Balance Updates Coming with Uprising!

@ResonanceOfWar The reasons why players overuse a hull is fairly simple. Laziness and Cheapness

I have looked at the Muninn on Reddit with some of my crazy fits, and even pitted it against other HACs.
The Ship is fully middle ranged in the HAC line up if you really put your head to it. The ship requires alot of really stupid upgrades and modules even to get to 145km [that appears to be the max range for T2 equipment] and 175km seems to be the total max range with overheat/implants/officer/faction mods/rigs. Compared to an Eagle which can currently get to the 300km range in both sensor and weapon range. Yep the HAC complainers have been completely mum on this.

The Muninn became the “AK-47” of FCs because its baseline sensor range was 100km, which mean you could easily with one or two upgrades get 130km with guns about 125km or so depending on ammo and fit. But only Artillery. Ironically the ACs [Autocannon] Muninn only has a 50km max range with specific ammo and for everything else is much closer.

Could CCP just nerfed the sensor range. That would make sense. But there are fleet boosts, remote boosts, and some boosters that affect various traits of the ship. And the pressure of the whining nullsec guys…who didn’t like the Muninn but didn’t want to experiment with other ships and HACs to counter. Everyone hates the Muninn in nullsec because its the mid-range “AK-47” of its ship class. And the doctrines of Muninn are pretty similiar when I remember the joke about identifying which corp was flying which doctrine by their fit and ammo usage.

Muninn could be completely outranged by Caldari HACs easily. Out Alpha/DPS by Gallente Brawler Deimos. And outranged and out alpha by Ishtar. Although CCP hasn’t done anything to the most obvious violator of the botting policy. [the changes seem to be a small slap to the hand in comparison to the rest of the HACs] The only faction of HACs I have heard little of is the Amarr HACs. Although the missile one supposedly gets more usage than the laser one.

@Xzanos I personally think they should keep the turrets and just buff turret/missile mixture for Minmatar ships to add flexibility…nerf the sensor range for the Muninn maybe shave some armor/shield points baseline off. And test it first. Slapping missiles all over it, doesn’t bode well. Because we will have the same problem later down the road, but with massed high ALPHA missile barrages which can hit from longer ranges than the current turret ships. And I don’t think Nullsec likes Macross Missile Massacres either…probably adds more TIDI at minimum I think.

@Spc_One you can currently mimic EoM Navy Armageddon if you fit blasters/rails [another favorite of EoM] You can do some passive/active shield regen sheenigans with the middle and lows of a Armageddon Navy Issue. Higher skills preferred, but its a really funny sight when you hack off players with a really weird fit Amarr ship either mimicking EoM or some variant like it. I had a T1 Mauler for the Cruiser 1v1 I found really powerful because its armor resists with T1 kit could get to 81% which was higher than most cruisers in there. And I used rails on it to really annoy people with it. Forced several draws.

@Korm_Rayh alot of ORCA players have noted their ships are now very big paperweights. Confirming some issues I found in cross referencing mining data pre-patches and post-patches. If you use the new crystals you take a 20% haircut from your baseline intake, and that is after the fact that CCP also nerfed CPU on some ships [Prospect really hurts in this field] and even limited what we can fit. Never mind the destruction they wrought by listening to “Someone in Particular” who had never used Frostline Omnivores, and never read the tin and the concept therein. Frostline Omnivores were made during the Operation Frostline. [We even have skins for that event] Which introduced probably one of the least understood and underused/misused ship lines the Expedition Frigates. Nullsec views the Prospect as a mobile covert cyno. And almost everyone else a gas huffer. Although this ship economically is inferior to the Venture because of changes to modules. And right now is languishing in disuse. The Endurance does get some more use, but nullsec mining fleets actively punish people for using Expeditions.

Better said the Frostline Omnivore Module was designed from the get go to allow Expedition Frigates the capability to swap mining modules and ice miners on the fly. It had a bonus to increase speed of ice miners and increase yield of mining lasers. [There might have been some mining laser speed stacking issue but the amount of time for mining lasers unboosted wasn’t all that problematic like about 10sec shaved off?] At the time it was the fastest way to mine ice without having a booster [great for solo miners] And it had a stipulation that it couldn’t be used with T2 modulation equipment. I made the mistake of showing up on the stream and wanting a CSM member to check something with their Roqual [because I didn’t have one] and needless to say once everyone saw what the “new” Rocqual boost could do…this person…and members of dead TEST alliance…lobbied really hard to nerf this module as well as to make it apply to modulated modules.

Petty Nullsec politics and incompetence to understand the inbuilt balance to a module were killed that day. And Winter Nexus for alot of newbros was ruined, and Expeditions regulated to very niche solo mining actions. Currently to even achieve close to the solo unboosted ice mining proficiency that was possible back then, a player has to fit nearly 3B worth of ice mining modules into a 20-30M Endurance. [Which is insane.] Which was about 42sec ice mining laser cycle time.

@ResonanceOfWar do not speak of Marauder Nerfing…it will enrage alot of people if CCP starts due to nullsec whining again nerfs something into the dirt.

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I have already stated that I don’t fly the Muninn so I’m not here complaining about CCP nerfing a ship that I enjoy. I have never flown an Abaddon before either and if they decided to make it a missile boat or change it to a shield tank ship I would still be here screaming. Your not balancing anything by just shuffling the deck up.

Nor am I complaining about using missiles as a Minmatar pilot. I understand that missiles are the secondary weapon system for Minmatar. All I am saying is that there is no logic to going complete 360 on a ship hull other than laziness and catering to the null hoards who have been screaming and complaining about something. The hull has been doing what it does for a long time and people love it and enjoy flying it. Does it need to be balanced? Yes. THIS is not balance.

All I am really trying to point out is that there is a better and more expansive way to balance. Take the underused hull (Vagabond) and spice it up by allowing a choice of weapon systems missile or turret. Missile/Turret Vagabond adds variety to the game while still increasing the usefulness of and underused ship. There are plenty of ways to make a turret Muninn less oppressive and balanced with the other hacs.

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Yea fair, I think as a gun platform the vaga is just a better ship for solo small gang and the munnin took over for large numbers becuase of the amount of alpha it could put out while still having high mobility this guy above talking about 300kms is missing the point range is not the desiring factor but you seem much more knowledgeable so I don’t really feel like going into detail is needed.

I get you I was super pissed when they took the jaguar and made it a missile ship, I used to fly solo arty jag and it was my favourate ship and then it turned to missiles and became the most anouying ship in the game and any kiter feels the same way.

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Everyone’s losing their **** about the HACs while I’m just excited about the buffs to the Bellicose and Proteus. Buffs to weak ships are always my favorite changes. Maybe the Dominix Navy Issue will even be worth flying, but I kind of doubt it considering the pricetag and the fact that it’s going to get muscled out by Marauders.

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Bellicose is such an underated ship :smiley: love the buff to it

I can agree with this for sure. I am grateful to see the Bellicose get some kind of love and hopefully it will continue to receive some addition buffs. A huge issue with the Bellicose TBH has nothing to do with the ship but with its EWAR. A fate the Vigil has suffered as well I’m afraid. Target Painting is really the only “offensive” primary EWAR in that it enhances damage output instead of disrupting the enemy in some way. This by nature makes the Bellicose differ greatly from the other support cruisers in that it looses much of its force multiplier capabilities the smaller the fleet becomes.

A Blackbird or Celestis can completely nutralize the damage of enemy ships which makes up for their general lack of dps and tank while the Arbitrator can brick tank due to not really needing to field highslot DPS modules and can still significantly lower an enemy ships dps with weapon disruptors.

I will digress however as this is an entirely different topic of balance discussion.

tbh I would put webs and neuts as offencive e-war aswell but yea painter is amazing.

It can be amazing, its just a-lot more niche than the other primary EWAR. Not as effective when punching up or within class, and not as effective in small scale/solo unless punching down. The niche of having to punch down makes it more difficult to find good fights with the bellicose, especially solo, hence why it sees such a lack of use.

The belli makes a good frig hunter :smiley:

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Where do we discuss and give Feedback regarding the Security changes?

Namely, how restricting the Safety Setting in High-Sec solely on Clone State hinders Alpha core gameplay, and that maybe this mechanic should depend on another factor (e.g. collect X points in the AIR Career Program, or complete X Missions).

You could make your own thread…or there are a few already made in the Communication Center of the forum.

Which core gameplay does the prevention of RED safety hinder or remove?

Unfortunately there are too many people abusing alpha clones by multi-boxing them, and its almost impossible for CCP to detect this, so these people multi-boxing alpha clones are the reason why alpha’s loose some ability to do things.

But its not so bad as an alpha clone pilot you can farm up isk and buy plex to go to omega at least they have options.

The Safety prevents players from taking actions accidentally.
Removing the “red” setting from being accessible to Alpha pilots when in High-Sec takes away their ability to engage in High-Sec Piracy unless they Omega themselves.
The game as it is prevents Alphas from using Ships and modules based on Alpha/Omega access to Skills.
High-Sec Piracy is not a skill, rather an activity. Imagine if you had to be Omega to dock at a Station, or activate mining lasers on a rock, or loot wrecks or containers at Data/Relic Sites.

As it stands, all a High-Sec Pirate needs is to have an Omega account, and create a new character on any of the other character slots.
This “solution” doesn’t prevent High-Sec Piracy, it makes the game Pay-to-Play.

There are other ways to prevent a High-Sec Pirate from making a cheap fit with a new character every day to bypass the other new mechanics (e.g. tethering). A solution would be to force the character to meet certain activity prerequisites such as completing all Career Agents in order to unlock their Safety to full potential. This would also be a great time to point it out the player and explain the repercussions of becoming a Criminal.

In full disclosure, I don’t practice High-Sec Piracy, but I acknowledge it as a fully valid activity allowed by the game mechanics. Changing this mechanic to place it behind a pay-wall is not a “solution”.

You can engage in high sec piracy with Yellow safeties just fine. Mission loot stealing or other stealing works just fine in terms of piracy.

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Dude. You should know the difference after such veterancy. Shooting another Capsuleer and robbing a yellow wreck is not the same thing.
Read the link to become better acquainted with the topic so we might have a more fruitful conversation on the matter:
https://wiki.eveuniversity.org/Security_status
https://wiki.eveuniversity.org/Safety_settings
https://wiki.eveuniversity.org/Suicide_ganking
https://wiki.eveuniversity.org/Timers

It’s not the same, no. What I suggested requires a little bit more thought and preparation than mindless shooting of another ship. You have to research your target before you steal something form them to trick them into attacking you in their mission. Welcome to a more involved, less stupid approach to piracy.

Changing the security settings for Alpha accounts and removing the option to disable safety (“Safety red”)

Yellow safety is still allowed and that allows for a variety of Piracy gameplay styles.

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It is actually much easier to steal from a wreck and make it out, than it is to apply the right amount of damage to destroy a target in a certain amount of time without overkill.
Have you ever shot at another ship? And if you have, have you ever done it in a hurry? (not a real question expecting an answer, rather to point out how you may be a bit too acquainted with one mechanic and not the other)

Yes, just not the ones which keeps care-bears on their toes and invites them to a more accurate version of space.

I have killed one Anathema during the Trig Shits Invasion that kept combat probing our fleets to warp in gank fleets. I failed a second time because I forgot to apply the web. I also tried to kill a ganker scannerin a 1.0 system once but that failed because I didn’t overheat.

If mission object theft become a bigger thing, they would very much be on their toes because every theft costs them potentially dozens to hundreds of millions (if the pirate sells the stuff back to them in contracts) or standing if they have to abort the mission.

IF you want go keep ganking, you should go Omega because all high reward, low risk activity is barred behind Omega.

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Suspect activities (which I think are limited to Stealing from yellow wrecks and shooting at deplorables, but I might be missing some of the ones which you are referring to as “requires a little bit more thought and preparation” ) are already a thing. I (and I expect others who care about their stuff) actively seek to mitigate losses here.
Criminal activities are also a thing. If I mine, I spam D-Scan and keep an eye on local. If I haul, I make sure to do everything I can to avoid getting ganked.
Removing responsibility from the “victim” and placing hinderance on the “offender” based on if they pay for it, is illogical (Edit=) in EVE.
Maybe Yellow should also be Omega only unless in Wormhole Space or some other non-sensical limitation.

Again, I am not against the entire concept and understand fully the reasoning behind it, but there is a way to do it (I have given examples above), and simply placing the activity behind Omega

is not at all a solution, just a hinderance to an Alpha pilot who might want to give it a shot.