So what do you guys think about the advantages of Empire/Fed gunships in T5?
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As much as I like them and is a good read, I can’t say I like the idea we write all our expertise in public forums for everyone to look at.
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So in general, I’m not really in favor of helping community this much with giving deep insight and expanded builds on public forums. I can give thoughts and simple suggestions, sure, but more deep stuff I think we should keep this in our own forums. Let them figure it out. This is a small community, and it is very likely that we (or our own corp mates) will be fighting the people we are helping with builds and ideas. In some other games with huge communities, it wouldn’t really matter, but right here, I don’t like giving ideas to our enemies.
The LB is in the premier league. Apollo is 2ºB in comparison. The rank 14 and 15 implants are a great difference, and the LB bonuses are better Imho.
The fact that Apollo had better roation is what caught my attention, and the fact that it has 2 capacitor slots, 1 for energy regen and 1 for EB.
But yeah LB with the 3 CPU can make a good use of Proton Wall and still have insane crit values, it’s more tanky due to R15 Fed implant and it can throw more bubbles before overheating… so yeah
Not really, all ships in T5 allow different builds. And I find a great perk of this game that the same ship can be fit in two different ways and still work.
And BTW, Gunships are not god, they are good at killing, because that is what they do, they are DPS class, like a Warrior in RPG games. Tacklers are the assasins with debuffs and cloak, and commands are the paladins (bubble anyone?) with buffs.
Sooooo, you talk about gunships fits in great details, because every ship can be fitted differently, and it has nothing to do with the fact that gunships are not exactly balanced.
Gunships are good at killing, good at surviving. What else you need?
when you have 3 gunships … 4 others may not be enough
it isn’t the ship / class itself, just how well it does when you apply team coordination.
nerfing gunship because squads use them to devastating effect due to teamplay - that is …
nerfing skill.
This would be true IF Gunships (and we are not talking about gunships as a class, we are talking about EMPIRE gunships) only performed well in coordinated teams and in hands of very skilled players, unfortunately this is not true. Empire Gunship is the easiest ship to play for average Joy (it is just no one told them this yet and they are too stupid to realise on their own, so they fly guards) and it’s performance is just as great solo (outside of some very huge maps). They should be harder to be effective in, and i believe nerfing should be done on a “back” side rather than a direct dmg reduction (that will spark FrogBalls right of the bat). Removing 3rd hull slot, or making them “heavier” or reducing their base speed is a type of nerf that would be applicable, not to ruin its role, but rather make it harder to execute.
Sadly, i experienced no difference between gunships in T5 and gunships in T3/4, but if you say in T5 it’s even worse than in T3… there _is_ a problem.
Just think about this: every time one of those gunships get a kill or an assist, they get all their modules’ cooldown reduced by a 15%. Also, all their stats are higher, hull, shield and damage.
Sooooo, you talk about gunships fits in great details, because every ship can be fitted differently, and it has nothing to do with the fact that gunships are not exactly balanced.
Gunships are good at killing, good at surviving. What else you need?
Well, to be OP they should have also speed. Imperial gunships are very slow, and usually not very maneuverable. You can mitigate that with engine overcharge and overdrive, but they are burst modules.
All empire ships are good at surviving and killing, it is their faction perk. But they are slow. Federation are fast and have also great damage dealing.
Jerry ones are tricky. Interceptors are fine because you have a lot of shield slots for adaptatives and speed, frigates are good because of the guard bonuses, and the LRF torpedo. And tacklers are good stable platforms for gauss with cpu and cap slots.
The problem is commands, because the slots in empire commands are better suited for command duties. And hull tank is favored at this time.
Well, to be OP they should have also speed. Imperial gunships are very slow, and usually not very maneuverable. You can mitigate that with engine overcharge and overdrive, but they are burst modules.
All empire ships are good at surviving and killing, it is their faction perk. But they are slow. Federation are fast and have also great damage dealing.