
TrouserDeagle
Beyond Divinity Inc Shadow Cartel
90
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Posted - 2012.12.01 00:27:00 -
[213] - Quote
Going full sperg while flying logistics on a roam (sentry guns seriously). Here's a wall of text listing what sucks about the ship/module changes or this devblog:
The new tristan, while I may 'enjoy' having a hybrid tracking bonus to 2 turrets, I won't enjoy it all that much when it's in place of something useful like a rep bonus. Plus the slot layout is bad and it's slow and has bad fitting. The t1 combat frigates that don't suck for brawling are the merlin and incursus. The merlin because buffer shield tanking is amazing, and the incursus because it has 4 lows and a rep bonus and has good stats in general. All the others suck because they die or because they are punishers.
The griffin should not be receiving any love at all because **** ecm. If you ever log in at all I don't see how you can't agree.
Passive/hybrid armour tanking frigates and destroyers are a bit of a joke because plates and armour rigs are horrible. Speed and agility are life, and the slight increase in damage you take from fitting shields is pretty much matched by the increase you take from having reduced speed as a result of fitting armour. The not-regenerating thing is terrible too.
Coercer is much more usable with 2 mids, but I'm still going to ignore it entirely because 2 mids is less than 3 mids, and because it can't tank, and because the cormorant is better. You suggest a tracking computer, but they use a load of fitting and are basically worse than enhancers, even on non-falloff weapons.
If you want to improve the cormorant's slot layout, you should be dropping that useless highslot. It will now be a thrasher with better paper dps and range, but worse cap, worse speed and worse actual damage because damage types. I don't really get why the two good destroyers are good despite having utility highs, which are useless slots for ranged ships. Having 8 turrets is obviously better. Maybe they could all get 8 turrets? Or at least just lose the offline salvager slots.
Catalyst still has 2 mids which is inadequate for a blaster ship. It also has suboptimal range bonuses, and ofc the armour being bad and especially bad on small ships thing, but I think I'll stop repeating that from now on.
Corax cannot fit a stronger tank than most destroyers while hitting at long range. I think you should check out its powergrid, it can't really fit anything. I don't mind or anything, just a weird thing to say in the devblog because it's wrong.
The maller has gone from being unable to do any damage to being able to do a little damage for very short amounts of time, then capping out and dying. Seriously the cap on this thing. Ditching the amarr cap bonus is silly, you should be buffing the damage instead and making them not entirely reliant on scorch. Even if it does excel in group warfare (it doesn't), does that excuse it being bad the rest of the time?
I'm not enjoying your attempts to fix caldari railgun ships. You're making them worse at using railguns. The current TQ moa isn't even that bad as cruisers go, it just has cap issues and is a little slow. This new one also has cap issues. You're even referring to it as a brawler. Surely it should be able to do both weapons? You talk of sniping, but 20km isn't sniping, and the TQ one is pretty good at that. It just seems to me that you're doing what people want, but in this case what people want is stupid. If the current bonuses are truly bad, I think it's because BCs are way OP.
Vexor is cool except the heavy drones thing. They explode all the time and they cannot hit stuff that isn't webbed and scrambled. If I can't sort of project a little damage onto targets at range, I might as well not be flying a drone ship. Give 50 bandwidth and 15%/level damage, same for all vexor variants + myrmidon. This gallente drone ships = no spares thing is **** too. Fewer spares is ok, but this actually has no spares at all.
Rupture, whatever, nerf tracking enhancers and projectiles then we'll talk.
Attack cruisers are faster than destroyers, which could be problematic I guess? I kind of like not exploding instantly because of some guy pressing approach and turning his modules on. That's not really new though considering all the cynabals and fleet stabbers plaguing FW space.
The omen yeah benefits from the fitting reductions. It's still difficult to fit though and lol lasers.
This is supposed to be a big bitter rant, but I'm really into the caracal, thorax and celestis.
Blackbird same as griffin, these ships really shouldn't be getting improved at all until you think up a fix for ECM.
Logistics cruisers and I guess the frigates make sense. I don't think anyone can really come up with good reasoning for saying all forms of logistics are horrible and ruin small gang stuff, but they kind of do, and with these changes they'll be everywhere. I'd like it if all logistics ships just repped far less than they do, and had less range.
Hurricane powergrid change doesn't really do a lot. It can still fit everything it will ever want, but that's just how minmatar are right? What's up with that.
ASBs are silly, delete them.
DDA IIs are cool, but it kind of makes me wonder about the other drone modules and why they're highslot and midslot mods with ridiculous fittings, while turrets just have damage mods and tracking enhancers in lowslot (and redundant tracking computers in midslot for when you're in a ship with a bad layout). It's also difficult to find ships to use DDA IIs on that aren't gurista ships, since all the other drone ships are armour ships with few lowslots and typically that benefit more from turret damage mods. I guess they're good on scrub shield buffer setups, but I don't fly those because I'm not bad. Making drones less bad generally would be cool, like making it so they don't change target for no reason after you finally get a lock for more than 2s and put them on the enemy griffin. |