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Rapporter et oversættelsesproblem
the reason small ships are not viable has nothing to do with agility of medium ones.
Small ships were viable the way things were until:
1- incendiary rounds were nerfed, what reduced the ability of small ships to pack weapons that were efficient vs shields and hull
2- engineering come around, allowing hull to be modified to gain resistances
and this one was the deal breaker,
3- severe armor piercing penalties were applied to the size of the weapon vs the hull hardiness value (HHV for short) of the target , There are a few exceptions, with some weapons punching above their weight class, but generally small ships do not have the hardpoints to take advantage of that.
just so you can understand what that means, any ship with an HHV greater than 20 will take reduced damage from small weapons. Greater than 35 will resisted small and medium weapons and with more than 50 will resist all three. And this before hull resists are factored,
Since there is no medium or large ship with less than 35 ( in fact only one medium has 35, the type 6 while all others have 40+) , a small ship fighting a medium one will suffer a dmg penalty of almost 33 percent, on most of his weapons, and of 66 vs a large one, with the damage being then decreased by resistances
As example: an asp scout, has HHV of 52. a small overcharged MC does 2.9 dmg at best per shot. and so after you start going after the hull that MC is now only doing slight less than 2 dmg per shot. you add resistance to the mixture, lets say a low value of 25%, and you are now doing less than 1.5 per shot. so 50% of your dmg is gone. if instead of an asp , we consider an anaconda,,, think you get the picture.
if to all of that you add small power distributors, and engineering of hulls and hull reinforcements, even if medium ships were "nerfed" in terms of agility, small ships would not be necessarily viable to the extent you wish.
It's more complex than a simple number. Things like mass, thruster output on each rotation axis, lateral thrusters, and more, all contribute to combat effectiveness.
And cost does still play a part in balance, because it's not like a new player starts the game with 999 billion credits.
Attacking an FDL in an Eagle requires a lot of skills and knowledges how to equip it right. If you can't do it yet, it doesn't mean that FDLs should be dumbed down.
You get what you pay for, you upgrade to something better.
If they nerf everything so the beginners are even with the veterans who have many more hours invested what is the point of even playing the game?
One to dance around, drawing attention. Two to railgun the FDL.
Quality of the ship should definitely be very important in a simulator. Life isn't fair.
The guy in the M1 tank has an advantage over the guy on a motorcycle holding a smg.
leems segit