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[Retribution 1.1] Combat Battlecruisers

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serras bang
Caldari Provisions
Caldari State
#2221 - 2013-02-10 17:18:32 UTC
Nevyn Auscent wrote:
Mund Richard wrote:
Dana Gilmour wrote:
2. It would have the same damage with BC IV and will be better with BC V. Where exactly is the nerf, you plan to fly the ship with skill II and want it balanced at that skill? Beyond laughable.

3. You two read your posts again and go sit in a corner for not making any sense and being totally clueless about the subject at hand.

Ofc you realise that even at max skill, if your opponent is someone with a naturally high kinetic resistance (T2 gallente hulls for instance), this change will be limiting your choices.
Before, you could carry around a few unbonused missiles, and shoot with that at a Deimos for instance, accepting a 25% loss of paper dps, but regaining it by not shooting the strongest resist.
Now? Your paper dps gets cut by 50% for swapping ammo, or an added 15% worse than the current TQ version.



Lrn 2 Maths.
Though you are correct that there is a DPS drop for non Kinetic.
However it is not 50% of your DPS.

Your non Kinetic DPS is 100%. Lets just say 300 for a nice easy number.
Under the old (current drake) you would have had 350 DPS instead.
300/350 = 85.7%. That bit you are close on. So ok, you have taken a 14/15% DPS nerf here.
The Drake always was going to get Nerfed.

However, now let us calculate the Kinetic damage.
300*150% = 450.
Vs old Kinetic Damage
350*125%= 437.5.
103%.

Non Kinetic damage vs Kinetic.
= 67% damage, not 50%. here is where you went wrong. 50% of 150% = 75%, not 100%. percentages don't add & subtrace the same to reach the same end number.

So yes, overall it is a slightly high Nerf. In general you are going to pretty much use kinetic since you need them to have a really big resist hole before you bother changing ammo.
But, now consider you also have 1/7th less the ammo cost. Pay less to fit your drake since you need one less launcher. And you have a nice utility high sitting there for a link to slot into once boosts have to be on grid so as not to be obvious booster even.
On the whole, the Drake is still in a very good place.


althoug drake could always fit a gang link n the first place this is nothing new
Sigras
Conglomo
#2222 - 2013-02-10 17:48:09 UTC
Notorious Sick wrote:
Mund Richard wrote:
To mare wrote:
Notorious Sick wrote:
The Drake loses a Launcher? Shocked \o/ wwhhyyyyyyyyyyyyy... \o/

Seriously, that's terrible. So you mangled the battlecruiser! In my honest opinion... Cry

maybe you missed the parts where the drake get a +10% per lv instead of +5%, effectively doing more dps than the actual drake when using kin missile

OFC that's only with BC V, and only if you use kinetic missiles, else it's quite a nerf, but you are right, the Drake did gain damage with kinetic missiles at skill V instead of losing.


That's exactly the point. And if kinetic is not exactly appropriate, then you stand there with pants down.Ugh

Oh no! you dont get *all the things* anymore?

welcome to the Gallente/Amarr club; proud member since 2007
X Gallentius
Black Eagle1
#2223 - 2013-02-10 18:24:24 UTC
Mund Richard wrote:
Ofc you realise that even at max skill, if your opponent is someone with a naturally high kinetic resistance (T2 gallente hulls for instance), this change will be limiting your choices.

Welcome to my, the hybrid turret user's, world. The ships I fly have always been screwed by this feature. I pretty much have to disengage whenever coming up against a T2 Caldari/Gallente hull. Sucks, doesn't it?
Jorma Morkkis
State War Academy
Caldari State
#2224 - 2013-02-10 18:50:57 UTC
X Gallentius wrote:
Mund Richard wrote:
Ofc you realise that even at max skill, if your opponent is someone with a naturally high kinetic resistance (T2 gallente hulls for instance), this change will be limiting your choices.

Welcome to my, the hybrid turret user's, world. The ships I fly have always been screwed by this feature. I pretty much have to disengage whenever coming up against a T2 Caldari/Gallente hull. Sucks, doesn't it?


That is limitation of all turrets, not just hybrids.

Shooting Barrage (or any high expl/kin ammo) at Amarr T2 ship = a really bad idea
Shooting with lasers at Minmatar T2 ship = a really bad idea
Aglais
Ice-Storm
#2225 - 2013-02-10 20:07:47 UTC
To mare wrote:
Notorious Sick wrote:
The Drake loses a Launcher? Shocked \o/ wwhhyyyyyyyyyyyyy... \o/

Seriously, that's terrible. So you mangled the battlecruiser! In my honest opinion... Cry

maybe you missed the parts where the drake get a +10% per lv instead of +5%, effectively doing more dps than the actual drake when using kin missile


"Oh it does more damage with kinetic missiles now so everything's fine"

Ok seriously, **** these kinetic only damage bonuses on Caldari missile ships. Why can't the Drake be more in line with the Caracal and Raven? Why does it suddenly depart into a region where you can only use one type of missile on it with any seriousness? I mean, you have 6 unbonused launchers if you're not using kinetic damage. It's laughable. The Prophecy outdamages a Drake that isn't using kinetic missiles.

With my skills right now, and Scourge Rage HAMs (2x BCS II in lows) I get 535 missile DPS. What happens when I switch to Mjolnir Rage? 356 DPS. On a medium-close range weapon system. This is horrible. I'm pretty certain that at this point, if you're packing a kinetic hardener you will just completely shut down the Drake so hard that the Drake pilot might as well just eject and warp off to save themselves the trouble of having to wait for a hilariously one sided fight to end.

Also, person who proposed the "You don't get ALL the things anymore club" thing: you've got a competent Harbinger now, the Brutix with that new armor rep module looks utterly terrifying, and then... The Myrmidon. Just the Myrmidon. What has happened to these ships is excellent, but the fact that the Drake just keeps getting nerfed into being so niche that it's almost useless is not; that is the opposite of what the ship rebalancing effort should be about. Not to mention that it's fairly difficult to really overdo the tank on the Drake anymore unless you really want to cut into DPS. With HAMs, at least. If this turned into a generic missile damage bonus, maybe even just 7.5% per level, that'd be far better than this 10% kinetic only decision.
X Gallentius
Black Eagle1
#2226 - 2013-02-10 21:26:25 UTC
Jorma Morkkis wrote:

That is limitation of all turrets, not just hybrids.
Shooting Barrage (or any high expl/kin ammo) at Amarr T2 ship = a really bad idea
Shooting with lasers at Minmatar T2 ship = a really bad idea

OK, let's go through this.

Hybrids: Kinetic/Therm - Sucks to shoot at T2 Gallente and Caldari Hulls. T2 Minmatar and T2 Amarr hulls tank half (Minmatar tank Thermal, Amarr tank Kinetic)
Lasers: EM - Sucks to shoot T2 Minmatar Ships (They tank EM, Therm). Otherwise it's all good.
Projectiles: EM, Explosive, Thermal (you choose) - Can hit resistance hole of T2 Amarr, T2 Caldari, T2 Gallente, and armor tanked T2 Minmatar hulls.

NOT the same limitation of all turrets. Hybrids are severely limited against two races and are half limited against the other two.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2227 - 2013-02-10 21:40:24 UTC
Aglais wrote:
If this turned into a generic missile damage bonus, maybe even just 7.5% per level, that'd be far better than this 10% kinetic only decision.


It would also be overpowered, which is why they're not doing it.
Caitlyn Tufy
Perkone
Caldari State
#2228 - 2013-02-10 22:07:12 UTC
Aglais wrote:
With my skills right now, and Scourge Rage HAMs (2x BCS II in lows) I get 535 missile DPS. What happens when I switch to Mjolnir Rage? 356 DPS. On a medium-close range weapon system. This is horrible.


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.
mental maverick
Percussive Diplomacy
Sedition.
#2229 - 2013-02-10 23:11:23 UTC  |  Edited by: mental maverick
Not sure why people are hating on the Brutix so much, it's literally the most versatile solo armor tanking brawler i've seen only comparable to the awesomness that was the Legion boosted dual rep Hurricane ( which is now completely impossible to fit, thanks a lot Fozzie Cry ). And that is without Legion boosts on the Brutix I might add, putting links on it makes it retardedly good.

I do get the point about Gallente having 2 BCs with the active armor bonus making them both too similar but don't touch the rep bonus on the Brutix rather screw around with the Myrmidon cause I don't fly that shitheap anyways, the reason being drones as your main dps is not good at all if you are soloing.

1 or 2 years ago when people were way more inclined to happily let your drones rip them a new one drone boats were good. Today is a different matter though, in any fight where you are up against 2 or more targets the applied damage from your drones will be nowhere near those awesome EFT numbers since your drones will spend half of the time going in and out of your dronebay as not to be destroyed in the first 30-60 secs of a fight. There are simply way less utter bads out there then in the olden days, sadly...

I would love to see the Myrmidon, and other drone boats aswell now that we are getting more of them, get a bigger boost to drone hitpoints and/or speed in order to reduce the amount of time they spend going in and out of your dronebay. This would make killing the drones of a drone boat more of a decision making than it is today. As it is now, unless the drone boat in question has a possibility to deagress and get away there is little reason not to shoot the drones since without them it's pretty much dead in the water.
Why not give the different types of drone boats different kinds of hitpoint bonuses to the drones. Maybe a armor resist bonus or armor/shield hitpoint bonus thus making it viable to have a remote armor/shield repairer in a utility high to repair your drones with during a fight. I mean who in their right mind wouldn't want the possibility of bait tanking your drones Lol
Little Dragon Khamez
Guardians of the Underworld
#2230 - 2013-02-11 00:22:32 UTC
Caitlyn Tufy wrote:
Aglais wrote:
With my skills right now, and Scourge Rage HAMs (2x BCS II in lows) I get 535 missile DPS. What happens when I switch to Mjolnir Rage? 356 DPS. On a medium-close range weapon system. This is horrible.


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Tell you what, why don't we all just fly minmater, they never get nerfed every change represents a buff for them and they don't have to worry about cap much. So much for rebalancing this is becoming a power slide towards the already op minmatar.

Dumbing down of Eve Online will result in it's destruction...

Aglais
Ice-Storm
#2231 - 2013-02-11 00:52:13 UTC
Caitlyn Tufy wrote:


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Oh hey look! It's a suggestion that totally ignores the reason that the ship rebalancing initiative was taken in the first place!

You're an idiot; the reason any of this is happening is so that all races have adequate and competitive ships; not so that we can have even more 'Winmatar' happening here.

@Gypsio III: Can you give me reasons WHY it'd be overpowered? Don't just say "well it'd be OP so they're not doing that", give me your reasoning and perhaps I could, I don't know, alter my argument so that I could suggest a reasonable change instead of just accepting a stupid bonus that is more of a crippling than anything else, leading you to come to the conclusion of the idiot whom I quoted at the beginning of this post. Further, It'd be doing equal amounts of damage with any missile type, but focusing on volley damage rather than rate of fire, like the Cyclone, which keeps them distinct. And it'd still do slightly less damage with any damage type than it does now with this kinetic only bonus.

Also, your argument should not include "well you can build the Drake to be a huge fat EHP brick".
Nevyn Auscent
Broke Sauce
#2232 - 2013-02-11 01:24:52 UTC  |  Edited by: Nevyn Auscent
Aglais wrote:
Caitlyn Tufy wrote:


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Oh hey look! It's a suggestion that totally ignores the reason that the ship rebalancing initiative was taken in the first place!

You're an idiot; the reason any of this is happening is so that all races have adequate and competitive ships; not so that we can have even more 'Winmatar' happening here.

@Gypsio III: Can you give me reasons WHY it'd be overpowered? Don't just say "well it'd be OP so they're not doing that", give me your reasoning and perhaps I could, I don't know, alter my argument so that I could suggest a reasonable change instead of just accepting a stupid bonus that is more of a crippling than anything else, leading you to come to the conclusion of the idiot whom I quoted at the beginning of this post. Further, It'd be doing equal amounts of damage with any missile type, but focusing on volley damage rather than rate of fire, like the Cyclone, which keeps them distinct. And it'd still do slightly less damage with any damage type than it does now with this kinetic only bonus.

Also, your argument should not include "well you can build the Drake to be a huge fat EHP brick".


So want to explain to us why the current drake is Underpowered?
The argument goes both ways.
All you have done so far is run around crying wolf. You haven't actually shown us any wolf.

Editing in basic maths. Assuming each launcher is 100 damage (easy initial maths). This is because missile damage is a base constant that is then modified.
Drake. 6 Launchers. 600 damage.
Kinetic 900 damage.
Cyclone. 5 Launchers with RoF bonus
500* (1/0.75)
666.7 Damage.

Not seeing where the drake sucks.....
Caitlyn Tufy
Perkone
Caldari State
#2233 - 2013-02-11 07:32:25 UTC
Aglais wrote:
Caitlyn Tufy wrote:


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Oh hey look! It's a suggestion that totally ignores the reason that the ship rebalancing initiative was taken in the first place!


On the contrary. Rebalancing initiative doesn't mean making every ship useful in every situation, it means making every ship useful in at least one situation. Any player can skill up to fly any ship in game, so it would be redundant to make every ship a carbon copy of eachother. EvE is about making decisions that have consequences and living with those consequences. You want a brick battlecruiser? Then live with its kinetic damage, but you risk hitting something that has a very high resist to it. Alternately, you can pick a Cyclone, but risk that it won't have enough tank for whatever it faces. You can't have everything in one package, because then you risk making that the only ship everyone is flying (example: Tengu, Machariel) - exactly the opposite of what the rebalancing initiative is trying to do.

Quote:
the reason any of this is happening is so that all races have adequate and competitive ships; not so that we can have even more 'Winmatar' happening here.


Quote:
Tell you what, why don't we all just fly minmater, they never get nerfed every change represents a buff for them and they don't have to worry about cap much. So much for rebalancing this is becoming a power slide towards the already op minmatar.


I didn't suggest minmatar. I suggested you may be looking at the wrong tool, because Drake isn't the only ship out there, nor should it be. All four races - including "winmatar" - should have viable ships and since every pilot can fly anything as per paragraph above, they shouldn't be carbon copies of eachother, they should be different tools for different jobs.

Personally, I prefered flying a PODLA Drake, nano based missile spewing lightly tanked ship. With added mass and a few other changes, that playstyle is hurt badly or even killed. That doesn't make the Drake a bad ship - it's still a monster brick and if I want one of those, it's definitely my first choice. However, if I'll pick it, I'll know that the price I'm paying is being limited to kinetic damage. I'll do this tradeoff willingly, because I'll want the tank, same as when I pick the Domination because of the tank, not the dps.

On the other hand, if I'll want a nano based missile spewing lightly tanked ship, I'll definitely grab a Cyclone - it's faster, more agile - but I'm sacrificing maximum kinetic damage potential and the ability to tank in order to move fast.

What does this mean? Provided I'm not shortsighted and don't limit myself to one race exclusively, I now have two viable ships to work with instead of one. And guess what - that's rebalancing working as intended.
Nikuno
Atomic Heroes
#2234 - 2013-02-11 10:03:29 UTC
Caitlyn Tufy wrote:
Aglais wrote:
Caitlyn Tufy wrote:


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Oh hey look! It's a suggestion that totally ignores the reason that the ship rebalancing initiative was taken in the first place!


On the contrary. Rebalancing initiative doesn't mean making every ship useful in every situation, it means making every ship useful in at least one situation. Any player can skill up to fly any ship in game, so it would be redundant to make every ship a carbon copy of eachother. EvE is about making decisions that have consequences and living with those consequences. You want a brick battlecruiser? Then live with its kinetic damage, but you risk hitting something that has a very high resist to it. Alternately, you can pick a Cyclone, but risk that it won't have enough tank for whatever it faces. You can't have everything in one package, because then you risk making that the only ship everyone is flying (example: Tengu, Machariel) - exactly the opposite of what the rebalancing initiative is trying to do.

Quote:
the reason any of this is happening is so that all races have adequate and competitive ships; not so that we can have even more 'Winmatar' happening here.


Quote:
Tell you what, why don't we all just fly minmater, they never get nerfed every change represents a buff for them and they don't have to worry about cap much. So much for rebalancing this is becoming a power slide towards the already op minmatar.


I didn't suggest minmatar. I suggested you may be looking at the wrong tool, because Drake isn't the only ship out there, nor should it be. All four races - including "winmatar" - should have viable ships and since every pilot can fly anything as per paragraph above, they shouldn't be carbon copies of eachother, they should be different tools for different jobs.

Personally, I prefered flying a PODLA Drake, nano based missile spewing lightly tanked ship. With added mass and a few other changes, that playstyle is hurt badly or even killed. That doesn't make the Drake a bad ship - it's still a monster brick and if I want one of those, it's definitely my first choice. However, if I'll pick it, I'll know that the price I'm paying is being limited to kinetic damage. I'll do this tradeoff willingly, because I'll want the tank, same as when I pick the Domination because of the tank, not the dps.

On the other hand, if I'll want a nano based missile spewing lightly tanked ship, I'll definitely grab a Cyclone - it's faster, more agile - but I'm sacrificing maximum kinetic damage potential and the ability to tank in order to move fast.

What does this mean? Provided I'm not shortsighted and don't limit myself to one race exclusively, I now have two viable ships to work with instead of one. And guess what - that's rebalancing working as intended.


No, it's not rebalancing it's maintaining an imbalance that already exists. You're mistaking homogeneity for balance in your fallacious argument.

Balance, in the context of eve, does mean that ships will be different but also implies that all races will have a ship that can be used in comparable situations to the other race's ships. We have this with T1 frigs. Some are better than others but all races are capable of filling all roles respectably well. The same also now applies to cruisers. The situation for battlecruisers has not reached this happy state of affairs. They remain shoehorned into their pre-existing little boxes for the majority of cases and many of us are railing against this as it will only create resentment as yet another lost opportunity to correct some glaring errors in the game we all love to play.
Reppyk
The Black Shell
#2235 - 2013-02-11 10:24:51 UTC
Aglais wrote:
With my skills right now, and Scourge Rage HAMs (2x BCS II in lows) I get 535 missile DPS. What happens when I switch to Mjolnir Rage? 356 DPS. On a medium-close range weapon system. This is horrible. I'm pretty certain that at this point, if you're packing a kinetic hardener you will just completely shut down the Drake so hard that the Drake pilot might as well just eject and warp off to save themselves the trouble of having to wait for a hilariously one sided fight to end.
Confirming that 356 DPS is very low and the pure drone myrmidon has never been able to kill anything with its inferior DPS (or a prophecy, if it matters).

Roll

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

Mike Whiite
Deep Core Mining Inc.
Caldari State
#2236 - 2013-02-11 11:47:39 UTC
Lots of 1 point comparisations here, but it should be the whole ship that people look at.

Drake does more DPS with Kinetic.

Has a launcher less of damage on every other damage type.

Will be out damaged out speed by Cyclone which has an extra highslot left.

Will be out damaged, out ranged and out speed by the Caracal.

The legendary tank isn´t as legendary any more. 250 shield difference with the Ferox and the Cyclone without the hulls resistance., which is the same or the Ferrox.

Against the Cyclone the Drake lacks futher more, PG, CPU, Cap, Dronebay cap, more mass, less agility.

The Drake has it´s resistance, Cyclone has shield booster bonus, I find it hard to judge one against the other.

Drake has and extra mid against a extra low for the cyclone. an other thing I find hard to judge, but I tend towards the low slot as more use full.

then there is this kinetic damage, it is the second highest base resistance for shield tankers wich leaves the armor tankers, but Gallente have higher resistance against kinetic so the damage on paper seems quite something, though in reality the damage is much less.

on a side note it´s also a bit conflicting when a weapon system that has as a advantage choice of damage type is puched in a hull that actualy removes that advantage.

I´ve mentioned before I´ll need to see how this works in game but it looks like a very small nice that will be left for the Drake.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#2237 - 2013-02-11 11:51:20 UTC  |  Edited by: Gypsio III
Aglais wrote:
Caitlyn Tufy wrote:


Then use a Cyclone instead of a Drake. There, reliable dps with every type of missile, problem solved.


Oh hey look! It's a suggestion that totally ignores the reason that the ship rebalancing initiative was taken in the first place!

You're an idiot; the reason any of this is happening is so that all races have adequate and competitive ships; not so that we can have even more 'Winmatar' happening here.

@Gypsio III: Can you give me reasons WHY it'd be overpowered? Don't just say "well it'd be OP so they're not doing that", give me your reasoning and perhaps I could, I don't know, alter my argument so that I could suggest a reasonable change instead of just accepting a stupid bonus that is more of a crippling than anything else, leading you to come to the conclusion of the idiot whom I quoted at the beginning of this post. Further, It'd be doing equal amounts of damage with any missile type, but focusing on volley damage rather than rate of fire, like the Cyclone, which keeps them distinct. And it'd still do slightly less damage with any damage type than it does now with this kinetic only bonus.

Also, your argument should not include "well you can build the Drake to be a huge fat EHP brick".


Because 726 DPS with freely-selectable missile damage types is too much for a medium-weapon T1 brawler platform with full tackle and 80k EHP, overheating to 90k. You need to ensure that the Cyclone and, more importantly, the T1 cruisers have gamespace in which to exist - this is after all the entire point of tiericide. Tier 2 BCs need to be nerfed because they're effectively just top-tier cruisers. Let the Drake have that DPS only for kinetic and you create more significant choices about fits and ammo selection.
Mund Richard
#2238 - 2013-02-11 12:00:14 UTC  |  Edited by: Mund Richard
Gypsio III wrote:
Because 728 DPS with freely-selectable missile damage types is too much for a medium-weapon T1 brawler platform with full tackle and its EHP. You need to ensure that the Cyclone and, more importantly, the T1 cruisers have gamespace in which to exist - this is after all the entire point of tiericide. Tier 2 BCs need to be nerfed because they're effectively just top-tier cruisers.

Because the number of hardpoints (compared to current TQ version) or the exact bonus (the currently proposed change) would not be altered to reflect the change in bonus.

"We want PvE activities to require active participation and mirror PvP more closely." Stacking penalty for NPC EWAR then? Lock range under 9km from over 100 in a BS is not fun. Nor is two NPC web drones making me crawl 10m/s. PvP SW-900 x5: 75m/s.

Bouh Revetoile
In Wreck we thrust
#2239 - 2013-02-11 12:31:27 UTC  |  Edited by: Bouh Revetoile
So, to finish with this kinetic moaning, let's have a loot at a Deimos (worst case scenario for a Drake) :
With DCU+2EANM+explosive hardener, resist are as follow : em75,05;ki91,89;ex74,73;th83,78
So, the Drake will apply 8,11% of its kinetic damage, which is (base 100 for damage) : 100*1,5*0,0811 = 12,165
Swap to explosive now : 100*0,2527 = 25,27

That looks like damage selection IMO, but see what a hybrid ship will do then. For this, I will look at blaster void ammo, because T2 hybrid ammo does the highest amount of thermal damage (50/50% ; null or javelin do a little more, but this will be easier to compute).
Same resist patern, and obviously same base damage, 100 which 50 thermal and 50 kinetic : 50*0,0811 + 50*0,1622 = 4,055 + 8,11 = 12,165
Even with 50% bonus, that is not 20 compared to the 25 a Drake get with explosive ammo and no bonus.

That is called damage selection : when the difference between applyed damage on one resistance of a ship is superior to your bonus, you benefit from it. And that will happen to the Drake. Hence, the Drake DO HAVE damage selection.

So, instead of whining about your precious Drake damage selection, you should feel sorry for those poor Amarr player with their lasers hitting EM on all these armor tank or T2 minmatar ship. Welcome to real EVE.
Nikuno
Atomic Heroes
#2240 - 2013-02-11 12:58:44 UTC
Bouh Revetoile wrote:
So, to finish with this kinetic moaning, let's have a loot at a Deimos (worst case scenario for a Drake) :
With DCU+2EANM+explosive hardener, resist are as follow : em75,05;ki91,89;ex74,73;th83,78
So, the Drake will apply 8,11% of its kinetic damage, which is (base 100 for damage) : 100*1,5*0,0811 = 12,165
Swap to explosive now : 100*0,2527 = 25,27

That looks like damage selection IMO, but see what a hybrid ship will do then. For this, I will look at blaster void ammo, because T2 hybrid ammo does the highest amount of thermal damage (50/50% ; null or javelin do a little more, but this will be easier to compute).
Same resist patern, and obviously same base damage, 100 which 50 thermal and 50 kinetic : 50*0,0811 + 50*0,1622 = 4,055 + 8,11 = 12,165
Even with 50% bonus, that is not 20 compared to the 25 a Drake get with explosive ammo and no bonus.


The base damage of the 2 types of ammo, plus the damage multipliers involved, render your argument laughable. You basically just made up a whole load of numbers.