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Thread Statistics | Show CCP posts - 17 post(s) |

Marranar Amatin
Center for Advanced Studies Gallente Federation
24
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Posted - 2016.03.28 21:35:30 -
[271] - Quote
A short test to get more reliable numbers:
Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.
Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.
The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.
This is just too low. Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful. |

Miss 'Assassination' Cayman
CK-0FF
53
|
Posted - 2016.03.28 21:55:03 -
[272] - Quote
Marranar Amatin wrote:A short test to get more reliable numbers:
Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.
Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.
The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.
This is just too low. Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful. While I agree that they need more DPS, I have to question your testing methodology. Currently you can see numbers for your drone DPS, but you got the new numbers from shooting something. Did you take the target's resistances into account? |

Marranar Amatin
Center for Advanced Studies Gallente Federation
24
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Posted - 2016.03.28 22:00:38 -
[273] - Quote
Yes of course, thats why I said ehp and not hp. |

Lugh Crow-Slave
1741
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Posted - 2016.03.29 04:10:05 -
[274] - Quote
Marranar Amatin wrote:A short test to get more reliable numbers:
Templar II with an all V Thannatos with 5 FSU II and 5 DDA II is roughly 1445 dps (only main weapon). Tested against a target with ~450k ehp, so the error should be pretty low.
Thats quite sad damage, considering that a tranq thanny with 5 DDA and 5 DCU and all V is about 3214 damage.
The secondary weapon does roughly the same dps as the primary (damage per hit ~2x, and reload time also 2x), so assuming you would constantly spam the missiles, and would magically not need to reload, then you would still be only at ~2900 dps, which is still 10% below tranq values.
This is just too low. Carriers got quite a nerf with the removal of the drone bay and more importantly with the removal of their logistic abilities. And dps was never the reason to bring a carrier anyway. They need more dps if they are supposed to be useful.
While the overall damage does need to go up in both its main abs secondary I would like to see the majority of it raised in its secondary so it feels more powerful at the same time I would like to see it far more alpha based with a slower cycle this would let fighters stay out longer and make more of an impact
Citadel worm hole tax
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Jimcy Darthrakei
Serenity Through Isk
0
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Posted - 2016.03.29 04:19:20 -
[275] - Quote
Miss 'Assassination' Cayman wrote:Jimcy Darthrakei wrote:anyone else notice that the Satyrs tend to just randomly take off sometimes? i was messin around ratting with a thanny since i couldnt find any other way to test them out (im nowhere near c-6 or whatever it is) after i cleared one site, i hit recall all drones, started to warp to the next site then i noticed my satyr squadron was still stuck in "returning" mode but couldnt see them anywhere. panned out and looked, and they were almost 700km away from the ship.
at this point, warp drive activated. this leads me to the next issue. if for whatever reason, you leave a squadron behind, they get stuck in returning mode. even if you dock up, you can not reload that tube. even logging off and back on, i couldnt reload that tube until after downtime the next day Interesting. I thought they were supposed to warp after you and be abandonable now. Also, you can type /moveme and choose C-6.
honestly, while im trying to get used to capitals and figure them out, i like it much better being somewhere all by my lonesome. ive only recently in the last couple months finally opened up gallente caps. im one of those OCD freaks who felt compelled to open up every non logi / command ship in the gallente tree first. so being able to undock, and no get instantly DD'd on the dock is much more appealing to me lol
a friend of mine told me about the /moveme command just yesterday so next time im on, i plan to use it so i can at least test out the caps in actual battle scenarios.
in regards to abandoning the drones, anytime i selected them, all i got was track, info and i think approach options. there was only 3 options either way. i certainly wasnt gonna approach them in a nyx 700km away lol. im sure its just another small oversight thing thatll be fixed. i just found it amusing my drones were like lost puppies and decided to just run away once launched |

Crazy KSK
Tsunami Cartel
107
|
Posted - 2016.03.29 10:13:36 -
[276] - Quote
I feel like a roll carriers could fill is the one of the utility capital and allow them to field 3 flights of support fighters
Quote CCP Fozzie:
... The days of balance and forget are over.
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Lugh Crow-Slave
1741
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Posted - 2016.03.29 10:32:38 -
[277] - Quote
Crazy KSK wrote:I feel like a roll carriers could fill is the one of the utility capital and allow them to field 3 flights of support fighters
Except currently support fighters are about as useful as Ewar drones
Also making carriers powerful enough to make them viable in this role would mean making them more powerful than the Ewar sub caps and I worry thus would quickly become overpowered in large numbers
:/ that said I would like to see the Ewar fighters become more useful than they are now
Citadel worm hole tax
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Marranar Amatin
Center for Advanced Studies Gallente Federation
26
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Posted - 2016.03.29 10:55:48 -
[278] - Quote
There already exist ewar ships that compared to carriers are very cheap, easy to skill, fast and agile.
So to make up for the drawbacks, carriers would have to be much more power in that role than the ewar ships.
While that would give carriers at least a role they can fulfill, I think that there are too many drawbacks:
-Difficult to balance since this would bring a whole new level of ewar to eve. And ewar already is quite strong, not sure how much fun fleets are against capital-damps and capital-ecm, and how to balance them. at least this would need extensive testing.
-There already are specialized ships for that niche, they should keep this as their own role.
-many players have skilled carriers because they want the dps (most for pve reasons), changing their role from dps to ewar would mean their ships and skills are now useless to them.
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Lugh Crow-Slave
1744
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Posted - 2016.03.29 11:02:08 -
[279] - Quote
Marranar Amatin wrote:There already exist ewar ships that compared to carriers are very cheap, easy to skill, fast and agile.
So to make up for the drawbacks, carriers would have to be much more power in that role than the ewar ships.
While that would give carriers at least a role they can fulfill, I think that there are too many drawbacks:
-Difficult to balance since this would bring a whole new level of ewar to eve. And ewar already is quite strong, not sure how much fun fleets are against capital-damps and capital-ecm, and how to balance them. at least this would need extensive testing.
-There already are specialized ships for that niche, they should keep this as their own role.
-many players have skilled carriers because they want the dps (most for pve reasons), changing their role from dps to ewar would mean their ships and skills are now useless to them.
Not to mention the anti sub cap role the current balance has placed them in its a perfectly good fit it just needs a bit more tweaking to make sure they do it well enough
Citadel worm hole tax
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Mimiko Severovski
Zero Fun Allowed
35
|
Posted - 2016.03.29 11:44:17 -
[280] - Quote
T2 triage in its current form on the test server is missing the 'Capacitor need reduction for remote assistance modules -20%' bonus. Is that intended or a bug?
Test server Triage stats
TQ Triage stats |
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Lugh Crow-Slave
1745
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Posted - 2016.03.29 12:05:05 -
[281] - Quote
Mimiko Severovski wrote:T2 triage in its current form on the test server is missing the 'Capacitor need reduction for remote assistance modules -20%' bonus. Is that intended or a bug? Test server Triage statsTQ Triage stats
I noticed this to and I really hope is a bug that a cap reduction is one of the only reasons to spend the time getting tactical logistics V
Citadel worm hole tax
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Grookshank
Jump Drive Appreciation Society
76
|
Posted - 2016.03.29 12:27:49 -
[282] - Quote
Since we are more and more closing in to patch day, can we please get a comprehensive list of new modules, new skills and the transition of them? |

Jane Hemah
Omicron Zeta Unit The Ditanian Alliance
11
|
Posted - 2016.03.29 18:28:28 -
[283] - Quote
Why most of this becomes an issue is carriers can only fight sub caps but atm there is a better option for less sp
Either fighters need to be stronger/faster (to actually give them the range they appear to have) or haw need to have their dps cut 1/3
Or give carriers some heavys this makes them a better options to dreads do to flexibility but dreads become a better option because they can do more dps to either sub cap or capital.
Personally I like they idea of their role being anti sub cap and I think it will lead to better escalation progression but you cant let them be overshadowed by haw just so they don't compete in their specific role woth one of the super carriers roles
Don't get me wrong I do think haw should have a higher damage potential than carriers just not as much as they do now
The text up there is a quote.
Why not let the carriers use the HAW but with a small role bonus to ROF or damage? Nothing to high so dread with HAW would still be a good option. CCP take example the battlestar galactica. I am sure that with the right bonuses they would a better anti sub cap like you want them to be. And I would use it more and you would more of them go POP. Is it not what you want? More ships that go POP. |

Marranar Amatin
Center for Advanced Studies Gallente Federation
26
|
Posted - 2016.03.29 19:20:38 -
[284] - Quote
what is HAW supposed to be? These anti-subcap capital guns? In that case I dont like the idea. Its too complicated, messes too much with existing roles, and has no advantage to the simpler solution. Just increase fighter damage and remove the stacking penalty from FSU. Then carriers are fine. |

Lugh Crow-Slave
1746
|
Posted - 2016.03.29 20:44:57 -
[285] - Quote
Marranar Amatin wrote:what is HAW supposed to be? These anti-subcap capital guns? In that case I dont like the idea. Its too complicated, messes too much with existing roles, and has no advantage to the simpler solution. Just increase fighter damage and remove the stacking penalty from FSU. Then carriers are fine.
This
Carriers do not need HAW
Citadel worm hole tax
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Sisi Collins
School of Applied Knowledge Caldari State
0
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Posted - 2016.03.29 20:48:07 -
[286] - Quote
Any news about capital PvE content? Does it true we will need to fit specific service module into X-large citadel to get access? |

Thalesia
System lords Collective
10
|
Posted - 2016.03.29 22:51:01 -
[287] - Quote
So i've tested the new dreadnaught capital and subcap weapons
My testing came to roughly: maxxed out phoenix does 1900 dps (5600 until reload unheated with full implants) and a moros can pull roughly 4.2k fully faction fit with implants unheated thereabouts.
in comparison to a nidhuggur which with maxxed skills and faction lows can pull around 4k if u use missile skills on cooldown and has in my oppinion way better application.
question: how can you possibly justify using a subcap dread over a nidhuggur post patch? it does same or less dps, has worse application and dosen't even need to siege, infact with the mwd it can even get away from stuff.
and not to mention that a dreadnaught costs way more (or atleast did pre patch???)
Suggested solution: free subcap modules on the dreadnaughts from the siege module, it's too hard to be stuck for 5 minutes compared to the carriers, it's just not competative outside of wormhole space due to the high risk of a counterdrop within ur siege cycle.
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Marranar Amatin
Center for Advanced Studies Gallente Federation
27
|
Posted - 2016.03.29 23:10:29 -
[288] - Quote
I doubt your 4k dps on the nid, as I mentioned earlier, a thanny with 5 DDA II und 5 FSU II does around 1445 with the main weapon. secondary is about the same dps (maybe 5% more). So spamming the missiles on cooldown (which is not possible because of reload) should not be more then 3k. faction modules are not that much better. maybe 3.3k with full faction.
Secondly: You realize that the main role of the dread still is big damage against large targets? The ability to also shoot subcaps for still very good damage, is just a bonus that adds flexibility, not the main reason for bringng a dread. The carrier on the other hand has no other use than shooting subcaps, so obviously it should be better there.
On tranq, dreads are widely used for their damage abilities, obviously, being stuck for 5 minutes does not mean that they arent competetive outside wormhole space. They already are competetive. And on tranq they dont have the subcaps weapons at all. Carrier on the oder side, are never used as damage dealers with fighters. And on Tranq their damage is even better then now on sisi. |

Thalesia
System lords Collective
10
|
Posted - 2016.03.29 23:15:22 -
[289] - Quote
Marranar Amatin wrote:I doubt your 4k dps on the nid, as I mentioned earlier, a thanny with 5 DDA II und 5 FSU II does around 1445 with the main weapon. secondary is about the same dps (maybe 5% more). So spamming the missiles on cooldown (which is not possible because of reload) should not be more then 3k. faction modules are not that much better. maybe 3.3k with full faction.
Secondly: You realize that the main role of the dread still is big damage against large targets? The ability to also shoot subcaps for still very good damage, is just a bonus that adds flexibility, not the main reason for bringng a dread. The carrier on the other hand has no other use than shooting subcaps, so obviously it should be better there.
On tranq, dreads are widely used for their damage abilities, obviously, being stuck for 5 minutes does not mean that they arent competetive outside wormhole space. They already are competetive. And on tranq they dont have the subcaps weapons at all. Carrier on the oder side, are never used as damage dealers with fighters. And on Tranq their damage is even better then now on sisi.
your calculations are WAY off, I got 3660 on a maxxed out thanny with 4 normal dda's with firbolgs (highest dps drone) easily 4k with faction lows. |

Thercon Jair
Macabre Votum Memento Moriendo
13
|
Posted - 2016.03.29 23:40:50 -
[290] - Quote
1. None of the Minmatar Carrier Skills seem to apply to mods fitted to the Lif.
2. It appears the Lif will be wholly underwhelming even with the cap booster charge bonus in place.
The issue still seems to stem from a couple things:
1. With sub-capitals, there are actual uses for non-tank slots.
2. An apostle can fit 2 Cap Armor Repairers while still attaining high resistances. To achieve the same rep amount a Lif needs to fit a shield boost amplifier.
2a. If the capacitor booster amount bonus is used, the Lif needs to fit a capacitor booster, removing yet another tank slot.
2c. If a Ninazu uses the capacitor booster amount bonus, it does not use up a tank slot.
3. Apostle/Minokava receive capacitor amount bonuses, while at the same time receiving a repair amount bonus.
3a. Lif/Ninazu receive the capacitor boost amount bonus, while receiving a cycle time bonus. The cap use is a lot increased if compared to the amarr/caldari counterparts. The cap boost amount bonus does not appear to make up for it at all. In fact, a single remote shield transfer uses the same cap in about 3 seconds that the booster can provide in 12 seconds.
This seems to make the gallente, and especially the minmatar FAX, pretty much useless. |
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Lugh Crow-Slave
1746
|
Posted - 2016.03.30 00:49:56 -
[291] - Quote
Thalesia wrote:Marranar Amatin wrote:I doubt your 4k dps on the nid, as I mentioned earlier, a thanny with 5 DDA II und 5 FSU II does around 1445 with the main weapon. secondary is about the same dps (maybe 5% more). So spamming the missiles on cooldown (which is not possible because of reload) should not be more then 3k. faction modules are not that much better. maybe 3.3k with full faction.
Secondly: You realize that the main role of the dread still is big damage against large targets? The ability to also shoot subcaps for still very good damage, is just a bonus that adds flexibility, not the main reason for bringng a dread. The carrier on the other hand has no other use than shooting subcaps, so obviously it should be better there.
On tranq, dreads are widely used for their damage abilities, obviously, being stuck for 5 minutes does not mean that they arent competetive outside wormhole space. They already are competetive. And on tranq they dont have the subcaps weapons at all. Carrier on the oder side, are never used as damage dealers with fighters. And on Tranq their damage is even better then now on sisi. your calculations are WAY off, I got 3660 on a maxxed out thanny with 4 normal dda's with firbolgs (highest dps drone) easily 4k with faction lows. and the use of a dread as a anti capital weapon is not what i'm contesting, i'm contesting the subcap version as not being competative, and why should I do that in a dread and not just undock a carrier instead, it's not like the dread can swap to capital weapon mid fight?
Except the anti sub cap role is secondary to a dread not primary. Where as with a carrier it's not only the ordinary role but the only role and takes much longer to train. As well the tests of done show dreads kill ships cruiser and above mitch faster than carriers and a dreads damage can't be destroyed.dreads other than the Phoenix also don't take nearly as long to reload witch vastly lowers the dps of fighters
Tbh haw made a lot of sense before we knew carriers were only going to be anti sub cap ships but now they will either be made useless by carriers or worse they will make carriers useless
Citadel worm hole tax
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Lugh Crow-Slave
1746
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Posted - 2016.03.30 00:57:08 -
[292] - Quote
Thercon Jair wrote:1. None of the Minmatar Carrier Skills seem to apply to mods fitted to the Lif.
2. It appears the Lif will be wholly underwhelming even with the cap booster charge bonus in place.
The issue still seems to stem from a couple things:
1. With sub-capitals, there are actual uses for non-tank slots.
2. An apostle can fit 2 Cap Armor Repairers while still attaining high resistances. To achieve the same rep amount a Lif needs to fit a shield boost amplifier.
2a. If the capacitor booster amount bonus is used, the Lif needs to fit a capacitor booster, removing yet another tank slot.
2c. If a Ninazu uses the capacitor booster amount bonus, it does not use up a tank slot.
3. Apostle/Minokava receive capacitor amount bonuses, while at the same time receiving a repair amount bonus.
3a. Lif/Ninazu receive the capacitor boost amount bonus, while receiving a cycle time bonus. The cap use is a lot increased if compared to the amarr/caldari counterparts. The cap boost amount bonus does not appear to make up for it at all. In fact, a single remote shield transfer uses the same cap in about 3 seconds that the booster can provide in 12 seconds.
This seems to make the gallente, and especially the minmatar FAX, pretty much useless.
The gal and minm fac are to be used in sub cap fleets and not to permanently run their reps or get nearly the ehp of the amarr and caldari
However gal easily blows the lif out of the water similarly the Abbat one blows the Caldari out of the water
Over am the fax balance within its own classis very poor
Citadel worm hole tax
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Thalesia
System lords Collective
10
|
Posted - 2016.03.30 00:59:13 -
[293] - Quote
I don't agree, a dread that equips sub capital weaponry is comitted to that rule for the duration of combat. i'm saying that a carrier is superior in this aspect, and if you have access to all the skillpoints and isk needed, I will take a carrier for that role, if a dread is the only ship you have skills and isk for i understand ur reasoning more.
why is a carrier superior? it has no tracking component , orbit a dread at 500 and it's useless even with the new subcap weapons, barring a stasis webifier and a huge sig radius. (except for the phoenix)
obviusly it has less hp, but for a scenario like hit n run, or black ops, I see a carrier being WAY more effective as tank is less of a criteria. and it can push same if not more dps as a subcap dread. |

Lugh Crow-Slave
1746
|
Posted - 2016.03.30 01:14:36 -
[294] - Quote
Thalesia wrote:I don't agree, a dread that equips sub capital weaponry is comitted to that rule for the duration of combat. i'm saying that a carrier is superior in this aspect, and if you have access to all the skillpoints and isk needed, I will take a carrier for that role, if a dread is the only ship you have skills and isk for i understand ur reasoning more.
why is a carrier superior? it has no tracking component , orbit a dread at 500 and it's useless even with the new subcap weapons, barring a stasis webifier and a huge sig radius. (except for the phoenix)
obviusly it has less hp, but for a scenario like hit n run, or black ops, I see a carrier being WAY more effective as tank is less of a criteria. and it can push same if not more dps as a subcap dread.
Just because that is its role for that fight does not mean it is the primary rule for the hull
And for hot and run fleets like that conventional blops fleets would still be far superior.
A hull dedicated to anti sub cap should do that role better than a ship that can choose its role
Citadel worm hole tax
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Thalesia
System lords Collective
10
|
Posted - 2016.03.30 01:20:00 -
[295] - Quote
your mentality on this is that a dread should be happy they can shoot subcaps at all?
the reason I wanted more out of this is because I do small gang pvp with 2-5 players w alts, so we don't have the luxury of putting X number of people in bloated and sub optimal ships.
I was hoping for a higher reward from fitting subcap guns and being sieged for 5 minutes than 4k ish dps.
and nids will be far superior to black ops for my fleet sieze bracket, 4k dps per carrier is vastly superior to any black ops ship, nevermind the far superior tank etc, i'm not saying nerf carriers, i'm saying buff sub cap dreads, take away the need for sieging while doing sub cap weapons.
or add the ability to carry 2 sets of weapons, and a ability to swap between them like a svipul with a significant cooldown (let's say 5 minutes) |

Lugh Crow-Slave
1747
|
Posted - 2016.03.30 01:46:56 -
[296] - Quote
Thalesia wrote:your mentality on this is that a dread should be happy they can shoot subcaps at all?
the reason I wanted more out of this is because I do small gang pvp with 2-5 players w alts, so we don't have the luxury of putting X number of people in bloated and sub optimal ships.
I was hoping for a higher reward from fitting subcap guns and being sieged for 5 minutes than 4k ish dps.
and nids will be far superior to black ops for my fleet sieze bracket, 4k dps per carrier is vastly superior to any black ops ship, nevermind the far superior tank etc, i'm not saying nerf carriers, i'm saying buff sub cap dreads, take away the need for sieging while doing sub cap weapons.
or add the ability to carry 2 sets of weapons, and a ability to swap between them like a svipul with a significant cooldown (let's say 5 minutes)
also it's worth keeping in mind that they are REMOVING a dreads ability to fuckblap subcaps and giving them about the same a current carrier can deliver with full application bonus's applied. I personally would like a bigger return on the removal of a game feature which was cruical to small pvp groups like mine in dealing with being heavily outnumbered.
That's because my mentality IS that if ccp is going to force carriers into an anti sub cap role then dreads should be anti capital
Of you ate in a small gang and want a capital to help you with anti sub then use a carrier rather than make carriers obsolete
And again dreads currently on sisi kill ships cruisers and larger much faster than carriers I'm not sure where you got your numbers for carrier dps but they do significantly less than haw
Citadel worm hole tax
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Luscius Uta
Anomalous Existence Low-Class
204
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Posted - 2016.03.30 08:13:53 -
[297] - Quote
I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced.
Workarounds are not bugfixes.
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Kieron VonDeux
139
|
Posted - 2016.03.30 08:31:21 -
[298] - Quote
Luscius Uta wrote:I noticed that the Capital Ancillary Shield Booster doesn't even require Capital Shield Operation skill, which is not consistent with other capital modules. Also, the T2 25m plate requires only Hull Upgrades I, which in combination with the former issue leads me to believe that skill requirements of new capital modules aren't well thought of or balanced.
Placeholder requirements are not release requirements. |

Sisi Collins
School of Applied Knowledge Caldari State
1
|
Posted - 2016.03.30 09:11:19 -
[299] - Quote
Today, I was running on test server drone hordes on dread. After 10 anomalies I had faction spawn on anomaly - but it was not battleship, it was carrier!!!!
So, anyone has such experience? may be if i was running anomalies on supercarrier - I would have faction super spawn???
Is it new capital PvE content??? |

Marranar Amatin
Center for Advanced Studies Gallente Federation
28
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Posted - 2016.03.30 10:45:44 -
[300] - Quote
Dreads will never be used in a small subcap gang, their whole mechanic is simply not made for that. As all capitals they are very slow, and siege is very situational. Siege is a huge drawback for small subcaps fight, but great for big fights where you commit to the grid, and probably would want to have siege for the defense bonus alone. Trying to balance the damage so that they are viable in small subcaps fights, would mean that they need ridicilous dps, making them completely overpowered in big fights where the drawbacks of siege is reduced.
So there is no point in comparing them to carrier or anything else for smaller subcaps fight... they never will be good there, and are not supposed to be good there.
Now in bigger fights, its ok when they are viable against subcaps (which they are with the new guns, the damage is nice), but still should not be top choice to bring them against subcaps. Because they already excel at shooting bigger stuff. If they also become the best choice to shoot subcaps, why bring anything else at all? If i remember correctly there was a time when dreads were extremely good against caps and subcaps, and it was nerfed for a good reason. The role as big gun in cap fights already works on tranq, the option to switch to subcaps guns is just a bonus.
Another thing about fighters: They are not really balanced among each other. The stats seem to be identical in every way except speed and damage per hit. Firbolg for example has 16% more damage than Templar, while Templar is 16% faster. Not only makes this the Firbolg superior, since you are usually going to prefer the damage, it also means we will probably have a similar situation as we had before the drone changes: Either use Gallente Drones for the damage, or Minmatar Drones for the speed (but the speed bonus is probably too small to consider this, so just use Gallente for everything), but nothing in between. Unless you really want to shoot with a specific damage type. If you want to keep this large difference in damage, then the weaker drones need some bonus to application. |
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