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[Odyssey] Tech 1 Battleships - Minmatar

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Author
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1421 - 2013-05-27 14:54:15 UTC  |  Edited by: Jonas Sukarala
Hadranius Hawknor wrote:
Typhoon:
The new Typhoon looks good and although I'll be sad to see the split bonuses go it makes sense that since Minmatar now have a missile boat in every class that a dedicated one for the battleship is needed as well and since Phoon already used them it made sense. But why the reduced drone bay? You already took our projectile capacity away, why the drones too? And why the large signature radius? It seems to me like you are just making a small raven. I don't want a Raven, if I did I would have trained Caldari. If you make it a missile boat make it a minmatar missile boat, with higher speed and reduced sig, while keeping the ability to use it's heavy drones to supplement it's CQC fights or sentries for LR engagements.

Tempest: The Tempest has always been overshadowed by the megathron and now it's being shuffled into, in CCP's words, "a heavy battlecruiser". I don't want a better tanked tornado, I want a battleship sized projectile gunboat that can shield or armor tank and that's fast, as is Minmatar's wont that can counter Megathrons and Apocs. What you're doing, CCP, is not going to make the Tempest more viable in PVP unless you drastically reduce it's cost, it's going to push it into obscurity so that it won't be used in ANY environment of EVE. Give it a 10% bonus to Large Projectile Turret damage like the Hyperion is getting with it's reduction to 6 turrets, the Tempest has always had 6 turrets so why is it not receiving the same benefit? A faster Tempest, with the same sig it has now, and the extra damage would make it stand out from the Maelstrom since right now they have near-identical dps with the tempest having much less tank. High slots for utility is nice but I think Tempest only needs one, the second should go to mid slots to provide more power for shield tankers and extra utility for armor tankers. This would allow the Tempest to actually be a viable replacement for the maelstrom in all theatres of combat.

Maelstrom: I really like the Maelstrom, but it's rep bonus (as many before me have pointed out) languishes in fleet combat. What someone suggested earlier in the forum was a really good idea. Reduce the rep bonus from 7.5% to 5% and change it from just local reps to also include remote repair. So let's say an Osprey is repping my Maelstrom in PVP fleet combat and I have minmatar battleship 4. Now instead of repping his bonused amount, he would rep 20% additional because of my bonus and if this is considered OP then diminish the marginal return like you have done with resists on the Rokh and Abaddon. This change would make the Maelstrom and Hyperion viable brawlers in PVP and not just alpha snipers lingering on the edge of fleets with an unused racial bonuses.

My thoughts, receive them as you will but consider them nonetheless.

-


are you high?
Typhoon
sig is already insanely low 330 a drake will have higher sig radius when fitted .....

Tempest
a Heavy battlecruiser ..?? really...?? why so much mass then?? higher sig radius than typhoon??? no tracking bonus??
is stuck in the middle of the other two unable to do anything better stuck with a average slot layout and no unique bonus or attribute.... tracking bonus .... lower sig radius more mobility would make sense here to fix it

Maelstrom
i still don't understand this ship...
The line has been missiles & shield boost .. contradiction here
Its meant to be shield version of Hyperion but its not got the tools and focus for small gang mobility
It is the only real Fleet Arty battleship which again contradicts its small gang bonus

Contradictions being the theme!!!!!!
:)

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Xander Det89
T.R.I.A.D
Ushra'Khan
#1422 - 2013-05-28 09:17:31 UTC
Liking Typhoon changes (similarly Fleet Typhoon boost for those with the mad skills :P), also assume it has a new model in the pipeline for the future for the new Minmatar aesthetic which we're slowly seeing roll out?
Kane Fenris
NWP
#1423 - 2013-05-28 09:42:23 UTC
Xander Det89 wrote:
Liking Typhoon changes (similarly Fleet Typhoon boost for those with the mad skills :P), also assume it has a new model in the pipeline for the future for the new Minmatar aesthetic which we're slowly seeing roll out?




would be awesome if all minmatar ships were redone like stabber and tempest i like those verry much

@CCP could we get a little insight to plans about remodeling ships?
Xander Det89
T.R.I.A.D
Ushra'Khan
#1424 - 2013-05-30 05:45:38 UTC  |  Edited by: Xander Det89
For the Tempest why not give it a single larger damage bonus leaving room for a tracking or falloff bonus. Decision depends on the range we're going for I guess. Looking at effective unbonused guns,

Mael currently has 10.67 effective guns, with the alpha of 8, just as always.

Temp similarly unchanged, still has 10 effective guns with the alpha of 7.5. But with no bonus to the application of that damage over the Mael except it's somewhat better maneuverability (which would no doubt be offset in an armour layout).

So I've thought about a few alternative damage bonuses, whether it's paired with falloff for more capability in medium/extreme range or tracking for more use against smaller/close range targets is a decision left to whoever is sure what "attack" means.

7.5% RoF, Reduces the Temp to only 6 gun alpha (leaving the Mael as alpha king, ie: premier sniper), but keeps 9.6 effective guns for raw dps. Obviously would pair well with either falloff or tracking. (Probably tracking as the lack of alpha biases shorter range brawling)

10% RoF (this one feels a bit OP), While still having the unimpressive 6 gun alpha, it would now have 12 effective guns (leaving it ahead of the Vargur, 10.67, and slightly ahead of the Mach, 11.67, ofc still lacking the other bonuses, traits and alpha of both). Still, would now carry among the highest t1 BS dps at the relatively minor cost of being an ammo whore. Not even sure I'd want to give it an application bonus to go with this strength of dps bonus, same considerations apply for whether tracking/falloff though, who knows maybe pair an agility bonus with it instead :P?

10% Damage, Might seem a bit much but it only gives the Tempest 9 effective guns (the lowest so far), however in this iteration it would now have the edge on alpha over the Mael and even the Mach, 8.75 gun alpha, (9 effective guns now also means 9 gun alpha) making it a solid choice for sniping (and other alpha based activities :P). Either tracking or falloff paired with this would improve it's sniping ability tbh so it would definitely feel biased to that role.

12.5% Damage, a bit much imo and would be the highest flat damage bonus I've seen on a ship that's not a faction frig or other specialized role. Would also rock a slightly terrifying 9.75 effective guns and alpha (putting it only behind the Tribal temp on alpha, 10 gun alpha... and ofc the Tribal isn't really a consideration for real EVE...) making it the definite choice imo for alot of activities, again either tracking or falloff would make it a strong gunnery platform.

Anyway, that's all I've got to say on that. Fundamentally it's only two choices followed by another two options but still laid it out anyway. I'm not certain which is my personal favourite, the somewhat OP 10% RoF is obviously nice, but I know CCP is actively avoiding outright buffs atm and this one certainly would be. 12.5% damage would be similarly nice, but 10% dam/7.5% Rof are the definitely the more reasonable choices, the paired bonus really depends on what role CCP has in mind although tracking helps at all ranges to an extent. Thinking of it, 10% Dam/7.5% Tracking might be the most sensible overall. It loses 10% raw dps (quite a loss I know), but gains some application and the highest alpha of any t1 BS in 1400 fit (also the tracking bonus would make up for the loss of tracking by taking tracking comps to maintain full range instead of the now nerfed TEs on lows). Definitely hedges it in as the superior sniper on that choice, I would think the application bonus would still make it strong (and more unique) at close range. Obviously its mobility may be another thing to look at, but not sure it would be entirely necessary after any of these changes giving it more of a role.

Finally, I appreciate there may be other BS in need of more help and construction suggestions than the Tempest, but I don't care :P, looking after my own first :P

edit: Alternatively, lazy (probably OP) buff to 7.5% on both bonuses giving it 13.2 effective guns (RAAWR!) and 8.25 gun alpha making it the projectile king in flat dps, just no bonuses to application. Also, don't know about everyone else, but I'd happily drop to 1 utility high for a 7th low slot?

Final note, the effective guns for the different ships assumes ship skills level 5, the actual level of support skills doesn't matter so long as they're the same for all comparisons and that 1 gun is still 1 effective gun after considering bonuses from support skills but before considering ship skills.
To mare
Advanced Technology
#1425 - 2013-05-30 10:44:01 UTC
since when the vargur have 13.3 effective turrets?


other than that best option for the pest and other double damage bonused ship would be to keep the double bonus but raise the damage bonus to 7.5%
Xander Det89
T.R.I.A.D
Ushra'Khan
#1426 - 2013-05-30 12:22:35 UTC
To mare wrote:
since when the vargur have 13.3 effective turrets?


Been dumb, forgot it doesn't get a double raw damage bonus. 10.67 effective turrets and 8 gun alpha. Will fix it in original post.
Karsa Egivand
Sebiestor Tribe
Minmatar Republic
#1427 - 2013-05-30 23:27:33 UTC
Playing with EFT and the new dataset... I've found the Typhoon is now the ship best suited to my particular task. Shocked

Got to train Minmatar BS, while also polishing my Cruise Missile Spec. skill.
Xander Det89
T.R.I.A.D
Ushra'Khan
#1428 - 2013-05-31 05:13:53 UTC
Karsa Egivand wrote:
Playing with EFT and the new dataset... I've found the Typhoon is now the ship best suited to my particular task. Shocked

Got to train Minmatar BS, while also polishing my Cruise Missile Spec. skill.


It really is going to be popular, nano fit makes it maneuver like a BC (even a slow cruiser if you really go for it) and cruises are only marginally behind torps if you switch to fury missiles. I tried making a similar fit on the temp and just felt "meh".
ExAstra
Echoes of Silence
#1429 - 2013-05-31 06:21:06 UTC
Well this is the only thread I haven't touched really when it comes to Odyssey Battleships because I try not to fly Matari equipment, haha. I hate autocannons and a lot of the designs of Matari ships, bluh. Regardless, I am just going to throw my opinions out there.


  • Maelstrom. It was my obvious favorite of the Matari lineup, it is a gorgeous ship. Somewhere down the line the Typhoon (which I originally hated) snuck in and managed to tie if not beat the Maelstrom. The Maelstrom is already a good ship and I see no reason to change it. Since it's not being changed, I can sleep happy here.

  • Tempest. I've always hated the Tempest. Making it a second attack battleship is good in my opinion, it fits the flavor of the Minmatar race well. Its new speed (and agility, lol?) is nothing to laugh about, it is a fast battleship. Drone strength is equal the new Megathrons', and overall it has a lot more EHP than it used to. I think that it's good. What I don't quite understand is the DPS setup. It has 25% higher alpha and 25% ROF (which equates to ~33% boosted DPS) but it still does a maximum of 425 DPS at 3km with Phased Plasma. The number just seems a bit low to me? I'm a bit on the fence about if there's anything I would want to do to change the ship, ie adding a turret slot. Overall I'd say the changes are positive, just not sure if it's as attractive as some of the other tiercided BS.

  • Typhoon. I liked it before, but never enough to fly one. Making it focus on missiles and drones makes it instantly attractive to me, being a Rattlesnake pilot. I mean I'd prefer armor tanking to shield but that's Gallente pride speaking there. It's ridiculously fast and agile, and the loss of 25 bandwidth won't hurt it too much, it still has good drone capabilities (side note: you messed up CCP Rise and put -125 on bandwidth when it should be -25). It will appreciate the extra locking range, capacitor, and EHP. I will be flying this ship, for sure.


You can hate me for my opinions but I will feed off of the rage o3o

Save the drones!

Xander Det89
T.R.I.A.D
Ushra'Khan
#1430 - 2013-05-31 10:31:25 UTC
Opinions seem fair to me besides general slandering of Minmatar :P, on the money with the Temp, it's speed and agi are fine as yes it is nice and fast for a BS already. It's just very questionable in the role of "attack" BS in terms of its damage capabilities as it doesn't shine compared to the other two in any respect. 7 guns or tweaking the bonuses would likely be a solution. Made an excessive post on it above.
Ivan Krividus
Cold Lazarus Inc
The-Expanse
#1431 - 2013-06-03 23:30:52 UTC
Crying about the tempest. It still is outclassed by all the other T1 minnie BS.

So if you want an attack BS, than why did you increase the sig? Why does tha navy version of an attack BS have more mass? Why is its DPS equal to that of the mael, but with less tank, if its an attack BS? Make sure it can do what its made for, attacking, because at this point it is just a nerfed version of a mael.

Try doing what you did with the stabber. Maybe make it 7.5% RoF or dmg (not both), and give it 10% falloff? OK, now it does less damage, but at least it is capable of filling the attack role, and has its own uses. Or if you gave it 7 guns... Don't see why that hasn't been considered when everyone's asking for it...
Kagura Nikon
Native Freshfood
Minmatar Republic
#1432 - 2013-06-05 11:03:12 UTC
We gave them a lot of very good ideas, WOudl sy dozens of well defended and annalyzed Ideas. But CCP is stubborn. There are things that no matter how obvious, some people simply keep in denial . Anyoen with a brain can see how gallente battleships are in a completely different class to the tempest. How the typhoon, maelstrom, mega eand tornado leave the temest onlypossible role as "Looking cool because its vertical"

"If brute force does not solve your problem....  then you are  surely not using enough!"

Xander Det89
T.R.I.A.D
Ushra'Khan
#1433 - 2013-06-05 16:19:57 UTC
Kagura Nikon wrote:
"Looking cool because its vertical"


Maybe being vertical is considered equivalent to 50% RoF or something in the dev office :P, but yeah as above something needs to be done. If they aren't going to adjust the damage dealing then it should at least become the clear leader on speed or agility against it's competitors or something.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1434 - 2013-06-06 10:45:32 UTC
Xander Det89 wrote:
Kagura Nikon wrote:
"Looking cool because its vertical"


Maybe being vertical is considered equivalent to 50% RoF or something in the dev office :P, but yeah as above something needs to be done. If they aren't going to adjust the damage dealing then it should at least become the clear leader on speed or agility against it's competitors or something.



Basically typhoon and tempest should exchange speed, mass, signature. Typhoon is already much more powerful on other aspects, even a bit TOO powerful. That would get both ships closer to a proper balance.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#1435 - 2013-06-06 12:34:12 UTC  |  Edited by: Jonas Sukarala
The only real option Tempest has is to get a tracking bonus much like its T2 version Vargur does.
- 7.5% tracking speed
- 7th turret or stronger ROF bonus
-more mobility better than Typhoon as phoon has plenty of other things going for it so it doesn't really need to be better here.
- allow it to shield tank properly to take advantage of mobility fully.
-7-6-6 layout

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Maximus Aerelius
PROPHET OF ENIGMA
#1436 - 2013-06-06 20:42:37 UTC
When are these going be unstickied to give Page 1 back to Player Posts? Odyssey is in and the Feedback and Issues threads are active. Why not replace these with a "Link Sticky" to those two threads?

We all know how lazy we are to go clicking...wait for it...past Page 3 of this Forum section. Blink
bongpacks
Rules of Acquisition
#1437 - 2013-06-07 11:08:48 UTC
The changes to the phoon and fleet phoon look awesome, until you try to fit one. The phoon is too anemic on cpu to fit a full rack of T2 torpedo launchers and still have anything worthwhile in that utility highslot. While the fleet phoon has had it's powergrid too neutered to even think about using that extra turret hardpoint without resorting to fitting implants or gimping your ship with fitting modules. Here's a couple fleet issue fits for the the EFT nerds to peruse:

[Typhoon Fleet Issue, OLD TFI]
Gyrostabilizer II
Gyrostabilizer II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Armor Explosive Hardener II
Damage Control II

Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II, Cap Booster 800
100MN Microwarpdrive II

Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hobgoblin II x5
Vespa EC-600 x5
Ogre II x5



[NEW Typhoon Fleet Issue, New Setup 1]
Damage Control II
1600mm Reinforced Steel Plates II
Armor Explosive Hardener II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Gyrostabilizer II
Gyrostabilizer II

Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Prototype 100MN Microwarpdrive I

Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x5



Basically on the new fleet phoon you have to have a 2% PG implant so you can squeeze 228 more DPS out of it (fitting that extra turret) at the expense of 35,511 EHP compared to the old fleet phoon (the low slot they took away). The new fleet phoon would have been better if it was simply a carbon copy of the old one with the new damage bonuses, hell even take one high slot if you have to for fairness sake. I can't really see flying a typhoon after these changes, not when they're so much less effective as a brawler/neut platform than they were. Give the standard phoon some more CPU and the fleet issue some more PG and all will be well in the universe again. Hell I'd fly the fleet phoon with one less turret than it can fit just to avoid having to use a PG implant, still does more DPS than the old fleet phoon like that, but still I don't see gaining 228 DPS by losing a potential 35,511 EHP a smart or even fair trade off when the thing did enough DPS to start with. Overall I'm not happy with the typhoons, at all.
Akimo Heth
State War Academy
Caldari State
#1438 - 2013-06-07 13:05:54 UTC
bongpacks wrote:
The changes to the phoon and fleet phoon look awesome, until you try to fit one. The phoon is too anemic on cpu to fit a full rack of T2 torpedo launchers and still have anything worthwhile in that utility highslot. While the fleet phoon has had it's powergrid too neutered to even think about using that extra turret hardpoint without resorting to fitting implants or gimping your ship with fitting modules. Here's a couple fleet issue fits for the the EFT nerds to peruse:

[Typhoon Fleet Issue, OLD TFI]
Gyrostabilizer II
Gyrostabilizer II
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Armor Explosive Hardener II
Damage Control II

Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Heavy Capacitor Booster II, Cap Booster 800
100MN Microwarpdrive II

Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Hobgoblin II x5
Vespa EC-600 x5
Ogre II x5



[NEW Typhoon Fleet Issue, New Setup 1]
Damage Control II
1600mm Reinforced Steel Plates II
Armor Explosive Hardener II
Imperial Navy Energized Adaptive Nano Membrane
Imperial Navy Energized Adaptive Nano Membrane
Gyrostabilizer II
Gyrostabilizer II

Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Heavy Electrochemical Capacitor Booster I, Cap Booster 800
Prototype 100MN Microwarpdrive I

Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Dual 650mm Repeating Artillery II, Hail L
Heavy Unstable Power Fluctuator I
Heavy Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I


Ogre II x5



Basically on the new fleet phoon you have to have a 2% PG implant so you can squeeze 228 more DPS out of it (fitting that extra turret) at the expense of 35,511 EHP compared to the old fleet phoon (the low slot they took away). The new fleet phoon would have been better if it was simply a carbon copy of the old one with the new damage bonuses, hell even take one high slot if you have to for fairness sake. I can't really see flying a typhoon after these changes, not when they're so much less effective as a brawler/neut platform than they were. Give the standard phoon some more CPU and the fleet issue some more PG and all will be well in the universe again. Hell I'd fly the fleet phoon with one less turret than it can fit just to avoid having to use a PG implant, still does more DPS than the old fleet phoon like that, but still I don't see gaining 228 DPS by losing a potential 35,511 EHP a smart or even fair trade off when the thing did enough DPS to start with. Overall I'm not happy with the typhoons, at all.


I believe the fitting issues are working as intended. If they were able to fit everything for maximum dps they'd be demonstrably better than other missile ships.
Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#1439 - 2013-06-07 14:20:17 UTC
Akimo Heth wrote:
I believe the fitting issues are working as intended. If they were able to fit everything for maximum dps they'd be demonstrably better than other missile ships.


I'm not really seeing the fitting issues, tbh. I mean, here's a torp armour fit - okay, it uses a couple of low-CPU options, but it's hardly crippled.

[NEW Typhoon Fleet Issue, Torp armour]
Internal Force Field Array I
1600mm Reinforced Steel Plates II
1600mm Reinforced Steel Plates II
Centii C-Type Adaptive Nano Plating
Energized Adaptive Nano Membrane II
Ballistic Control System II
Ballistic Control System II

Prototype 100MN Microwarpdrive I
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Medium Capacitor Booster II, Cap Booster 25
Phased Weapon Navigation Array Generation Extron

Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Torpedo Launcher II, Caldari Navy Mjolnir Torpedo
Heavy Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I
bongpacks
Rules of Acquisition
#1440 - 2013-06-07 20:52:52 UTC
Really it just comes down to my play style with the typhoon. I use it as a 2x heavy neut platform that has to be able to apply good DPS to cruiser sized ships which means i need drones and autocannons since torps just don't cut it against a T3. Since the changes the regular phoon has lost it's ability to fill that niche for me competely and the fleet phoon has lost a ton of potential EHP and doesn't really have the fitting to utilize the extra turret hardpoint without gimping yourself by dropping a plate, a heavy neut, swapping to a medium cap booster (which is terrible on a neuting battleship) or using a +5 PG implant.

Compared to it's former self the fleet phoon gains a little over 200 DPS for the loss of a well fitted cruiser's worth of EHP (35.5K EHP). It's terrible compared to what it was, I can understand the regular typhoon trying to fill it's new role and all but why does it have a utility high you can't use with a full rack of t2 torps. Maybe it'll be good for small gang pvp with battleships (does this even exist?) but for small gang pvp where you're potentially going to encounter smaller targets the thing is a big target that can hardly defend itself anymore. What's done is done though so as far as I'm concerned R.I.P. typhoon and get well soon typhoon fleet issue.