
The Djego
Minmatar Hellequin Inc.
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Posted - 2011.04.19 14:07:00 -
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Edited by: The Djego on 19/04/2011 14:13:49 Blaster ships bigger than frigs. They are just plain terrible at blaster pvp, given the ability's they once had a long time ago.
Problems:
1. Damage projection at blaster range
1.1 Ineffective at close range, where they lack the ability to project dps in the only scenarios they are worth using for(solo/small gang) against more common targets than idealized 1o1 crap.
1.2 Inability to control a target, a blaster ship should have full control over range and transversal at web ranges(by making the target far slower than the blaster ship) and should be able to keep it up even against multiple targets at point blank(since solo doesn't mean 1o1 since ages).
1.3 This means at least 75-80% webs on the cruisers/BCs and full 90% webs on the BS.
2. Ability to serious outdamage other hulls
2.1 Blaster ships don't offer a sensible damage advantage(while it is about 50% in the frig class) it is 0-25% in the Cruiser, BC, BS class, what isn't suitable for most situations to make them really useful.
2.3 Change T1 weapon rigs to 15% and T2 to 20% and reduce the absurd calibration cost on damage/rof rigs so they become a more sensitive option compared to tanking rigs.
2.3 In regards of changing dps and the ability to project dps at even at point blank, blaster falloff should be reduced by 50% and Null should be changed to 75% optimal, 25% falloff bonus.
3. Ability to catch stuff
3.1 Speed, a blaster ship is supposed to catch a target before it kills it. Yet they tend to be to slow for this task after fitting.
3.2 Address active tanking and resist rigs, by removing the speed penalty from them and change it to something like lock range(same should be done with shield tanked ships).
3.3 Add around 5-10% more base speed(20% to the Astarte and Enyo) to blaster focused hulls.
4. Lack of suitable capacitor size/recharge
4.1 Blaster ships tend to be the most cap intensive ships ingame by mixing active tanking, cap consuming weapons, operating within neut range most of the time and mwding around a lot.
4.2 Both base cap and cap recharge should reflect this extreme cap heavy game play and should allow operating the weapons and a single rep tank at least as long as it takes to kill a similar sized hull under a neut combined with nos(that you can finally fit again with a working web).
5. Fitting
5.1 Minor fitting fixes of the Hype, Brutix and Astarte to be at least able to field Ions + tank. 5% more grid and a bit more CPU on the mega would be nice to.
6. Fix the T2 blaster ships
6.1 Diemost and Astarte need a complete makeover to make the useful in her role given that they add not much over her T1 hulls and fill the same role(close range brawler) that are also occupied by a huge amount of cheaper T1 hulls. ---- Nerf Tank - Boost Gank!
Originally by: Amantus Real men don't need to get into blaster range.
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