FistyMcBumBardier wrote: Lugh Crow-Slave wrote:
the fact that someone else is needed to use webs/scram is not a bad thing
nerfing the raw damage hurts the application to large targets and thats not the issue
Nerfing the raw damage was decreased. But the firing speed and the amount of charges have been increased to compensate. This decreases the raw alpha from the strike.
No, I'm sorry but your wrong on a couple of points here;
With my skills (all 5's)
TQ Firbolg I - ROF 18s, Charge Count 8, Therm Damage 251 HP, EXP Radius 100m, EXP Velocity 120 m/s.
SISI Firbolg I - ROF 14s, Charge count 8, Therm Damage 153 HP, EXP radius 350m, Exp Velocity 100 m/s.
ROF slightly faster (have to reload more often)
Charge count, unchanged (have to reload more often)
Therm Damage, reduced substantially (need more rockets to apply same damage)
EXP Radius, more than tripled (smaller targets less likely to get hit, larger targets get hit for less)
EXP Velocity, reduced (less likely to even hit small target for any worth while damage, large target will absorb most if not all damage applied via logi between volleys)
Reload, 44 seconds every 121 seconds. (Add 2 more rounds, 60 sec reload every 140 seconds)
Combined changes - Light Fighters - Are just bad (at just about everything).
New Carrier with fighters, will be worse than "real carriers with old fighters" were prior to Citadel.
There was a reason old carriers used subcap drones in combat - It was because Fighters were bad. Now new carrier with fighters is just as bad as old and without the option to use subcap drones.
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Suggestion for new carriers - Remove all offensive weapons, increase fleet hangar size to 100K, increase jump range to 10LY, reduce fatigue by 90%. New role - Suitcase.
They won't be good for anything else...
Small gang should adapt to new carrier/fighters not nerf carrier/fighters to suit small gang.
Planning and implementing changes gradually to see effects is what is needed here, not what is happening (nerf everything at once). Try just reducing NSA and adding sebo stacking penalties first, then see how carriers perform, if they are still considered OP (via collecting statistics, not listening to whiners) then look at other options.
Light Fighters get nerfed like this in one hit - How long do we wait for them to be usable ?
Nerfing light fighters so carriers die more easily - Is just wrong.
These changes (citadel carriers) were meant to bring new life to carrier/fighter combat - Your now taking it away in one fell swoop.