Slower acceleration on MWD & Larger FW plexes

Can also look at the paramaters and figure sniper is bad. Generally people can warp on you which makes them moot, but in FW you can avoid this by positioning yourself according to the beacon. Big ups for that.

But the capture area is so small in plexes for dessies that you cant get far from the beacon and the enemy practically warps on you anyway. But it gets worse. Because frigates can reach 3000 m/s afaik, but a webber only slows about 55% so when u web it, it still goes almost 1500 m/s. Whats worse is the webber only has a range of 10km. By the time you can web it, its already under your guns more or less. This will never be fixed btw

so fit a short range, dual web max damage setup with fast lock and nuke anyone who comes in before they can burn off?

used to be a dude in Black Rise who rocked a dual web rocket Corax. He racked up a bunch of kills because people didn’t realise they could warp out before his huge damage nuked them.

if your strategy isn’t working, perhaps rethink it before coming on forums asking for major changes to game mechanics? i mean, looking at those fits I posted earlier that I believe are yours, i’m not surprised that you’re having difficulty. And I don’t even want to start on the Neut/Nos Punisher. What did that poor Punisher ever do to you that you treat her so bad?

Honestly you are kind of blabbering. Do you understand the points i have made so far?

your point, as I see it, is that your badly fit long range destroyers are getting wrecked and you want mechanics changes to help you out rather than learning how to fit and fly a ship properly.

maybe try a good fit before complaining?

Your pattern is becoming predictiable. You make a drive by troll post, then i prove you wrong. And then you attempt to making the thread about me or something. Its pathetic

Why is noone asking how the change in acceleration might look like? Or how big the new size of the capture area should be?

Destroyers excel at making Frigate pilots very sad, They are excellent at blapping frigates.

if you’re having trouble killing frigates with a destroyer, then that’s a you problem, not a game mechanics problem.

What is the point of giving destroyers a role bonus to optimal range and then be like dont fit long range weapons then you suck. What kind of response is that anyway

CCP must have hurt @Mephiztopheleze because he is terrified of change

Leaving aside the obvious fact that an optimal range bonus also benefits short range guns, and just sticking just with T1 dessys here, not faction or t2.

Coercer:
10% bonus to Small Energy Turret tracking speed
10% reduction in Small Energy Turret activation cost
Role Bonus:
50% bonus to Small Energy Turret optimal range

Dragoon:
10% bonus to Drone hitpoints and damage
20% bonus to Energy Nosferatu and Energy Neutralizer optimal range
10% bonus to Energy Nosferatu and Energy Neutralizer falloff range
Role Bonus:
25% bonus to Drone max velocity

Cormorant:
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret optimal range
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

Corax:
5% bonus to kinetic Light Missile and Rocket damage
10% bonus to Light Missile and Rocket explosion velocity
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

Catalyst:
10% bonus to Small Hybrid Turret tracking speed
10% bonus to Small Hybrid Turret falloff
Role Bonus:
50% bonus to Small Hybrid Turret optimal range

Algos:
10% bonus to Drone hitpoints and damage
10% bonus to Small Hybrid Turret tracking speed
Role Bonus:
25% bonus to Drone max velocity

Thrasher:
5% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret tracking speed
Role Bonus:
50% bonus to Small Projectile Turret optimal range

Talwar:
5% bonus to explosive Light Missile and Rocket damage
15% reduction in Microwarpdrive signature radius penalty
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

So that’s four of eight destroyers that get an optimal range buff as either a role or /level bonus. that’s 50%, which isn’t “most”.

If we discount the role bonuses on the theory that’s a bonus they get to give them a range advantage over Frigates that also use small weapons, there’s a total of ONE destroyer that’s ‘designed’ for long range with turrets: the Cormorant.

Most destroyers have some kind of application bonus, be it tracking or explosion velocity for the missile boats.

again: destroyers are very good at killing frigates. if you’re having issues killing frigates with your destroyer, then you need to rethink your fit and piloting tactics.

Your argument is invalid.

because it’s a question only you are asking?

Im saying long ranged fits are under powered and you are saying dont use them? i guess we are in agreement then.

they’re not “underpowered”. they have very clear benefits (range and alpha) and very clear drawbacks (low dps and poor tracking) You hit very hard with beams/rails/artillery, but you don’t hit very often (longer cycle time). The same basic differences hold true from Frigates right up to Titans.

going in against a destroyer in a frigate is a very high risk manoeuvre. Destroyers are designed to blap frigates.

so, once again: if you’re having trouble killing frigates with a destroyer, then that’s on you, not the game mechanics.

Are you suggesting to use long or short ranged weapons vs frigs?

either can work. however as your A: operating solo, and B: operating in a limited engagement area (the FW Plex), I’d suggest short range weapons.

Sit on the warp-in with short range, high damage, high tracking ammo loaded along with at scrams and webs and some lock speed mods or rigs.

Maek frigates very sad.

if you insist on rocking long range guns, then I’d suggest a 10MN AB, scram/kite fit, web if you have enough mids. Sit at the edge of the capture area, burn off when someone comes in (and stop the capture, but that’s the price you’ll have to pay) and let them have it with the highest alpha damage/best tracking ammo you can get.

Imo the area should be made bigger so people with long ranged weapons dont have to be outside it to fight optimally

again (for the third? time): this is a you problem, not a game mechanics problem.

here, try this out. Spike is your long range ammo, with an effective range of near 20km (use this as you burn off and they chase you). Thorium is your default ammo with an effective range of about 10km Javelin (or faction antimatter) is your very short range ammo if they get ‘under your guns’. You have a hell of a tank and will dish out some nice damage against Frigates while being capable against most Destroyers that come after you.

[Algos, 10MN Hull Rails]

Damage Control II
Type-D Restrained Reinforced Bulkheads
Drone Damage Amplifier II

Faint Epsilon Scoped Warp Scrambler
10MN Y-S8 Compact Afterburner
Fleeting Compact Stasis Webifier

75mm Gatling Rail II, Caldari Navy Thorium Charge S
75mm Gatling Rail II, Caldari Navy Thorium Charge S
75mm Gatling Rail II, Caldari Navy Thorium Charge S
75mm Gatling Rail II, Caldari Navy Thorium Charge S
75mm Gatling Rail II, Caldari Navy Thorium Charge S
Small Gremlin Compact Energy Neutralizer

Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I

Acolyte II x5
Acolyte II x1
Warrior II x5
Warrior II x1

Javelin S x2000
Spike S x2000
Caldari Navy Thorium Charge S x2000

It seems like a game mechanics problem unless you want to argue game mechanics are always perfect. But also you keep talking about just use short range fits and drones… its pointless talking with u tbh hate to say it

Me: The area should be bigger so long ranged weapons arent penalized
You: Here use this fit that has drones and short ish range

when your piloting and ability to fit a ship is perfect, then whine about game mechanics?

the feeling is very mutual.

I’ve been trying to help you, yet I feel like I’m slamming my head into the brick wall of your self entitled ignorance.

1 Like

Me: The area should be bigger so long ranged weapons arent penalized
You: Here use this fit that has drones and short ish range