 300km. [Muninn is actually the medium range HAC because its weapons canât hit that range. Other HACS [Eagle-Cerb] can out range it and nearly match the sensor range] PG can reach to 5.9K without ADCU in 5K with ADCU in. T2 fits are fairly flexible and there are some really unique combinations to be had. With turrets you have a larger variety of options and specializations with the Muninn.
There are counters to the muninn, but nullsec doesnât want to use them because of the 100km range warp zone. If Munnins can be out ranged at 175km to 200km they are not going to be top dog. No one will want to have to fly through long range fire. Ironically the CCP changes will have the opposite effect, because people will pull range to prevent locks.
They need to look at speed of brawling ships or warp commands to allow brawlers to close the gap. Naturally a sniper Muninn should be hard countered by Brawling Ships. But factor in signature bloom and speed and angle and you are a big target for an arty muninn. [That is what needs some balance considerations]
The change to missile muninn will not change much, because now you will have a ship capable of selecting the hole of an enemies tank. Same blob tactic can be applied and missiles will have more range than artillery. And the ship will be very oppressive to smaller ships.
Brawling ships should have bonuses to MWD signature bloom reduction [much like interceptors.] Damps and ECM need to be looked at beause its a potential way to neuter the blobs. Maybe a review of concepts with AoE affect weapon weapon disrupts/ damps should be considered. We already have ECM bursts, and SB bombs that can break locks or sap capacitor. Maybe its high time that AoE damp and weapon disrupts come on the field to allow blob control. They will be weaker than directed ie targeted EWAR.