
Xtro 2
Caldari Pre-nerfed Tactics
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Posted - 2007.06.14 08:04:00 -
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Originally by: murder one The Drake. Pound for pound the most overpowered ship in Eve. As a corallary to this, the Nighthawk and Vulture are also extremely overpowered. The reason: passive shield tanks. When combined with T2 modules (previously unavailable until Revelations, like the SPR2s) shield rigs make for a huge tank with zero drawbacks.
Any BC that can tank a full on max skilled gank Hyperion permanently without breaking a sweat is overpowered. Period.
I own Drakes. I fly them. I tank sentries at 93% shield level passively. It's stupid. Add a stacking nerf to all shield rigs and shield modules (like large extenders), at least to the shield recharge rate. Speed mods were changed to have a stacking nerf, make it the same with shield mods. (Also note: armor rigs were stacking nerfed, so why not shield rigs?)
The Vagabond. Always has been overpowered. Even after the speed nerf, it's still so fast that the only practical defense against it is a Huginn or Rapier. Nothing else will stop it, not even heavy web drones. I don't always have a Huginn handy. Change some of the damage and range bonuses so that it's either able to be set up as a heavy tackler with almost no DPS, or a light assault ship with more firepower but less speed, not extreme speed and good firepower at great range.
The Curse. It's overpowered because nos is so overpowered. A nanocurse can kill an Astarte like it's a velator. Curses can even kill Hyperions solo if the pilot knows what he's doing. Just about any BS will fall to the Curse in short order if the pilot knows what he's doing.
The real culprit: nos. Limit the number of Nos on ANY ship to TWO by way of adding 'utility' slots, and in addition add in a stacking nerf that reduces the effectiveness of nos applied to a single target by multiple ships by -25% effectiveness per nos applied, after two nos. Similar to how remote sensor damps stack, regardless of which ship is applying them to the target: after four damps, the effectiveness of applying more damps is virtually zero.
Nos should behave the same way.
Two nos per ship should be plenty. Four nos total per target should be just fine. End the crap that is nos blobbing.
Drake comments id agree too without a doubt.
Vagabond, not so much, tbh any hac thats given any kind of advantage to make them worth flying over a command ship is a good thing, otherwise why bother with hac's at all, they dotn actually do anything unique/better.
Curse, not overpowered at all, ive seen plenty of nanocurses get ripped to bits, at most all you need is 1 smartbomb and the curse is left toothless.
The nos/util option is also a very bad move, its just more fuel for the downward spiral for module/ship conformity, without any variety, cardboard cutout ships and setups are not good. Ittl just get to the stage where we buy a ship that comes preconfigured with the only modules its "allowed" to use and thats your lot.
People still seem to forget that nos only works if your in range and not jammed/damped, if you encounter nos a lot yourself, nos back or fit to counter the nos, far too many still believe that a 1 ship setup should be useable in all situations, and if its not then its "broken" and needs fixing.
We need to stop changing bread and butter game mechanics and modules, if we could seriously only fit 2 nos, tbh, whats the point in them, your average ship with cap rigs wouldnt get dented much capwise with 2 nos on it.
Xtro 2 - Tactically Insane Tradesman. Insanity, or madness, is a semi-permanent, severe mental disorder. |