
Contralia
Destructive Influence Band of Brothers
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Posted - 2008.01.30 20:56:00 -
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Of all ships, the Pilgrim and Curse definitely need some evaluation.
You've got a pair of ships whose bonuses and specialties go to drones (Characteristically un-Amarr) Nosferatu (Noticeably nerfed) and Tracking Disruption (50% nerfed by the scripts change) In the meantime, the bonuses on the Pilgrim and Curse have not been adjusted.
The Nos nerf was particularly cruel to the Amarr recons, becuase a sizable portion of their survivability was based on the nos serving in two roles simultaneously: First to help break the targets tank, and secondly to allow the Pilgrim to run a stronger than usual tank compared to the class, fed with energy taken from the hostile.
Most Pilrim pilots these days (and there are damn few of them left, after the changes) tend to run neuts now instead of nos, with the hope of at least having a chance of breaking the hostile tank, having giving up on tanking completely.
Another factor to consider is balance relative to the other recons. While at the initial release, the recons were well balanced, changes in the meantime have left the Amarr fallen far behind.
- Falcon: ECM was nerfed, but the Falcon was boosted to compensate. Still quite capable of taking 4-6 battleship class hostiles out of a fight.
- Rapier: No changes since release.
- Arazu: No changes since release.
- Pilgrim: Nos and TD nerfs, significantly affecting ability to break a hostile tank, maintain your own, and reduce hostile DPS on turret boats. No compensating boost or adjustment to the ship.
If you're calling the Amarr the no-midslot gank race in your dev blogs, perhaps that makes sense for these boats to be changed to more of a pure gank-recon setup. There are admittedly no ships currently filling that role.
One thought that comes to mind is something akin to marauder type bonuses -- Give the Pilgrim 2 turrets, doing the damage of 4, (or maybe 3 doing the damage of 5) and leaving room for 2 utility slots for a pair of neuts. The pilgrim in its intial version tended to run pure nos, no turrets, and relied on drones and a guaranteed non-tank on the hostile to get kills. This allows it to turn more to the traditional Amarr laser-beams-of-divine-justness role. Meanwhile, the Curse, as a Knanid boat, shifts even further toward missiles and damage and tank, akin to the Sacrilege and Damnation bonuses.
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