Destroyers - An overview of Mobility, Progression and Damage issues and potential fixes

This is going to be a fairly lengthy post given the refinement of the topic and discoveries of major roadblocks and interactions along with additional evidence for reference to. This will likely be fairly disjointed with no proper links between subtopics 

 

Disclaimer out of the way - let’s begin with the big one.

1. Progression and Gear

Destroyer progression has been extremely difficult in comparison to standard ships for a very long time - more specifically since Destroyer modules, weapons and modifiers were split into components with the trade update. Although standard progression is now just as bad (this discussion can be had another time), Destroyers are still in a far more difficult spot with new Destroyers owners being met with this:

 

 

 

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There are a total of  no purchasable Destroyer modules for credits  - leaving new Destroyer owners with no option for outfitting their fresh Destroyer. This is problematic for multiple reasons - such as:

  1. Fresh Destroyer users in PvP will be unable to help their team or keep up with the objective
  2. Fresh Destroyer users have no viable way to defend themselves in Open Space or PvE
  3. Fresh Destroyer users are given the  worst Destroyer weapon in the game  - leaving them nearly defenseless due to how the Ai interacts with radiation of Halo Launcher if attempting to farm modules

 

This problem only gets worse with the ranks as with rank 8 Destroyers there are only two modules unable to be obtained via Open Space  - this leaves new players with the option to either:
A) Farm for their modules via Open Space with no modules and the Halo Launcher
B) Neglect usage of their Destroyer

This can be extremely tedious to work around due to both the horrendous drop rates of specific modules in Open Space and their effort in obtaining the ship being effectively nullified.
There is also a secondary issue with being forced to grind so heavily for what is effectively mandatory for ship usage - players are severely restricted when it comes to freedom of choice and time investment. What I mean by this is that players new to the class will often simply search for what is the “best in slot” and go for those choices rather than trying out every option and making up their own setup; leading to excessive usage of the “best in slot” or “meta” choices and restricting PvP setups/counters are the majority of users will be running the same or extremely similar loadouts.

 

So how can this be fixed?

Quite simply - roll back the Open Space acquisition method and allow for the following modules to be purchasable for credits:

  • Blaster Turret
  • Plasma Turret
  • Multiphase Shield
  • Pyro Emitter

In an ideal world however - all modules would be available for credits as to allow for new players to experiment with every module and weapon and design a loadout that best suits them rather than either using the “free loadout” or the “best in slot” loadout.

 

What else could be improved?

The acquisition method of the weapon and module components is severely limiting, even as an experienced player - chasing down one specific component via the daily Iridium containers is extremely tedious and more often than not it is easier to simply sell off resources such as Monocrystals and Xenocrystals to purchase the component outright via trading.

Although Destroyer weapons, modules and modifiers were split up to give purpose to the trade economy - trading itself has effectively nullified the value of the Iridium containers as often the amount of Iridium spent attempting to obtain a full set of components for one item could be used to purchase rare resources which could be traded for a built version of the item instead.

Ideally - a simple solution for this would simply be to remove the Iridium containers and the associated parts and compensate owners of the nullified components with credits/iridium and allow for all equipment to be purchasable via credits as they were in the past.

With so many different tradeable resources the removal of the individual components should not affect the economy too heavily with the exception of components of the “best in slot” equipment.

 

In reality - with how overcomplicated new ship deployments have been - if all modules, modifiers and weapons were given the same treatment and allowed for purchase via credits there would still be over 70 valid unique trade listings and potential of several more if the Tornado and Raven are given permanent releases.

 

2. Mobility

A long standing issue since the very first nerf of the “Federation Router” and global Destroyer mobility has been traversal of larger maps and keeping up with objectives. This has only been further reinforced with the increase of the speed cap and addition of the Ellydium faction as the Destroyer “Ze’ta” has claimed the crown as the most mobile Destroyer in the game; completely undoing the purpose of the Federation’s faction identity.

Ze’ta dillemmas aside - all Destroyers have been suffering via mobility for multiple reasons;

  • Unique warp speed cap of 500m/s
  • Warp gates with low speed leaves Destroyers vulnerable to attack via Interceptors and Fighters
  • Low base speed has made the usage of wormhole projector effectively mandatory, limiting freedom of choice for module slots even further

 

So how could this be fixed and what evidence is there?

The first and most important change that needs to be made is to allow Destroyers to travel via Warp gates at 2000m/s like all other classes. This will prevent allied deaths due to Destroyers using Warp gates, allow for traversal of larger maps (Iridium strand, Derelict Stronghold) without remaining at risk of close range attackers and allow for the warp gates of Engineers to be used with severe penalty or risk.

 

Evidence set 1:  Iridium strand, from spawn to Beacon C (left side spawn), no wormhole or teleport sphere

  • Ze’ta (no speed modifiers, fast swarm, 269m/s) 1 minute 14 seconds
  • Sirius (speed modifiers, Fed router, 323m/s) :  1 minute 6 seconds
  • Tyrant (no speed modifiers or penalties, 123m/s) 2 minutes 3 seconds
  • Vigilant (Armour plated + Galva hull, 113m/s) :  2 minutes 11 seconds

This is the time it takes for a Destroyer of varying setup degrees to both  spawn and reach beacon C  - this route is to simulate heading to a beacon to either head off an engineer fortifying the location or travelling throughout the map (B is the same distance roughly as C from spawn) without the usage of the wormhole projector. To highlight  how much time is spent in warp  however:

  • Dragon (max synergy, armour plated + lightweight, 267m/s, no module use): 55 seconds

This Dragon is setup with a speed  similar to the Ze’ta at 267m/s  with Ze’ta having the speed of 269m/s but manages to cut off 19 seconds of warping  which if the missing 2m/s was added would be closer to 20/21 seconds.

 

This evidence explained, it would be beneficial to Destroyer players on larger maps to have standard warp speed as despite only being a difference of 19 seconds - it can be a difference of arriving at a beacon in time to fend off attackers or being able to contribute to the capture or defence of the beacon.

To counter the argument of ship choice however - with the mode and map of PvP being random; the possibility of a player having slotted 4 Destroyers and being given a large map with a mobility based objective mode such as beacon hunt is very possible. Players who are subject to such a situation should not be practically forced to sit out of a battle because their ship class is so heavily penalised in movement.

 

As for mobility issues of vanilla Destroyers however:
Let me just throw the suggestion initially pushed to, accepted and forwarded via the “Community Balance Server”  which never saw implementation.
 

Increase base speed of Jericho Destroyers to 160m/s (from 102m/s)

Increase afterburner speed of Jericho Destroyers to 192m/s (from 123m/s)

Increase acceleration of Jericho Destroyers to 17m/s   from 11.3m/s)

 

Increase base speed of Empire Destroyers to 144m/s (from 102m/s)

Increase afterburner speed of Empire Destroyers to 172m/s (from 123m/s)
Increase acceleration of Empire Destroyers to 17m/s (from 11.3m/s)

 

Increase base speed of Federation Destroyers to 176m/s (from 135/s)
Increase afterburner speed of Federation Destroyers to 211.2m/s (from 162m/s)
Increase acceleration of Federation Destroyers to 17m/s (from 11.3m/s)

 

This suggestion was aimed to:

  • Only increase the mobility floor of Vanilla Destroyers, not Ze’ta
  • Implement the faction speed differences
    • Currently all Destroyers share the same base speed regardless of faction with the exemption of Ze’ta
  • Allow for Destroyers to attend “escort” PvE objectives in Open Space and PvE scenarioes more freely
  • Allow for faster Destroyer movement, potentially allowing for wormhole projector to no longer be classes as  mandatory  regardless of map size

 

3. Damage Intake and Output

The core issue with current Destroyers, large enough to even plague the “Ze’ta”. All Destroyers take 2.5x increased damage from  all sources within 1000m  - this includes  module destruction. The key part of this subtopic is going to be addressing the  removal of module destruction, EHP changes to compensate and the removal of the “danger zone”.

 

Module Destruction

Module destruction currently is one of the core offenders when it comes to the invalidation of the vanilla Destroyer lineup as it is possible to take up to  99,000 damage  as a result of module and component death. This damage cannot be reduced in any way, shape or form as it is “true damage” and ignores resistances.
So why does this need to be removed?

Destroyers have always been extremely vulnerable at close range due to how the camera functions on Destroyers regardless of mode and makes it near impossible to track a target directly below or above you and literally impossible to track a target orbitting you. Module destruction makes a close quarters scenario a near guaranteed death with the sustained damage from per say, a plasma arc or “sting” overdrive being high enough to allow the attacking ship to kill the Destroyer by simply shooting under it’s shields and attacking the remaining hull capacity directly. Coupled with various bugs, Ai interactions (over-aggressiveness) and a respawn time for modules so high it is faster to simply die outright and respawn the entire ship; it is simply too penalising for Destroyer players when coupled with other penalties.

The “Danger Zone” (close range co-efficient)

This modifier was responsible for the death of the class upon initial release with personal experience of the PvP population dropping to the point where instead of seeing 5-6 players with Destroyers in their lineup per game, you would be lucky to see 1 enemy destroyer every 2-3 games.

This modifier which is currently at 2.5x damage intake is responsible for Ze’ta taking the crown as the only viable Destroyer as it is the only Destroyer mobile enough to escape any attacker able to enter the 1,000m radius and potentially fight them off successfully.

For example of how much this field has harmed the regular Destroyer lineup

  • Self damage from Photon when coupled with the high explosive modifer pushes damage up from the base  9035 EM damage to 32,552 EM damage
  • A singular EM torpedo goes from  17,433 to 30,508 just from the explosive modifier to 76,269 within the close range co-efficient.
  • Singularity cannon (Mk5, Rank 17) goes from 2974 to 5205 just from the explosive modifier to 13,011 within the close range co-efficient.
  • A single firestorm missile (rank 17, no implants or bonus) goes from 2,320 to 4060 just from the explosive modifier to 10,150 within the close range co-efficient.
  • A total volley of firestorm missiles (rank 17, no implants or bonus) goes from 11,600 to 20,300 just from the explosive modifier to 50,750 within the close range co-efficient.

If it isn’t apparent already, the burst DPS potential against Destroyer players is absolutely insane within this field with weapons that have a base of close to 3,000 damage are boosted beyond 10,000 damage due to overlapping modifiers for incoming damage with the damage potentials from pure explosive setups being able to kill some lower rank Destroyers within seconds and even Ze’tas with only a little more effort.

 

So what would need to change after this modifier is removed?

First of all - the EHP (total shield and hull) will need to be severely adjusted. The main mindset Destroyer players currently have to take into battle is that they have an extremely large amount of  temporary health  with module Destructions being responsible for this ideology. With both module destruction and the close range co-efficient out of the picture the damage intake is down significantly - which with this in mind the hull capacity on average should be reduced by 33-50% to both compensate for an average increased time to kill, keeping class discrepancy in line (guards are able to push 45,000 shield total without penalising resistances) and compensate for the significantly larger hitbox.

With this in mind potential hull numbers for Destroyers may be closer to:

Federation

  • Procyon: 40,500 (+4,250 max rank)
  • Antares:  50,625 (+4,625 max rank)
  • Sirius:     59,484 (+3,000 max rank)

Jericho

  • Archon:   36,450 (+4,250 max rank)
  • Sibyl:       45,563 (+4,625 max rank)
  • Tyrant:     53,536 (+3,000 max rank)

Empire

  • Invincible:46,575 (+4,250 max rank)
  • Brave:      58,219 (+4,625 max rank)
  • Vigilant:    68,407(+3,000 max rank)

These numbers are of course only a suggestion - they are without up for debate as these are proposed with these factors in mind:

  • Hitbox compensation                        (inability to dodge)
  • No module destruction hull loss        (due to removal of the mechanic)
  • Severely reduced incoming damage (due to removal of the close range co-efficient)

Numbers were found with roughly 3,500 incoming DPS
Faction identity were given via Federation as a baseline, Jericho with -10% hull, Empire with +15% hull. The extremes of the regular ship tree would be far from ideal to match for identities as the Jericho penalty would allow for insanely fast kills via slipping under shields akin to the current time to kill issues with the current iteration of Destroyers.

 

With damage input out of the way, it is time to address damage output as one issue with Destroyers in current iteration is they are simply not balanced with having more than one on field in mind with extreme AoE and DPS capabilities being blown out of proportion in objective based modes (beacon hunt, domination, sector conquest).

With the capability to survive close range engagements being possible thanks to the removal of module/component destruction and the close range co-efficient the average damage output of Destroyers should not be as high so as to allow for more than one Destroyer to be present on field without slowing down the game extremely due to excessive damage output capability.

With this in mind, here are some potential adjustments for  most  weapons that would allow for them to mimic only marginally higher damage output than per say, a Long Range Frigate

  • Coilgun  
    • Rank   7-11: 1,501 damage 
    • Rank 10-14: 1,551 damage
    • Rank 13-17: 1,601 damage
  • Meson Cannon
    • Rank    7-11:  650 damage
    • Rank 10-14:  702 damage
    • Rank 13-17:  723 damage
  • ‘Halo’ Launcher
    • Rank   7-11: 3,026 damage → Radiation range reduced to  125m, Increase projectile speed to 2,250m/s
    • Rank 10-14: 3,182 damage → Radiation range reduced to  125m, Increase projectile speed to 2,250m/s 
    • Rank 13-17: 3,307 damage → Radiation range reduced to  125m, Increase projectile speed to 2,250m/s
  • G’thar’du Cannon
    • Rank   7-11: 2,649 damage → 650 DoT damage
    • Rank 10-14: 2,844 damage → 767 DoT damage
    • Rank 12-17: 3,038 damage → 883 DoT damage
  • Thermoactive Weapon
    • Rank 12-17: 2,322 damage
  • Vacuum Resonance Laser
    • Rank 12-17: 4,266 damage
  • ‘Kai’ Fission Launcher
    • Radiation range reduced to 115m
  • Plasma Burster
    • Remove bonus Destroyer damage
    • Reduce cloud radius to 115m
    • Reduce cloud duration to 2 seconds
    • Reduce range to 4,400m

 

Okay, now with main weapon damage output out of the way - some problematic modules would need to be addressed to allow for more than one Destroyer to be on field without drastically slowing down the gameplay. There shouldn’t need to be much explanation on the reason given the topic of the modules.

  • Gravitational Lens
    • Reduce activation range to 4,500m    (from 6,000m)
    • Reduce active duration to 7 seconds (from 12 seconds)
    • Reduce delay to 3 seconds                (from 5 seconds)
    • Reduce pull range to 1,500m              (from 2,200m)
      • Rank   7-11: Reduce Destroyer hull damage to 3,431pts/sec, Reduce regular damage to 550pts/sec
      • Rank 10-14: Reduce Destroyer hull damage to 4,631pts/sec. Reduce regular damage to 765pts/sec
      • Rank 13-17: Reduce Destroyer hull damage to 5,831pts/sec. Reduce regular damage to 877pts/sec
  • Pyro Emitter
    • Reduce active range to 4500m            (from 5400m)
      • Rank   7-11:  Reduce total thermal damage to 16,510pts, Increase recharge time to 40 seconds
      • Rank 10-14:  Reduce total thermal damage to 17,630pts. Increase recharge time to 39 seconds
      • Rank 13-17:  Reduce total thermal damage to 18,550pts. Increase recharge time to 38 seconds
  • Crystalline Suppressor
    • Increase recharge time to 38 seconds (Mk4)
  • Devastator Beam
    • Reduce active range to 4500m            (from 5500m)
      • Rank   8-12:  Increase beam damage to 2,764pts/sec. Increase recharge time to 43 seconds. Increase intial beam duration to 3.5 seconds.
      • Rank 13-17:  Increase beam damage to 3,414pts/sec. Increase recharge time to 42 seconds. Increase intial beam duration to 3.5 seconds.

 

Okay that is that. Now post is done. Now it may drown.

Okay job done. My head hurt. So many numbers.

The only difficult part is finding the sweetspot in EHP, the rest seems well thought of.

4 minutes ago, ORCA1911 said:

The only difficult part is finding the sweetspot in EHP, the rest seems well thought of.

Yeah, it’s why that part in particular I mentioned it is indeed open to discussion. On the other hand my dumb xxxx realised I forgot to make projected numbers for Ze’ta in regards to hull capacity.

Since I used Fed as the baseline (balanced, no penalties to hull or shield) and then pushed 15% up for Empire and 10% down for Jericho since regular faction penalties would simply not work with such a large class.

I’m not awfully sure where Ze’ta would sit in this regard however since Ellydium ships have varying identifty from role to role. Perhaps Ze’ta would sit +5% over Federation hull capacity? I’m not sure.

Give it a go and well see how it looks ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

Well by that if we push the Sirius total hull capacity (62,484) and push 5% onto it then we’ll be looking at 65,608 for a rank 14 value then perhaps push +2% for rank 15 which would be 66,920 hull capacity for a rank 15 Ze’ta.

You have to take into account the regen abilities of Zeta so the number should be between sirius and tyrant in some sense.

Oh whats this? Legit feedback, based on reason, experience and facts? With ACTUAL SOLUTIONS offered to the developers? You are literally doing the game designers job? Woah. Watch it get ignored because they have no intent to make existing ships more usable or less op than what they currently are. Watch them add a bunch more useless ships and every now and then one will be broken or usable. That is the future of this game unfortunately. If the developers implemented even half of what you suggested here I would be very, very surprised and might even get some of my faith back. I doubt it’ll happen though.

1 minute ago, OmegaFighter said:

Oh whats this? Legit feedback, based on reason, experience and facts? With ACTUAL SOLUTIONS offered to the developers? You are literally doing the game designers job? Woah. Watch it get ignored because they have no intent to make existing ships more usable or less op than what they currently are. Watch them add a bunch more useless ships and every now and then one will be broken or usable. That is the future of this game unfortunately. If the developers implemented even half of what you suggested here I would be very, very surprised and might even get some of my faith back. I doubt it’ll happen though.

Well, if any sees even any form of consideration let alone implementation I’d be surprised to say the least. The mobility part in fact was literally forwarded to the developers previously and was ignored but if vanilla Destroyers want to be even remotely enjoyable to use in PvP against the current meta then there are a lot of changes that need to happen.

 

1 hour ago, ORCA1911 said:

You have to take into account the regen abilities of Zeta so the number should be between sirius and tyrant in some sense.

So then since the projected Tyrant hull is -10% of Sirius Ze’ta would sit around -3% → -5% given it would be holding a rank advantage still.

Well, we’re now knee deep in another Destroyer meta with a brand new set of problems to come suite with it - so why not provide some updated details and clarifications to the main post?

 


Clarifcation

On 9/11/2020 at 2:49 AM, TheDerpNukem said:

The first and most important change that needs to be made is to allow Destroyers to travel via Warp gates at 2000m/s like all other classes. This will prevent allied deaths due to Destroyers using Warp gates, allow for traversal of larger maps (Iridium strand, Derelict Stronghold) without remaining at risk of close range attackers and allow for the warp gates of Engineers to be used with severe penalty or risk

As of update 1.8.1 (Valentine’s Day) Destroyer speed through Warp gates was increased to 2000m/s. In other words, they now travel the same speed as other ships when moving through warp gates which is a massive improvement.

 

This now leaves regular mobility options to the class and general mobility as the only movement based problem - as the class is still being treated in balance and gameplay as an  exception  rather than a normal ship class. Destroyer players are not given special objectives, they are not given exception to objectives, they are not given bonuses to kill effectiveness.
Destroyer players are still expected as per any other ship class chosen in battle to particpate in all objectives.

 

This means that they should be able to traverse the map in an acceptable period of time to at the very least:

  • Defend or capture beacons without the abuse of ‘Gravitational lens’
  • Defend against bombs in ‘Detonation mode’
  • Defend or attack beacons in the “Four lives” and “Beacon capture” modes

With current speeds however, this is almost completely impossible as more often than not - “defense” will require traversing 25%-40% of the main game space in order to begin participating which is impossible without the aid of “wormhole projector”.

The necessity of the module has been very accurately reflected in the market price of this module’s components with the average price of components being the highest of older modules and weapons.

 

Spoiler

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This proposal is still very valid, as it would still not break the balance of regular gameplay if it was implemented:

On 9/11/2020 at 2:49 AM, TheDerpNukem said:

Increase base speed of Jericho Destroyers to 160m/s (from 102m/s)

Increase afterburner speed of Jericho Destroyers to 192m/s (from 123m/s)

Increase acceleration of Jericho Destroyers to 17m/s   (from 11.3m/s)

 

Increase base speed of Empire Destroyers to 144m/s (from 102m/s)

Increase afterburner speed of Empire Destroyers to 172m/s (from 123m/s)
Increase acceleration of Empire Destroyers to 17m/s (from 11.3m/s)

 

Increase base speed of Federation Destroyers to 176m/s (from 135/s)
Increase afterburner speed of Federation Destroyers to 211.2m/s (from 162m/s)
Increase acceleration of Federation Destroyers to 17m/s (from 11.3m/s)

This would be a massive improvement to the quality of life for Destroyer players and place less emphasis on the requirement ‘Wormhole Projector’ module, making entry to the class much easier for newer players at the same time.

 

Speeds of up to 220m/s with 43-60m/s strafe have also been demonstrated to be far from problematic thanks to the ‘Crystallid Hunter’ from Beetle in the Anthill, which is still regarded as the weakest and easiest to punish class from the game mode.

 

 

On 9/11/2020 at 2:49 AM, TheDerpNukem said:

Plasma Burster

  • Remove bonus Destroyer damage
  • Reduce cloud radius to 115m
  • Reduce cloud duration to 2 seconds
  • Reduce range to 4,400m

After researching, building and using the weapon for an extensive period of time - I have discovered that it really isn’t that good.

 

Revision :

  • Plasma Burster Mk4 11-17
    • Base damage increased to  850                                (from 449)
    • Critical damage bonus reduced to 50%                   (from 75%)
    • Full overheat/cooling increased to 3.0 / 0.75            (from 1.5 / 0.5)
    • Removed bonus cloud damage to Destroyers
      • Reduced cloud damage to  404 EM damage per second
        • Damage no longer decreases over time
        • This compensates for main projectile damage increase
      • Max cloud radius decreased to  150m
    • Reduced range to 4,400m                                         (from 4,800m)
  • Plasma Burster Mk4 8-12
    • Base damage increased to  817                                 (from 434)
    • Critical damage bonus reduced to 50%                    (from 75%)
    • Full overheat/cooling increased to  3.0 / 0.75             (from 1.5 / 0.5)
    • Increased projectile speed to 6,200m/s                    (from 6,000m/s)
    • Removed bonus cloud damage to Destroyers
      • Reduced cloud damage to  390 EM damage per second
        • Damage no longer decreases over time
        • This compensates for main projectile damage increase
      • Max Cloud radius decreased to  150m
    • Reduced range to 4,300m                                        (from 4,800m)

 

So what does this aim to achieve?

This _stat shift _aims to move the damage of the ‘Plasma Burster’ from the cloud to the main projectile, whilst reigning in maximum range of the weapon.

Currently the weapon is overperforming against Frigates and Destroyers only, and struggles to kill Fighters and Interceptors even with all projectiles consistently connecting for extended periods of time.

 

I still believe that the main problem of this weapon is due to the ease of access to larger ranges due to the ‘Horizon module’ being too powerful with too little downsides currently.

 


New Additions Requiring Revision

 

With the release of 2 of 3 Rank 17 Destroyers, they have both brought problematic equipment and health pools with them. This has been significantly more noticeable with Emperor as it is capable of  percentile regeneration , which no other ship in the game is able to do to itself.

 

For a brief reminder of the guidelines for revised damage output and the situation in which these would be imeplemnted:
 

Quote

With damage input out of the way, it is time to address damage output as one issue with Destroyers in current iteration is they are simply not balanced with having more than one on field in mind with extreme AoE and DPS capabilities being blown out of proportion in objective based modes (beacon hunt, domination, sector conquest).

With the capability to survive close range engagements being possible thanks to the removal of module/component destruction and the close range co-efficient the average damage output of Destroyers should not be as high so as to allow for more than one Destroyer to be present on field without slowing down the game extremely due to excessive damage output capability.

With this in mind, here are some potential adjustments for  most  weapons that would allow for them to mimic only marginally higher damage output than per say, a Long Range Frigate

With this out of the way, here are some potential revisions to the  Heavy Gauss-cannon G2Omega-B missile launcher  and  Cluster Torpedo

 

Heavy Gauss-cannon G2

  • Damage reduced to  3,713                          (from 4,368)
    • Damage no longer scales with range
  • Base range increased to  4,350m               (from 4,000m - 6000m)
    • Range no longer increases with charge
  • Charging now increases damage by 10% / 20% / 30%
  • Cooling time reduced to 2.5 seconds        (from 4.0 seconds)

Omega-B Missile launcher

  • Damage reduced to  4,430                          (from 6,328**)
  • Crit damage bonus reduced to 35%          (from 50%)

Cluster Torpedo

  • ‘Rocket spread’ decreased to 750m                          (from 1000m)
    • Explosion delay reduced to 4.5 seconds      (from 6.5 seconds)
  • Mine damage reduced to 8,250 EM damage          (from 16,500 EM damage)
  • Removed radar invisibility and sensor suppression effect on hit

The reduced explosion delay is to compensate for the raise in the mobility floor, as Destroyers will be able to move out of the way far faster, while also lowering the amount of time that a Cluster Torpedo can block a beacon from being captured (due to the threat of death).

 

 

With weapons out the way, the next values requiring adjustment are the total hull of  Relic and Emperor, as per the original post - these are the guidelines and context for revised values:

 

On 9/11/2020 at 2:49 AM, TheDerpNukem said:

First of all - the EHP (total shield and hull) will need to be severely adjusted. The main mindset Destroyer players currently have to take into battle is that they have an extremely large amount of  temporary health  with module Destructions being responsible for this ideology. With both module destruction and the close range co-efficient out of the picture the damage intake is down significantly - which with this in mind the hull capacity on average should be reduced by 33-50% to both compensate for an average increased time to kill, keeping class discrepancy in line (guards are able to push 45,000 shield total without penalising resistances) and compensate for the significantly larger hitbox.

With this in mind potential hull numbers for Destroyers may be closer to:

Federation

  • Procyon: 40,500 (+4,250 max rank)
  • Antares:  50,625 (+4,625 max rank)
  • Sirius:     59,484 (+3,000 max rank)
  • [N/A]

Jericho

  • Archon:   36,450 (+4,250 max rank)
  • Sibyl:       45,563 (+4,625 max rank)
  • Tyrant:     53,536 (+3,000 max rank)
  • Relic:      59,906 (+3,357 max rank)

Empire

  • Invincible: 46,575  (+4,250 max rank)
  • Brave:       58,219 (+4,625 max rank)
  • Vigilant:    68,407  (+3,000 max rank)
  • Emperor: 74,882  (+3,357 max rank)

 

And that’ll do for now, please leave any criticisms below -  I’m not 100% sure on Omega-B base damage on live but nobody would help me with Emperor stats so here we are.
 

My head hurts again.

pain

suffering