Myself and a few corpmates logged onto sisi this weekend to test out the new supercaps. We were pleasantly surprised at the relative balance of the capital ship classes in regards to each other. Here is my overall impression of each ship class, though some balancing still needs to be done from race to race.
Observed role: Jump bridge + Vanilla Capital Popper.
Ability to kill carriers/dreads with impunity
Excellent gang bonuses
Not as much DPS as Super Carriers, balanced out by faster more reliable damage application.
Some titans can't reasonably use all of their turret/missile hardpoints for weapons.
Observed role: Super-capital hunting strike groups.
Outgoing remote reps cannot be interrupted
Can't solo tank, must be in a large remote repping group.
Fighters and Fighter Bombers can be killed, and are very expensive.
Travel time of Fighter Bombers kinda sucks.
Drone Control units if turned off loose control of a 'drone' instead of just having it return to ship. Very costly.
Observed Role: General DPS ship, relatively expendable
Great DPS for the price
DPS is applicable at good ranges if fitted for the job.
Decent local repping
Tracking tweak makes them somewhat more effective against sub-caps
Short-range weapons are now viable against other captials
Gets one-shotted by DDs
DPS is weak compared to supercaps
Can't be remote repped
Essentially big player-flown sentry drones: expendable static DPS output.
Sentry range for all dreads is 60km with max skills
Observed Role: RR support, DPS support, and Point-Defense
Effective against most sub-capital threats, and various capital weapons
Extra RR support, which is needed to keep super-caps alive
Can be remote repped
Relatively cheap + expendable
Ability to triage if needed
Minimal tank, even with a pure buffer tank and rr, it won't last long
Minimal DPS against capitals
Gets one-shotted by DDs
Can't be remote repped in triage
Can be jammed when not in triage, preventing remote rep support
Overall, I like the general state of the capital classes as it will apply to capital fleet fights. Titans sit at the middle of the fleet, instapopping vanilla caps left and right. Super Carriers apply good DPS and good remote reps, working together as the core of the fleet and supporting the titans. Dreads enter siege and make things die, while getting popped one by one themselves. Carriers add logistic support and point defense against sub-capital gangs, while also being killed one by one.
Overall, capital fights seem like fun. There seems to be some strategy involved and that is a welcome change over the previous dread vs dread fights.
What are your opinions?