OK so based on the cup results we have decided to make a few tweaks to the season 2 fittings. These are primarily centred around giving shield based setups and combinations more options after the ‘meta’ bans are laid down. This is the final version, please make sure you are using the correct sheet from now on.
I started to get a bit carried away but have avoided changing too much as we don’t want to ruin people’s theory-crafting and practices too much. We think these changes should mean you have to re-think things slightly but I hope no meta breaking changes. Ultimately the banning system needs an overhaul at some point to keep things interesting – but that is further town the road when we have more time.
Shift of information link to Hurricane – Hurricane already has a decent base speed, and needs to be mid-range rather than long range to do max damage, so the speed link is a bit wasted – info should synergise with Vigil/Maulus/Griffin better as potential options I think.
The Ferox has had the biggest of all the changes I feel, by switching to rail guns and picking up the skirmish link. Whilst I acknowledge the Ferox is a bit of a brick so this might not make sense at first, by allowing it to better position its rails at the back-line faster, I think it will make good use of speed. More usefully I think, if it stays at antimatter optimal if can be there to help the Rokh, Tempest and Raven close on their targets faster in a brawl or give a signature reduction to an Osprey/tackle as it has the EHP to get stuck in.
This means the Drake picks up the 2nd shield link. This increases it’s power considerably and I feel brings shield in line – or close to armour in being able to go for large slow EHP setups. Cyclone remains unchanged.
The number one complaint I got from season 1 captains was that Corax was bad now and they missed it. I kneejerk said i’d probably change it back – but after taking a second look since Talwar has almost never been banned I don’t think having two ships that fill almost identical role (with T2 rigs the EHP are similar, DPS is the same) is a good thing. The only place this is a penalty I believe is if both teams decide to choose shield.
There are three battleship changes.
First, Raven. Without any damage application mods – as captain’s rightly pointed out – it would never reach its 1k+ potential and therefore not be viable. Thus, I have done a bunch of things to buff it at the sacrifice of tank. Since everyone is adamant that torps will never be viable, I may have gone over the top a little and added a target painter, MJD, Rigor Rig and Guidance enhancer. The weak tank might make it difficult to use and engage with, but hopefully we might see some cool MJD + gank plays, and the target painter is also a buff to the rest of the team so when it isn’t in torpedo range it is not entirely useless.
Secondly, Abaddon. I have re-balanced it slightly as I felt that it was tracking a little too well during the cup for its huge EHP advantage – instead it gets more DPS now. I still think it’s a strong ship, and a little more distinct form the Apocalypse, but relies even more on its team to help it apply its damage.
Thirdly, Dominix. With the shift of Scorpion to armour (which works I think) it means that shield only have 5 options to armour’s 7. This feels a little unfair considering many bans now often end up being battleship bans, meaning shield is left picking from a small pool and can be more easily countered or end up with a bad pick. A shift of tank to enable it to synergise with shield links it means that they now have a shield mirror of the Armageddon that I think should be quite strong.
Thanks to Suleiman for consulting on some of the fits for me, if there are any bad ones here its because I ignored him 😀