>>The highest DPS in the game, period<<
Right, but apples and pears or? 2/4/6 vs. 8 turrets…
How does this in any way address his argument? ‘Destroyers have high dps’ ‘Don’t compare them with ships that have less dps’
>># A module that can do direct hull damage in a large radius<<
Covert Ops have this too you know against destroyers? And every ship can do this too against destroyers! Not to mention about ANYTIME additional damage possible with module destruction. HOW MANY OTHER CLASSES HAVE THIS WEAKNESS?
Covert ops don’t have a module that can do ‘direct hull damage in a large radius’, even if they can do direct damage to destroyers they can’t do it to every ship class, which destroyers can.
>>The same module can render all adaptive builds useless with its gravity<<
Guards, ECM and Tackler share this ability. Nothing new to destroyers.
Only the guard can use this on more than one ship at a time, and just because other ships can have the same ability doesn’t make it balanced that one class can do all these things and many others, all at the same time with minimal drawback. What is the point of playing a guard right now when you can do the same and more with a destroyer?
>># With 2 adaptives there is an additional 90 pts of resistance on the hull and shield (remember continuous afterburners?)
Traveling at a base speed of 212 m/s (By comparison, the Tormentor S (R12 Guard) has a base speed of 201m/s, and the Grizzly M has a default speed of 346 m/s)<<
A giant brick flying around doesn’t care me really. Its manoeuvrability is the bad. Every other ship can easy outrun this. PS: Tormentor is a J, so please compare just J with J and F with F shipclass as faction have different inherit traits. This sound more like trying to engage 1 on 1. Sorry Pro, you can’t just roflstomp over it. Q.Q now about that?
Again, you missed the point, which was that adaptives are more effective than normal on a destroyer with huge hull/shield volumes.
‘Adressing’ sound like it’s an issue. Other way around: Why SHOULDN’T destroyer have more turrets? As they are way bigger? Second they aren’t as flexible as other classes. So they can’t use those turrets all the time.
To the direct damage: No other class have the damage to hull like destroyers, why should it this weakness not be an advantage of this class as well? But for you: Why you don’t make a suggestion with your solution? Maybe you find enough persons agreeing with it/devs accept it.
>>Only the guard can use this on more than one ship at a time, and just because other ships can have the same ability doesn’t make it balanced that one class can do all these things and many others, all at the same time with minimal drawback. What is the point of playing a guard right now when you can do the same and more with a destroyer?<<
How about no? Tackler can use it on multiple targets at the same time, you just need the strategy with gravi. Same with ECM special.
Same and other things are shared between classes. Why we don’t start removing this cross-specials? ECM will only prevent using weapon/module usage? Guard can’t remove afterburner? Tackler lose their drones?
LRF lose their RT? WHY should all those classes have the ability of another class? 2-class thinking? Destroyer/the rest? You have no argument with this.
For you: A guard is more flexible, anomaly, have pulsar and MPI.
You can make a suggestion to alter/increase the weakness of something.
To the regen: Nope I don’t miss the point. Adaptives are more effective ON EVERY SITUATION WITH TANKY SHIPS. Adaptives on J vs. E.
Adaptives on inty vs. Figther.
And so ON.
100 dollar are more than 10 dollar.
It’s a basic statement, not an argument!
At least you have thougt constructive about things with hidden changepotential. Better as all the Q.Q read in this thread.