
Minsuki
Metafarmers
|
Posted - 2008.06.27 00:49:00 -
[1]
Originally by: Merin Ryskin I'll make this short and simple: SOLO PVP IS FOR LOSERS WHO DON'T HAVE THE FRIENDS TO BRING A FLEET.
Yup, everyone who wants to pvp should be in a corp that will have a gang going every single time you log on. Sure, that sounds fun.
Originally by: Merin Ryskin
Fly Gallente? You'll get a fleet invite once you move those railgun skills over to a Caldari ship.
Yup. Nobody wants a 700 dps vexor, 1000dps brutix with a decent buffer, blasterthron, nuet/nosdomi, etc.
Originally by: Merin Ryskin
Fly Minmatar? I hope you have a nano-Rapier, because that's the only good ship you have.
Rupture? Hurricane? Huginn? Vagabond? The list goes on.
Originally by: Merin Ryskin
So let's look at the fleet roles, and what Caldari have to offer:
Tacklers: Crow and Flycatcher do the job, if not amazingly well, and the Onyx is the best HIC.
Ewar support: Caldari get the best ships by far. The Falcon is god, and the other ECM ships aren't far behind.
Anti-support. Again, Caldari win by far. Take your pick, either you have the Vulture/Eagle/Ferox for extreme long-range inty removal, or the Drake/Cerberus to deal with the cruisers and put a fair bit of dps on the primary when needed.
Permit me to rant, for a moment, but long-range missiles are useless.
Originally by: Merin Ryskin
Battleships: stuff
Capitals: the Chimera is the best carrier, and the Phoenix kills POSes just fine.
Don't know much about capitals, but I thought amarr/gallente capitals were generally agreed to be the best, with caldari capitals essentially being considered "also-ran"s and minnie capitals sucking.
Originally by: Merin Ryskin
Oh yes, and let's not forget about small gang fights. Shield tanking leaves room for 3x damage mods while still fitting a good buffer tank (the only kind of tank that matters in PvP), AND MWD/point. Missiles do only slightly less damage than the gank gunboats, but they aren't vulnerable to being webbed/out-tracked/etc. The railboats can either load antimatter and engage at medium range, or can even fit blasters and beat the Gallente at their own game.
There are only three problems with Caldari ships:
1) The utterly broken nano-ships (IOW: snakes + polycarbons) are especially a problem for Caldari ships. Gunboats have the option to control transversal to some degree, while a missile ship can't do anything but watch helplessly. Precision missiles should fix this, but they need a boost to deal with the current game mechanics.
Explosion velocities, really. If something runs into a missile head-on, it should always take damage, not just shrug it off for no damage.
Originally by: Merin Ryskin
2) Several ships have either missing weapon slots (Vulture, Ferox, Merlin/Hookbill, Nighthawk) or impossible fitting problems (Nighthawk, Raptor, Flycatcher). The ship concepts are fine, they just need to be able to fit a proper setup like the other ships in their class.
You forgot the caracal, but if you fix broken caldari ships you gotta fix the other broken ships(Bellicose, tempest, gallente recons, omen/maller/prophecy, etc)
Originally by: Merin Ryskin
3) The locking range cap is a major problem for Caldari ships. The Rokh and Raven can easily get more than 250km range (350km for the Rokh), and the Scorpion/Rook/Falcon and Vulture/Eagle can do it with some setups. At the battleship level, this takes away the major advantage Caldari are supposed to have: superior range. Who cares about the Rokh when the Apoc can hit the same 250km with more damage and tracking? Similarly, pretty much every Caldari ship can out-range its base lock range, even with LRT V, some of them by utterly stupid amounts (Kitsune, I'm looking at you). Sensor boosters are not supposed to be a mandatory module.
A locking cap boost to 300 km would be quite nice, since your options of returning fire are identical at both ranges.
Originally by: Merin Ryskin
So in short: learn to fit your ships properly before whining.
|