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Voydwalker

Predator nerf please

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hi, since i didnt find any topic about this ill start fresh. could you please nerf the Predators somewhat? what i have in mind is specifically their aggro range. it seems to be about 7-8k and also their weapons range - around 5-6k. not only are they super fast but their projectiles are homing. for the time being im using engi as my only t4 ship and i gotta tell you its goddam painful. i get it that purple t5 ships can eat those for breakfast but it really bothers the other players in invasion. i also get it that said t5 players need a challenge and so on. in light of all this can you make a weaker version of the predators(4k aggro max, 4k range, speed not higher than 300) and use those in all systems that do not require tank 10 ships?(imperial transport hub has a weaker version of the hunters as do other systems and that is fantastic).  some missions are damm impossible to complete(2 predators kill any ship in range within seconds) due to those predators.

regards

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hi, since i didnt find any topic about this ill start fresh. could you please nerf the Predators somewhat? what i have in mind is specifically their aggro range. it seems to be about 7-8k and also their weapons range - around 5-6k. not only are they super fast but their projectiles are homing. for the time being im using engi as my only t4 ship and i gotta tell you its goddam painful. i get it that purple t5 ships can eat those for breakfast but it really bothers the other players in invasion. i also get it that said t5 players need a challenge and so on. in light of all this can you make a weaker version of the predators(4k aggro max, 4k range, speed not higher than 300) and use those in all systems that do not require tank 10 ships?(imperial transport hub has a weaker version of the hunters as do other systems and that is fantastic).  some missions are damm impossible to complete(2 predators kill any ship in range within seconds) due to those predators.

regards

Hi!

The fact is predators should be really formidable enemies. Battle with them is a challenge for your ship and your skill, (or it's a good reason to improve your ship and your skill if it is necessary)

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yes my ships and skills are fine thanks. as you said battle is a challenge but most of the times i dont want to battle them or anything else. i want to move through a sector or simply do a mission, which i cant do when 2 preds with hunter escorts constantly gang on my transports. sadly veeery often due to some battle with npc they move right next to warp gates. then i jump in and i am basically fucked since they can 3 shot me.

 

oh and like i said. change them only in the sectors that are below rank 10. what you said is true but should be only valid for the middle sectors rank 10 and up.

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Your argument about Predators being a challenge would work better if they weren't griefing in mid level areas. Also, you send people after them for missions.

These ships can annihilate R15 Guards with ease. They are much too powerful for single player content.

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I tested Secret Projects on the Public Test Server.

Suffice to say, that I could barely hold my ground with an Octopus with full EM resistance against 1 Predator and 4 Scouts.

 

Scouts are too durable. They should have 33% less durability.

As for the Predators, the biggest issue is also their endurance. I guess, that 1 Predator is pretty much worth 5 Inquisitors S.

 

If you will nerf the implants, you will make this even worse.

I suggest leaving the implants as they are in 1.2 and focus on reducing the durability of Scouts by 25% and Predators by 33%, which means that both classes are nerfed.

Also, detection range of Predators as well as their firing range should be reduced by 20% as well.

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Yes they should, but their presence makes some of daily missions impossible for solo players - like escort missions (I m stuck with one escort mission almost 4 days). As Koromac suggested detection range of predators as well as their firing range should be nerfed.

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I tested Secret Projects on the Public Test Server.

Suffice to say, that I could barely hold my ground with an Octopus with full EM resistance against 1 Predator and 4 Scouts.

 

Scouts are too durable. They should have 33% less durability.

As for the Predators, the biggest issue is also their endurance. I guess, that 1 Predator is pretty much worth 5 Inquisitors S.

 

If you will nerf the implants, you will make this even worse.

I suggest leaving the implants as they are in 1.2 and focus on reducing the durability of Scouts by 25% and Predators by 33%, which means that both classes are nerfed.

Also, detection range of Predators as well as their firing range should be reduced by 20% as well.

 

5 Inquisitor S's with homing rapid fire main weapons and the ability to keep up with interceptors at around 400 m/s. That's how the Predators are in Terramorphing Station. I haven't clocked all Predators. There are 2 Predators in the same area of Terramorphing Station along with a huge clump of Hunters and other aliens. Drones and pulsars galore right in the path of a common escort mission from the Jericho hangar.

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Yes they should, but their presence makes some of daily missions impossible for solo players - like escort missions (I m stuck with one escort mission almost 4 days). As Koromac suggested detection range of predators as well as their firing range should be nerfed.

 

I have been using an Empire Recon, Nibelung, to act like a sheep dog for that. I go stir up both Predators and some hunters, get them to chase me up to the structures above the area. I cram my ship into a flap of the structures to survive all their shooting. Eventually, an escort group sails by undamaged. I carefully time when to microwarp toward the Orange Giant gate to fight off Bounty Hunter and sometimes pirate escorts. It takes some practice, and it doesn't work every time. But, at least it's possible to finesse and survive in a recon to get it done in one trip to Terramorphing Station.

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I have been using an Empire Recon, Nibelung, to act like a sheep dog for that. I go stir up both Predators and some hunters, get them to chase me up to the structures above the area. I cram my ship into a flap of the structures to survive all their shooting. Eventually, an escort group sails by undamaged. I carefully time when to microwarp toward the Orange Giant gate to fight off Bounty Hunter and sometimes pirate escorts. It takes some practice, and it doesn't work every time. But, at least it's possible to finesse and survive in a recon to get it done in one trip to Terramorphing Station.

Research Center, Defiled Solaris Wasteland, Vanguard Outpost and Terramorphing Station are the most broken, because there are just simly too many Aliens.

They have pathfinding issues and they collide with each other, just because they are so densely together.

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Dazarco i have try that tactic with tackler twice ... to lure them out of transport way but i didnt make it. Thank u 4 your advice. I dont want to practice more just because of 3500 synergy. There are better ways to spend time - PVE or PVP  etc ... I agree with Koromac and Jasan here.

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Hi!

The fact is predators should be really formidable enemies. Battle with them is a challenge for your ship and your skill, (or it's a good reason to improve your ship and your skill if it is necessary)

Trust me, my ship can be fully synergized, resistant and upgraded, but when it comes to Predators, it is like PopCorn in the microwave.

Slow frigates stand no chance.

 

I urge you to test this once:

Go to Ruined Station with your best Inquisitor S Guard and try to reach the Gate to Mendes-IX.

You may succeed, if you're lucky, but if you have bad luck, Hunters, Scouts and 1 or 2 Predators will kill you in 10-20 seconds, even with all of your Guard modules used.

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I definetly opt for a durability nerf for scouts.

I am ok with powerful Predators, but alien interceptors should not be more durable than e.g. pirate frigates.

 

Apart from that the only problem i got with the balancing of the Elite Hunter in the Otherworld sector. It happens far too often that the Hunter appears to have 10+ Drones. The maximum number of drones for the Ship should be limited to a low number like 3.

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Dazarco i have try that tactic with tackler twice ... to lure them out of transport way but i didnt make it. Thank u 4 your advice. I dont want to practice more just because of 3500 synergy. There are better ways to spend time - PVE or PVP  etc ... I agree with Koromac and Jasan here.

 

I agree with altering the Predators and the density of aliens too. Pulsars that are almost always on, countless drones, rapid fire homing missiles for main weapons and the ability to catch up to interceptors is too much. The way I described doing escort missions in Terramorphing Station is too much for the synergy it gives. It eats up too much time. Plus, it's not really playing Star Conflict to cram an interceptor into a flap for a while. I do it just to have it cleared, so I can get something else the next day.

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Research Center, Defiled Solaris Wasteland, Vanguard Outpost and Terramorphing Station are the most broken, because there are just simly too many Aliens.

They have pathfinding issues and they collide with each other, just because they are so densely together.

 

there is one in empire in collapsed laboratory. this one is insane. 2 predator groups(1 pred 2 hunter 2 scout), 2 hunter groups(2 hunter 2 scouts) aaaaand last but not least 3 cybers(quite durable) are all in the path of the transport. i have tried killing stuff and luring stuff to the pirate outposts but every time i manage to kill a group or 2, the next one respawns. there are indeed way too many aliens(sheer numbers), way too close, way too many in a group(4-6 being the usual) and they are way too durable. i heard the predators has 75% resists on all damage types. no idea if true but sure seems like it. a little note: their shields are quite ok but the hulls are bit too much.

i would be fine with their combat stats but as Koro said in an earlier post their weapons/aggro range and the speed of 400ish is waaay overboard. to keep it fun and challenging i will either nerf their combat stats or their range/speed.

 

 

I definetly opt for a durability nerf for scouts.

I am ok with powerful Predators, but alien interceptors should not be more durable than e.g. pirate frigates.

 

Apart from that the only problem i got with the balancing of the Elite Hunter in the Otherworld sector. It happens far too often that the Hunter appears to have 10+ Drones. The maximum number of drones for the Ship should be limited to a low number like 3.

 

 

not only it has 10 but they also respawn very quick. the only way i can do the mission is to get some fast ship, lure it to some of the structures and the play marry go round with it around one of the spires(killing all drones first ofc.)

 

 

Mr doombot, mind revisiting your earlier statement that they are fine please?

regards

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They(predators) become fine when you have 2 hit and run ships but some of these missions really need a group or else you will be waiting on luck

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Tbh - the only problematic mission now for me is escort mission in Vanguard outpost. Kill predator - LRF. Escort somewhere else with predators - guard. 

Only the Scouts are really OP. They are supposed to be Interceptors!

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Cruise tackler flyby troll and gravibeamer torture at 3500m while dropping drones and missiles during the fly-by. Keeps Hunters and scouts and bios fuming beccause they can't get you XD

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