May I be frank, I am not impressed with the direction on Cov Op Scouts. I have decided to so some research into the combat capacity of these ships on Tranquility, and found myself in an interesting conundrum.
The Cov Op ships should not have their combat bonuses removed. Period, but as many have pointed out these ships have serious flaws and problems. Namely an out of date fitting system, and their capacity to carry weaponry is out of date. The Anathema should be technically on paper the strongest Combative Scout with its 2 Turret/2 Missile capacity but you will not see that. Nor will you see Helios and Buzzards in combative rolls. I have been testing Cheetahs premptively before they are nerfed for good collecting data.
I got my Cheetah to 419 Alpha Strike capacity. Mostly with T2 250mm arty. Rate of fire was about 4.22sec. Most targets were annilated in one salvo. Backup rocket launcher was used for close in capacity if it could be done. However it must be noted that one must fit micro-powerplant on the Cov Op-Recons to at least fit combat boosters ie. Gyrostabilizers.
These test show that the premature attempt to nerf Cov Ops might remove from fleets some unique assets that could be useful in attacking/scouting/ or over all usage.
In Scout/Explore mode: A Cheetah should be Cov Op Cloak + Core Probe + various scanning/relic/data equipment.
Hunter Scout: Cheetah should be able to Cov Op Cloak + Expanded Core Probe. [One of the current problems is Cov Ops do not have bonuses to make use of Expanded Core Probe Launchers.]
Skirmisher: Cheetah should have Cov Op Cloak + Weapons of choice to position around the battlefield and attack enemy players without warning from different angles of attack.
The problem is the current tests on SISI are actually a pretty heavy handed nerf to Cov Op Recons…and severely limit their uses even further than normal. WCS changes and Nullification already have made Cov Op usage rather difficult now with the Observatories in play. Its even more risky than ever.
The speed movement bonuses must be added as a secondary bonus. I think this should be for the Cov Op side of the equation for Skills. The Combat Bonuses must be left intact. [NON-NEGOTIABLE because it overall damages gameplay and shows a lack of creativity in application of Cov Ops out side of being an Alt Piloted Cyno Beacon.]
Also ships like the Pacifier being a Cov Op…need a tweaking to bonuses. 4 Turret/ 4 Launcher balance. Also its supposed to be able to hunt down targets, it needs the relatively unusable survey probe bonus to be removed. And be given a role bonus to lower CPU/Power cost of Expanded Probe Launchers, and a Cov Op bonus to the core/combat probe scan time and repositioning time. Allowing them to more aggressively be used to hunt down targets.
All Cov Ops need at least 4 high slots. To maximize various roles. Current set up is not beneficial to overall gameplay. Power and CPU usage is also problematic. I found that I am forced to use specific modules to get an edge due to the extremely tight fitting constraints with CPU and Powergrid.
Also this should be considered and in review considered with the T1 Exploring ships as well. Also giving them bonuses to the Survey Probe Launcher would be helpful in these ships getting some utilitarian work out of them.
In all the combat bonus reductions, are not beneficial to the game. They remove options not expand them. The speed movement bonuses would be beneficial for everyone, maybe some tweaks to scanning. Because their role kind of can be easily encroached upon by other ships even “weaker” in certain stats but due to fitting any weaknesses are overcome. So the Astero needs to be factored into this equation as well.
And a deep consideration on the overall CPU/Powergrid concerns with Expanded Probe Launchers needs to be considered. Or you may have to fit a specialized combat probe launcher module only soon to make a valid difference of roll for Recon/Scout/Explore ship fits.
I would suggest players begin a Tranquility Test taking out Cov Ops and testing their combat abilities and seeing which ship needs work or which one might be a bit OP. Then compare the SISI CovOps ships versus them. I can promise you a 50% drop off of options is within purview of consideration.