Vidar Kentoran
Minmatar Eighty Joule Brewery
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Posted - 2010.10.21 20:10:00 -
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Edited by: Vidar Kentoran on 21/10/2010 20:15:35 Edited by: Vidar Kentoran on 21/10/2010 20:12:04
Originally by: CCP Chronotis
Talking balance: Fitting any of the other class ships, you are instantly forced into a choice when trying to fit weapons of equivalent range and power. Most will sit at around half the EHP of the drake when trying to do so, whilst the combination of factors (lows for PDU and BCU) and med slots for tank enable it to deliver a pretty awesome package for fleet fights.
Part of the problem here is that medium gun range is unreasonably short to begin with, except for Scorch-ammo Pulses, short range weapons even using their long range ammo have ridiculously short range for current fleet tactics and even NPC combat. Long range medium weapons give up a huge amount of damage to increase their range to anything reasonable. Maintaining range is challenging, long range guns don't need these huge penalties attached to them anymore, unless you want to cut the range of all missile systems in half to make them more comparable to guns(seriously don't do this, it would turn ratting/missions into pure pain).
If the heavy focus on medium ships being the best(no real T2 battleships so bs hulls will never be capable of matching hac tanks due to logistics making resists more important than ehp, T3 cruisers, etc) and most versatile class continues, you should really put some effort into evening up weapon ranges here.
And seriously. Fix blasters. 1/3 range, massive capacitor use, and tracking so bad you have to use webs or 3 tracking enhancers to hit appropriate-size targets with your full dps is not a reasonable sacrifice for +10% base dps.
The bottom line is that you need to adjust guns to be more competitive now that their instant damage is a mediocre benefit when killing someone is a matter of damage rate vs healing rate because of Logistics, not merely filling up a set bucket of ehp with damage.
Quote: the standard sentiment is caldari (missiles) suck for pvp because there is no instant damage like with turrets.
This is an artifact of the old system where you wanted to alpha someone for their total ehp as fast as possible, and then switch to the next target quickly. Logistics have significantly lengthened time-on-target, and to make matters worse, short range ships have become the tactic of the day.
People who still think that instant damage is the most important thing are stuck in the days of sniping battleships. When you're fighting at 50km instead of 200km and you have someone constantly repping your target, DPS is the most important stat by far, not alpha.
Missile/Shield ships excel at pure dps because they fit their tank in mids and their damage mods in lows and because missiles have better dps overall and historically. Basically, PvP has become more like PvE.
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