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Join Date: Jun 2012
Posts: 1,495
# 87
02-04-2013, 09:40 AM
Originally Posted by voxlagind View Post
I think you're missing the point. When we say "nerf DHC's", we're not saying that they should have their damage reduced, we're saying that they should have their firing rate altered to match the other cannon types.

Think about it like this. Over the course of a 4 second volley, Dual Heavy Cannons might deal 40,000 damage. If they worked like the other cannons, that 40,000 damage would be spread evenly over the four seconds at 10,000 damage per second. Instead, those DHC's are dealing 40,000 damage in the first second, and then taking the next three seconds off.

At the end of the day, the damage dealt is the EXACT SAME. It just doesn't come as burst damage, which is the problem in PvP at the moment. Most of the reason that Tactical Team and rolling resistance buffs are so necessary is that burst damage can kill a target between healing ticks, as it's much faster. Coupled with weapon procs, etc, it gets out of hand when an escort drops another ship in within that 3 second window because the burst causes panic or a player isn't aware it's happening until it's too late.

Escorts would do the same amount of damage in PvP, its just that the other ships types would suddenly not be getting dropped in windows of burst damage.

It actually supports your argument that the cruiser type ships should do less damage, but be able to win a war of attrition. Without even tuning the healing of any of the ships, the healing we have now would be able to not be so exploited by quick escort kills. At the same time, escorts would still put out a nice chunk of damage, that in team play would lead to kills.
Other than BO/HyTorp builds BUFFED DHCs are really the only things that can break ships and it's b/c of the frontloaded damage. If you remove that the game will drag on much more. Seriously against a coordinated premade or even pugmade see how well or poorly DCs do.