Friday, 10 June 2011
Malediction: a review
The Malediction is an odd ship, and ill suited for it's intended role. Unlike other fleet interceptors, the Malediction cannot actually target out to the limit of it's point range, which means that part of it's role bonus is wasted with a T2 warp disruptor.
Equally, it's chosen weapon system, rockets, can't reach further than 15km, or 20km if you are prepared to rig exclusively for range. This means that, alone of the fleet interceptors, it cannot actually engage the enemy at the limit of it's (already curtailed) point range.
It's also rather strange that a ship designed to fly beyond the range of enemy guns would get a tanking bonus.
However, all of that suits me just fine; I like to get up close and personal and the Malediction's bonuses make it a pretty good ship for that job. It's almost as if some designer misfiled the Crusader and the Malediction - each would have been better at the other's role.
Unlike the Crusader, the Malediction can pack a web, which means it retains it's relative speed advantage when webbed. The tradeoff is that the Malediction has a lower base speed than the Crusader, but it is still "fast enough."
With cap independent weapons, the Malediction can also support an active tank better than the Crusader, and has a utility high for a nos. While still fairly fragile - it is an interceptor, after all - it can be surprisingly resilient if you keep your speed and transversal up.
Of course, I can't talk about the Malediction without talking about rockets. The pro's and con's of missiles over turrets are well known, and I won't rehash them here. However, I really enjoyed using rockets for another reason; time management.
When I open fire with turrets I need to be constantly checking to make sure that slight changes in range or tracking have not begun to undermine my damage. Checking this requires me to look at my combat log for several entries; because there is a random factor attached to turret hits any one result could be misleading, so that "miss" might not mean you can't hit, just that you were unlucky with that shot. The opposite is also true, and your "hit" might have been a fluke that will not be repeated at this range and angular velocity.
So every time I want to check my dps I have to spend several seconds focusing on the combat log, seconds I am not spending looking at my armor, cap, modules or opponent. And my dps needs to be checked regularly in a highly mobile fight.
Not so with rockets. A quick glance at the most recent entry will confirm that I am in range and hitting for full damage. If I'm not hitting, I won't see an entry. Simple.
I value this timesaving feature of missiles far more highly than the ability to choose damage, and it makes up for all the shortcomings (carrying ammunition, high reload time, lower damage, etc) because it allows me to actually focus on flying my ship and reacting to my opponent.
The advantages of using rockets, combined with the natuaral qualities of the ship, make the Malediction a hull that I very much enjoy flying. It's not without issues - the damage is pretty anemic (granted, my skills are far from maxed out) and it folds very quickly if it cannot rely on speed/transversal - but I've had suspect they are issues I could learn to live with.
Without having tried assault ships I can't be certain that it's what I want to fly full time, but I certainly see it being my go-to ship whenever I want to fly an interceptor.