Looking at the fleet ships, yes, some are under-powered compared to others, but I would not call any of the fleet ships in the game useless.
I don't think anybody is arguing that any ship in the game is useless. In my personal opinion some ships are just much better at their role than others.
The problem with the current multiplier system is that, aside from a few exceptions, every ships role comes down to:
How well can I kill my intended multipliers.Let me give an example -
You're having a trouble with light ships (this almost never happens but whatever), and you have to decide between 3 bonus ships in an ARS unlock:
The MLRS
The Spire Railcluster
The Armor Ship
All of these basically have the same role: Kill small ships. The ONLY question really becomes - which one is the best at doing it? This is because the current hull multiplier system forces ships into this cookie cutter roles, which means that, for any given (anti-hull) role, 1 ship is going to be better than the rest. I could use the same example for bombers:
Zenith Electric
Chameleon
Tank
One of these bombers is the best. One of them does their job better than the other two.
I could use the same example for teleporting ships:
Teleport Battle Station
Teleport Raider
Teleporting Leech
One of these is the best. Technically they all have different roles, but almost everyone is going to agree that one of them is better than the other two. Why is that?
I could use the same example for raiders:
Space Plane
Raiders
Infiltrator
I could use the same example for long-range ships:
Bombard
Sniper
Sentinel Frigates
Most people are going to say one of these are better than the other two.
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WHY IS THAT? Why are we constantly comparing ships which are technically very different in a number of ways, but which we put into the same category?
Because, with the current multiplier system, all that REALLY MATTERS is how well a ship performs against its multipliers or intended targets.
The Spire Railcluster is the best at killing small shit. It just is. The Space Tank is the best bomber out of those 3 because it has the best multipliers. The Teleporting Battle Station is the best teleporting ship because it was recently buffed, and therefore does the most damage to the most amount of targets. The Space Plane is the best raider of the 3 because it does the most damage and it has cloaking and radar dampening. The Bombard is the best long-range bonus ship because it does the most damage, etc.
That's what people don't seem to get, the multiplier system
does not diversify the roles, it stagnates them. Every ship is basically valued for how well they destroy their designated multipliers (unless it has some cool special ability)
and that's it. We can do these buff/nerf polls FOREVER, and we are still going to have this problem, because the problem is inherent to the system. One ship is always going to be better than the other at its job. That is not good balance, that is not what we should strive for.
So how would going from a hull-multiplier system to an DPS/Armor/Armor Piercing system
change this problem?
The MLRS - We give it decent armor piercing and high DPS, and lower its range - and suddenly it's good against more than just small targets, it's decent against everything but the highest armored targets if it can get in range.
The Spire Railcluster - We give it huge DPS (already has that) and no armor piercing. It still eats small things alive but it's relatively useless against anything with armor.
Armor Ship - Medium damage with no armor piercing, so its only useful against small things, BUT because of its high health and armor it wins in a battle of attrition against them because armor is so much more important now.
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Zenith Electric - We give it HUGE dps and HUGE armor piercing. The Zenith Electric Bomber basically fires a nuke at its target. It has a long reload time (like 30 seconds) but it does MASSIVE damage to anything it hits, making it wonderful against heavily armored targets.
Zenith Chameleon - Medium DPS + Medium Armor Piercing. This is still a decent bomber, but also good against most targets as well, making full use of its "chameleon" effect inbetween reloading during any battle.
Tank - High dps and high armor piercing. Similar to the Zenith Bomber but with a faster reload time. Like the Armor Ship what makes the tank good is not its damage but its ability to persevere on the field of battle, which gives it distinct advantage compared to the weaker Zenith Electric Bomber.
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Teleport Battle Station - High health and armor, high DPS no armor piercing. The teleport battle station becomes an expensive formidable anti-light fast-response ship that can still survive in the heat of battle as well as deal out punishment to ships with no armor.
Teleport Raider - Low health and armor, High DPS and High Armor Piercing. Though this ship dies extremely quickly, it can take out any target within a small amount of time with its high damage and AP.
Teleporting Leech - Medium health and armor, medium DPS and armor piercing. Not designed for prolonged battle situations, but still durable and doing enough damage to most fleet targets in order to convert them to its side. This is a very specialized ship.
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Space Plane - High DPS, low armor piercing, low health, no armor, cloaking and radar dampening. Similar to now, the Space Plane excels at a number of roles include long-range raiding and also holds its own in battle as well. However, it pays for this by not being as specialized as its other raider cousins.
Raider - High DPS, High armor piercing, high armor, low health. The raider actually becomes good at its role of raiding because of its new high damage and armor piercing, making it good against most targets. In addition, unlike most light units it has high armor, giving it incredible defenses against most anti-light opponents. However, it still has susceptibility to aoe attacks, making it much less useful in a battle.
Infiltrator - Low health, no armor, high dps, high armor piercing, still passes through force fields. Just as before, Infiltrators have a niche role, and are almost completely useless in a battle, the difference is that now with their new damage and AP mechanics they can actually kill their intended targets before they go down.
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Bombard - Med DPS and High Armor Piercing but not max range like its 2 cousins. It also has a much longer reload time and is much more vulnerable.
Sniper - High DPS and no armor piercing make this an ideal "sniper" of smaller units from afar.
Sentinel Frigates - Low DPS and high armor piercing make this an ideal "sniper" of armored units from afar.
ETC.
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The point is that the multiplier system, far from increasing the diversity of the game, makes it incredibly shallow instead. With just the simple mechanics of armor, armor piercing, health, DPS, speed, etc., we could make a
much better and more robust system, where the unit roles were much more interesting and diverse, and important for each situation.