Continuing my series on T3 changes, this week I focus on the Caldari Tengu. I feel that this is the week I get relatively unpopular as well. Unlike the Legion that I feel needs some buffs, the Tengu is on the opposite side of the spectrum. The Tengu is arguably the best T3 cruiser of the four. Name me one ship that can hit for long range with authority, get in close with blasters as well as any Gallente ship, tank like a Drake, and ECM like a Blackbird. And therein lies the problem.
The Tengu, unlike some of the other ships, actually is in need of a nerf. Now, before you start flooding my comments about nerfs and blah blah blah Caldari’s only good ship, hear me out. I’m not a fan of nerfs. In fact, I never have been. I would rather see the other ships get buffed up to where the Tengu is. However, to do that creates a problem. Raising the other ships to the over 9000 power level of the Tengu would make the strategic cruiser the ultimate power in the universe. Okay maybe not the universe, but in the cruiser oriented combat of wormhole systems it would be.
Taking a look at the defensive subsystems one will notice the vast similarity to the Legion, except with shields. The Tengu has the following defensive subs:
Adaptive Shielding: 5% bonus to shield resists / lvl and 10% bonus to shield transporter effectiveness / lvl
Amplification Node: 10% bonus to shield booster effectiveness / lvl
Supplemental Screening: 10% bonus to shield hp / lvl
Warfare Processor: 5% bonus to effectiveness of Siege Warfare links / lvl with a 99% reduction in Warfare Link CPU cost
My thoughts on the Adaptive Shielding are the same as the Legion sub Adaptive Augmenter. I feel that CCP needs to make these more Logi-ship like without replacing the actual Logistic ship. The best way to do that is increase the range of reps but only allowing grid enough for medium reps to work. Remember Logistic ships get a bonus to fit and use of large reps. Medium reps should work just fine, and it’s an underused category on the market.
Therefore, the Caldari Adaptive Shielding will look much like the version I envisioned on the Legion. A 150% per level range increase will increase those medium reps to reach further then they could before, but not as far as a Basilisk can reach with large reps. The 10% per level increase can be bumped to 20% per level so they would be just as effective. Then we drop the 5% bonus to shield resists so it isn’t too tanky.
I can hear the complaints now. But Shadai, that system works just fine for the Tengu. I know. Very little is bad for the Tengu. But the reason that sub works for the Tengu and not for any other T3 is the range. Whereas 6 to 8 km works just fine for a small group of Caldari strategic cruisers, it doesn’t work for the others. Why is this?
The problem stems from the weapons system. No other T3 has a weapon system as flexible as the Tengu. One of the weapons systems allows a properly fitted Tengu to exchange fire from a long, long way away, over 100km. And not weak hits either. The Tengu can hit for some serious power. With that kind of range and power, it is easy for a group of Tengus to stay within a certain distance while flinging missiles. The other T3’s don’t have that advantage of range and power. At some point, even medium range T3’s would have to fly to the target, thus making formation flying a must. And that is where the problems begin. Where it is easy to sit and park a group of Tengu’s and fling missiles, its harder to fly in formation. So while the system works fine, I feel changing it will keep it in line with the other systems and therefore, maintains some balance. I’ll get to the weapon systems in a minute.
I’ve also explained my feelings on the Warfare Proc in the Legion post. I still feel moving it to electronics is the way to go. I also feel a replacement sub that just gives resists will fit in nicely. So drop that sub and put in the new Shield Hardening sub that increases resists 7-10% for shields.
The Amplification Node is the active shield tanking version of the Legion’s Nanobot Injector. Since that sub works just fine, I see no reason to mess with it here.
Offensive Subs are where the main “Tengu is overpowered” arguments come from. The Tengu sports the following Offensive Subs:
Accelerated Ejection Bay: 5% bonus to kinetic missile damage / lvl, 7.5% bonus to heavy, heavy assault, and assault missile ROF / lvl and 10% bonus to heavy missile and heavy assault missile velocity / lvl
Covert Reconfiguration: 5% bonus to missile ROF / lvl and 100% reduction in cloak CPU usage
Magnetic Infusion Basin: 5% bonus to medium hybrid turret damage / lvl and 20% bonus to medium hybrid turret optimal range per level
Rifling Launcher Pattern: 10% bonus to ECM target jammer strength / lvl and 5% bonus to heavy, heavy assault, and assault missile ROF / lvl
And to the Tengu’s credit, it isn’t really the Tengu’s fault its Offensive subs make it so overpowered. The Tengu uses missiles on 3 of its 4 offensive subs, and the Heavy Missile system is one of the more overpowered weapon systems in the game right now. CCP can address this by fixing the overpowerness of the weapon system, or it can fix each ship that gives bonuses. Ideally, nerfing the shit out of the heavy missile system would be the best case scenario, but this is CCP we’re talking about here, who will go the hard way just to prove they can.
That said, I’m going to balance this based on them NOT making the easy fix, which will result in this looking like a nerf-a-thon. And for that I’m sorry. But something has to give here. This T3 makes all the others look sad in comparison when you consider the damage and range this thing can bring to a fight.
The good news is I’m leaving the Covert Reconfiguration alone. I like the idea of cloaky, sneaky T3s.
Accelerated Ejection Bay. Is there anything this sub can’t do? Let’s check. Long range? Yep, a bonus to missile velocity for both long range and short range missiles. Short range? Yep, can fit both heavy missiles and heavy assault missiles; it gives bonuses to both. Hit hard? Yep, via a damage bonus to kinetic missiles and missile rate of fire. There just aren’t any weaknesses in its game. In short, it needs to be cut down. Ideally, it should be split into two weapon systems. One that buffs short range missiles, and one that buffs long range missiles. Otherwise it’s too easy to fire from long range just outside your POS shield, run back in, refit, and do even more damage from close range. All on the same sub.
Besides, one shouldn't be able to do over 600 DPS at over 126km out. No other weapon system can match that combination of damage/range.
First thing to go is the damage bonus. I get that the racial damage for Caldari is kinetic. But with plenty of low slots that don’t have any purpose other then one damage control, a Tengu pilot is free to fill them all up with damage increasers. Oh sure, a pilot could put in a nano, but those are mostly for the Minnie ships. Caldari just don’t have the base speed and maneuverability to make that worthwhile. Since they are getting enough damage increase from the damage mods, this will help put that weapon system back in line with the others. Plus, it now gives the Caldari pilot the choice of damage type without agonizing over losing that 25% increase.
Next we reduce the DPS by way of reducing the ROF bonus. I’m not saying we nix it entirely like the damage bonus, but it should be at least reduced from 7.5% per level to 5% per level. In addition, the bonus needs to be to one form of missile or the other. Either it buffs the long range heavy missiles, or it buffs the short range heavy assault and assault missiles. Not both. In this case, I want to mold this weapon system into the long range system, so we’ll increase the ROF of the longer range heavy missiles.
Finally we leave the bonus on the missile velocity alone. This is by design. Missile systems don’t have a mod like tracking enhancers to increase their range. There are rigs that can do that, but to make the Tengu reliant on those is unfair. However, like the ROF bonus, this needs to be focused on long or short range, but not both. In this case, we change it to a 10% bonus to heavy missile velocity only.
So those short range missile bonuses have to go somewhere. I propose dropping the Rifling Launcher Pattern and changing it to the short range missile platform. Mainly, the problem I have with the Rifling Launcher is the 10% bonus to ECM jammer strength. Since that is an electronic bonus, we’ll move it there. Keep the sub the same with it’s 5 high/1 mid slot layout and 5 launcher hardpoints which is similar to the Accelerated Ejection Bay. We’ll change the name to something like Abrupt Accelerated Launcher Bay. Then we give it a 5% bonus to heavy assault missile and assault missile rate of fire and a 10% bonus to heavy assault missile and assault missile velocity. Because it is the short range missile system, I think giving back the bonus to missile damage is appropriate here, and a 5% general increase should do the trick nicely. The important change here is visual. Remember, each subsystem looks different, so a pilot well versed in what the Tengu looks like with the different subs might be able to tell from sight if it is long range or short range missile fit, a virtual impossibility at the current iteration.
We can leave the Magnetic Infusion Basin alone for the most part. Most Tengu’s don’t use it, and it’s no wonder really. The MIB is geared toward rails rather then blasters and even with the damage bonus still doesn’t do as much as the missiles. Hopefully with the nerfs to the missile systems, this system will see more use.
Next up, electronic subs. The Tengu sports the following Electronic Subs:
CPU Efficiency Gate: 5% bonus to CPU / lvl
Dissolution Sequencer: 15% bonus to ship sensor strength and 5% bonus to targeting range / lvl
Emergent Locus Analyzer: 10% increase to scan strength of probes / lvl, 20% bonus to range and velocity of tractor beams / lvl with a 99% reduction in CPU for scan probe launchers
Obfuscation Manifold: 10% bonus to ECM target jammer optimal range / lvl
I actually think the Tengu gets enough CPU just from the electronic subs. In fact, the lowest starting CPU a Tengu can get is 420, and it is oddly from the very sub that boosts CPU by 5% per level. This means that the starting 420 CPU becomes 525 CPU at level 5, which does not include the pilot’s skill in electronics (an extra 5% per level). Not bad, but when you realize that the other subs start you at either 460 or 475, it becomes less of a factor. And to be honest, I've never had to reach for this sub when fitting a Tengu because I was short CPU. I've always been able to do it under one of the others.
The reason the Tengu is so powerful is it’s a slightly less retarded cousin to the Drake. Simply fit shields in mids, fit damage mods in lows, fit missiles in high and keep smashing I win with your face. There are really no neat fits here. It is as cookie-cutter as can be. I think the way to lower the power level is by forcing the Caldari pilots to get away from the above formula. By axing this sub, a Caldari pilot may be forced to *gasp* put co-processors in the lows. This would make the Tengu a more compelling ship, as the one place the Tengu is weak is in the number of low slots.
Besides, I need a spot to put the Warfare Proc, so this becomes the default selection.
I actually am going to advocate a change in the Dissolution Sequencer. I don’t mind the 15% boost to ship sensor strength. Where I have the problem is the 5% bonus to targeting range. Again, basing on trying to find ways to make the Caldari pilot use all those low slots for something other then damage, making him burn them for targeting range seems to be useful. Besides, the Dissolution Sequencer is of two minds. One mind to stop being jammed, the other to increase range. The two are completely different, so I propose a switch. Trade the 5% bonus to range to a 5% bonus to scan resolution. This brings it back to one mind. One bonus is to prevent being jammed, but if it does happen, the increase to scan resolution will have you back on target quickly.
Which brings me to the final sub (since I like the Emergent Locus Analyzer, just like the Legion), the Obfuscation Manifold. This is the first sub I’m really going to nerf and yet buff at the same time. For the Caldari, their chosen version of EW is ECM. This sub gives the Tengu a bonus to optimal range. It seems quite unnecessary really. Those things have the ability to reach far enough without the bonus. So I want to nerf the range. Take that down from 10% to 7.5% is more then fair, and when you work out the actual optimal range it truly makes little difference. Next, add in the bonus from the Offensive sub to increase ECM strength. But not at the high 10% bonus. Cut that down to 7.5% as well. This puts the bonus at half of what the Blackbird and Scorpion get... good enough to get the job done but not too good that everyone switches to Tengus.
Now it’s time for the Tengu engineering portion. The Tengu sports the following engineering subs:
Augmented Capacitor Reservoir: 5% bonus to capacitor capacity / lvl
Cap Regen Matrix: 5% bonus to capacitor recharge rate / lvl
Power Core Multiplier: 5% bonus to power output / lvl
Supplemental Coolant Injector: 5% reduction to the amount of heat damage absorbed by modules / lvl
I don’t really have a problem with any of these mods except for the SCI. Even though the Tengu has a plethora of mid slots to overheat and gain benefit from, I still don’t see this sub being taken over the other choices; especially when you factor in the fact the pilot’s skill in strategic cruiser does the same thing. Granted, the Power Core Multiplier isn’t as popular on the Tengu as it is on the Legion (unless you are running a rails Tengu), but it still has some benefit. Most of the time a Tengu pilot will take the Augmented Cap for the extra missile hardpoint or the Cap Regen if they are running a shield booster setup.
The problem is I don’t really have anything to replace it. I could make it better by offering a bonus to nanite repair paste which would be infinitely more useful. But that’s really about it. Unless I felt the Tengu needed a mod that gave a bonus to energy transfers, which I don’t.
Finally, the Tengu propulsion subs:
Fuel Catalyst: 10% bonus to afterburner speed / lvl
Gravitational Capacitor: 15% bonus to warp speed / lvl and 15% reduction in cap need when initiating warp / lvl
Intercalated Nanofibers: 5% increased agility per level
Interdiction Nullifer: 5% increased agility / lvl and immunity to non-targeted interdiction
Really the only problem I have with these subs revolves around the last two. Literally, the only difference between the two is one provides an unnecessary low slot, and the other makes you immune to bubbles. I just don’t see the draw to the Nanofibers, unless the pilot is seriously Jonesing for low slots. Depending on the fit, a Tengu will score anywhere from 2 to 5 low slots, with 3 to 4 being the most common.
I think in order to make the nanofibers more attractive is a simple buff in the agility bonus. Increase that 5% bonus to 7.5% or 10% and then pilots will pause before just reaching for the Interdiction Nullifer.
So what is the end result?
Defensive:
Adaptive Shielding: 150% bonus to medium shield transporter range / lvl and 20% bonus to shield transporter effectiveness / lvl
Amplification Node: 10% bonus to shield booster effectiveness / lvl
Shield Hardening: 7.5% bonus to shield resists / lvl
Supplemental Screening: 10% bonus to shield hp / lvl
Electronics:
Dissolution Sequencer: 15% bonus to ship sensor strength and 5% bonus to scan resolution / lvl
Emergent Locus Analyzer: 10% increase to scan strength of probes / lvl, 20% bonus to range and velocity of tractor beams / lvl with a 99% reduction in CPU for scan probe launchers
Obfuscation Manifold: 7.5% bonus to ECM target jammer optimal range / lvl and 7.5% bonus to ECM target jammer strength
Warfare Processor: 5% bonus to effectiveness of Siege Warfare links / lvl with a 99% reduction in Warfare Link CPU cost
Engineering:
Augmented Capacitor Reservoir: 5% bonus to capacitor capacity / lvl
Cap Regen Matrix: 5% bonus to capacitor recharge rate / lvl
Power Core Multiplier: 5% bonus to power output / lvl
Supplemental Coolant Injector: 5% reduction to the amount of heat damage absorbed by modules / lvl
Offensive:
Abrupt Accelerated Launcher: 5% bonus to heavy assault and assault missile damage / lvl, 5% bonus to heavy assault and assault missile ROF / lvl and 10% bonus to heavy assault and assault missile velocity / lvl
Accelerated Ejection Bay: 5% bonus to heavy missile ROF / lvl and 10% bonus to heavy missile velocity / lvl
Covert Reconfiguration: 5% bonus to missile ROF / lvl and 100% reduction in cloak CPU usage
Magnetic Infusion Basin: 5% bonus to medium hybrid turret damage / lvl and 20% bonus to medium hybrid turret optimal range per level
Propulsion:
Fuel Catalyst: 10% bonus to afterburner speed / lvl
Gravitational Capacitor: 15% bonus to warp speed / lvl and 15% reduction in cap need when initiating warp / lvl
Intercalated Nanofibers: 7.5% increased agility per level
Interdiction Nullifer: 5% increased agility / lvl and immunity to non-targeted interdiction
These changes should bring the Tengu back into the fold with the other T3’s instead of it as it currently is, head-and-shoulders better then the rest.
Be sure to check out the other changes I propose for T3s:
That was a very well thought out post.
ReplyDeleteDude! Great post. Tengu for wormholes is where it's at. I would agree for the most part with your basic slap it together fitting for a "solo" tengu. A RR tengu is fit differently, in particular the low slots as a balance between damage and cap are needed. Anyway, I love the tengu as a wormholing PvE vessel and I'm hearing that null-sec is using them a lot now for PvP which would be interesting.
ReplyDeleteNow for the best T3 of them all...the Loki!!! :-)
Good work mate!
Flying in formation isn't too difficult, not for PvE at least. Set max speed to be the same and follow a designated pilot. This technique is used with Tengus too. It gets tricky when a pilot is webbed, though.
ReplyDeleteAnd missiles have the distinct disadvantage of flight time, which is perhaps why the offensive subsystem benefits both short- and long-range systems. There's little point in having 600 DPS at 100 km if your opponent can see the damage coming and jump through a wormhole to avoid it all and waste the entire volley of missiles. Logistics ships can more easily predict missile damage too. I'm not saying the subsystem isn't overpowered, just offering an observation.