
Pinky Denmark
The Cursed Navy
349
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Posted - 2013.03.27 16:34:00 -
[1] - Quote
Attack Battlecruisers:
I've come to dislike tier 3 battlecruiser balance for a few reasons, however CCP introduced some very usefull tools to the players and revamping an actually usefull sniper ship. They also gave the ships some cool attributes, however they also gave the ships some really stupid advantages that really screws over other ship classes. In my opinion these ships should be focused mostly for their sniping potential without making short range dps support difficult. A rough polish to make them usefull at a role and not nearly as usefull for FOTM I-win button players...
My first concern is 8 guns and all of them having a damage bonus. This outright places the attack battlecruisers as the subcapitals capable of the most dps even more than most battleships. These ships would make so much more sense with only 6 or 7 guns as their alpha and dps would still be super competitive.
Secondly I have a huge concern about ships fitting LARGE weaponry, however still able to lock up other ships much faster than other battlecruisers. To make a good sniper ship these ships need longer lock range than other battlecruisers, but lock speed should be equal to or slower. Especially considering their special signature making every other ship taking longer time to lock back.
Third thing is their speed and agility. These ships should have faster warp speeds and should be fairly easy for aligning and getting into and out of warp - However they should not be able to fit battleship weapons and at the same time fly faster than other battlecruisers. At the most the 2 things should cancel out eachother and the speed reduced to normal battlecruiser speed. I've seen those ships burn away so fast the transversal on T2 interceptors dropped enough kill them with a few volleys. Give the attack battlecruisers tactical warp speeds and agility rather than straight up velocity. I am sure the dev team has at least 1 person able to tell story after story about their Talos surviving camp after camp against the odds saved by sheer velocity, small signature and perhaps that horrible misplaced Talos dronebay full of ec-300?
Also being able to burn 400km before running out of cap often getting free from tackle when going out of grid. Perhaps that will be sorted mostly from a lowered velocity, but I'd give an extra good look towards the capacitor. A real sniper shouldn't HAVE to fit MWD anyway though I know people demand it.
TL:DR
- Attack Battlecruisers should do more dps than Combat Battlecruisers but not outright outperform most battleships no matter how "fragile" they are...
- Lock time should be reduced to match Combat Battlecruisers while keeping their advanced lock range.
- Velocity should be reduced to match Combat Battlecruisers while instead keeping a high agility and getting a tactical warp speed between 3-6au
- Make sure the ships capactiors doesn't support MWD'ing for too long
Battleships:
Scorpion has a distinct ewar role, but could really be a nice ship with the option for 6/6 launchers/guns. Ecm is in an everlasting progress of getting nerfed and this ship is rarely used outside any huge scale fleet warfare. Without any damage bonus Im not even sure this would be enough to make it an attractive ship so why not give it a go making it a really good fleet ship.
Raven has a good role, but without a tanking bonus really need more native hitpoints and/or a 7th medslot. You can easily take away one of the two utility slots as the ship doesn't have the fitting to properly utilize them anyway.
Rokh really need to change out that optimal bonus for a real damage bonus. Railguns have a pathetic alpha (Yes PL use them but they also have the numbers to compensate for ****** alpha) and who need an optimal bonus when they already have the longest ranging gunnery system in the game. Yes, it's nice to sling antimatter to extreme ranges but then why do we have all those useless ammotypes? This won't fix railguns ofcourse but long range weaponry and range of engagement is another topic all by itself...
Dominix, Megathron and Hyperion are all good ships with different roles. I would love to see an experiemental slot layout swap between Megathron and Hyperion and perhaps giving the Megathron a RoF bonus in exchange for losing a little drone bay but none of the ships look like they need huge overhaul. I just wish all active reps would get a proper boost rather than a silly attempt to introduce more modules...
The Amarr gunboat need more distinct roles to make them more attactive. The Geddon is a super nice gunboat. The Abaddon has about the same role however with a tanking bonus it is like a bigger brother. This is sort of bad, but making the Geddon more mobile while having the bigger drone bay could be enough. Just the Apocalypse should be attempted to a get a super uniquie role other than lasers. Perhaps the Apoc should be a drone boat with armor resistance and the Abaddon should have the damage bonus and a tracking bonus....
Typhoon would settle nicely as an armor tanked torpedo ship with medslots enough to feature a thin shield tank as well. The Tempest and Maelstrohm seems fine however the latter need better mobility and a stronger buffer.
All of them basically need a reduction in materials it take to build and a tiny bit more ehp (structure mostly and some buffer for active rep ships). Eve doesn't need more dps with the amount of people available, but a decent tank should enable battleships to take the battle vs 2-3 battlecruisers without melting instantly.
Pinky
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