
Ithildin
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Posted - 2006.04.02 10:24:00 -
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Defenders - They don't work. They're too slow on the up-take and tend to miss missiles because they want to hit them from behind it seems to me. Scrap them and make a utility flak cannon is my suggestion.
Flak Cannon as point defence - This is a tricky one, Gierling, if they target missiles indiscriminatly you're gonna be podded by your own Caldari-lovers. As a solution, a very short range can be implemented so that point defence ships need to position themselves correctly. Can also be coded to provide anti-drone defence.
Drone survivability - Like it or not, but drones and shooting drones down has been really poorly done by CCP. Drones need to be overhauled completely to gain some sort of balance. The problem is that if ONE drone is shot down on any ship but Ishtar or Dominix, that ship will have one less drone until it can replenish at a carrier or station, provided that carrier or station even has drones! Tripple (3x) to quintruple (5x) drone bay and introduce a drone bay control points on each ship that limits max fieldable drones (as arbitrary example of drone limits 5, 10, or 20 where small take 1, medium 2 and large drones 4). Reduce production cost of drones (especially T2) and reduce hit points.
Counters to turrets - (EWar) and Transversal velocity. Everything highly effective. Counters to rockets - ECM. It's a frigate module, though, so whatever. Counters to missiles - Pure velocity and defenders. Rather ineffective due to high explosive velocity or high missile velocity, FoF ensures invincibility to EWar and it should be noted that damage loss is 25%. Counters to torpedoes - EWar, pure velocity, and defenders. Of these defenders is the only one that is ineffective.
Counters generally - So what can be said? Throughout we notice that defenders really have no place in anyones fitting due to them being generally extremely ineffective, and that's not mentioning that they require a launcher hard point and a high slot! The slow missiles - torpedoes and rockets - have a rather fair counter system which resembles turrets, although it should be noted that speed is more easily attainable than transversal velocity. In this case. The fast missiles, however, are very, very, different. That's not a bad thing, but it should be noted that they are both impervious to common offensive methods such as capacitor drain and electronic warfare. A 25% damage loss is a lot better than a 100% damage loss, so even arguing that point is short sighted and not very bright. It is also with the fast missiles that the problem lies - before there is some sort of justice between damage done by these missiles and ordinary turrets, wouldn't you think that some sort of balance in counters must be achieved? Fast missiles are nearly invulnerable to defenders, they are too fast (explosion velocity-wise) to be out-sped (is there such a verb?), and they have alternate attacks that negate electronic warfare. And they don't use capacitor.
Missile flight module - Extrapolating from Tracking Enhancers and Computers, these missile velocity modules would give a bonus of 20% to missile explosion velocity and 10% to missile velocity for a tech 1, non-meta, mid slot module (the low slot module would give 10% velocity and 7% explosion velocity).
Propulsion module - I think something along these lines is what CCP are trying to do when they were writing about over-charging modules in their in-development area (click patch-notes and then in-development)
Originally by: KilROCK
Originally by: Arkanor Gallente missileboat might be cool.
Pod yourself till you got no skills.[
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