
Sock Monster
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Posted - 2009.04.30 11:59:00 -
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Fair enough CCP, you've always wanted minmatar to tread the jack of all trades/master of none line, though the nag even post change is still not right. The problem is not enough slots to make it competitive without sacrificing either tank/gank to an extent no other dreadnaught has to deal with, even with the longer skill training requirements. If you want it to still be versatile, give us the options of either taking it down the citadel/projectile shield/armour tank with being comfortable second in mind rather than miserable last.
If you don't want to change the model for extra turrets that's fine, you can make an interesting ship around it without having to change that. Yorda is right, bring it down to two capital weapons. For example:
3 highs (2 turret, 2 missile hardpoints) 6 meds 7 lows
Bonus: XL- Projectile damage per level (#%), Capital Launcher Damage per level (#%) XL- Projectile fall off per level (5%) Citadel Torpedo Explosion velocity per level (5%) 99% CPU requirement for siege modules per level
The first thing you'd think is holy bonus batman, but the slot layout will make 2/4 bonuses obsolete depending on your personal fitting preferences. The exact percentage numbers of the bonuses would need to be worked out, but the goal should be slightly below parity with the specialist dreadnaughts. With the quad siege dps should be roughly equal in a maxed skilled character to a moros without drones, if both use 3 damage mods. Because the nag will naturally be in a longer falloff than the moros or revelation at range it will still be the lowest dps turret dreadnaught as by design, but not unfairly so. The capital launcher is the same, all skill levels equal it should come in as less damaging than the phoenix by about 100-200 dps if the phoenix does not use kinetic torpedos, adjust the bonus for this effect.
The secondary bonus ensures that whichever route you take you'll be compensated with a useful bonus which does not make anything too powerful but makes sure that you cannot take advantage of both without seriously reducing the effectiveness of the ship.
It would have less slots than the average dreadnaught though less need of them due to the bonus. Fitting powergrid/cpu balance along these lines:
1) projectiles/armour tank: comes at the cost of fitting damage mods but with the highest possible EHPf or a single tank (flip the armour/shield values around) 2) projectiles/shield tank: best burst tank possible and effective damage but with less effective HP (the main tank used in large scale capital combat) 3) missiles/armour: less range, more damage though damage mods overlap with tank again 4) missiles/shield: good tank/good damage though keep the requirement that it should take one co-processor to fit with damage mods.
There you have it, a jack of all trades/master of none dreadnaught with a lot of flexibility in fitting without outclassing dedicated dreadnaughts, capable of long range fleet combat as a serious contender.
I havn't included exact numbers to most of the bonuses as I havn't mucked around with all the possibilities of something becoming unbalanced, but the theory is sound, keeping the minmatar as flexible and good natured losers without making them uncompetitive.
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