
Ivan Tukachev
The 1st Regiment HUN Reloaded
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Posted - 2013.04.08 16:41:00 -
[1] - Quote
In my opinion the Scorpion is still very much disappointing, and requires a lot of changing and rethinking to be useful once again.
The problems as I see:
1. ECM Strenght: The weak ECM ability of the scorpion is one of the biggest flaws of the ship. And the low bonus amount isn't really helping here. Considering good ECM and level 5 caldari battleship skill the jammers strenght remains terrible. This causes the ship class not to be useful in battles except in very large numbers, where the number of jammers fitted adds up on the chances of successfully jamming limited numbers of targets. (e.g. logistic ships)
2. Weak tank and "bad" locking range: Condisering that the Scorpion is a jammer ship there aren't really good choices tanking the vessel. Should you shield tank it, you are losing precious slots for already weak ecm jammers, not to mention that you will need prop mods too! Going down on this road, if you go for a compromise between some shield and the 4 racial jammers + 1 speed mod, it means that you will hardly be able to lock targets above 100km. While you have a very good optimal on ECM, and also a very healthy falloff you most likely will never be able to put that to good use, because you won't have the spare slots for sensor boosters or signal amplifiers.
In my opinion if the scorp had a much longer locking range, around +50% or +100% more the ship could be used as a truly long range e-war platform. A micro jump drive kiting setup, from long range, could possibly survive and thus do its job better than being right now, being too close to just too many things with its present weak tank. The weak ecm would still be trouble.
3. The ECM burst bonus is mostly useless. It is used quite rarely for one ship class to be devoted to this, as this type of disruption isn't really useful for fighting, and when you have to resort to this tactic to escape you can consider yourself as good as dead. This stuff is just too circumstantial to be useful. While it may come handy once or twice making a single ship get away, in a fleet combat it hurts team efforts just too much.
In my opinon the ship could benefit here from: a) better overall sensor capabilities b)better tanking possibilities or c) getting some weapon bonuses.
4. Weak weapon systems: As it currently stands the scorpion with its low number of bonusless weapons slots means you can really add any weapon systems to your liking. On the other hand it also means that mounting any weapon systems on the ship makes virtually no difference. This is a problem. As it is currently the ship doesn't really excel in its disruption role, and without and meaningful capabilities for even self-defense its uselessness factor is just bumped up by one.
Some argue that fitting neutralizers is the way to go, but considering that neuts are quite close range for fleet battles, and you being squishy this doesn't seem to make a good combination, other than being able to flee.
But as I said, creating a ship build entirely focusing on being able to flee when things not work out as intended, is just terrible and wrong on the base concept. If you want to win battles you will want to use designs which are meant to try to win, and not use designs which are useful for fleeing. |