Dreadnought wrote:I guess growing up with WoW and Lotro is why i like it =P (and because your basically hitting rotations (which takes some skill, especially with the maneuverability of a destroyer) and customizing your next bombardment)
It's not customizing.
There are no 'options.'
You either have it or don't.
Customizing is the concept being the currently offered Destroyer upgrades -- hull damage or energy damage.
Dreadnought wrote:Since when do corvettes "sustain" that amount of damage? DPS cant really apply to them because 1) from anywhere away from point-blank striking distance, their projectiles only hit 1-2 at a time (15-30 or so DPS) 2) the cone only fires in front of them, if they run away, no damage, a destroyer however can fire in any direction, not to mention that the cone is roughly 35-40 degrees for 5 projectiles (Siretu plz check) for 5 projectiles, while the destroyer has a supposed cone of 20, for 3 projectiles.
Yet you go ahead and assume all 3 destroyer projectiles will hit.
I see no reason why there should be a scenario where 60% of the corvette's projectiles miss while all 3 of the destroyers still hit. You make a lot of one sided assumptions for the sake of the argument.
If we were to assume that ~60% of the destroyer's projectiles missed, it would be dealing 6 DPS. I understand the cone is smaller, but isn't that even
more reason to assume the Corvette is just going to go for the 100% projectile trade by point blanking it? I don't get why you'd bother assuming otherwise. It's pretty much what the Corvette
excels at too.
Dreadnought wrote:No ship in Cruiser Command has 2 main weapons, the Destroyer has a main weapon, the quantum bombardment, why add a second main weapon that doesnt really fit the purpose of the destroyer in the first place?
It's the destroyer. If you can tell me how it 'does not fit' rather than just saying 'no it doesn't', then I'll be inclined to believe it. I have already put forth several reasons it would be reasonable -- they're mild zoning options. You're giving an ability that's on a two second cooldown way too much credit as if it was some sort of god tier ability.
Dreadnought wrote:The swat cannon has so many advantages already, it should have a cooldown of 10 seconds, and not distract the destroyers actual role of using quantum bombardment against capital targets
I would
love the idea of having to manage two weapons on one ship. The wraith is dozens times more fun than most other combat ships because there's
a lot of things you can do with it. Engine management, EMP, firing, side thrusters, cloaking... Especially since the Quantum Bombardment is pretty simple to use in reality. Click a toggle and point.
Only slightly harder than pointing and clicking repeatedly.
Dreadnought wrote:I mean, cmon with that amount of health the destroyer would be viable against ships in a 1v1 fight, thats totally overpowered...
Seriously? Did... did you really..? Just... just read that out loud to yourself.
It's. A destroyer. The most expensive ship in the game.
God FORBID it potentially contest the cheapest ships in the game in one on one combat. Such blasphemy -- this is not what we grew up with! No, it should inflexibly remain completely vulnerable with absolutely no defense mechanisms whatsoever! That is what our grandfathers have taught us!
... I'll leave you to stew on your choice of words.
Dreadnought wrote:as for adding 'Flair' to the weapon, 1) it was just a suggestion, and 2) you said so yourself, the weapon is bland, its basically a cut-down version of the corvettes main weapon with an absurd amount of extra utility, make it more unique =P (whats it compensating for?...blandness?)
I said
relatively bland. As a firing mechanism, it's definitely more interesting than most of the small ship weapons.
It's a 'core ability' that creates definition. It doesn't need excessive flair. The ability is bland but what it does for the ship is incredibly useful because it was tailored in such a way that it acts as a minor deterrent. Moreover the usage of excessive projectiles in a small cone ends up just overlapping for the most part pointlessly, doing nothing more than causing extra unnecessary strain on the game.
Not everything needs to be dressed up like a psychedelic clown. Having a few core mechanics that are simple and straightforward are necessary -- look at the wraith gun, single burst, ETC.
Comparatively, adding an extra unique damage upgrade on top of the already existing one for a ship is silly. Tiered upgrades get away with it because it comes in a 'box package.'