Balance changes in next patch (June 11_2015)

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 :smiley:

T5 missiles speed up > turn speed goin to xxxx *remember what happen when I had speed boost?*

 

Yea that’s part is rly bad these days… we can’t get legit pew pew dogfight in games just customs, 

If you didn’t try to have the dogfight at the **beacon** then other players may not come so fast ;p

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…)

 

Ugh I can imagine the guard and enginees frig ball with mines… can’t Plasma Arc them or hump them no more xD.

You know that map where there are three warp gates in the middle?  Now imagine it again with minefields and proxi mines at every warpgate  :005j:

You know that map where there are three warp gates in the middle?  Now imagine it again with minefields and proxi mines at every warpgate  :005j:

 

I mean place mines at the warp gate is okay for interceptors you just don’t go near them and fly toward the beacon, but when you place mines at the warp exit you will see interceptor instant explode without EB upon using the warp gate. :004j:

I mean place mines at the warp gate is okay for interceptors you just don’t go near them and fly toward the beacon, but when you place mines at the warp exit you will see interceptor instant explode without EB upon using the warp gate. :004j:

You can do that with a dual drone tackler and the next ship which pass through will just die with collision damage.

You can simply cancel the warp half way and drop stuff in the way XD What I want to do is stop my LRF in there with its back to the incoming ships so they take all the damage ;p

Ugh I can imagine the guard and enginees frig ball with mines… can’t Plasma Arc them or hump them no more xD.

Yeah that’s my concern. I fear frigballs will become exceptionally hard to kill without ECMs and their system hacks.

Yeah that’s my concern. I fear frigballs will become exceptionally hard to kill without ECMs and their system hacks.

Forcing ECMs to use System Hack means they don’t have as much room in their module slots to fire off an infinite number of disables. There’s an actual tension now in module selection on the class and that’s more likely a good thing than a bad one.

 

I’m looking forward to charging my guard into a frigball and dropping mines into it.

 

We can thought experiment this all we like but until we actually play with it, we’re missing the most crucial bit of context - how it actually plays. I’ve seen people fall into this trap a great many times across all types of games, since they use personal experience as a bias. Changes like these almost never go exactly as people think they will. Here’s hoping it goes over well.

 

Unrelated to these changes, I want my missile shields to defeat dread torpedoes again. Let it take multiple ticks to defeat or something. Removing it has made the guard a useless class in dreads.

I think we can all agree there are pros and cons with the changes to frigates. Personally, I feel that there are more cons, just in the sense that frigballs will now be even easier to fly, as well as far harder to break.

 

I think it’s stupid that you have to force someone to take a specific module on their ship just to counter a specific style of gameplay, cuz let’s face it, without System Hack, teams are going to stand no chance against a frigball that is minefield-spamming. Sure, you can take a bunch of long-range, high DPS gunships (counter-intuitive it would seem… cuz of the horizon damage reduction), but to do that, you need a coordinated team, and unless you are in a 4-man squad (or a very good 3-man), you probably aren’t going to have that kind of coordination.

 

As far as the changes to warp gate and static barrier, I have always been a huge fan of the warp gate, but I have never once used a static barrier. I’m looking forward to the changes to both (i still doubt I will use the static barrier, but we’ll see). With the warp gate appearing 750m in front of the engie, it will be good and bad. On the plus side, the engie can’t really miss it (in higher-ping games, you could fly straight through the warp gate as it was forming, but not get launched forwards). On the down side (or plus side for the other team), it allows far more time for the other team to destroy the warp-gate before anyone can use it, making it harder for engies to escape.

 

On the flip side of frigballs, the changes to engie healing auras may prove to become a weak-point in a frigball. Since they aren’t going to be healing as much over time, frigballs may become easier to break in that aspect. I think it will come down to the recharge time of the healing bursts. Too fast of a recharge will result in the frigball healing too quickly for pilots in a normal pub match to take down, but if it’s too long, it will result in the engineers becoming underpowered. We’ll have to find that sweet spot…

 

Overall, say goodbye to the age of facetorps, and hello to the age of minefield spam.

We can thought experiment this all we like but until we actually play with it, we’re missing the most crucial bit of context - how it actually plays. I’ve seen people fall into this trap a great many times across all types of games, since they use personal experience as a bias. Changes like these almost never go exactly as people think they will. Here’s hoping it goes over well.

Well of course. That goes without saying, lol. I just don’t like having to be forced to take an ECM with system hack in my lineup now… Not that I already use ECM.

 

 

On the flip side of frigballs, the changes to engie healing auras may prove to become a weak-point in a frigball. Since they aren’t going to be healing as much over time, frigballs may become easier to break in that aspect. I think it will come down to the recharge time of the healing bursts. Too fast of a recharge will result in the frigball healing too quickly for pilots in a normal pub match to take down, but if it’s too long, it will result in the engineers becoming underpowered. We’ll have to find that sweet spot…

T-Rex might be more relevant now. Octopus will probably definitely be more relevant, considering the recharge time bonuses.