Great points there! Ugh… Proteus needs a serious reworking by CCP. One thing I could get behind would be to reduce the targeting delay after decloaking to 0 like a stealth bomber among some other buffs. I think they should give one of the subsystems that new plate mass reduction bonus that the Eris got.
I love that bonus and want to see it extended to other ships and the Proteus is such a prime candidate for it. Having a web would make such a difference. Where to begin with the proteus…? Why does it have to be less than every other t3? Its blatantly obvious that those things are less than the others. T3-Destroyers or Tactical Destroyers instead have different "modes" they can change after a short cooldown.
Modes like Sniper-mode for long-range shooting or Speed-mode to get out of dodge fast. T3-Cruisers, the older T3-variant, went down a completely different path. First off, you need not only the hull, but also a set of five subsystems defense, electronics, offensive, engineering, propulsion , all build and sold separately by players to get a full ship.
The four different cruisers each for one of the four main races all have different subsystems to choose from. Sometimes with some overlap, sometimes a certain subsystem will work differently or will be unavailable for certain races. The Gallente Proteus for example can use a propulsion-subsystem to warp faster, but the Amarr Legion doesn't get a subsystem with this ability.
This mixing and matching of different subsystems generates completely different looking and working ships depending on what you chose. Which is the idea: If you want a cloaky, stealthy ship, just take the necessary subsystems and your T3-cruiser is now stealthy.
If you want a death ship killing everything, you have subsystems for this, too. The funny thing is, right now CCP is working on a large-scale rebalance of all T3-cruisers, thanks to some wonky balance.
Moreover, the introduction of skill injectors has made replacing lost skill points simply a question of ISK. In view of these changes, many players felt that the time had come for skill-point loss to be removed.
These include:. As always, nothing is final until it goes live on TQ, and probably not even then. For now, though, head on over to Singularity to test the changes, and provide feedback in the forum thread. Let your voice be heard! Submit your own article to Imperium News here! Would you like to join the Imperium News staff?
Find out how! Gwailar first tried EVE in In during the Saranen hellcamp he joined Karmafleet. An analyst by nature, he focuses on the strategic and metagame aspects of EVE.
If you like his writing, he likes ISK. Tips are welcome. In reality, despite a few nerfs here and there, T3Cs are generally more powerful than most T2 platforms, and now the trade-off for using them is going away. That is not right. Of note is that Navy Battlecruisers are now in-game, and Command ships were addressed, and the changes were received more or less positively by capsuleers. With the announcement of the new Sisters Of Eve ships, it appears that CCP is steadily chipping away at roles that, up until this point, have remained exclusively under the purview of Tech 3 cruisers.
Some T3s are more versatile than others, and some are restricted by the design predilections of their race. When compared next to the specialized Tech 2 cruiser hulls, typically find themselves relegated to the role of attack cruisers. EFT and Pyfa are not perfect, so actual numbers and mileage may vary in game…. The Amarrian Legion is probably the most affordable, and versatile of the Tech 3 cruisers. With the addition of some turret hardwiring implants, you can pull off some additional damage.
Upgrading the fittings further with Deadspace modules further boosts both damage and tank. The dual prop enables kiting, although the Legion, as with all Amarr ships, suffer from cap stability issues, making the microwarpdrive somewhat impractical. This ship is best run with Guardians to provide additional cap and tank as needed. Heavy assault missiles are typically only good at shooting at battleship-sized or larger targets. Dropping the Afterburner, and tacking on an additional Tech 1 meta 4 mm plate you get another 87k worth of tank.
Another popular fit is the Neut Legion, which sees quite a bit of use in W-space, as it has better buffer tank than a Curse or a Pilgrim, while being markedly cheaper and lighter on mass than a Bhaalgorn. If one were to substitute a Medium Diminishing Power System Drain in a couple of the neut slots, cap stability increases.
They are often used in groups to take down carriers and neut out hostile Guardian cap chains. Wash, rinse, and repeat until all hostile logistics are capped out and their cap transfer chain is broken. It is also the easiest of the T3 cruisers to fly, from an economic standpoint. However, when lined up next to its main competitors in the AHAC department—the Zealot, Navy Omen, Deimos, Vagabond, and Vigilant— the suboptimal performance of the Legion is easy to see, particularly when considering cost.
The Legion can do lots of different jobs, but none of them better than the Tech 2 specialized cruisers. One of the more expensive fits I will showcase here, this one comes in at a little over one billion, not counting implants. The real selling point is the 35km webs. Heated and with links, theoretically those webs will reach out much farther. Here is an artillery modification of the previous fit.
The higher alpha strike of the Artillery favors support by long-range scram or points. The idea with this Loki is to safely engage well beyond the average point range of 20 to 24 KM. Accompanied by logistics, the lighter K tank can still be repped, but the thermal and kinetic resistance holes are difficult to patch without losing the Trimark IIs and a significant amount of overall EHP. Logistics pilots will complain about your squishiness, but the idea is to stay at range and not need logistics in the first place.
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