[ ]have you asked someone who may know more about it than you for their opinion
[X]have you done some forum research on the topic
[X]are you up to date on what is going on
[X]do you have an understanding of balance in allegiance
[ ]have you participated in conversation on another topic where someone complimented you on good data
[X]have you ever used ICE
[X]have you ever read the CC changelog
[ ]can you list at least 5 people who respect your opinion
I don't completly fulfill Psy's steps to post in the CC forum but anyway i'm gonna post it. We rarely see belters exp used, and when they're used people complaing about ints being unflyable and hardly ever they win games (and when they do it's by relentless sacrifice of their pilots. They die quickly to other ints and can't be used to defend so well because of how easy is to overboost with them (voob excuse) or how hard is to switch direction with them to get down the next nan (vet excuse). So I've done some numbers about it.
This is a table of small craft masses and hulls comparing belter's to the standard value (being the standard that of IC):
Code: Select all
Ship Standard Belters Difference
Int 20 34 +70%
Fighter 36 64 +77%
Scout 40 60 +50%
SF 60 90 +50%
SB 120 180 +50%However ints doesn't carry shield so belter's int base hull is the same as other faction's and the only modifier is the faction modifier and with only 10% more hull than standard (1.05 for Belts, 0.95 standard) i think it doesn't make for the lack of agility and accel due to having 70% more mass. Also belter's ints have 340 max thrust, which is only 12% more than the rest of ints (300 for them) and doesn't compensate for 70% more mass.
My suggestion is reducing belter's ints mass to 30, which would be 50% more than other factions (as scouts, SFs and SBs have), leave max thrust as it is and adjust turn torques to match the new mass (i see they have 70% more turn torque too, so if mass is 50% more turn torques would be 188.496).
This would make it easier for belters ints to do things like defending from a bomber run (where you need accel to close to the nans quickly and not get hit) or orbiting a miner while shooting it more like other ints do. Also they still are easier to hit than other ints because of lower accel (and that hit box that perfectly fix all ints gunmounts).
If you think mass should remain untouched, they should be done harder to kill. I suggest adding 50 more mass to ints and hvy ints, which is around 7% more base hull for them. Not a big deal, but could make a big difference. For example, it would take about one second more (half a second with perfect aim) to take down one of those with a mini2 int, so you give your bomber 1 more second per nan to blow the base.
Anyway, survivability of belts ints is not what makes them aweful to use, but their poor accel due to hvy mass. So i would rather go for lower mass or just leave them as they are.
ACS grad since 2nd Feb. 2010




