Saikoyu
Rho Dynamics
11
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Posted - 2011.11.08 17:16:00 -
[1] - Quote
TL;DR, I don't think this one size fits all works in EvE. Keep the ships fast and BS killers, but make them do it in their own races way.
So, I''m not an expert on PvP or anything, but I like to think I am logical, mostly. So far I have seen that these ships are supposed to be for killing battleships and maybe capitals. I am also seeing that they are not really set up for this and they really don't match what their races should be going for, as a few other people mentioned. Here is my reasoning.
Battleships in EvE are large, heavily armed and armored, and slow. Currently the counter is another batttleship, or a fleet of lesser ships. The same goes for capitals. These new battlecruisers do not have any bonus or ability that allows them to kill battleships or capitals without taking large numbers, which is what we already have in the current battlecruisers and T2 ships.
To counter something like a battleship, you either need one of two things. Something that is fast and with enough damage to kill before it is killed via tank or gank, or something that is fast, heavily armed, and able to hit without being hit. The reasons are thus. Something that is fast and with a lot of guns can get in close, pound the battleship, and hopefully survive the return fire until the battleship is dead. Something that is fast armed and able to hit at range can kite the battleship and kill it beyond the range of the battleship, and not need a tank. Matching this up to EvE races I get the following.
The Tornado should get bonuses to weapon range and speed, so that it can dance around the edge of a battleships range and run if anything comes to help the battleship. This should also have the fastest base speed of the lot, being Minmatar, but also the lowest dps, so that it will have to dance around alot and not be able to one shop smaller ships that burn out to meet it at range.
The Oracle should get bonuses to speed and tank/gank. The Amarr are always about dishing it out and taking it, so they should be able to get in close and unleash hell. This should also be the slowest base speed but have an afterburner bonus to get a short dash. The tank/gank should be the highest, but this is a balancing act between tank and gank, though being Amarr, I would give it a good armor tank. Also, as this should be armor tanked, give it very few mid slots so that fitting a web or scram will hurt.
The Talos should get bonuses to speed and tank/gank as well. Gallente blasters are a short range weapon, and they need something good right now. This should also get a MWD bonus to make the short sprint and should be more on the gank side of the tank and gank equation. And same as the Oracle on the mid slots.
And the Naga should round out the set being long ranged and fast, but not as fast as the Tornado. Being Caldari the weapons needs to be either rails or missiles, but the damage should be lesser than the close in brawlers to keep the balance.
Also, to give these something special they should all have a third bonus of a high warp speed. None of these ships should be able by themselves to hold a target in one place, however they should be able to always chase it down. At the very least, they need to keep up with cruisers or maybe even frigates so that they can be there when the tackle lands.
Anyway, rather radical, but my two cents or how to make these ships fit in to their role of BS killers without losing what makes the races different.
Siakoyu Eblis-Kad Manager of Rho Dynamics Head of Capsuleer operations for New Life Project |