Fix the Maller, pls

The text was translated into English via the Internet, the meaning of the text could be distorted.
Hello representatives of the game community of the game and the game developers. I want to raise the issue of revising the balance sheet for the ship “Maller”. As you probably know, I don’t use this T1 cruiser very often. This behavior of the players is due to the shortcomings of this ship. I really like the ships of the Amarr Empire and the mechanics that these ships use. Here I want to tell you about the Maller to make this ship and the game better and more diverse. I’ll start by telling you about t1 cruisers in other empires. All empires have cruisers that fulfill specific goals in the game. Augoror, Osprey, Exequuror, Scythe repair allied ships. Arbitrator, Blackbird, Celestis, Bellicose perform the role of EW support. The rest of the cruisers obviously perform a combat function by design, but they have certain differences among themselves within the empire, these differences make the experience of playing for a particular faction more interesting. For example, Matar has a t1 cruiser Stabber, this ship is suitable for the game from a distance according to its characteristics (it has both speed and range of fire, energy and damage at a distance, and most importantly, there is control that allows you to fight in the vicinity in case of something), although this ship can play in the vicinity. There is a Rupture - a ship more suitable for playing at a short distance, thanks to control and good protection. Caldari has a similar situation. They have the Caracal, which is a fast ship with a long shooting range, and the Moa is a ship with a lot of damage at a short distance and good protection. Galente 2 cruisers are used mainly for short distances, but the main thing here is that they are used. Although they may be used mainly near, the Thorax looks like something that should have played from a distance, and the Vexor on the contrary. And then we finally came to the question of Maller. We see a similar situation. Omen is mediocre, playing from a distance, but it has characteristics that allow it to be used somehow. and we see from the statistics of the zkill website that this ship is used, albeit infrequently, by both solo players and groups of players. The Maller, by its characteristics, looks like a ship that should play from a short distance, but we see that it is rarely used, and solo players almost do not use it at all. I propose to consider my ideas why Muller is not used, and how it can be fixed.
The first problem is the lack of energy. This problem is normal for ships of the Amarr Empire and almost always occurs. This problem is usually solved simply - players install cap booster in the ship. Muller will not be able to put a cap buster because there are not enough slots for it. Muller needs at least 1 engine, 1 Wscram and 1stasis. With the first two modules, I think everything is clear, I want to clarify separately about the third one. Stasis is necessary for this ship in order to reduce the speed of the enemy, because otherwise Maller simply will not be able to hit the ship. You can also use neut instead of stasis, but there is no place for them in the ship. If you leave the slots at the Maller as they are, then I see 2 solutions to the problem:

  • make it rocket and give it bonuses for rockets
  • make it bonuses for energy consumption by lasers, so that this ship does not deprive itself of energy, provided that it uses several more modules.
    Maller’s second problem is the lack of ways to influence the opponent’s speed. Maller is a ship that uses lasers as its main armament. This type of weapon in our game is very inaccurate. Accordingly, in order to hit the enemy ship, it needs to be slowed down, and it is best to stop. For such purposes, 2 modules are most often used: stasis and neuts. On Maller, as I have already written, there is no place for these modules. You can solve these problems by adding slots for these modules:
  • add 1/2 upper slots
  • add 1 middle slot.
    Dear CSM board, thank you very much for your hard work. I hope you will read this text and think about how you can make Maller better. Please pass this information to the developers, I really hope that the players of the Amarr Empire will get a good ship for pvp and possibly PVE.
    With love Ulkka. o7

Текст переведен через интернет на английский, смысл текста мог быть искажён.
Здравствуйте представители игрового комьюнити игры и разработчики игры. Я хочу поднять вопрос пересмотра баланса для корабля “Maller”. Как вы, наверное, знаете, этот т1 крейсер использую не часто. Такое поведение игроков связано с недостатками этого корабля. Мне очень нравятся корабли Амаррской Империи и механики, которые эти корабли используют. Тут я хочу рассказать про Маллер, чтобы сделать этот корабль и игру лучше и разнообразней. Начну с того, что расскажу про т1 крейсера в других империях. Во всех империях есть крейсера выполняющие конкретные цели в игре. Augoror, Osprey, Exequror, Scythe чинят союзные корабли. Arbitrator, Blackbird, Celestis, Bellicose выполняют роль РЭБ поддержки. Остальные крейсера по своему замыслу очевидно выполняют боевую функцию, но имеют определенные различия между собой в рамках империи, эти различия делаю опыт игры за конкретную фракцию интересней. Так, например, у Матар есть т1 крейсер Stabber, этот корабль по своим характеристикам подходит по игру от дистанции (у него есть и скорость, и дальность стрельбы, и энергия, и урон на дистанции и самое главное есть контроль, позволяющий в случае чего сразиться и в близи), хотя этот корабль может играть и в близи. Есть Rupture - корабль, более подходящий под игру на короткой дистанции, благодаря контролю и хорошей защите. Похожая ситуация у Калдари. У них есть Caracal это быстрый корабль с большой дистанцией стрельбы, а Moa это корабль с большим уроном на короткой дистанции и хорошей защитой. У Галенте 2 крейсере используются преимущественно на короткой дистанции, но тут главное, что они используются. Хотя пусть они и исользуются преимущественно вблизи, Торакс выглядит как что-то что должно было играть от дистанции, а Вексор наоборот. И тут мы наконец подошли к вопросу Маллер. Ситуацию мы видим схожую. Омен это посредственный корабли играющий от дистанции, но он имеет характеристики, позволяющие ему хоть как-то использоваться, и мы видим по статистике сайта zkill, что этот корабль пусть нечасто, но используют как соло игроки, так и группы игроков. Маллер же по своим характеристикам выглядит как корабль, который должен играть от короткой дистанции, но мы видим, что его используют редко, а соло игроки его почти не используют вовсе. Предлагаю рассмотреть мои идеи почему Маллер не используют, и как можно это исправить.
Первая проблема - отсутствие энергии. Эта проблема для кораблей Амаррской Империи нормальныя и почти всегда встречается. Решается эта проблема обычно просто - игроки устанавливают capbooster в корабль. У Маллер поставить капбустер не выйдет по причине того, что слотов под него не хватает. Маллеру нужен минимум 1 двигатель, 1 Wscram и 1stasis. С первыми двумя модулями я думаю все понятно, хочу отдельно прояснить про третий. Stasis необходим этому кораблю для того, чтобы сокращать скорость противника, ведь иначе Маллер просто не сможет попасть по кораблю. Еще можно вместо stasis использовать neut но и под них места в корабле нет. Если оставлять слоты у Маллера как они есть, то я вижу 2 решения проблемы:

  • сделать его ракетным и дать ему бонусы на ракеты - сделать ему бонусы на потребление энергии лазерами, так, чтобы этот корабль не лишал себя энергии, при условии, что он будет использовать еще несколько модулей. Вторая проблема Маллер
  • отсутствие способов повлиять на скорость противника.
    Маллер это корабль, использующий лазеры как основное вооружение. Такой тип вооружения в нашей игре является очень неточным. Соответственно, чтобы попасть по кораблю противника, его нужно замедлить, а лучше всего остановить. Для таких целей чаще всего используют 2 модуля: stasis и neuts. На Маллер, как я уже писал, нет места под эти модули. Решить эти проблемы можно добавлением слотов под эти модули:
  • добавить 1/2 верхних слота
  • добавить 1 средний слот.
    Дорогой совет CSM, спасибо большое, за ваш труд. Надеюсь, вы прочитаете этот текст и подумаете, как можно сделать Маллер лучше. Пожалуйста, передайте эту информацию разработчикам, очень надеюсь, что игроки Амаррской империи получат себе хороший корабль для пвп и, возможно, пве.
    С любовью Ulkka. о7
1 Like

maller is a good ship ! no need to fix it !

and btw … to much wall of text ! nobody will read it …

1 Like

Have you read everything I’ve written, or just the title?

to much wall of text … you need to write a TL:DR !

still → maller is fine, dont need a fix

Whatever you say, thanks for the advice to write shorter. I stand by my opinion about this cruiser, I see too many problems in it and do not consider it good.

you know rockets are small weapons and cruise are medium sized ? so rockets are stupid !

what ? didnt you want the maller as a missile ship ?`and now you say it should be a laser boat ? btw … it is a laser boat and the d,mg boni is way better then an energy consumprion bonus ! → stupid idea

why ? it has 5 high slots … no need for more high slots on this cruiser ! → stupid idea

why ? its an armor ship and dont need this much medium slots ! otherwise reduce 1 low slot to compensate the medium slot ! → stupid idea

all in all your ideas dont has any improvements for eve … maybe you like the maller and want them to fly more often and as you want, you already want a mayjor buff to it ! its a cruiser … it has lot of EHP and a good amount of dmg ! why do you want more ? fly a maller or if its not good for you then fly and other ship !

Firstly, I wrote that the meaning of this text may be distorted by the translator. I suggested putting rockets as 1 of the solutions to the problems I see in the ship and, of course, I meant HAML, not “small rockets”.
Secondly, I’m not suggesting replacing the damage bonus with an energy bonus. I suggest adding an energy bonus to the existing bonuses.
Thirdly, 1/2 of the upper slots are needed in order to put neuts there, because solo Maller cannot slow down the opponent himself, which means he cannot get into it. Neuts can neutralize the energy in the opponent, which will make him stop. For laser ships playing at a relatively short distance, it is extremely important to stop opponents, otherwise it will be difficult to hit.
Fourth, a whole bunch of ships protected by armor have 4 medium slots: Vexor, Thorax, Rupture, Vexor Navy, Stabber navy… Do you know why? Because an armored tank eats energy and needs a cap booster for it. And in close combat, you also need stasis. A total of 4 slots.
But again, I suggest adding EITHER the middle slot, OR 1/2 of the upper slots, OR making the ship rocket-powered, OR adding energy bonuses. I’m not suggesting removing anything from the ship.

2 Likes

so … the maller has 3 boni instead of 2 … with would be overpowered because all other t1 cruisers have only 2 boni !

so you want to have the maller a utility HS … tell me wich T1 cruiser has 5 weapon slots and a spare utility HS for an extra neut ?

oh and whats with blaster ships ? and AC ships ? they have way less range then laser ships … give them 4 ship boni and 2 utility HS ?

vexor 5 low slots 4 med slots !
thorax 5 low slots 4 med slots !
rupture 5 low slots 4 med slots !
vexor navy 6 low slots 4 med slots but its a NAVY ship and not a T1 cruiser !
stabber fleet 6 low slots 4 med slots but its a NAVY ship and not a t1 cruiser !
and now the maller → 6 low slots ( 1 more then all other T1 [armor] cruiser ) 3 med slots ( 1 less then other t1 cruiser [armor] )

so your idea is stupid ! would be a buff only for the maller and all other ships would have less slots !

then you need to play another game because they are T1 cruiser and dont have 5 weapons + a utility highslit and 6 low slots + 4 med slots !
thats a one-sided buff for a ship of an entire class and everyone else would miss out. you also want to have a 3rd bonus for the mallers, which in turn would be a one-sided buff for cruisers…

bottom line → idiotic idea that only the maller would prefer!

you see … maller is perfect and dont need a fix ! your just not good enough to see how you could fit and fly the maller to have advantedge over other ships !

Maybe my problem-solving ideas aren’t perfect, maybe they’re bad. The most important thing for me is that the developers look at it and decide how to solve these problems based on the statistics they have, etc. I am sure the developers will find how to make the Maller better so that it does not contradict the balance and rules of the game. The problems of the ship described by me really prevent the use of this ship. If you don’t think so, then I will be very happy to see a fit on a Maller that will fit solo pvp and won’t be afraid of frigates. If you can assemble such a Mahler for me, you will help me a lot!

1 Like

which problem ? and no … i dont wanna read your wall of text ! say it with less words and maybe someone can agree ! but you only want to have an overpowered cruiser …

its a good ship ! as good as other cruisers ! maller can beat them all if you can fit and play correctly !

then say it in less words ! nobody reads your wall of text !
btw … maller has no problems !

why should i fit your maller ? take a look and you find a maller fit ! or maybe you build your own ship ?

btw … as i see you ever was sitting in a maller ! no losses no kills in a maller ! and you want to say the maller needs a fix ? oO

take a look on zkb ! there are plenty of maller losses and plenty of kills where a maller kills a frigate … you could have find a fit if you want ! but you decide to be lazy and just demand a realy overpowered buff to the maller …

1n4f1z

Not every ship needs to be good at solo PvP. The Amarr Doctrine is based on bringing numbers and fielding bricks, then hold the ground with superior tank and the ability to project nicely over a good range and switching targets at all ranges almost instantly ( → see: “Golden Fleet”). And the Maller can survive and serve it’s purpose quite well in such heavy armor fleets.
Fast and small close range threats can be slowed down (or entirely removed) by specialized support ships.

Also you can try to fly the Maller “propless”, gaining a free medslot. If you can set up the environment (like behind an acceleration gate or at 0 in a deadspace pocket), the opponent might be surprised that he can’t use his MWD (because you scram), can’t slowboat away (because you web) and you still keep shooting under his neut (because you capboost) while he dies.

Firstly, with ships Vive la difference.

Every ship has a niche, a set of traits and characteristics that make it good at somethings, poor at others.
Much in the same way you wouldn’t use an Arabian racehorse to pull a brewery dray, there are jobs a Maller does well and others that it’s weak at.

The Maller is fine. Very, very Amarrian: an armoured gold brick - it can mount a buffer tank only matched by a battlecruiser. Back that in a fleet with logistics and he ain’t going away.
It has the three mids, so can mount full tackle, web and prop for range control.
To balance this it’s slow - flies like a brick. But if it didn’t it would be overpowering. It can be a heavy tackle against battleships - it can handle being roughhoused.

It’s an adequate mission ship, more forgiving than an Omen, the brawls and punches rather than dances like an Omen. Active tank Mallers are always harder to balance. It’s a brick at heart.

Solo PvP. Middling, you’ll get into a grinding match (ideally) that you’ll win through sheer mass of armour.

And that, for me, is a wall of text.

1 Like