LRF will be more challenging now, since all Frigates have mines, guard with stronger anomaly, no face Torp defence, stronger missiles for inti, ECM hack for mines and kinetic supercharger buff, spydrones spam, ir pulsar nerf… At least the beams which can still be outranged by eclipse launchers etc will have a tiny increase…
Tactical nuke:
- Anti-missile module does not affect the warhead
I’m glad they’re trying to make it more useful. Should be handy for breaking up frigballs around beacons, since it can’t be diffused anymore.
_Firestorm missile(Gunships):
- buff in different areas_
I’d forgotten all about this missile. Hope the buff include homing capabilities.
_Cruise missile (frigates):
- +1 in cassette_
Yay! My T4 Cruise Missile boat gets an extra shot!
_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)_
Yay more damage! Sad that I won’t be able to take those plasma-arcing sods down with me anymore.
_Minelayer (LRF -> all Frigates):
- available to all frigates
- some other changes_
WHAT?!? I’m not exactly sad that I will be able to equip minelayers on a guard, but this was one of those things nobody really expected because it was assumed to be unbalanced. And I know a lot of interceptor pilots will rage about christmas-tree beacons once this change hits.
_Doomsday missiles:
- more dmg
- limited to T5_
YAY! Finally! This abomination had no place in the lower tiers. It was wrecking balance everywhere. Looking forward to the damage boost.
_Crafted Drones (missile slot)
- limited to T5_
Also good. Though, I never saw many pilots use these, since crafting them requires the use of monocrystals.
_Destructor (Guards):
- Should be nerf to capture prevention
- little more dmg on DoT_
Good I guess? Tried Destructor once, immediately sold it because it was so weak.
_Scatter gun (Recon):
- buff in some parameters_
Was going to try this gun out, but never got a T4 Recon in time before the massive nerf. Might be worth exploring now?
_Kinetic Supercharger (ECM):
- dmg buff on projectile and cloud dmg_
Oh no. I’m not looking forward to the return of the mini-mortar.
_Beam Cannon (Frigates):
- little more dmg_
Yay! More killing power for my Sigurdr.
_Spy drones (Recon):
- decreased recharging time
- decreased energy cost_
Great. Now I’ll be slamming my Tackler into even more rocks, more frequently to knock the damn things off my hull. Why do this? They already last an absurdly long time unless you smash your face into something! Between that and the freaking super-hard-to-shoot micro-locator, a single Recon can keep me from cloaking for almost half the game!
_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._
Another mod that has seen almost no use. Will be interesting to see if it makes a comeback.
_Sentry Drone (Tacklers small drone):
- decreased bullet travel speed
- decrease range_
I knew it couldn’t last. Still, as long as the projectile speed doesn’t become so worthless that I’ll need to equip a slowing module just to make it work, I won’t complain.
_Warp gate (Engineer):
- reduced cooldown time_
YAY! YAY! YAY! YEEEEEESSSSS!!! I haven’t used one of those since the Beta! And it was all because of the ludicrous cooldown! I can’t wait to try this out again!
_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)_
Uh, ok? I guess this is a good thing? Does this include the Energy Aura module too? Or does that one still work like before, because that will make things even more confusing.
_Multiphase adapter:
- amount of resistance will scale with available energy in capacitor + some base resistance value_
Huh. Interesting idea. I’m already using Multiphases, so it’ll be interesting to see if it works better.
_Engineer drones (F)
- increased durability_
Does this mean they won’t go poof just because a missile sneezes on them?
“Fixing” stuff that are already fine will bring more mess into this game.
I don’t know why everyone complain. And much of those changes were needed. This look promising if the numbers are rightly tuned.
Apart the mine on guard. That’s a fearsome change…
I don’t know why everyone complain. And much of those changes were needed. This look promising if the numbers are rightly tuned.
Apart the mine on guard. That’s a fearsome change…
Well scrubs using DD everywhere ofc can complain. Dedicated Engineer players will complain because of the reduced passive heals, drone poopers will complain because of the drone nerf and so on…
I fear the engineer changes to auras… But if the number is good and the increased survivability on drones is enough, that could lead to compelling gameplay and more interesting handling of modules.
In my opinion
…
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.
…
Thanks a lot for the info by the way.
I don’t think the “significantly increased overheat time” means that you will shoot longer, if i understand well it means the opposite.
Apart some good things as the reduced “splash” area for coils, the sentry drone nerf (yes dude you will need to equip slowing modules in order to get it works: bye bye poopers), the destructor and ir pulsar nerf and Doomsday missiles restriction.
Some horrible things like stupid minefield for every frig (you consider a facetorp “cheap”? have you ever used minefields?), more mines for recons, the RF overheating time increase and i guess no one get what multiphase shield will become: monster tank values for ships already tanky enough that don’t have to do nothing, just stand still and rely on capacitors doing their job. Also the spectre field that lost the downside of sucking allies shields will become a win win for frigballers teams.
Once again they “rely” on ECM (energy drain, drone and minefield stealing, modules able to let the carriers drop the bombs) to balance all the damn thing. That’s idiotic. Sorry but there’s no other words to describe that. This is no “balance”, this is bullshit.
One thing i do not understand. As far as i understand, u get more mines for the recon? That doesnt make sense. The Recon-mines are already pretty good.
One thing i do not understand. As far as i understand, u get more mines for the recon? That doesnt make sense. The Recon-mines are already pretty good.
Since recon mines will be green and red, so you’ll be able to see if they are friendly or enemy, the devs decided it would be a good idea to give recons more of them so they can decorate beacons like Christmas trees. To complete the Christmas tree effect, they decided to put minefields on all frigates. I think they are preparing for Christmas early this year! (I can’t think of any other reason for implementing this…)
Since recon mines will be green and red, so you’ll be able to see if they are friendly or enemy, the devs decided it would be a good idea to give recons more of them so they can decorate beacons like Christmas trees. To complete the Christmas tree effect, they decided to put minefields on all frigates. I think they are preparing for Christmas early this year! (I can’t think of any other reason for implementing this…)
this makes me sad. skill curve is getting less and less ._.
-
overheat for for RFB means you can shoot longer befor it has to be cooled off, and by longer i b mean loooooooonger
-
mines is indeed a scary point, but unlike old days we do have system hack, no matter what people say it is quite usefull, i’ll be thinking twice befor pooping mines “anywhere”.
-
another strong point towards frigballs is warpgates, that was huge factor for them going in all modes
750m in front of the engineer is actually useful because now other people will actually use the gate instead of going, oh, he launched a warp gate but it will take me just as long to turn around and use it, so I’ll just fly there…
With engi modules depending on energy available in capacitor, it could mean % of energy bar filled and not number of energy points total. We willsee ;p Plus module type means you don’t have to remember to turn the damn thing on after ECMs turn it off.
While frigates will have mines, it seems like there are somethings that inti will get:
ECM - the system hack, the energy drain missile (so you can still have energy drain with statis, diffuser, hacks and a heal…), the better kinetic supercharger.
Cov ops - Better nuke that cannot be deactivated, “Enhanced Explosion Module”, lack of face torp for plasma arc.
Recon - More mines, fly in drop and leave, holoships, more spy drones reduce healing.
All inties: Better rf blaster mechanics. Smaller coil trigger radius? No face torp means less insta-boom because mines deal less damage unless you stay in them. Better plasma missiles although they already do more damage than Kinetic ones so I wonder why they need a damage buff if they are getting a speed boost?
Tackler gets increased slow field missile effect so will be hell for one ship stuck in all those slows unless they have that implant.
Gunship missile enhanced, probably faster projectile speed perhaps.
Guard - destructor now more useful at killing drones and heal stations, not as OP in beacon defence, no extra direct damage so still a trade off against single targets.
No shield drain on allies spectre field can mean less hassle for inties next to the guard.
- overheat for for RFB means you can shoot longer befor it has to be cooled off, and by longer i b mean loooooooonger
Ok, tnx for the clarification.
I don’t think the “significantly increased overheat time” means that you will shoot longer, if i understand well it means the opposite.
I understood it like time for the weapon to overheat increased
There are a lot of inty buffs to counter frigballs. I don’t think this is going to become Frigate Conflict like everyone is afraid of.
Also I am VERY glad we’re getting some info early. The whole “you can’t know about changes until the INSTANT the patch goes live” policy is terrible for players. This is a much better way to do things. Transparency is always good.
The problem is that the interceptor changed their application in battles several times in the history in this game. While the basic role is still the same a lot of players where there, watching their beloved role getting “crippled” more and more, while the ceptor cetainly was OP and particular times (year ago), having the grand perspective as an old player makes this topic quite frustrating. Add in the factors that ceptors where always killable if you knew how and everyone of those pilots knows that. So when the nerfs came most people acknowledged them as " a challenge" but after a series of nerfs and unfortunate accidents (The non adaptive september) that just pissed off a lot of people adding to the overall dispute.
Note that during all this time playing a frigate was always strong and playable. If you knew how. But instead of learning how, there came the sentry drones incredible ability to hit everything. It would’nt have been so bad if the nerf would have come earlier and not half a year afterwards. All we got to hear was " we have the statistics, everything is fine " yes you have to interpret statistics the right way and just because some rations between classes and fits seemed to be right one factor was competly ignored. The dogfight where 2 or more players meet and have a gorgeus fight became so rare and hard to accomplish simply because sooner or later there was a drone placed, forcing one of the pilots to either kill the drone and give the other a window to finish or fly away.
I know players that love the game because of that. Including me. It’s true, you can still dogfight but by now i prefer the gunship for dogfighting. I find this a pity and giving frigates even more positioning power is just unreasonable. And like always, the burden of countering these new “features” is the ECM, the most boring interceptor that takes the least skill, awareness and tactical maneuvering of all of them. This is as thought trough as giving the recon a new active module that is only counterable by its own class. Makes no sense and breaks the previous concept of countering.
[Minelayer (LRF -> all Frigates):
- available to all frigates]
Hope you didn t like the Plasma Arc on Cov ops.
Missile speeds now scales like projectile speeds from tier to tier:
- +xx% т5,
- +xx% т4,
- +xx% т3,
- 00% т2,
- -xx% т1
I wonder how this will affect the overall aiming of dumbfire missiles used by Interceptors ? Years of practice has gotten us used to firing dumb fire missile a couple millimetres in-front of your targets reticle to hit them depending on their speed and distance. Seems like this could be a re-learning to dumbfire missiles per teir, that would suck.
RF blaster (interceptors):
- “in order to make more different from plasma gun” significantly increased overheat time
Would love to know if they ever plan on reducing the spread on this weapon in the future. . . compared to plasma gun, aim is close to useless on a opposing talented fast t3 interceptor.
Huge thanks for the translation !!!
I like that you won’t be able to hit ceptor in T5 with missile :012j:
The problem is that the interceptor changed their application in battles several times in the history in this game. While the basic role is still the same a lot of players where there, watching their beloved role getting “crippled” more and more, while the ceptor cetainly was OP and particular times (year ago), having the grand perspective as an old player makes this topic quite frustrating. Add in the factors that ceptors where always killable if you knew how and everyone of those pilots knows that. So when the nerfs came most people acknowledged them as " a challenge" but after a series of nerfs and unfortunate accidents (The non adaptive september) that just pissed off a lot of people adding to the overall dispute.
Note that during all this time playing a frigate was always strong and playable. If you knew how. But instead of learning how, there came the sentry drones incredible ability to hit everything. It would’nt have been so bad if the nerf would have come earlier and not half a year afterwards. All we got to hear was " we have the statistics, everything is fine " yes you have to interpret statistics the right way and just because some rations between classes and fits seemed to be right one factor was competly ignored. The dogfight where 2 or more players meet and have a gorgeus fight became so rare and hard to accomplish simply because sooner or later there was a drone placed, forcing one of the pilots to either kill the drone and give the other a window to finish or fly away.
I know players that love the game because of that. Including me. It’s true, you can still dogfight but by now i prefer the gunship for dogfighting. I find this a pity and giving frigates even more positioning power is just unreasonable. And like always, the burden of countering these new “features” is the ECM, the most boring interceptor that takes the least skill, awareness and tactical maneuvering of all of them. This is as thought trough as giving the recon a new active module that is only counterable by its own class. Makes no sense and breaks the previous concept of countering.
Could not be more right.
I like that you won’t be able to hit ceptor in T5 with missile :012j:
Well but that is because i fought you, you know aswell as i do that you are not a “random ceptor” . Also since you mentioned it, we had to make a custom battle to ever dream of having a dogfight