The nerf to healing was a surprise. I know half of T5 haven’t figured out how to turn passive healing on, but this feels a bit extreme. I hope they remember to nerf PVE to compensate for lost healing.
The nerf to healing was a surprise. I know half of T5 haven’t figured out how to turn passive healing on, but this feels a bit extreme. I hope they remember to nerf PVE to compensate for lost healing.
They actually buffed PVE just recently, in a 3,5 mb ninja patch, like Captured Dreadnought PVE Scenario - T5.
A lot more Pirate Captains and ships and Laser Anacondas were present.
Round 2 and 3 is now somewhat more dangerous, especially for exposed Healers or Guards.
I know, that I am right.
Start developing anti frigate strategies people. The frigball is coming.
Well it used to be interceptor conflict so yeah…
Also we are yet to see how much the burst heal is. I think it is quite a nice idea as long as burst heal is a good amount.
Brace yourselves… The frigballs are coming.
Projectile speed Ship bonuses for weapon types has been reduced from 33% to xx% across all ships.
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo,
äh wait, isn’t the sprad reduction 33% and not the projectile speed
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo,
äh wait, isn’t the sprad reduction 33% and not the projectile speed
bonuses comes in pairs
-spread reduction
-projectile speed
The projectile speed one gets a nerfhammer
some really great changes and some terrible ones x_x
“in order to make more different from plasma gun” -> best one :005j:
Ikr?
In all seriousness though, looking forward to most of the changes. Destructor nerf to cap prevention will be nice, as will the nerf to torps (arming time), so facetorping will be much harder, finally covops can actually have a chance to kill frigates up close…
Best one of all imo is the nerf to the sentry drone. It was badly needed.
Nrlly looking forward to MineConflict, but w/e, at least System Hack can deal with it (now in T3, so that’s a plus).
Coil mortar change is good, but I don’t think it is what was needed. I wouldve liked to see self-damage re-introduced, but I guess we’ll see how the changes work out.
YES, MOAR PROX MINES!!! 5 was not enough for how long they take to recharge…
Start developing anti frigate strategies people. The frigball is coming.
The frigball is already here, are you kidding me?
More BS on their end, not doing anything to fix the frigball issue, only making it easier…
System hack.
The frigball is already here, are you kidding me?
More BS on their end, not doing anything to fix the frigball issue, only making it easier…
It is counterable now with a competent team, but it will be unstoppable in the future I think.
It is counterable now with a competent team, but it will be unstoppable in the future I think.
And exactly how many teams do you get that are competent nowadays? Even if you are in a 4-man squad, you still have randoms on your team, who, more times than not, are worthless.
I do share your same view though, frigballs are going to be easier to play AND harder to counter with a lot of these changes. If they plan on following through on a lot of these changes, there are going to have to be buffs for the fighters and interceptors as well.
I’m seriously surprised that they haven’t realized that frigballs are already pretty OP currently, and they are only going to make them more OP, instead of nerfing them.
bonuses comes in pairs
-spread reduction
-projectile speed
The projectile speed one gets a nerfhammer
i know but they said that projectile speed is at the moment 133% on some ships but it is 135%
And exactly how many teams do you get that are competent nowadays? Even if you are in a 4-man squad, you still have randoms on your team, who, more times than not, are worthless.
I do share your same view though, frigballs are going to be easier to play AND harder to counter with a lot of these changes. If they plan on following through on a lot of these changes, there are going to have to be buffs for the fighters and interceptors as well.
I’m seriously surprised that they haven’t realized that frigballs are already pretty OP currently, and they are only going to make them more OP, instead of nerfing them.
I honestly think frigs are kind of balanced currently, with T3 maybe being an exception. But yeah, this patch will no doubt make them Over powered.
Sometimes you do get bad teams and it happens. You can’t win every game you play, so you will get narnars in your team every now and then. But I don’t have much problem with T3, or any other tier except T5 (which has its own separate problems).
In my opinion
Tactical nuke:
_- more dmg
- shorter activation time
- Anti-missile module does not affect the warhead_
Good change, as long as the damage increase isn’t absurd. Nukes needed a slight buff.
_Energy drain missile (ECM)
- bit more dmg
- energy drain effect х2,
- shorter cloud time
- smaller cloud radius_
Nice change, the size of the cloud was xxxx, now it will require a bit more skill to use (or it will be ineffective), but will cause serious problems to the ships inside it, before any Engineer would compensate the energy loss without problems and the missile was kind of weak.
_Proximity Mine (Recon):
- more charges in cartridge
- Visually distinguished Friend or Foe (Green if friendly - red if hostile)_
Not sure about the increase of charges but the visual changes are a good idea
_Firestorm missile(Gunships):
- buff in different areas_
Good, they were useless.
_Slowing missiles (Tackler):
- similar changes as energy drain missile (stronger effect, shorter duration, smaller cloud)_
Same as ECM
_Cruise missile (frigates):
- +1 in cassette_
Module was kind of useless compared to the rest, I guess this change is ok
_EM torpedo (Frigates):
- “Arming time” - meaning during this time it will not detonate by enemy proximity
- more dmg
- still possible to detonate by hitting obstacles (even during pre explosion delay)_
Interesting change, facetorping was kind of cheap and pretty strong.
_Minelayer (LRF -> all Frigates):
- available to all frigates
- some other changes_
Stupid, uncalled, unless those other changes means huge nerfs to the stats (excluding LRF)
_Anomaly generator(Guards):
- Now deals EM damage
- little more dmg_
Nice, it needed to be a bit more popular though
_Plasma missiles (Interceptors):
- more dmg
- faster speed_
Nice, most people were using kinetic rockets because of the speed, at least I was.
_Doomsday missiles:
- more dmg
- limited to T5_
Oh God yes, pedobears in T3 wont be spamming agin those xxxx on their Black-Swarms/Spirits
_Crafted Drones (missile slot)
- limited to T5_
Nice change, although they’re expensive, they were pretty strong if used on certain ships.
_Missile speeds now scales like projectile speeds from tier to tier:
- +xx% т5,
- +xx% т4,
- +xx% т3,
- 00% т2,
- -xx% т1_
Also nice, I guess it adds something cool to T5
_Destructor (Guards):
- Should be nerf to capture prevention
- little more dmg on DoT_
Nice, although from the games I’ve lastly played I never suffered from it, from what I’ve read this change will be a blessing
_Mortar (Frigates):
- smaller detonation radius_
It was pretty big
_Scatter gun (Recon):
- buff in some parameters_
Good, no one is using this
_Kinetic Supercharger (ECM):
- dmg buff on projectile and cloud dmg_
Almost no one is using this, I guess it’s ok
_Beam Cannon (Frigates):
- little more dmg_
Not sure if it was needed.
_RF blaster (interceptors):
- “in order to make more different from plasma gun” significantly increased overheat time_
Nice I guess, it was still my weapon to go on Hawk-M/Kite/Eagle B and now it’s even better.
_Spy drones (Recon):
- decreased recharging time
- decreased energy cost_
The cooldown was already pretty short tho
_Kamikazi (CovOp):
- Does not self-destruct, upon activation does Aoe dmg for short period of time is small area, if CovOp is destroyed while module activated, ship will explode with increased intensity._
Interesting change, not sure if any serious player will pick this over Orion, White Noise or even Plasma Arc
_Sentry Drone (Tacklers small drone):
- decreased bullet travel speed
- decrease range_
Good, screw drone poopers
_Warp gate (Engineer):
- reduced cooldown time
- now it appears 750m ahead of the engineer_
I guess this will prevent people from trolling, although it will still be pretty usable for such intention.
The change itself is cool because you can’t insta jump anymore to safety but you have to be moving so
I guess fed frigates will make better use of this. The cooldown reduction is also good, it was damn long
_Static barrier (engineer):
- more durability
- shorter cooldown
- new visual effect_
Nice, it wasn’t used at all
_Spectre field (Guard):
- no longer drains shield from allies (but still regenerates for a guard)_
I guess it’s nice for Guard players
_IR pulsar (LRF):
- effect time reduced_
Good, those 30 seconds were a nightmare
_A1M4
- shorter range
- drains energy while active longer active time_
Nice mechanic though, depending on numbers.
_Shield and Hull heal auras (Engineer):
- Equipping it will passively heal allies in radius, always active (does not consume energy, values greatly reduced)
- Activating will provide 1 time heal burst in same radius to all allies, then goes on CD (heal will scale with available energy in capacitor)_
Really interesting change, it will prevent module spamming, but we have to see the numbers, both the passive and active ones
I like a lot this available energy in capacitor mechanic, it may give some use to E8 implant and capacitor volume modules
We might even see Engineers using Compact Shield Generator
_Multiphase adapter:
- amount of resistance will scale with available energy in capacitor + some base resistance value_
Also pretty interesting, guards with a lot of capacitor modules could have better resistance increases in the next patch than before
_Engineer drones (F)
- increased durability_
Not sure if needed, they were ok though
_System hack (ECM):
- available after T3
- new visible animation_
Ok
_Garm
- ship bonus is replaced._
Without the info I can’t tell but the ship was on a weird spot so I hope it gets some love and its more used
The more diversity (ships, weapons, modules used by people in battles) in the game the better
Projectile speed Ship bonuses for weapon types has been reduced from 33% to xx% across all ships.
I don’t like this at all. that bonuses made those ships unique compared to others, I think the ones with kinetic
bonuses will suffer much more…
Thanks a lot for the info by the way.
Rennie your sig is invalid now. X3
I feel like the Heavy Overlord caused at least two of these nerfs.
The Engie change was a long time coming. Interesting gameplay change, hopefully for the better, but at least terribad pubs won’t be sitting there with heals off all game.
Overall this should be good for the game. No Holoship nerf is a little iffy, though.
Overall this should be good for the game. No Holoship nerf is a little iffy, though.
Debatable. I don’t like some of the new changes due it helping frigballs form more easily.
Also, micro-locator and/or an attentive pilot. Holoships don’t really need a nerf.
I’m not looking forward to being required to have an ECM to counter the minefield spam.
Nor am I looking forward to spy drones with duration of a microlocator and cooldown of flares.
Engi aura change is extremely weird, but it’ll be easier to be energy stable enough to drop stations, as well as give burst heals. I want to see the change before judging.
I’m a bit sad that IR pulsar was nerfed, but I understand perfectly. I guess I’ll start using EM scattering again, since it actually breaks parasitic remodulator, rather than just prevent it.
I want to see the changes to warp gate and static barrier. It’s good that they’re buffed, they were useless.
I’m glad that spectre field doesn’t drain shields any more. Previously it was woe for the team that spawns with a guard that activates it right after warping in.
Hurrah for coil mortars that don’t detonate when you so much as breathe on them. Needed a nerf, considering the sheer number of battles where all you could hear was either the soft pitpitpit of coils firing at other people or the not-so-soft BLAMBLAMBLAM when coils are firing at not-other-people.
I find the change to RF hilarious.
I’m curious as to how multiphase will work. I didn’t use it often, but was a life saver when used correctly.
I’m with Nuke on a holoship nerf. It sucks when you don’t have a recon with microlocator loaded (I had to take out my kite for it >:| ) and have to deal with “twelve” recons on a beacon. It still sucks if you do have a recon with microlocator loaded, since that’s 8k+ EM damage looking for a target. Duration too long, cooldown too short, and the very existence of damage is ridiculous. Hard countering tackler modules and parasitic remodulator, as well as soft countering ECM modules, is just icing on the cake.