
Cedric Diggory
Perfunctory Oleaginous Laocoon Mugwumps
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Posted - 2007.07.25 06:24:00 -
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Tier 2 Destroyers? Yes please! If it were me, all the ships would keep the standard destroyer bonuses (-25% ROF, +50% Range).
Quote: The ôPriorö Amarr tier 2 destroyer
High slots: 8 Missile: 0 Turret: 4 Medium slots: 2 Low slots: 3 Named for its ability to engage multiple targets at one time. Its strength is in the fact that it can utilise small nos from a great range. We recommend a RoF penalty be placed on this ship.
Potential bonus: +2km to small nos range per level
I like this, but the nos range bonus is probably too much, and probably too powerful a tool especially in numbers. I love the idea of giving the Amarr destroyer an EW bonus though, so how about upping the turret slots and instead giving it an effective role:
High slots: 8 (7 turrets) Medium slots: 2 Low slots: 3 Drones: 0m3 Bonuses: 10% to warp scrambler range per level and 10% reduction in warp scrambler cap use per level
With the incredibly restrictive midslot configuration, you'd see most people using either two scramblers (with an effective max range of 36km with T2, as I really can't see anyone fitting faction or officer mods to a ship with a three slot tank) and poor speed capabilities, or an MWD and scram. From a lore perspective, this would tie in nicely: A ship designed to stop those pesky minmatar slaves from running away!
Quote: The ôTaipanö Caldari tier 2 destroy
High slots: 8 Missile: 6 Turret: 1 Medium slots: 4 Low slots: 1 Named for its rapid and deadly strike the Taipan is the CaldariÆs tier 2 destroyer. It obviously becomes a bit overpowered if it is allowed to launch a full volley of missiles at its opponent (killing instantly most frigates) and therefore must have a restriction to its missile damage. We recommend that a penalty for this ship be imposed in its explosion radius.
Potential bonus: 5% RoF bonus per destroyer level
Here, I'm really not sure. I'd try a different configuration:
High slots: 8 (7 missiles) Medium slots: 3 Low slots: 2 Drones: 0m3 Bonuses: 10% to missile velocity & 10% explosion radius per level
Note that the standard destroyer bonus/penalty should be 'translated' for missiles: -25% rate of fire and 50% bonus to flight time. The premise here is that a destroyer's primary function is to take out smaller ships, and with the bonuses applied here it would perform this admirably. Like the Amarr ship this would be more gank, less tank.
Quote: The ôLegionö Gallente tier 2 destroyer
High slots: 8 Missile: 0 Turret: 4 Medium slots: 3 Low slots: 2 Named for the legion of drones that are unleashed from its 25m¦ drone bay. We fear that the use of nos in conjunction with this ship may be an I win button. We recommend that a reduction in nos amount be placed. Or perhaps a reduction in turret damage.
Potential bonus: 5% dmg to light scout drones
Gallente use nos and drones, and given the speculation about nos nerfing it might be prudent to evade the issue of nosferatu entirely. How about applying the destroyer penalty/bonus to drones and upping it's damage capabilities:
High slots: 6 (5 turrets) Medium slots: 3 Low slots: 3 Drones: 25m3 Bonuses: 10% to drone hitpoints/damage and 10% to small hybrid damage per level.
Like with the Caldari equivalent, the destroyer bonus/penalty should be applied to drones. In this case: -25% to drone rate of fire and 50% to drone control range.
Quote: The ôSquallö Minmatar tier 2 destroyer
High slots: 8 Missile: 2 Turret: 4 Medium slots: 1 Low slots: 4 Named for its speed. It does not do much damage on the battlefield but provides immense advantage to its fleet through its ability to catch extremely fast targets and provide warp in points in battle. Recommended draw back would be to range of turrets.
Potential Bonus: additional 15% to MWD boost.
I'm not much of a minmatar pilot, so I'll leave this one alone! 
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