Hi, i think destroyers are overnerfed and dragged into the ground, lost their primary role of suppressing basically. i think it is time to completely overhaul them.
- Destroyers no more Suppressor class. Change them to Bulwark class.
Bulwark Class description and features:
After countless experiments, analyzing and assessing the current as well as past conflicts it is deemed that Suppressor class destroyers lost their effectiveness and both UMC, Empire, Federation and Jericho is in need of a redesign. Featuring even more armor and defensive means to turn the tide of battle, newly designed bulwark class focuses at close range brawls and protection of allies instead of long range artillery support. Designed to be in thick of battle, they embolden and empower allies and themselves through protection and screening.
Features:
- Every Destroyer is replaced with their Mark II variants, boasting more armor and shields(plus faction unique mechanics), unique shielding method or drone suppot. Weakness Area removed completely as well and replaced with “Thanatos” Shielding
-UMC decided that all modules and weapons are available with either Xenocrystals, drops from Specops or really hefty amounts of credits (4-5m per weapon and module, as well as upgrading them requires 10x more loyalty)
Thanatos Shielding:
-Destroyers take %45 less damage from non Explosive damage sources. %70 more damage from explosive guns and ship abilities, %450 more damage from Missiles and Torpedoes.
-Static Shielding is replaced with EDS (Explosive Deterrant Shielding) which is a moveable single shield that blocks %99 of explosive damage on a single location and can be moved around the ship by holding right click. Activated and deactivated by tapping right click and constantly drains your energy reserves at a slow-moderate pace.
-Repair Drones replaced with PD Drones that shoots at incoming missile and torpedoes, shoots have a chance to confuse missiles and cause them turn on enemies. Automatically deployed like engineer drones, shoots with right click and drains energy at fast pace.
Energy Router MK II is their special module now. Tapping F causes to change bonuses. Holding causes to toggle Overcharge at cost of constant energy drain and periodically cause self damage with the benefit of 4x multiplier to active bonus.
-Wormhole is changed to “Hermes” Drive. Tapping the button jumps ship 3km forward or if ally targeted teleport to ally in 5km radius. Holding causes emergency microwarp after 4 second charge with self damage plus completely depleting energy. Minimum 10km distance. Scales with energy available up to 35km. Cooldown for noncharge mode is 60 seconds. Cooldown for Charge mode is 120 sec.
-New Module: “Deimos” Battle Interface:
-Destroyer links with allies to bolster itself and up to 3 ally’s Damage Resistance, regeneration rates and grants additional layer of shielding, drains energy to maintain.
-You can now install a pair of blaster or EM turrets.
Base survivability increased by %150(%70 for Federation)
Federation maneuvrability boosted by %25
Empire now have %100 hull %0 shield ratio, router shield recharge bonus repair hull at %40 effectiveness on empire destroyers.
Jericho now have %25 hull %75 shield ratio
Empire and Jericho maneuvrability further nerfed by %15
As their role supposed to change to true close range behemoths, they cannot keep such long ranges on their weapons amymore.
All weapons will have their maximum range reduced by %25 optimum by %40, damage increased by %25 to have them greater at closer ranges.
Destroyer specific weapons:
Vigilant Laser MK II: Does more damage closer the enemy instead of DoT burn.
Tyrant Kinetic Gun MK II: Tapping fire key makes them behave like Artillery Cannon with rather longer range, Holding turns them into high damage high spread gatling gun
Sirius New Weapon: Behaves like Mortar, fires one by one, however deals non-explosive damage and fires fast, inaccurate shots rapidly.