
Annasys
Goonswarm Federation
|
Posted - 2011.05.07 02:34:00 -
[1]
I just found and read the posts in this thread. I think that while there are many arguments as to why Gallente (specifically hybrids) is bad, there are not any really defining arguments as to why they are bad.
I trained purely Gallente. I have fairly decent Drone skills and fairly decent hybrid skills (everything to 4/5 relating to drones and/or hybrids.) I can fly most Gallente Ships: Frig/Cruiser 5, BS 3, AF/EAS/Recon/Hac/Inty 4.
I have found in my travels that hybrids are generally ineffective in comparison to other weapon systems. When I started playing Eve, I was told over and over that hybrids were the weapon of choice due to the very high damage. I was told that in close-range fights, blasters were the kings of weapons. I was told that railguns offered decent damage at medium ranges with an excellent rate of fire.
Over the past few years, I have found that this is basically untrue. The only thing Gallente have going for them at the moment is drone skills.
I propose the following changes:
Blasters: Increase base damage substantially. Increase base optimal decently. Remove falloff almost entirely. A possible increase in tracking would be nice, but is less of an issue. This would ensure that Gallente blaster boats would have to stay at specific ranges, and the fits for those ships would also have to be geared towards staying at specific ranges. The lack of falloff would make their damage useless outside of optimal range. By substantial, I mean 50% or more increase in base damage. Optimal range could be increased 2-3km, while falloff would be reduced to 1-2km.
Railguns: Increase rate of fire substantially. Remove falloff as per blasters. Reduce magazine capacity. By substantial rate of fire increase, I mean that railguns should have the fastest rof in the game. Maybe 2 shots per second. This sounds horribly bad at first, until you factor in the reduced magazine capacity. Very high burst damage would make railguns a unique weapon system. Their damage wouldn't need to be changed much, possibly lowered a little bit. It would allow them to deal near-artillery damage at specific ranges, but have the adverse effect of both using a lot of ammo (charges are larger than projectiles) and having a reload time on a more regular basis. The reduction in falloff for railguns wouldn't have to be as severe as with blasters, say 3-5km maximum. Ammo would have to be tweaked a little bit to create specific ranges that would mimic the current ranges.
As to the ships in the Gallente line, it's difficult to say. One poster had made a good point that increasing agility/maneuverability, while maintaining a lower than Minmatar top speed would be a great change to Gallente. It would force the issue of maintaining a tackle on a Minmatar ship, while still filling the role of excellent dps at close ranges.
Back to the OP: If there were small/medium webifier drones, that would probably be a nice addition to the game, although they will likely be as ineffective as other combat utility drones outside of ECM Drones. Drone implants would be a great addition, in my opinion, as they really are an important weapon in the Gallente skillset. I do not, however, feel that more drone modules is going to be as useful as it would be to overhaul drone rigs.
|