RE: dmg mods vs tank. I say make 1 dmg mod standard fare, maybe 2. After that the diminishing returns kicks in enough for me to say tank the rest of the way.
RE: hp vs repair ability. I think the hardened HP setups are better, they are more redundant, they forgive human error and connection problems, but they don't speed up traveling (cap recharge time).
RE: close range weapons. I'd have to run the numbers to be sure, but I know you have issues with capital sized close range weapons trying to hit large poses. The shield radius is just too big. This forces you to use close range weapons with medium or long range ammo, negating the benefit over long range weapons.
RE: general strategy. Here is where I think we need to adjust. IMО if wе get jumped by a bob or mc fleet while we are in siege mode we are totally screwed. They have more people with more experience and better fittings and supercaps to top it off.
We have to have the initiative and/or have no real exposure to being jumped. This means using the dreads for the initial attacks ONLY wherever possible. Use carriers (or better yet) tanked BS for the follow up kill. The enemy simply can't get the jump on a group of BS in the same way no matter how hard they try. The only time this is not possible is when facing a proper deathstar‚ which ѕеem a lot more rare these days since they cant threaten dreads anymore.
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