CCP released a bomb shell—or more
like a bunch of little cluster bombs—to the meta, coming in the
March release. Over a dozen module tiericde passes are coming, and to
many of the most important modules in PVP--damage controls, damage
amplifiers, webs, scrams, EWAR, and so on. The module rebalances
coming in March look small but they are actually some very big
changes for the meta across the board.
Module tiericide might seem like it
does not heavily affect ship fits and the PVP meta, but many of the
small changes CCP has made to modules have had greater impact than
the ship rebalancing itself. For instance, the buff to shield
extenders (lower fitting requirements and higher overall HP),
especially the buffs to tech 2 versions as well as navy versions like
the Republic Fleet shield extender line, has proven to be a
significant buff to buffer shield tanking. The relatively low fitting
and huge HP given by two Republic Fleet MSEs is part of what makes
the svipul so powerful given its bonuses, for example.
So let's look at some of the more
significant upcoming changes (keep in mind they are subject to
revision) and see how they will affect PVP fittings and balance (solo
and small gang fits in particular).
Let's look at the biggest change first:
Damage controls will now be passive modules, and all ships are
getting a base hull resistance of 33%, and the bonus provided by all
damage controls is going to be reduced by around a third. That.
Is. Huge. Put the contentious issue of freighter ganking aside
and focus on how major of a buff this is to the many powerful ship
fittings which do not use a damage control currently.
Here are some very common pvp fits
which do not use a damage control: Kiting Slicers (e.g. Chessur
style), kiting Tristans, Jackdaw fits with 2 BCs, Flycatcher fits
using 1 BC, pure armor tanking ships that do not often fit a DC such
as are common on the Enyo, Retribution, Punisher, Maller, and so on.
All of these fits and some others are powerful right now, and getting
an added base hull resist makes them quite a bit more tanky. The
Slicer and kiting Tristan in particular would be pushed from tier 1
class to overpowered in my opinion.
Oh god, I almost forgot to add the RLML
Caracal (in addition to a few other RLML kiting setups) which already
does not use a damage control (on 2x Nano 2x BC fits) and is
insanely powerful and quite tanky already. It would be a huge stealth
buff to many already OP ships.
My suggestion (one I made on the
forums) would be to only add a 10-20% base hull resist, or to have
tech 1 ships have a base hull resist of 10% and tech 2 ships have a
base resist of 20%. In any case, 33% across the board is probably
just too high.
But let's assume that CCP adds some
amount of base hull resist—that is a huge buff to ships that do not
fit a damage control, and the potential fittings that run without a
DC increase tenfold. It would give more options for kiting
setups—making more sense to sometimes swap a DC for another damage
or speed mod—as well as some dedicated armor tanking setups that
could better use another armor resist module.
What about the addition of faction
damage controls? Solo PVPers who fly big stuff should be rejoicing at
this news in particular. Regardless of the final cost of a faction
DC, it would be a nice buff to battleship level solo PVP fits. If
they are cheap enough, it may even make sense to put them on smaller
ships as well, as the added resist bonus above the Tech 2 provides a
worthwhile boost. Once this change is finalized I will go back over
which fits in particular benefit the most, but I have a feeling CCP
will be adjusting the numbers with damage controls soon.
Oh, and my mouse and hand thank CCP for
making the damage control passive! <3
Tech 1 damage modules are getting a
(significantly) lower CPU variant and a buff to the damage in order
to bring them closer to tech 2 versions. Some meta damage mods
currently have more CPU than tech 2 versions, making them worse than
useless right now.
First of all, this is a nice buff to
new player PVP. Currently, tech 1 damage mods have high CPU costs and
low damage output, meaning new players both have more fitting issues
and much lower damage than they would if they could fit the tech 2
version. Over the years CCP has made many small balance changes that
bring new player fits closer in ability to tech 2 or higher SP fits,
and I am happy to see this trend continue.
Second, there are a few PVP fits I can
think of off the top of my head which have CPU issues and would
benefit from dropping a damage mod to a tech 1 version in order to
not have to fit a CPU mod or rig. For instance, one of the most
common Tristan fits
is the kiting MSE version, but it has CPU issues which force it
to lack a damage control or fit a CPU rig. Dropping the tech 2 DDAs
to the (new) compact variant would let you either fit three DDAs for
a small DPS buff at the expense of less speed from losing the
nanofiber, or allow you to add a compact damage control for decently
better tank. There's really nothing too major that will change with
damage modules, but there will be some added options for fits that
are tight on CPU.
The
important change here is that Tech 2 modules here will now be better
than the Meta 4 versions of scrams and webs, a nice change not only
because Meta 4 versions of these items have skyrocketed in price but
also nice simply to have a reason to use Tech 2 versions if the
fitting space is available. Faction disruptors are being split into
three categories based on their respective strength: those with the
lowest fitting and cap use, those with the longest
range, and those with a balance of stats. I still think the
disruptors with longest range will remain the most used and
expensive, simply because the fits that tend to use faction points do
not generally struggle with small amounts of CPU or cap use.
When it comes to fitting non-faction
scrams or webs, I think the priorities are generally going to remain
favoring the highest range that can fit. So, Tech 2 webs and scrams
are going to be preferable when they fit, and if they don't the
compact version will probably be necessary. The lower cap use
versions just don't make a big enough difference to be preferable in
any case—unless, say, you are fleet tackle and expect to face neut
pressure and want to have the lowest cap using tackle possible, but
even then it is questionable how much the lower cap cost would really
matter.
Some players have pointed out that the overall CPU requirements for current fits are going to increase, making some past fits tight on CPU need reworking. Gorski Car has a very nice post on reddit about how to adjust certain current fits after these changes, but the overall result is going to be that some fits will need to lower the meta level on one more damage control, web/scram, or even damage module, compared with how they currently fit. On tight setups, which module you keep as Tech 2 (the prop mod? DC? damage module? scram/web/point?) is going to be a more meaningful decision than it is now.
Some players have pointed out that the overall CPU requirements for current fits are going to increase, making some past fits tight on CPU need reworking. Gorski Car has a very nice post on reddit about how to adjust certain current fits after these changes, but the overall result is going to be that some fits will need to lower the meta level on one more damage control, web/scram, or even damage module, compared with how they currently fit. On tight setups, which module you keep as Tech 2 (the prop mod? DC? damage module? scram/web/point?) is going to be a more meaningful decision than it is now.
I love the proposed revamp of currently
useless cap batteries, making them both add a base amount of
capacitor while also adding a resistance to neut/nos pressure. Even
though mid slots are extremely valuable, I can think of a few armor
tanking fits I would love to use these on if the numbers were right.
For instance, the Tech 2 medium compact battery would add (on the
current numbers) 500 capacitor and -25 cap resistance. That would be
reasonable to fit on a dual rep Myrmidon (the triple rep really needs
the 2x cap booster), for instance and would be slightly more
resistant to neut pressure and could do slightly more damage than a
triple rep Myrm.
But, using a cap booster is going to
provide better resistance to neuts in most cases anyway. And, on some
ships that could really benefit from the battery, there does not seem
to be a way to usefully fit the battery in the first place. On a dual
armor rep Deimos, for instance, the battery would be incredibly
useful, but with only 4 mid slots there's nothing you can get away
with replacing.
The other big problem is, the CPU is
too high on all of the sizes, and the PG is too high on the small
variant. I think they would only be worth using if they had roughly
the same fitting requirements as cap boosters (or maybe with slightly
more CPU but similar PG). To be honest, to really be worthwhile
instead of a cap booster, the battery needs to provide more
resistance to neut pressure—such as in the range of 30% or more.
Oh yes. Oh hell yes! I and other solo
PVPers have made this very suggestion, and let's just say that this
is probably one of my favorite small changes CCP has made in recent
years. One of my biggest complaints about ECCM modules is that they
provide no real use unless you are facing ECM, and the use they
provide when you do face ECM is purely chance based and is not worth
the slot for the module.
ECCM modules are getting merged with
sensor boosters, and sensor boosters will get a script which
specifically boosts sensor strength. Signal amplifiers will also be
getting an added sensor strength bonus, which actually makes them
useful to fit on some battleships for the added scan res as well.
ECM is still terrible game design,
there's no gameplay or skill involved in it, and the range at which
ships worth less than 1m isk can perma-jam virtually any other ship
in the game is absurd, but this is a small step in the right
direction.
The only downside to this change is
that it is a stealth buff to the arty svipul. Now it gets another
buff, an extra resistance to ECM. To be honest, with the added
functionality of sensor boosters, their CPU should probably be quite
a bit higher. 16 CPU for a Tech 2 sebo is insanely cheap given the
added functionality it will be receiving.
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