Another person calling for T3Bs. ■■■■ that noise. T3s in general were horribly stupid and I’d do the happiest ■■■■■■■ happy dance ever if they simply got deleted. I fly them, but only because they’re a doctrine. I hate them as concepts because when they’re balanced as “can’t do better than X, Y, or Z” they’re too weak in general. And then people REEE hard because they just invested a huge amount of isk and a decent chunk of SP into a ship that sucks. So they make it OP, where it has been since day one.
OP, never forget that the overarching concept for a T3 anything is “flexibility, at a cost of mediocrity”.
T3Ds are weak if they aren’t flown in the right mode.
Cruisers are (supposed to be) less effective ewar than Recons, less effective DPS than HACs, less effective logi than Logi Cruisers. They get the ability to mix and match with the knowledge that they’re not able to perform as well as any purpose-built T2 ship for any specific part of their mix.
Your concepts would all face-rape highsec. Maybe lowsec, but honestly you’re better off just dropping caps instead of using these (focused hull, better at that role). Null? No way.
Except for Caldari. Don’t forget about the Caldari, just because the devs did! I would give bonus to the ECM, target painting, dampeners and weapon disruptors only.
I can’t really decide between this and the OP, but I would put serious limitations on the refitting/role switching:
The anchoring to refit and the reassembly should take time. If we refit then make them both maybe 15 seconds (plus the time you spend to replace modules), if we switch then 20 seconds.
During refitting/role changing no modules can be activated, and all modules lose their passive effects too. I can only imagine this period as the ship opens up, and drones or cranes replace the proper parts. Anyways, the ship should be the weakest while in this state.
Here is an idea, that isn’t really a superweapon: Weapon Owerdrive System
Between the long spool up and the even longer cooldown the WOS will basically overload the fitted weapons, and for 10 seconds increase their RoF to about 1-2 cycles per second, while significantly reduces their tracking (making this balanced with missiles will be a challenge). The weapons will consume ammo as they normally do, then will be disabled during the cooldown. This allows you to deal insane damage to a single target that you activate the WOS on, but only if the target moves about as fast as a stasis grappled citadel.
LOL they’ve just recently reduced the number of subsystems for T3 cruisers to reduce the horrible balance issues at least a bit. Why would they add the same ■■■■ again? So they could have something nearly impossible to balance for years to come again?
This isn’t nearly the same. Here we have exactly 1 subsystem fitted at any time and only 5 options for each faction. So you only have 5 different ships to pick from instead of 1024 per faction.