Summary: Ships with split weapon systems are overpowered and should be balanced, but more ships should have split weapon systems.
Link: EVE Forums Link
In EVE there are generally two primary types of combat ships; single weapon ships (preferred by the Amarr and Caldari) and split-weapon ships (preferred by the Gallente and especially the Minmatar). It’s obvious from the popularity of Gallente and Minmatar in PvP that these split-weapon ships need to be balanced. Why, you ask? Let me use the power of MATH!
Single Weapon Systems
Advantages: Single Weapon Systems are less skill-intensive to train, so it’s easier to be productive in a single-weapon system, generally speaking. In addition, many single-weapon ships receive two racial bonuses to those weapons (damage + tracking, for example). This is more prevalent on T2 ships, and less so on T1 ships due to T1 ships only having two bonuses.
Disadvantages: Single weapon systems are far less versatile than split weapon systems. With turrets this problem is slightly less pronounced since one could fit different (but non-bonused) types of turrets on ships (the Laserthron is popular in PvP). However, these weapons will not gain the benefit of the ship’s bonuses.
Split Weapon Systems
Advantages: Split Weapon Systems are more versatile, making the ship less vulnerable to threats that would normally spell doom for single-weapon systems. This versatility allows them to tackle more obstacles well especially in PvE, though they are slightly less effective than a more specialized ship.
Disadvantages: Split Weapon Systems are slightly more difficult to train for since you need the primary and secondary skills to train for them. In addition, more slots are needed to increase the damage on both systems. This is not a huge issue however since tanking is generally unimportant in most PvP (remote logistics, e-war, and incompetent mitigate this issue).
Comparison
Damage: Damage varies between individual weapon systems, but generally speaking single weapon systems have a minor advantage IF the ship in question has two bonuses for said weapons.
Adaptiveness: Split weapons have an obvious advantage in adaptiveness since they have the advantages of two weapon systems and can minimize each other’s weaknesses. Tracking too fast for rails? Your missiles will take care of that pest!
Training: Single weapon systems have a slight advantage here, since you only need the support skills for a single weapon system.
Damage Modification: Split weapon systems have an obvious advantage here. While single weapon systems top out after 3 damage mods (due to stacking nerf), split weapons can use an additional 3 damage mods, bringing their damage at least 50% higher than single-weapon systems.
Conclusion
Split weapon systems need to be balanced properly.
Potential Solutions
1. Reduce damage bonuses and make split weapon systems more prevalent – this will bring them in line with specialized systems but create additional ways to use them. Thus split-weapon users won’t whine too much. Single-weapon users will have to adapt, but once the realize the higher damage potential they’ll be happy I think. I quite like this solution so I’ll be providing some examples.
2. Reduce split-weapon ships’ tanking ability – this will account for the higher damage and help them fit more specialized roles. Also, considering the lack of important of tanking in most PvP situations this will not harm them too much.
Revamped Ships
Rokh
6 Turrets, 6 Missile
5% Bonus to Railgun Optimal Range
2.5% Bonus to Torpedo Range
Allows the Rokh to specialize in either long or short range combat, while retaining some ability to defent against both.
Maelstrom
6 Turret, 2 Utility, 250m Dronebay
5% Bonus to Drone hitpoints and damage
5% Bonus to Large Projectile Tracking
The Maelstrom can fit autocannons + heavies for short and medium range engagements, or Artillery + Sentry drones for long range. The extra tracking will help the artillery hit closer-in targets and the drone damage bonus will help drones. The extra
Abaddon
4 Turrets, 4 Missile
2.5% Bonus to laser damage
2.5% Bonus to Torpedo explosion velocity
This allows the Abaddon to solve it’s capacitor use issue and is also in line with Khanid MK. 2. The HAM explosion velocity bonus will make it highly dangerous vs. smaller ships while the laser damage bonus will allow it to compete at range.
We all know what needs to be done. I’ve outlined the problems, compared them factually, and suggested solutions. Now all we need is for CCP to implement them.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment