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Thread Statistics | Show CCP posts - 8 post(s) |
Pinky Starstrider
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Posted - 2010.10.22 06:16:00 -
[1]
Edited by: Pinky Starstrider on 22/10/2010 06:18:33
Quote: Drake is indeed FOTM and way overpowered. It is a good ship that just needs some balancing.
Arrow reduce cpu to 325 Arrow remove shield resistance bonus, remove kinetic bonus and add 2% dmg bonus to all dmg types instead Arrow remove 2 mid slots
this is a fair restructuring and keeps the balance in the BC tier
lolwat? A.
That isn't enough CPU to fit sfa after T2 launchers 41.3 with max skills * 7 = 289.1 I can't even fit a single shield extender to my mids let alone a BCU or even an invul.
B. because a 25% resist to EM is so huge. A 40% resist on thermal is so huge, considering with A. in place we can't fit any Hardeners. (side note don't use Kin and Explosive against a Drake Just saying. I would love to have a 10% boost to all DMG types over being stuck with just one on Kin, personally I think that would help the drake in DPS overall.
C. Why not with A. in place we can't fit any worth while mods at all in lows or mids so they would be empty anyway. Of course without A we would have 8 utility slots, which means a drake would never be able to reliably fit any tackle, and if it did it would have 0 tank. Lows would remain the same.
So summed up your solution is to make the drake no tank, and no gank. Got ya.
From the tasty tears in here it looks to me like the drake is only OP because it is popular right now as a hard counter to one specific style of fleet play. Unless they buffed the drake in the last 9 months I hadn't played (looks the same to me right now.)
Adding variety and composition to fleets is a bad thing though, bring back Armor BS only, please CPP I wasted 3 years training for the Armor BS gang its not fair that people who didn't now out perform me in Shield + Range gangs!.
(request a firefox grammar check)
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Pinky Starstrider
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Posted - 2010.10.22 07:10:00 -
[2]
Do you fly a drake or just watch others fly them or others play in EFT with them. First off the build here is good for fleet PVP or maybe being a baity rat drake.
Look at the HAM Drake. It must be inide point range to DPS. Meaning it is a slugfest, also requires the use of a point and a web and an MWD. (3/6 slots used up) Leaving room for an LSE or 2 and a Hardener or 2. With slots in the lows for BCU and DC.
Compared to other BC's that Fit MWD Web point + Extra, and 3 Slots in Lows for Tank leaving 3 for DPS bonus. That deals instant damage and is generally more effective under 20K DPS wise. Which is countered by a higher natural resist.
Look at a Nano fit HM drake that survives/kills with 2X webs, MWD, Point, leaving 2 slots for Tank, 2 Nano's in Lows Leaving room for 2 BCU.
Compared again to a similar ship as above under 24K (to keep point) which out DPS's it, with more tank. Which is countered by a high natural resist.
The long range fleet drake carries no tackle and thus can put on a stronger tank, but it is only as effective at killing as the group around it, it can not hold targets only shoot them from 70-80K. This is the only time a Drake is getting High Tank and Gank, but without tackle it is next to useless on its own. If something bumps into one solo they ignore it an move on.
Should the drake get a "nerf" (dunno why it should). The Issue that brought this up (see the long range fit). Is not going to be changed with the above Idea. Adding yet even more range to the long range. 50 Drakes firing a 3K volley each on the same ship is still a 150K Alpha from anywhere on the field. This is usually what happens when you set up 50 ships to do the same thing at the same time.
Adding range only means that 50 Drakes will pick you off 1 by 1 as you burn out to them. But if you destroy all the tackle you can just fly away and leave them there. Hell @ 70K you should be able to Alpha 1-2 Tackle before those missles destroy 1 of your ships.
Simply put, the tactics used to fight this FLEET setup are the ones that should be called into question. A long Range Drake is useless if its tackle is not there. That means you just fly away.
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Pinky Starstrider
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Posted - 2010.10.23 01:41:00 -
[3]
Or just rework the missile tracking system, and fix the lag created by that. Solution to drones causing lag was reduce drone numbers, solution to missiles causing lag reduce missile numbers. Easiest way to do that without killing a well balanced ship is to just get rid of missile travel, make the damage instant and use the Distance/Velocity of missiles (currently the time it takes a missile to hit a target once launched) as a variable addition to missile launcher delay. Keeps the DPS of missile chuckers in place, and reduces missiles being objects in space, and thus the requirement of tracking them through space. All it is, is an animation issue get rid of the object from space and it won't be an issue.
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Pinky Starstrider
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Posted - 2010.10.23 03:50:00 -
[4]
Originally by: Captain Mung
Originally by: Hound Halfhand IMHO nerfing Drakes will hurt the noobs only. Most of the veteran players don't fly them regularly.
Not much of a PvP'er are ya? Lets not forget the thousands of drakes flying around in FOTM drake fleets.
ftfy
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Pinky Starstrider
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Posted - 2010.10.23 04:24:00 -
[5]
Originally by: Shade Millith Edited by: Shade Millith on 23/10/2010 03:58:39 Edited by: Shade Millith on 23/10/2010 03:55:06
Originally by: Captain Mung
Originally by: Hound Halfhand IMHO nerfing Drakes will hurt the noobs only. Most of the veteran players don't fly them regularly.
Not much of a PvP'er are ya? Lets not forget the thousands of drakes flying around in drake fleets.
Or the thousands of zealots in A-HAC gangs, or the thousands of Amarr BS's in BS gangs, or the sabre being the only worthwile combat DIC, or the Ishkur being the best AF, or the X ship being the best general Y ship type
It's a FOTM atm because it's a excelent counter to the newish A-HAC fleet. You know, that FOTM that was attacking BS fleets 3 or more times their size and winning? I don't see CCP thinking about nerfing that
Its because missiles are causing Lag and the only logical way to combat that is to nerf missile using ships to deter anyone from using them, instead of you know fixing the issue of missiles causing lag.
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Pinky Starstrider
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Posted - 2010.10.26 15:17:00 -
[6]
Edited by: Pinky Starstrider on 26/10/2010 15:20:22 Edited by: Pinky Starstrider on 26/10/2010 15:18:42
Quote: Yes, if you try to snipe kids on a gate they can run off before your missiles arrive. But in any other engagement where the opposing force will stay you're at a 12 second damage disadvantage. WAAAAAAAAAAAAAAAAAAH!
Which is why a drake has a thicker tank imagine that, ships that have a 3:2 (almost 4:2 @ max range) attack rate advantage over the drake have a 2/3 (at range) tank. My god the horror and imbalance 33% less attack>damage rate but 33% or less tank makes the drake op!.
Seriously you are and idiot.
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Pinky Starstrider
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Posted - 2010.10.26 18:39:00 -
[7]
Edited by: Pinky Starstrider on 26/10/2010 18:44:36 The EFT DPS numbers are stupid anyway. Missile ships do not have instant DPS. So the calculation of Volley DMG/ROF does not work the same with them. (you can check this if you would like.)
According to EFT that fit does 462 DPS, with a launcher ROF of 6.3(aprx)s A volley of 2919
462*6.3 = 2910
This would work if Missile chuckers had instant damage, which they do not. @75K it will take these T2 Missiles:
75000/5625 = 13.3 seconds. 2910/13.3 = 218DPS.
*edit* the drake in question doesn't have a point so if lone firgs friends are slower than your lone frig flys off.
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Pinky Starstrider
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Posted - 2010.10.26 19:08:00 -
[8]
Originally by: darius mclever
Originally by: Pinky Starstrider Edited by: Pinky Starstrider on 26/10/2010 18:44:36 The EFT DPS numbers are stupid anyway. Missile ships do not have instant DPS. So the calculation of Volley DMG/ROF does not work the same with them. (you can check this if you would like.)
According to EFT that fit does 462 DPS, with a launcher ROF of 6.3(aprx)s A volley of 2919
462*6.3 = 2910
This would work if Missile chuckers had instant damage, which they do not. @75K it will take these T2 Missiles:
75000/5625 = 13.3 seconds. 2910/13.3 = 218DPS.
*edit* the drake in question doesn't have a point so if lone firgs friends are slower than your lone frig flys off.
i am sorry to burst your bubble. while the first volley would have something like 15s delay. the 2nd volley would have exactly the delay of your ROF. and your ROF is not 13.3s.
so yes the turret boats have an initial advantage of almost 2 volleys until the first missile volley hits, but thats about it.
Hmmm yes you are right I R feel stoopid
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Pinky Starstrider
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Posted - 2010.10.28 21:12:00 -
[9]
Originally by: Shin Dari
Originally by: CCP Chronotis It still does not change the reality that we want to ensure enjoyable fleet fights for all which is our primary objective for fleet fights. Currently the drake and the many fleets utilizing it are burdening the server with much higher load simultaneously being the chief cause of the lag and then resilient to lags effects since over the sheer weight of fleet numbers we need to cope with.
The logical path is to drill down and find the root cause of this popularity, something we have done by posing the question openly with you all as well to which many of you have objectively or passionately replied and broached the topic nicely which has been very cool to see. If the reason is imbalance in the ship itself or with the missiles, then its typically something that is straight forward to change in a much shorter time frame than our longer term investigation and refactoring of the missile system for example which would take significantly more man-hours (lots and lots comparatively but it will be done someday).
The fighter bombers are receiving fake missiles but changing missiles you are I fire from a ship takes a lot more design and code work since we need to redo many of the game mechanics surrounding missiles if that is to happen and is not something we would label short term or even medium term to an extent given the size of the change.
As CCP Atlas commented on here, we are exploring all possibilities right now. One thing that has risen from our analysis of fleet fights for example of the many drake pilots, is that only half are grouping their launchers. This obviously causes a multiplicative load value since we must track 7 missiles instead of 1 or 2 as would be usual with grouped weapons to comment on one of the other avenues we are exploring alongside investigating game balance. This could be vindictive in that they are deliberately causing load to utilize it as a weapon in lag resilient setups or we prefer the better scenario that we need to add a little more incentive to group weapons which is also being explored as well.
I really have to comment on this, its not the Drake causing lag, its the missiles. Taking care of the missiles will be a higher investment in time, but the relative return on investment is far greater.
In the meantime some other more simple measures can be taken: 1. An auto-grouping of all weapons upon entering a fleet. 2. Increase missile velocity by factor 3 and decrease flight time by factor 3. The faster the missile are, the smaller the pile of missiles will be in the server.
Also the rock-paper-scissors chain should be kept intact. However we do need more BCs, each race needs a Tank/Bait BC, a Gank BC and an General BC.
A volley of missiles is not tracked as one it is tracked as a group. This is easily seen when one or two missiles are destroyed on the way to the target. Grouping or ungrouping will have no effect on the number in the sky.
The only real way to do it is to remover missiles as an object entirely. givin launchers a variable RoF depending on distance/velocity and making the missiles instant damage. This eliminates missiles from range, and as an esteemed colleague pointed out will cause the DPS at long range to drop somewhat.
This will kill all the complaints in this thread, more balanced DPS at range between the BC's, (when you get close your DPS will increase without changing mods/ammo), and no missiles spiking the server.
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Pinky Starstrider
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Posted - 2010.10.29 21:15:00 -
[10]
Edited by: Pinky Starstrider on 29/10/2010 21:21:31 Edited by: Pinky Starstrider on 29/10/2010 21:21:11
Originally by: lupusmoon ran a bunch of number last night. if we drop the 5% resists from the drake, it can still fit a good tank. so i say drop the resists(good idea to who said it). istead give it the same bonus setup as the kestral. (10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level) and drop a launcher slot to balance its new dps.
Except against straight EM damage which would have about a 41% resist meaning that fancy drake on page one would have about 50K HP. Against BC and up it will be absolutely smashed. Not to mention in small fleet or solo where you need to fit tackle you could end up with as little as 30% EM resists @ close range where the other BC's out DPS a drake, and again BS's will absolutely melt one. On top of that you want to add 5% more damage overall but take off 1 launcher. Again using that lovely eft warrior drake on page 1 DPS with 7 launchers is 462 (sans drones) with 6 it is 396 which is a 15% loss in DPS @ range (net 10% loss in DPS). With HAMs 578 with T2 ammo and 7 launchers 495 with T2 and 6 launchers again a 15% loss in DPS (net of 10% loss).
So at range the effective HP drops to about that of other BC's with a massive EM hole. DPS drops to 396 which is comparable to DPS of other BC's at range. Up close you have less tank than other BC's and much less DPS. Essentially turning the drake into a ****ty range only BC sniper.
The solution is not balanced at all.
The easiest way to make the drake comparable (all missile chuckers at range anyhow) is to change how launchers work. Make the RoF dependant on Distance/Missile velocity. If you are 70K out and have a 5000m/s missile it takes 12 seconds to fire a shot without and RoF bonus'. Adding in the bonus from things like BCU's and Launcher skills you can get down to around 8.6 seconds on HML's which is about a 2 second increase in time. But make the damage instant (thus reducing the LAG caused my missiles flooding the screen).
6.7/8.6 .77 a 23% increase in duration @ 70. Which is a 23% reduction DPS @ 70K 462*.77 = 355 DPS @ 70K This is comparable to other BC's @ range while keeping its tank intact for close range combat.
@ as range closes the launcher RoF picks up. Set some type of limit that does not allow the launchers to drop lower than say 6.5 seconds on HML's (aprox 30K) or 3.5 seconds on HAMs (approx 15K).
This will solve all the issues with missile lag, complaints of OP ranged missiles. While allowing the drake to keep its resists which it oh so badly needs when fighting at close range. It keeps the DPS relatively equal to what it is now, and does not change the close range drake. (especially when you consider your first volley on new targets is Volley/(Distance/Missile speed) which puts a range drakes first shot at a laughable 218DPS @70K)
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Pinky Starstrider
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Posted - 2010.11.04 11:39:00 -
[11]
This topic is still going. Jeez I wish the drake was OP before I started training to Minnie BC/BS, I mean **** Id have like 3 months of extra training to spread around. But less than 8 months ago I was the loldrake pilot who had no place in PVP. Now you are saying I am a hot commodity damn......
Also if you "fix" the drake please don't **** with its solo potential.
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Pinky Starstrider
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Posted - 2010.11.14 22:59:00 -
[12]
How is this not a sticky yet?
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Pinky Starstrider
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Posted - 2010.12.04 04:01:00 -
[13]
The drake doesn't need a nerf though. That's the point. The only reason it is used currently so much is because all the pussies who hide their BS fleets in station because they wet themselves when mommies show up. Or AHACs. Unfortunately CCP does not seem to care that the game of rock paper scissors has been missing paper for some time.
Bring back BS fleets and you will have a decline in drake and other BC fleets. You have got to be kidding yourself if you don't think people fly shield canes in shield fleets. Hell they bring shield myrms and harbs too. It just so happens the 0.0 fleets are made up mostly of "cool carebears" who don't know how to PVP they just blob and out number you 20:1. At that point it doesn't matter what you are fighting. These awesome sov holders are carebears they mine and pick up goo. But you **** with a hulk they blob you with the best ship they have the mission/plex/sanctum/WH running drakes.
Look at what a well organized AHAC fleet can do to them, or a well organized BC fleet. This isn't an OP ship its a numbers fight. As a lowsec pirate I have yet to see a 300 man drake blob. But I have seen 40 man shield gangs, made up of drakes,myrms,canes,harbs,scims. 0.0 is hardly a representation of the game, its a bunch of carebears with big toys who lose so many ships it isn't funny.
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Pinky Starstrider
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Posted - 2010.12.13 06:43:00 -
[14]
LOL I can not believe this thread is still alive.
Also to the recent EFT hero. Put a drake in short range and compare the ships then . Ii do not understand why you are comparing apples to oranges. As the range shortens all the other BC's DPS increases. Most Notably the myrm. Why bother entering the drakes range at all. Kite them out and kill their tackle. Then warp off. Or get a cloaky to get you a warp in right on top of the drake fleet. Or a Dramiel or something else insanely fast that a drake will not hit for ****.
I mean seriously its not hard to counter.
1. You Kite directly opposite the drakes, decreasing their effective range proportionate to what your speed is. @ 1K MS that is a loss of 12KM on a drakes initial firing range.
2. You destroy any of their close range tackle with your superior close range weapons.
3. ????.
4. Profit.
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Pinky Starstrider
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Posted - 2010.12.13 21:50:00 -
[15]
Stop being a ****** and playing a range game with drakes then. Get a fast small ship that drakes can't hit for **** to get a warp in right on top of them. Get a cloaky ship to get a warp in right on top of them. Kill their tackle and warp away from them.
Trying to sit at range and snipe missile chuckers is stupid they will just tank you all day long.
If you or your FC can't figure that out, then you should not be PVPing. Its a simple concept. Stop letting other people dictate terms. I garuntee if you take a nano/gank cane fleet with logi and park yourself in the middle of the drake fleet you will kill far more than you lose.
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Pinky Starstrider
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Posted - 2010.12.14 13:47:00 -
[16]
You must be bad. Tell me where the mean drake touched you. If you can not escape a ship sitting @ 50/60/70/80K you are a ******. Also FYI Drakes can be jammed, sensor damped, targeting disrupted. Its Missile Damage can be entirely negated, by smartbombs, or defender missiles, or simply MWD.ABing away from the drake.
Or you can stop being stupid. Get a Fast ship like a Dram to burn into the enemy fleet warp on top of them and rip them apart. There is absolutely no reason to sit at 70K and watch as the drakes slowly pick you apart 1 by 1.
1. Kill their tackle and Warp off. 2. Get a Warp in on the fleet. 3. Burn away from them. 4. Bring BS support. 5. Use EWAR
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Pinky Starstrider
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Posted - 2010.12.14 17:17:00 -
[17]
1. then don't ***** about bringing a knife to a gun fight. 2. and you can out run them in any other ship BC and under. 3. Yes you run targetting range scripts and knock them down to 40-50K Range and even the range fight 4. Again why bring a knife to a gun fight. Stop fighting on their terms, drake is great at range, not great at close fights. Bring Ships that can combat the range fight, such as BS. Or bring the fight on top of them via a warp in. Stop trying to make canes and **** seem underpowered when they can chew HML and HAM drakes up in a 25K range fight. (hint either kite a HAM drake out of range, or Grossly out DPS a HML drake.)
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Pinky Starstrider
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Posted - 2010.12.14 18:12:00 -
[18]
maybe you should stick to shooting asteroids, apparently shutting down a drake fleet is above your capabilities.
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Pinky Starstrider
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Posted - 2010.12.14 18:33:00 -
[19]
Yep, Considering I have a grand total of 5 million SP it allows me to participate within a fleet environment. Although you shouldn't really believe everything you read about <1 year old pilots.
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Pinky Starstrider
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Posted - 2010.12.14 18:43:00 -
[20]
No I am implying you shouldn't be so naive that I am posting on a 1 year old character so obviously means I have no prior experience.
I have listed numerous times how I would counter drake fleets, go back and read through this silly thread or just this last page.
(also If you think an arazu is the only ship that can Target Range damp a drake you are a larger moron than I initially thought.)
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Pinky Starstrider
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Posted - 2010.12.14 19:04:00 -
[21]
maybe you should EFT what 2 unbonused Sensor Damps with Tracking Range scripts do to a drake. Or even 1. You might sound a little less silly when you see 1 cane can effectively knock a drake down to 25K using 2 of them.
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Pinky Starstrider
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Posted - 2010.12.14 23:41:00 -
[22]
Edited by: Pinky Starstrider on 14/12/2010 23:44:55 Yes you have about a 50% chance for the damp to fail or not. Something that may or may not occur 50% of the time. Using 2 gives you roughly a 75% chance that 1 will activate and reduce the drakes range to under 50K (which is where you will be) as you get closer your % off effect rises. The only real trouble zone is the last 10 meter's or so until you enter optimal range @ which point the fight becomes more one sided as the drake can do nothing until you enter his targeting range @ 27K.
Now you asked why would I use sensor damps..... why not. If I am having issues with a ranged group of attackers, and I know it is fruitless for me to try and match range, the next best thing is to eliminate that range. Forcing them to either Move in to me, allow me to move into them, or leave the field of battle entirely. Is it wasting 2 mid slots (3 since all three of these ships require a Sensor Booster to reach the range for Optimal+Falloff.) The three ships to which the sensor booster is applied gain nothing from these slots outside of unneeded tackle. All of these ships have a higher top speed than the drakes, meaning you are always closing in. All but the Harb are over 50K EHP, however all have a decent buffer to allow Logi to tank for them.
As for the peak recharge DPS tank of the drake. You are misinformed. In order to obtain 200 shield HP/s you need shield recharges, SPR's and Purger rigs. The drake on page one is Only getting a tank of 130DPS, its recharge peak is 36HP/s. Now you could argue logi will change things, which it will for a bit. Unless you force them off the field or just get so much Damage that it doesn't matter anymore.
You made a claim that drake fleets are so OP it isn't funny. When they are nothing of the sort, and are only using their range bonus to their advantage. When forced onto the close range turf, the drakes are at a disadvantage in terms of DPS, and Kite Tanks. You seem to be acting like drakes will instapop you, they might get a few people, but once the damps are on them, they will not be getting anyone anymore.
By all means take a friend out and try it out. You fly in a big mean drake and watch as you are reduced to uselessness. Its a similar tactic SB gangs use to Sit inside 20K to keep points on their targets while the tickle them to death.
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Pinky Starstrider
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Posted - 2010.12.15 06:10:00 -
[23]
Your opinion is ******ed. It may have a slightly higher DPS tank, but its sig radius is fecking huge. Put a drake and a cane against a BS see who last longer. Nerfing the drakes passive recharge isn't going to stop people from complaining. Unless you think 36 hp/s a second at peak is impossible to overcome.
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Pinky Starstrider
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Posted - 2010.12.15 06:38:00 -
[24]
Well I used your exact fit on page one and I an tell you right now you are not getting 150 Peak Recharge. You are getting 36 Recharge. The rest of the tank comes from the Dual Invul fields. Then again against EM/Therm you DPS tank drops considerably, but your peak rechrage remains the same. As far as the nano drake goes, I fly it exclusively and I can tell you right now you are not getting much better of a tank in it vs any other BC EHP, DPS or otherwise.
As for the Damps argument, what is your point. They work do they not. The drakes can no longer target out to 70K. As for having a fleet do this you simply instruct people to target drakes, If you have 50v50 chances are you are going to eliminate enough of their DPS to organize better. Considering your fleet is dependent on the range being closed to 30K to deal damage and be safe you have a few minutes to ensure that your damps are fairly evenly spread. Is it going to lock down all of them instantly no. Should it no. But you will certainly get enough of them to curb the DPS incoming enough your Logi's can keep the primary up.
Stop pretending drakes are invincible. Oh and fyi, Damps either work or they don't sensor strength has nothing to do with it. Fall Off missing % is the only variable, inside optimals those drakes get damped 100% of the time.
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Pinky Starstrider
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Posted - 2010.12.15 07:13:00 -
[25]
Edited by: Pinky Starstrider on 15/12/2010 07:15:27 an what do you consider and average cane build might I ask. The one I have is just shy of 50KEHP with a 1400 Sig radius using MWD.
edit YOU ARE NOT GETTING 150-300 Passive Recharge without rechargers SPRS or Purger rigs. You may have a 150DPS tank but that is because of your invulns, turn them off and watch your tank drop.
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Pinky Starstrider
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Posted - 2010.12.15 07:58:00 -
[26]
Edited by: Pinky Starstrider on 15/12/2010 08:05:59 [Hurricane, New Setup 1] 800mm Reinforced Rolled Tungsten Plates I Energized Adaptive Nano Membrane II Gyrostabilizer II Gyrostabilizer II Gyrostabilizer II Damage Control II
Stasis Webifier II Y-T8 Overcharged Hydrocarbon I Microwarpdrive Warp Disruptor II Stasis Webifier II
650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M 650mm Artillery Cannon II, Republic Fleet EMP M E50 Prototype Energy Vampire [empty high slot]
Medium Trimark Armor Pump I Medium Trimark Armor Pump I Medium Trimark Armor Pump I
Warrior II x5
54K EHP w/ low grade slave. +3% PG implant.
Quote: Pinky HP/s is a completely worthless value in Eve. Its EHP/s that you want, which is represented by the DPS tanked number in EFT. That's what everyone is talking about.
But you are not getting that HP. All that means is Each shot OMNI damage wise is reduced by that amount. Thats fine if you only have 1 ship shooting you, but when you have more than 1 it is redundant. Against Amarr or Minnie for example your effective tank even with 2 invulns is just over 100. When you are talking about well over 1K DPS your 100 DPS tank means ****. Especially if you are put into a position where you can not shoot back unless you use F.O.F which lose DPS, are nano fit which is less DPS and/or Tank.
The drake HML drake is only strong if you let it dictate range (which is why the nano drake rocks). If you make it fight or flee on your terms it loses much of its strength.
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Pinky Starstrider
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Posted - 2010.12.15 17:37:00 -
[27]
Originally by: StonedAGAIN Drakes totally need nerfed or there counterparts brought up to the same level, but in doing this you would need to take a look again at all other ship classes, Drake can b as good as a battleship if not better is in some ways.. why is this??? cant do that with a myrmidon, hurricane or a harbinger...
How is a drake better than battleships? or as good when battleships tear it apart?
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Pinky Starstrider
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Posted - 2010.12.15 18:11:00 -
[28]
I agree it needs another hard point for 8 launchers, a bigger drone bay, and an extra low slot. It should also have the 5% damage mod to scourge changed to 5% universal.
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