
Zafrena Tyrleon
Center for Advanced Studies Gallente Federation
4
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Posted - 2015.05.18 23:03:55 -
[1] - Quote
Altrue wrote:How to fix the Jackdaw:
- The Jackdaw should be as fast as a confessor.
- You should change the layout to 6/5/3,
- Give it 4 launchers instead of 5,
- Increase the role bonus to accomodate the DPS for the lost launcher, (maybe not a full increase to slightly nerf its dps?)
- Keep the current PWG and lower the CPU a bit
- Make a meaningful bonus with percentages, not this awful flat rate hp that has never been used before for a reason (its the complete opposite of what the fitting system in EVE is, as it is completely impermeable to changes in fitting, as opposed to a % bonus)
- Swap the agility / speed bonus to 33 / 66%
- Fix its god damned inertia
- Increase its mass because otherwise it would be OP on 10mn
- Reduce its sig radius to 60
Why:Can be answered with one simple question: Why do people fly destroyers? - Because they want to have fun with something fast.
A destroyer cannot reasonnably have more tank or more theoretical DPS than a cruiser, the only thing destroyers have over cruisers are: Application, Sig Radius, Speed. The Jackdaw has NONE of these. Therefore, since you won't give it cruiser-level dps or tank (despite battlecruiser-level speed and cruiser-level agility), you must either face the choice of having it useless or change it into something fast. How to make sure the jackdaw is not OP?First off, its important to remind people that the fun part about T3 destroyers is that they are... destroyers. By very definition, they cannot become something like the Ishtars that are the easy choice for PvE AND PvP, because the jackdaws - as destroyers- cannot reasonably threaten anything bigger than T1 cruisers. - Take away light missile bonuses from the hull bonuses, put them into sharpshooter mode. Hull bonuses are for rockets only, sharpshooter missile bonuses (apart from the flight speed/time) are for light missiles only.
This is a pretty good list of things that need to happen.
Changing slots to 6/5/3 and dropping launchers to 4 keeps it in line with the others. Loss of damage? Maybe, but you have that extra low slot for a BCS.
Change that 5% ROF to 10% damage, just like the Svipul and Confessor. Then scrap your shield bonus (remember we're stripping a mid slot too), bake more shields into the hull, and add in 10% missile explosion velocity per level.
So, 4 launchers after bonuses brings it up to 9 total, but it can apply damage quite well. Swap around the 33/66 spread on Propulsion mode to make it similar to the other T3Ds, or it really won't see much use.
I understand the idea behind not making the T3Ds carbon copies of each other, and to be sure, there is something desirable about that. But that isn't the pattern established with the Svipul and Confessor, and the current iteration of the Jackdaw doesn't measure up at all. If this were to go live as is, the role of the Jackdaw would be to use the ship's incredible agility to turn and run when the opponent shows up in a different T3D, because it's just not much of a contest at the moment. |