DOGMA#8169 posted (#post-28410)
It already takes 3 ships to kill a dreadnought that knows what it's doing without a healer and you want more?
A destroyer can obliterate a dreadnought 1-1 very quickly precisely because the TTK is too fast...weapons do too much damage and combat is dumbed down to point blank fragfests.
obliviondoll#5677 posted (#post-28373)
This is literally suggesting the removal of weapon differentiation between classes as well as reducing customisation. Ships have primaries which fit their role. Destroyers have effective mid- to long-range weapons, Arty has super-long-range guns, Corvettes have extreme CQC primaries. Secondary weapons are not a fixed weapon, but a customisable option. Some are better for close combat, others for long range. You can complement your primary role, or provide yourself with a counterpoint to let you cover a weakness in your build.
Weapon differentiation by class still remains in place. Dreads can have their secondaries be very long range but also very low damage. Destroyers can have their secondaries have shorter range than dreads and be low damage still...but destroyers would have more ammo than a dread in the secondaries. Primary weapons would be the opposite when it comes to ammo..dreads have much higher ammo counts in primary while destroyers have lower ammo counts. That makes the dreadnought very scary at close range.
Differences between the different weapon options for primaries and secondaries could then be implemented by changing the projectile speed,effects and homing/dumbfire stats. The destroyer rocket secondary is a great example.. slow projectile speed, dumbfire... at the long range they would be used (as secondaries) it would be rather ineffective if the target is moving..but its a heck of a good weapon to saturate the air with pain and deny the opponent movement space at range. They could even be given some AOE blast when they hit /reach max range and detonate.
Corvettes simply dont have secondaries. All their weapons would be primaries of different types. Close range weapons ...the ship after all is supposed to be the mobile high speed craft.
Artillery ships are a clusterF as they are now anyways.. their primary weapon should really be firing mini-nukes (aoe blasts) in dumbfire mode with medium-slow projectile speed rather than the super-high damage, high refire rate, long range, superfast projectile speed weapon it has. Artillery secondaries should be a host of above mentioned aoe-denial rocket/swarm weapons...its an artillery cruiser it should not be able to fight stuff at close range as well as they do now.