I saw that the fitting had been ever-so-slightly buffed for the ships already, but it’s still evident that they have great difficulty making use of the utility highs. Either adding more fitting or reducing that of the Entropic Disintegrators would help to make them more usable - as is, it’s difficult to even squeeze a medium neut onto a Vedmak comfortably.
I think that reducing the fitting demands of the disintegrators would probably be wise. I think the ships have enough fitting space, but that module in particular is eating away at just a bit too much of it.
If we are to consider group play yes even on an ab fit vedmaks can’t fit 1-2 rr an 800mms plate(taking the lowest here ideally it’d be 1600) and cap injector,not to mention nos or neuts which take more pwg than medium rr
I see why CCP is hesitant to increase fitting just so utility highs can be used easier. When you just increase the fitting, you have the problem like the drone ships had after tiericide, where designed to fit a full rack of weapons, but instead of using them, people just left the high slots empty, and used the fitting for overtanking their ships. That could easily happen here, that´s why I think it would be best to give them additional role bonuses that reduce the fitting requirements for all those utility high modules. Makes it easier to use them, without giving the ship the ability to fit multiple plates/local reppers
I like the rr pwg reduction idea
They throw rogue drones at them until they die.
Hmm, now bottles are like charges ? like hybrid ammo ?
I thought bottles were like laser crystals which do not break, except t-2 crystals and have instant reload.
Now these ships are even more useless, once you run out of charges (ammo) you’re doomed.
How is that different to any other ammunition?
Bit I have to agree honestly. This weapon already works differently than the usual weapon systems, and considering it’s a constant stream, a system like laser crystals, or scripts (how it was before) would fit perfectly
On a completely different note, are there any plans to add rigs for the precursor weapons? The ability to trade off weapon property modifications between rigs and low/mid slots is an important part of fitting balance and flexibility for other weapon types, and in trying to fit up these things on sisi I’ve increasingly been feeling the lack of those options here.
We (TEST) tried these as a team last weekend. Now there is another problem.
With charge bottles being used as ammo instead of crystals, their volume is ridiculously high. They need to be smaller. A set of only 500 of each takes almost the entire cargo hold.
I would still prefer to see Disintegrators use less PG rather than adding more to the ship. Then you won’t have fitting shenanigans.
I haven’t had a chance to try them since Rise buffed the max damage on disintegrators. But if there is no buff to the cycle time or amount of damage increase per cycle, it will take even longer to get up to max damage.
Also, on another completely different note, while the powergrid issues on the larger ships have gotten most of the attention, I still think the Damavik desperately needs a third mid slot (or other offsetting bonuses).
Two mids on a frigate has always been considered to be a severe drawback, as it imposes severe limits on the ability to control range. Notably, all current two midslot frigates are either natural-born kiters (Slicer, Claw, Retribution, arty Wolf) or have significant offsetting properties (projection and tracking bonuses on the least range-dependent short range weapons and very high base speed on the brawl Wolf, and being the most absurd brick ever for the Punisher). It’s also noteworthy that the one that can’t really kite (the Punisher) was such a laughingstock that gaining an entire extra slot compared to every other t1 frigate was considered a reasonable buff, and that the Retribution similarly only became viable when the entire class got speed and capacitor buffs such that it also became a good kiter.
The Damavik doesn’t have these offsetting properties. It doesn’t have 5 low slots, 400+ m/s base speed, 50+ (or even 20+) km projection, a MWD bloom bonus or better than 3.0 capacitor to recharge ratio, etc. Despite the range bonus, its weapon system doesn’t reach far enough to allow it to kite, and it lacks the ability to control range in a brawl or the speed/range insensitivity/brick tank to just bull through anyway. It also relies on range control to a greater extent than other ships, with a strong emphasis on 5km-range utility neuts and a weapon system that cuts out if you stray 10 meters outside of optimal range and loses a major chunk of damage every time either that happens or you are forced to swap ammo due to the engagement range changing. I don’t think the Damavik is so potentially powerful that it needs the crippling drawback of only having two mids to be balanced.
Right now, the only particular use I see for the Damavik is in a small gang where you can fit half scrams half webs and play shenanigans with remote reps. Now, it’s alright if CCP wants to make that the design emphasis, but I’d think the ship still ought to be viable solo. In my opinion, the ship needs either a 3rd mid or some other significant offsetting bonuses (capacitor, fitting, speed, a full 10%/level projection bonus, etc).
The smart bomb thing is a good idea, but on the Vedmak, medium SB range is 5km and almost nothing orbits at that range. I think a bonus to SB range would fit well on the ship. It would also give it some ability to do Abyssal deadspace more competitively.
IDK, maybe it’s discussed already, but the Zero-Point Condensate item hasn’t Icon.
Entropic Disintegrators haven’t reload time. So, we can change ammo type instantly to control the optimal distance and its small falloff. For example, a frigate can instantly change optimal like: 7km, 11km and 18km!!! Is this good?
Traditional energy weapon rigs not working with these…
Overall, Triglavian ships looks like crazy insane on fitting with decent cap, CPU, PG and also. We can build very good exploration ships, kitters, brawlers, travelling vessels like shuttles with 150dps!, special logistical, powerful Jamers and Tacklers. With max weapon skills, we can built a frigate able to do 200+ dps at 7km, 11km or 18km with Neuts, Takling and MWD on, under 4000 m/s fly speed. They can trash almost all old paradigm of available ships, especially with those mutated modules, which can be a case of game breaking on PVE, PVP, Economy and e.t.c.
Is this good?
P.S. Low Disintegrators skills and no respective implants.
A kitter with 3900m/s and 136dps at Disintegrator’s stack level of 1! Bye-bye Kestrel and Garmur…
A brawler with 165dps under minimal weapon skills at stack 1 (no tank). 1.60 s align time vessel, in good hands, is similar to a vessel with Warp Core Stabilizer equipped in FW areas.
It’s close to the Interceptor on abilities, but with much lower align time with MWD on and with 1.7s align time with MWD off and 2 times more dps!!! Moreover, he can use Jamming, ECM and Tackling drones, compared to traditional Interceptors.
I have notice that the role bonus to cap on neuts amount isn’t applying, it still shows the full cap use to it. I seen it on the cruiser, sadly I haven’t tested the battleship or the frig as yet to see if it is the same there.
So apparently on Sisi the Disintegrator is being buffed from 100% to 150% and the Vedmak is getting an increase to its power grid. I think these will help but I also think all the Triglavian ships need something unique, like 4 rig slots, higher sensor strength, etc.
Isn’t having full dps plus bonused utility high enough? A few pirate ships can do something similar, but in a much more limited way…
The general consensus seems to be that these ships lack enough power grid to be fit properly and that the frigate needs 3 mids. They could give all the Trig ships another mid slot if they’re not going to up the power grid.
The damage is good (with the increase) but EW can also negate this. I thought we’d see something a little different with these ships in terms of sensor strength (stronger) and resistances.
Your previous post about 150% max spool up is that accurate?can’t check singularity atm
Just checked its still 100%, with +5% each cycle
I’m going off a Twitter by CCP Rise that was posted on Reddit. No idea when that change (or the Vedmak power grid increase) was supposed to appear on Sisi - nor if they’ll keep either or these in the final iteration.