Stabber Fleet Issue
-1 turret
+10% Damage
+10% Tracking
The T1 Stabber is amazing due to its 2 utility high slot’s but the stabber fleet is just a much worse version atm it badly needs a utility high and some fitting especially power grid, Don’t mind going from 6.2 effective turrets to 6 effective turrets by loosing the 1 turret slot so that it can have slightly more alpha and the utility high.
Combat Interceptors
Combat Int’s have no roll atm so the idea is to make them anti drone support ship’s.
Idea originated from this thread Combat Ceptors need a bit of a Buff
An alternative for roll bonus could be to make combat interceptor’s act as mobile cyno inhibitor’s, or to make fleet mate’s warping to the combat inti align and warp faster on grid.
Removed:
Interdiction nullification
Replaced with:
+1% extra sig reduction during mwd (80% at V compared to 75% at V for fleet inti’s)
+10% to base velocity + more weight to reduce MWD to same as before. (slightly faster in afterburner same in MWD)
+Cap Balance (Compare the T1 counter part’s to inti’s, T1 has much better cap! conder’s 150s/300GJ to raptor 266.25s/355GJ)
+Fitting Balance (T1 also has much better fittings than inti’s)
Bonus’s changed to include tracking because of the roll.
3 Mid’s Minimum for Dual prop and some power grid to compensate.
Removed:
80% reduction to propulsion jamming system activation cost
Replaced with:
200% damage against drone’s and 500% damage against fighters/bombers. (Roll bonus)
Raptor
+11 CPU
+2 PG
16% reduction in MWD sig radius
+10% tracking speed (Replaced 4% shield Resi)
5% Hybrid Damage
10% Hybrid Optimal Range
Roll Bonus: 200% damage to drone’s and 500% damage to fighters/bombers.
Crusader
+20 CPU
+1.2 PG
+1mid -1low (For Dual prop)
16% reduction in MWD sig radius
10% tracking speed (replaced 7.5% tracking speed)
5 or 10% optimal Range
Is there anyone in the world that likes cap reduction from guns very annoying bonus. It’s going to need the range instead of ROF to hit drones more often as they are always moving in and out of range.
5% energy turret Damage.
Roll Bonus: 200% damage to drone’s and 500% damage to fighters/bombers.
Taranis
+5 Cpu
16% reduction in MWD sig radius
10% tracking speed (replaced 7.5% tracking speed)
10% Damage
5% Optimal Range ( Instead of the 2 drones )
Claw
-1 low +1 mid (for dual prop)
+14 CPU
16% reduction in MWD sig radius
5% Damage
5% ROF
10% Tracking (from 7.5% tracking)
Using these change’s the inti’s will all sit pretty close on damage around 200 for close range (Taranis / Crusader slightly higher with less tank) and dual prop + some speed and sig reduction will let them be useful again.
Warp Speed In General
Roaming takes a really long time and a lot of this has to do with warp speeds, it would be a really nice Quality of life update if all warp speeds got a decent boost.
My suggestion for base speeds would be:
Frigate: 7 AU/s
Desi: 6 AU/s
Cruiser 5 AU/s
BC 4.5 AU/s
BS 4 AU/s
Navi + Pirate Warp speed increase 15%
T2 Warp speed increase 25%
Interdictor Warp speed increase 30%
Angel Warp speed increase 50%
Interceptor warp speed increase 60%
The align time that the bigger ships have will be enough to catch them but the warp speeds will keep the bigger ships fun to fly. :]