Every game, even every “team based” game is balanced on 1vs1 situations. This does not mean there needs to be a solution for every class to counter any other class.
My examples as coils lrf/covops plasma vs destroyers were not necessarily only to point out 1vs1 situations;
I expect a certain sub-class to be a good counter against some other certain sub-class but then the other expectation kicks in. If a sub-class is good against another, then I expect that same sub-class to be weak against some other sub-class.
If ship “A” is good against ship “B”, then the ship “A” needs to be bad against ship “C”. Same way as the ship “B” needs to be good against the ship “C”. -Ship “C” can be named Ship “D”, “E” etc. in any of the sentences.
A clearer example from my experience would be;(not claiming this is what goes around in SC all the time, just an example from my own gameplay) A decent gunship with singularity cannons (or any other weapon really) and an activated special module will annihilate my Octopus whereas a recon or maybe even an ecm will have to run away from my Octopus if I decide to kill him.
A destroyer is good against all sub-classes. A destroyer is good against those ships that are meant to counter the destroyer itself. Destroyers have no practical disadvantage against any other sub-class. The word practical is obviously important there.
One of the disadvantages of the structural build of a destroyer is that it is BIG! thus SLOW! Now coming to why those disadvantages are not practical: Being bigger than a frigate is not important at all. We can shoot frigates as long as they are in range, they can not easily avoid incoming damage by the use of W, A, S, D ,Shift, Alt, Space. It does not matter at all if destroyers are bigger than frigates. Best that could happen is that I would land 95% of my hits against a frigate whereas I would land 99% of my hits against a destroyer.
Destroyers also have a damn mobile barrier that is able to sustain huge amounts of fire until it fades/energy regenerates. Only counter to that is using aoe weapons. Mind you most weapons do not have aoe.
Even then, if a team of pilots is attacking your destroyer, you are keeping them busy and your team has a window of offensive and defensive opportunity against the enemy. Killing your target is always easier when he is not actively trying to kill you.
They are slow but that is even less of a concern. How slow? Is it as slower as it has more shield/hull volume than a guard frigate? No, they are not much slower than a Jericho or Empire frigate when NOT built for speed. When built for speed, some destroyers rival the speed of a Federation frigate. The same Federation frigate that rivals Empire/Jericho fighters.
Even their disadvantage of structural build comes to a halt by their firing angle. A frigate would have to turn its fat butt by mouse and keyboard to face its attacker while a destroyer pilot will have to do the tiring job of moving his cursor without turning and losing time at all.
Not to mention Gravity Lens can easily delay the beacon capping of a whole enemy team, meanwhile deactivating most of their Adaptive Shields and damaging those who get close and try to pull the enemy together for an easier team kill - not saying it can actually manage to pull all the enemy team but it constantly tries.
It can also deactivate most of your team’s adaptives and try to pull them when the destroyer placing it fails to do so. It can, at the same time, increase most of your team’s speed so even that disadvantage has a kind of advantage.
I understand some people (Don’t get me wrong, not like “some people in this thread” but more like “some people in general”.) act like destroyers take away ALL the fun for non-destroyer pilots and this can be a bit threatening to a destroyer only pilot. But you have to observe the problems from different points of view.