RC Denton
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Posted - 2011.06.10 23:21:00 -
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Originally by: Grimpak
Originally by: Ephiel Sure but i think dmg is the one point where we can all agree the hyperion does enough. electrons and neutrons the same. But the problem is that you cant survive a fight long enough to be versatile. more dmg with less survive time would push the hyper into an even smaller niche. And stations docking games arent pvp in my opinion. if you want to gank one undocking by pressing even more dmg on him in a short time then get some folks with you. The Hyperion is a roaming BS trough and through. It needs a specific playstlye that differs from most styles flown today. But it works. It just could need some help surviving a bit longer or get faster into combat range.
hmm... well that is discussable tbh. if I'm not mistaken, a neutron hype with dmg + RoF bonus can border the 2k DPS applied
in hindsight, while you decrease survivability in terms of defensive stance (less ability to run active tanks, if going active), you actually increase survivability on the offensive stance (kill the other guy faster than you).
mobility-wise, the issue is more generalized since it's something that affects every non-frigate blaster ship.
thus why the reason of seeing shield buffer hypes which sacrifice the the armor repping bonus and some tackling capability for extra damage and mobility (and sometimes extra cap stability), and the reason why I think an armor repping bonus is, for all effects and purposes, counter-producent.
in sum, I do believe that significantly increasing the damage potential of a ship like the hyperion by replacing the very situational armour repping bonus for a self-balancing (in the case of energy-dependant weapons like blasters), RoF bonus, you aren't really decreasing ship survivability.
if any the only thing that decreases is strategical mobility, since the ship gets more dependant on cap charges, thus reducing operability range by some margin.
and no, I do not believe that the hyperion (and any other blaster ship above frigate level) do enough damage to offset the huge penalties they have, but this is an issue related to blasters.
I think you're making a mistake in assuming that the two bonus's (ROF vs tank) scale in a linear fashion. Instead I think it's more of a step function because by decreasing the tank you're making it that much harder to get into blaster range. And if you can't get into range you won't be able to apply the big DPS. I would give it an MWD bonus and make it like a big thorax.
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