
Mookuh
Caldari Independent Navy Reserve
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Posted - 2009.04.20 14:49:00 -
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1. Caldari ships more useful in fleet warfare Caldari are meant to fight in fleets, but currently, a number of factors prevent that from happening effectively, at least if you try to remote-rep.
a) Introduce lower-tier versions of missile launchers. While Siege launchers do immense damage once you're in range, they're quite fitting intensive (at least on a Raven), and there is no choice to go to 'Ion' or 'Electron' Siege Launchers, except maybe if you use 'Arbalest' launchers, but that barrs using T2 ammo. The lower tier versions would have less DPS, and as there's no damage mod added to launchers, maybe the clipsizte would stay the same or even shrink a little (keep in mind though that lesser tier versions of guns usually can fire for longer durations) The range would stay the same (unless CCP introduces missile flight times/velocities affected by launchers), but there would also not be a tracking boost, evening it out again.
b) Change the Slot layout on Caldari Battleships to 7 mids/4 lows. With 6/5 slots, you have to squeeze tank, propulsion, cap injector and ECCM/Tackle in the 6 midslots, but you only have damage and maybe a Damage Control to put in the lows.... well, not right now, because you have to use fitting mods, as you're stuck with the 'largest size' weapons. A good setup on a RR-BS with a 4/7 slot layout is MWD(AB)/tackle/ECCM/Cap Injector, lows with 2 plates, 2 EANMs, Damage control and 2 damage mods. With 7/4, you could fit 2 Shield Extenders, 2 Invulns, MWD(AB), Injector, Tackle/ECCM, lows with a DCU, and either 3 Damage mods or 2 damage mods and a PDS. Not unfair imho.
c) Bring CalNav/DG Invulns in line with Amarr Navy/TS/DB EANMs. When the LP Store was introduced, the price of the items in there was in relation to current going prices. However, due to the DG-Invuln being such a popular carebear item, it's price was horribly bloated (kinda like Pandemonium BCUs and Arbalest Heavy launchers), leading to an enormous price for the item in the LP store... 180k LP, + 150-170 mil in ISK and tags, while an EANM costs as much as other passive Energized mods (20 Mil?). And there's BPCs abvailable in some LP stores, making them possibly even cheaper. The CalNav invuln is somewhat superior to the EANM, so nerf it. Reduce the resistance bonus to 33.75% and increase the CPU usage to the level of a normal T1, then it should be fair.
d) Reduce the CPU usage of Shield Remote-reps. A T2 Large Shield Transporter takes more than 20% of the available base CPU on a Raven, while an armor remote rep takes like 3-4% of the base powergrid on most armor tankers, except maybe a Dominix (where it's 6%)
2. Bring Lasers in line with other weapon systems They can swap ammo on-the-fly, they have less cap issues on their intended ships than e.g. Railguns on a Rokh, their T1 ammo is infinite, the range on pulse lasers is much better than on other 'short range' weapons of the same class. Ever since Tracking disruptors started affecting falloff range, the last advantage ACs and Blasters had over lasers is more-or-less gone, and the fact that you can't choose your damage type isn't that much of a drawback since the Armor EM resistance nerf. Either buff the other weapons, or nerf lasers. (the only T2 guns I can use is small and medium lasers, please do not think I'm totally Caldari-biased ;) )
3rd point is not certain yet, but I guess Muninns could be boosted while we're at it.
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Terry 'Mookuh' Hijakosji CAIN Public Relations |