
GenocidalSpliff
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Posted - 2004.05.19 09:21:00 -
[1]
Edited by: GenocidalSpliff on 19/05/2004 09:23:11
Originally by: deathbyfire
Originally by: Shia Dai Edited by: Shia Dai on 19/05/2004 07:15:08 Edited by: Shia Dai on 19/05/2004 07:02:33
Part 2 deals with the two Gallente cruisers I am familiar with - the thorax and the vexor.
Vexor.
"The Vexor is a strong combat ship that is also geared to operate in a variety of other roles." The vexor is, out of all the ships I have used, the best mix between utility and strength I have seen. It is true to its description; the vexor can pack a considerable punch in most circumstances, and is also a very effective mining platform. Thus I recommend the following bonuses:
+5% hybrid damage bonus per level using medium hybrid turrets. +5% mining laser yield per level.
The hybrid damage, which the vexor currently boasts, is suited to its role as a combat ship. However, in order to out-do the thorax as a mining ship (which I believe should be the vexor's role), it needs to be able to increase its mining output. A 5% per level bonus to mining laser yield would put it on par with the thorax in terms of output, while boasting a superior cargo capacity - thus making it overall a better mining ship.
I am sure that all Gallenteans will agree that it is a tragic state of affairs that their mainstay combat cruiser is more often than not used as a mining platform! The vexor could easily overcome the thorax in this regard with a modest bonus to mining laser yield.
Thorax.
The thorax is unquestionably the main combat oriented cruiser of the Gallente fleet. Moreover, it is arguably the best cruiser in the game when you combine its ability to mount 8 heavy drones along with a heavy loadout of blasters.
The thorax is mostly balanced in all regards - except for one. When you fit five blasters (I like to use 5x medium ion blasters), and a MWD (which is essential to make blasters effective), the capacitor is simply unable to keep up with the demands made upon it. I find that even with very high engineering skills and even power diags or cap relays, the sheer amount of cap required to effectively power the weaponry is such a limiting factor even in ONLY damage output (let alone powering your defensive modules) that it should be addressed. Thus, I recommend:
+5% hybrid damage bonus per level using medium hybrid turrets. +10% reduced capacitor need per level using medium hybrid turrets.
These bonuses would make it much much much more feasible for the thorax to use its intended weaponry - blasters - while still having capacitor power left over to power a microwarp drive and perhaps some modest defenses. Currently, a thorax is better off using railguns as the capacitor usage on blasters is simply prohibitive, especially when using antimatter ammo (the only worthwhile ammo for blasters).
These are the cruisers I am familiar with, I haven't flown any others so I can't comment.
Thanks!
v/r Shia Dai
PS. BH Hammerhead, for feedback purposes shouldn't this thread be stickied and possibly edit the title a bit to reflect the purpose of soliciting cruiser bonus feedback?
Oh yeah and BH = Bug Hunter .
i agree withteh vexor but disagree with teh thorax med hybrids don't use a lot of cap to bigin with so no need to change that adn if you are having cap problems it is not with your guns but your ships mods or skills
I dont mean to sound rude, but is your typing really that bad? 2004.08.22 21:03:00 combat Your Anode Light Neutron Particle Cannon I perfectly strikes callonious [BSC], wrecking for 236.9 damage. |