Now sifting through the forums you always stumble over a thread 'why bugship OP' or 'Nerf it!' or something to the same effect.
My question is,
What makes the bugship so over powerful?
(I genuinely dont know the specs)
I mean is it to do with turn rate, is its size? (stupid question but could be a factor?), Is it the person behind the controls, is it the boff layout?, any modifiers or innate abilities?
And Why?
Please if anyone could dispel the confusion for me and tell me if it IS overpowered, and explain why it is OP would be nice?

(my experiences is bug ships tend to be hard to kill and hard hitting, but i dont know why.. hence this question!)
[Combat (Self)] Your Bite deals 2378 (1475) Physical Damage(Critical) to Spawnmother.
Comments
Stats here tho:
http://www.stowiki.org/Jem%27Hadar_Attack_Ship
KBF CO
We are the Dead
join date Aug 2008
It's possible to kill it 1v1, but you have to have a build specifically intended to kill bugships, and you have to be GOOD. Most of the time, it takes a small team of opponents to kill it. . .for something that's supposed to be an 'escort'. Not even a particularly 'heavy' one, either.
The effectiveness of the bugship also depends on the pilot. An unskilled pilot won't be able to make quite as much use of the bugship as a top-notch elite one. Even in the hands of a lesser-skilled pilot, it's a very effective escort, just prone to being a little more killable.
Cmdr tac,
Lt. Cmdr tac
Lt universal
Lt universal
Ensign engineer
That's the BOFF layout, along with a 5 tac, 4 engineer, 1 sci console layout. Great turning, great hull, pretty good shields, and 15 to weapons power.
On top of that, because it is the Jem'hader ship, it's affected by the 'Victory is Life' bonus of the Jem'hader set, which can remove buffs if you are using polaron weaponry.
I don't own one, but I know the strength it can have. It's not a single part of the ship that makes it OP, it's the whole package that can make it seem so.
Any COH player can testify to the value of not getting hit as a perfectly valid tanking stratagem.
It's available to both factions so on at least that scale it's "balanced" but against every other ship in the game it wins. Only the fleet defiant can match the damage out put but that ship is no where near as tough or flexible by design. That's part of the reason I get tired of people complaining about how powerful the fleet defiant is, it's got one worthless boff and any BOP or Bug will out fly it pretty handily if they want to.
[Combat (Self)] You lose 6549 (7572) Cold from the torment of the underworld.
In-game handle @Janetza
Escorts are differentiated between themselves by having certain advantages over each other: be it a more useful (non-Tac) Ensign slot, 5 Tac consoles instead of 4, a better turn rate, some neat tricks opened up by a non-Tac LC slot, maybe some Universal slots, more Hull, better Shields, more Turn rate,...
The Jem'Hadar Attack Ship has most of those:
- Non-Tac Ensign? Check.
- 5 Tac Consoles? Check.
- High Hull? Well, it's not the highest (anymore), but out of the 8 Fleet Escorts+bugship, it ranks 4th (Qin-F>Akira-F>Somraw-F>JHAS>Prometheus-F=Hermes-F>Defiant-F>Saber-F>lolAquarius-F), ~4% above average.
- Good Shields? Highest base Shields for Escorts, if by a tiny margin (1 mod vs .99 for a few others).
- Universal slots? Check. Though tbh, they don't make much of a difference in this case.
- High Turn Rate? Check. In fact, it's closer to BoP territory than Escort territory!
And on top of that, it has a better Impulse mod, meaning it reaches fights sooner... an advantage not to underestimate.
It technically makes it easier to cap Defense as well, but tbh that's easy on any Ship.
The only downside is that it has 4 Eng Consoles for only 1 Sci, so in practice it has weaker Shields than most Escorts (less Field Gens), despite the higher base mod.
Overall, it has the advantage over all other Escorts. Not a huge, insurmontable advantage, but an edge nonetheless.