
How is there no topic about this yet? Am I missing something? Is all the rage confined to the humongous patch discussion thread?
Honestly, on patch day everything was fine. Game was fun trying out the new guns, etc.
The next day this has turned into Fighter Conflict and you can’t see the beacons because there’s too many blue balls in the way.
That thing needs its firing rate or size reduced A LOT. Keep the damage and AOE mechanics, it just needs to be way less effective against fast targets.
Make it so that this thing is most effective against stationary blobs of ships, but doesn’t work against pretty much anything else.
I didnt feel them today as much as yesterday. Hmm, projectile speed nerfed.
There have been a bunch of topics on this subject. They’ve all been closed or deleted, with the line of “use the existing topic”, i.e. the patch discussion thread, which is about half complaints about the terrifically overpowered beach balls, and the devs summarily ignoring most of it, citing “lots of good feedback from other sources”.
I thought so. They can’t honestly expect any meaningful discussion by having 100 people post about 20 different topics in the same thread.
Might I add, singularities are desperately in need of some impact effect. Whenever I play engy, I just suddenly explode without noticing what happened from 30000 or so EM damage.
This weapon has already been re-balanced and we will continue to gather feedback and observe the situation.
riDDi - that is a good suggestion, I will forward it.
There is this post already: [http://forum.star-conflict.com/index.php?/topic/20658-09-fun/](< base_url >/index.php?/topic/20658-09-fun/)
Basicly same as this.
This weapon has already been re-balanced and we will continue to gather feedback and observe the situation.
riDDi - that is a good suggestion, I will forward it.
And what a profound effect it has had. Yesterday and today all matches were almost ball-free. Either the nerf was enough or people got tired of them very quickly.
Yeah I noticed that this morning. People aren’t really spamming the ball anymore, but its still being used. Very good change.
I still see them a shitton in T4 PVP
There is continuous observation of the balance right now - to ensure it all works as intended. If and where needed, further tweaks will occur. (Another hotfix was made today to make further balance changes to other aspects of the patch btw)
After playing myself with the balls since the nerf, I think the change was excellent both in reducing the silly hitbox/damage as well as in the change on visuals and sounds. Before the nerf the weapon mostly brought me comedy value, now it’s actually a weapon 
It still rapes any frigate in a matter in seconds. Also basicly every fighter…
It needs a nerf to damage per hit. ROF is fine.
The blue balls generally only kill slow moving targets or ships that aren’t using evasive manuevers. Fighters have needed a weapon to take down frigates and this does so effectively. It fires extremly slowly, so if you keep getting killed by them, consider dodging. They are much easier to dodge than railguns or lasers.
The blue balls generally only kill slow moving targets or ships that aren’t using evasive manuevers. Fighters have needed a weapon to take down frigates and this does so effectively. It fires extremly slowly, so if you keep getting killed by them, consider dodging. They are much easier to dodge than railguns or lasers.
it all depends what you are in, enemy skill and most of all, range. mostly its within 2km and you just cant dodge at that distance with a frigate, and barely with a fighter. especially if they keep firing volley after volley after volley etc.
and it gets even worse when they got 2 firing at you from different angles.
The point is, don’t let them get close enough to where you can’t evade their fire. That makes sense no matter what the enemy ship is packing! It isn’t a problem with the weapon.
Hardly doable on a certain map(Ice Reef) where the beacons are confined in tight space between asteroids. Constant spamming of the weapon paired with insane health regeneration can prevent capture of beacons easily(especially middle one)
The point is, don’t let them get close enough to where you can’t evade their fire. That makes sense no matter what the enemy ship is packing! It isn’t a problem with the weapon.
right, because they totally care about your meager dps, especially when they got an engi near. Not to mention usually they aren’t the only targets in range.
@Eagle, I would say that is more of a problem with the map.
@Funky, Well, if they have protection, then there is the problem. Obviously when they have an advantage you are going to be in trouble. I generally try to stay away from protected ships unless they are near the goal.
@Eagle, I would say that is more of a problem with the map.
@Funky, Well, if they have protection, then there is the problem. Obviously when they have an advantage you are going to be in trouble. I generally try to stay away from protected ships unless they are near the goal.
Even when you got 5 teammates around you, they can likely still deal a ton of damage. Singularity is still OP, just slightly less. But it is still OP.
Not if you are using your modules right. I was just in a game about 30 minutes ago, where six of us (with Singularity cannons) were camping on a beacon, and 3 Jericho tacklers came in with 2 railguns and a laser and captured the beacon and killed all but 2 of us, simply because they used the right modules and evasive manuevers.
Not if you are using your modules right. I was just in a game about 30 minutes ago, where six of us (with Singularity cannons) were camping on a beacon, and 3 Jericho tacklers came in with 2 railguns and a laser and captured the beacon and killed all but 2 of us, simply because they used the right modules and evasive manuevers.
Lol, try that again with them in frigates, and see them go down in about 2 secs each(if you teammates are acutally capable of aiming)