
Strill
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Posted - 2008.08.25 07:37:00 -
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Edited by: Strill on 25/08/2008 07:41:02 Ships: Many
Problem: Split Weapon Systems make some ships much weaker than others
Many ships use one weapon system, and have two bonuses to that weapon system. Since these bonuses are stacked, they end up with a more than doubly powerful weapon system. However, other ships use two weapon systems, but have one bonus for each of those systems. In effect, these ships with "split bonuses" get a single bonus, since each bonus applies to half as many guns/missiles.
For example, the typhoon uses guns and missiles, and gets one bonus to each of them. In effect, it just gets one bonus since each of its bonuses are applied to half of its weapons.
Suggested Fix: Rethink what the net effect of ship bonuses was supposed to be.
Are ship weapon bonuses intended to affect all of the ship's weapons, or were split weapon bonuses assigned with the implications of the split weapon system in mind? A ship's weapon bonus should be balanced based on how many of a given type of weapon that ship can field. For example, the Helios gets a bonus to drone thermal damage...but only has a 5m^2 drone bay. The end result is that the most you can possibly get out of this bonus is 8.25 DPS. Did you really intend for this ship to have such a tiny and insignificant bonus, or does your "balance formula" whatever it may be, say that the drone damage bonus is worth the same as a 5%/lv turret refire rate bonus, even though the turret bonus would give it way more damage. (not that you use covert ops frigs for damage in the first place anyway)
Other Notes: For clarity, this problem only really applies to ships that have their bonuses split between guns and missiles. Ships with drone damage bonuses are almost always considered outstanding even if they also use a substantial number of guns, or their other bonus goes unused. This is because of how versatile drones are, and their potential to free up lots of high slots. (i.e. the dominix's drone bonus gives it enough dps just from drones that it's viable to fill the high slots with nosferatus and/or energy neutralizers and attack the opponent's cap until their active tank breaks and the drones kill them)
This is partially indicative of a problem with drones which is addressed here in the module thread.
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