New Destroyer buff

So for those that didn’t read all the patchnote or didn’t take a look in game , you can now have 9 modifier in every destroyer , yes , even the rank 8.

this gives a lot more freedom on how to play and fit your destroyer ,and allow you to have a much more refine destroyer at rank 8 , especialy for something like jericho that can now have insane survavibility without energy issue like before.

i’m very happy about those changes and think that was a good idea , i’ll be interested in the opinions of other players .

 

ps: to get those 9 slot you need to refit your ship , and place the 9 slot rather than the 6 you use to at rank 8

Archon.PNG.8d068cf85d1502b4122a733936b54d48.PNG.jpg

it was technically a buff to all ships

9 minutes ago, evo888 said:

it was technically a buff to all ships

It was indeed but I guess can also be shown as a major buff to rank 8s since they were limited to 6 slots previously, limiting builds severely.

 

HOWEVER

Destroyers need a MUCH BIGGER buff than just giving them more passive modifiers. The survivability of a destroyer under fire right now is comparable to that of an LRF at worst and a Federation Engineer at best.

 

Although most of my experience is coming from PvE since destroyers are next to useless in PvP. the only destroyer I’ve found to be remotely survivable under heavy fire from AI was the Tyrant. Sirius melted under heavy fire from AI. Sibyl melted under heavy fire from AI. Invincible melted under heavy fire from AI. My confidence melted under heavy fire from AI. Archon melted under heavy fire from AI.

I still think they have way more survivability than you are saying , even the tank 8 archon can stay under fire for a very long time without the shield being taken off.

 

While one could argue they need more survivability , I think that would be against the class purpose.

If you want to have a very tanky ship , you should go for some frigate I suppose , Destroyer should be here to deal serious dmg and work as an area denial ship ( that my opinion ) , meaning if a Destroyer is unleashing fire on a beacon for example , nothing should survive there , but it shouldn’t be very tanky by nature.

 

 

12 minutes ago, dreamer78 said:

I still think they have way more survivability than you are saying , even the tank 8 archon can stay under fire for a very long time without the shield being taken off.

 

what year are you referring to ??? because this year the +500% damage melts shields on a destroyer  VERY FAST  and the AI all come  in at speeds that their ship class can’t really do and swarm you … its like breaking a water glass and watch the water rush out  …

2 hours ago, Original_Taz said:

+500% damage melts shields on a destroyer

Am I missing something ? Never heard of that 500% damage …all I know is the proximity damage buff that isn’t that high anymore .

6 hours ago, dreamer78 said:

Am I missing something ? Never heard of that 500% damage …all I know is the proximity damage buff that isn’t that high anymore .

If an enemy gets within 1250m of a destroyer they deal bonus damage. I personally don’t know just HOW MUCH bonus damage, all I know is that it is TOO MUCH.

never been higher than x3. I think its x1,75% now? BTW self fire is affected by this proximity dmg increase…so carefull with self photoning (you also get x2 dmg from explotions). Reported as bug long ago…no change was made.

1 hour ago, TheDerpNukem said:

If an enemy gets within 1250m of a destroyer they deal bonus damage. I personally don’t know just HOW MUCH bonus damage, all I know is that it is TOO MUCH.

 

Really? That seems excessively stupid. Though in a way it makes sense.

 

12 hours ago, TheDerpNukem said:

Sirius melted under heavy fire from AI. Sibyl melted under heavy fire from AI. Invincible melted under heavy fire from AI. My confidence melted under heavy fire from AI. Archon melted under heavy fire from AI.

 

My soul melts under fire from AI.

 

12 hours ago, TheDerpNukem said:

It was indeed but I guess can also be shown as a major buff to rank 8s since they were limited to 6 slots previously, limiting builds severely.

 

HOWEVER

Destroyers need a MUCH BIGGER buff than just giving them more passive modifiers. The survivability of a destroyer under fire right now is comparable to that of an LRF at worst and a Federation Engineer at best.

 

 

My opinion on Destroyers is that they either should have low survivability and massive damage or low damage and massive survivability. Because let me just point out that in actual naval strategy, destroyers are supposed to move fast, dish out huge punishment and then die when a single shot hits it. Now destroyers in SC really don’t move fast, which is a significant disadvantage. It leaves them completely open to interceptors and LRFs. Destroyer modules are also heavily combat focused. In fact I think the only miscellaneous modules are the wormhole gun and the multiphase shield. This is also a significant disadvantage, as they have very limited specialisation making them solely focused on brute force. Works for a gunship, not for a sitting duck that has only a small range advantage. So in their current state Destroyers nether have unmatched damage or impenetrable armour. They instead have a little bit of both with none of the advantages. Making them suit their naval counterparts by upping their damage but lowering survivability doesn’t really make sense, so that leaves the option of making them Battleships. Big, slow, and with an underwhelming damage out-put. And this would actually suit Destroyers in my opinion. It would let them broadside like they are intended. Their variety of offensively minded modules would stop them from having no damage at all. So a threat, not really threatening, but something that would be better dead than alive, but with the armour to survive a lone covert ops hero coming in and annihilating it. A punching bag essentially. This is the most balanced way to handle destroyers in my opinion.

2 hours ago, WolfInnocence said:

My opinion on Destroyers is that they either should have low survivability and massive damage or low damage and massive survivability. Because let me just point out that in actual naval strategy, destroyers are supposed to move fast, dish out huge punishment and then die when a single shot hits it. Now destroyers in SC really don’t move fast, which is a significant disadvantage. It leaves them completely open to interceptors and LRFs. Destroyer modules are also heavily combat focused. In fact I think the only miscellaneous modules are the wormhole gun and the multiphase shield. This is also a significant disadvantage, as they have very limited specialisation making them solely focused on brute force. Works for a gunship, not for a sitting duck that has only a small range advantage. So in their current state Destroyers nether have unmatched damage or impenetrable armour. They instead have a little bit of both with none of the advantages. Making them suit their naval counterparts by upping their damage but lowering survivability doesn’t really make sense, so that leaves the option of making them Battleships. Big, slow, and with an underwhelming damage out-put. And this would actually suit Destroyers in my opinion. It would let them broadside like they are intended. Their variety of offensively minded modules would stop them from having no damage at all. So a threat, not really threatening, but something that would be better dead than alive, but with the armour to survive a lone covert ops hero coming in and annihilating it. A punching bag essentially. This is the most balanced way to handle destroyers in my opinion.

If i remember correctly , SC planned to introduce other type of destroyer .
right now we have supressor class , might be possible to get a class more tanky , or something faster at some point , if those new ship are still planned to be released .

 

14 hours ago, dreamer78 said:

Am I missing something ? Never heard of that 500% damage …all I know is the proximity damage buff that isn’t that high anymore .

 

Click on the tharga and taikin in co-op and you’ll see the 500% damage

They need to be reworked into something tanky. They need to be so tanky that it takes teamwork to kill them but they deal worse damage in return. Lone covopses shouldnt be able to cripple them so hard.

6 hours ago, Original_Taz said:

Click on the tharga and taikin in co-op and you’ll see the 500% damage

oh co-op , all i do is PvE with them so :confused:

10 hours ago, TheShooter36 said:

They need to be reworked into something tanky. They need to be so tanky that it takes teamwork to kill them but they deal worse damage in return. Lone covopses shouldnt be able to cripple them so hard.

 

This is exactly what I said.

11 hours ago, TheShooter36 said:

They need to be reworked into something tanky. They need to be so tanky that it takes teamwork to kill them but they deal worse damage in return. Lone covopses shouldnt be able to cripple them so hard.

YES!!!

And: don’t change them or their meta every month or so …

[@WolfInnocence](< base_url >/index.php?/profile/260988-wolfinnocence/) When destroyers first came out, well after the buff after they first came out - they were able to tank quite a bit of damage since the damage multiplier field didn’t exist, but in turn a singular Cov Ops could bring a destroyer down to 5% hull with a singular plasma arc thanks to module destruction. Right now we have the issue of any ship in close proximity shreds destroyers and Cov Ops can not only destroy all modules and bring a destroyer down to 10%, but they can finish the job while they’re at it. So I agree with you in that destroyers should be giant tanks with average/below average damage output.

 

The only problem I would see with destroyers becoming the slow tanks is that right now the majority of destroyer weapons are suited to mid to close range combat with only the Vigilants Vacuum-resonant lasers being the only weapon suited to mid to long range combat as All base weaponry as either low projectile speed or extremely high spread, encouraging pilots to go directly into the front line in order to deal any form of damage. This would in turn mean that the gigantic tanks would be slowly lumbering their ways into the front lines once more - dieing in seconds and forced to wait the 30 - 40 second long respawn timer.

On 2017-12-21 at 6:55 PM, dreamer78 said:

I still think they have way more survivability than you are saying , even the tank 8 archon can stay under fire for a very long time without the shield being taken off.

 

 

This is utter BS and you know it.  I’m flying a fully Rank4 module highres 380K EHP Archon myself and i’ve had my shields

stripped in a few seconds by a single fighter… that shouldn’t even be remotely possible.

A destroyers regen should be enough to hold even a few pesky fighters at bay.   Remember, you have to CRAFT destroyers… so any ship that is easily bought, shouldn’t easily kill a dessi…

 

And there are way too many weapons in this game that is “specialized” with 300% increased dmg towards destroyers… way too many.

Even with high EM-resists, those turrets on on the cruiser in the “defense mission” melts 90k shielding like it was nothing…  and 2 volleys from a solo Butcher will kill a destroyer.

 

For being a ship that requires hard-to-get resources and a massive amount of luck or GS to get the modules, they are very very weak.

 

11 minutes ago, Progenitor2 said:

This is utter BS and you know it.  I’m flying a fully Rank4 module highres 380K EHP Archon myself and i’ve had my shields

stripped in a few seconds by a single fighter… that shouldn’t even be remotely possible.

A destroyers regen should be enough to hold even a few pesky fighters at bay.   Remember, you have to CRAFT destroyers… so any ship that is easily bought, shouldn’t easily kill a dessi…

 

And there are way too many weapons in this game that is “specialized” with 300% increased dmg towards destroyers… way too many.

Even with high EM-resists, those turrets on on the cruiser in the “defense mission” melts 90k shielding like it was nothing…  and 2 volleys from a solo Butcher will kill a destroyer.

 

For being a ship that requires hard-to-get resources and a massive amount of luck or GS to get the modules, they are very very weak.

 

One could argue that Secret Prijects should be unkillable for a single interceptor for the same reason.

 

Ships have to be balanced by combat effectiveness, regardless of their cost. A new player shouldn’t find himself against impossible odds just because he hasn’t build a destroyer yet.

On 1/1/2018 at 8:14 PM, Scar6 said:

Ships have to be balanced by combat effectiveness, regardless of their cost. A new player shouldn’t find himself against impossible odds just because he hasn’t build a destroyer yet.

 

At the same time though, a player shouldn’t feel like building a destroyer was a colossal waste of time when they get annihilated in seconds by all kinds of things in a ship that’s supposed to trade maneuverability for armor and firepower and really effectively has neither just because its weapon and module choices are so second rate. 

4 hours ago, Aetrion said:

 

At the same time though, a player shouldn’t feel like building a destroyer was a colossal waste of time when they get annihilated in seconds by all kinds of things in a ship that’s supposed to trade maneuverability for armor and firepower and really effectively has neither just because its weapon and module choices are so second rate. 

 

I spent a week grinding for covert ops ships that I hadn’t unlocked or used yet. I felt like I was getting annihilated until I got experienced with them. I agree with Scar. The point of ships that require manufacturing is not to give people god powers, but to further facilitate different play styles and allow skilled players to create a more comfortable ship. Just because your fancy pants special project or destroyer gets killed by a standard ship-of-the-line doesn’t mean it’s complete bs and everything is totally broken (*cough* Progenitor).