Changes in patch 0.8.4

Mmm. this could potentially make this game more “conflicty” in a sense. 

 

Engineers would scramble to lay down the heals when they can to protect vital spots, while everyone will be flying around to take down those orbs or kill the engineers, all while they heal and get healed. 

Mmm. this could potentially make this game more “conflicty” in a sense. 

 

Engineers would scramble to lay down the heals when they can to protect vital spots, while everyone will be flying around to take down those orbs or kill the engineers, all while they heal and get healed. 

Or, as it happens now, promote Frigballs.

While I see frig clustering as very annoying, especially if facing ESB, the clustering can also lose them the game (especially in domination), but becomes hard to break in Combat Recon or Detonation.

 

So I am not sure, if clustering is “bad” per se. It just cant be countered well. Nukes get mostly shut down by the guards in the ball, T3 does not use missile LR frigs so heavily anymore, so basicly, what is missing, is a weapon which penalizes clusters.

 

So a solution where balling up becomes completely useless is a bit strange. I would really like a more angled approach, to provide counters.

 

Do these modules in T3 actually replace the passive healings? because honestly, I would rather see them in addition, to increase fit diversity a bit.

Actually a simple solution to provide a counter to F balls is to remove the fact that Jericho Missiles can be shot down by a missile shield. Then we have a suppressing fire against frigate balls. To me its a just a quick, 5 minute change to code which will make LRF useful in the battle field. 

 

This will actually make the engineers more useful as anyone thats an engineer has everyones life, so to speak, in their hands with those modules. 

No, they replace the remote heals.

No, they replace the remote heals.

 

Then again, I doubt it could work. Its tough trying to come to a solution. 

 

(why can’t I just throw a sticky sweet roll in space with a destruction radius of 2000 meters dealing 40000 damage in the course of 12 seconds? )

Actually a simple solution to provide a counter to F balls is to remove the fact that Jericho Missiles can be shot down by a missile shield. Then we have a suppressing fire against frigate balls. To me its a just a quick, 5 minute change to code which will make LRF useful in the battle field. 

 

This will actually make the engineers more useful as anyone thats an engineer has everyones life, so to speak, in their hands with those modules. 

I would argue about that 5 minutes. Remember, when CovOps could carry bomb in stealth mode. Instead of making hotfix to drop bomb when stealthed, they removed detonation totaly and weak+ later in patch they finally did that.

I would argue about that 5 minutes. Remember, when CovOps could carry bomb in stealth mode. Instead of making hotfix to drop bomb when stealthed, they removed detonation totaly and weak+ later in patch they finally did that.

 

yeah that was because you couldn’t see or find the stealthed ship resulting in a quick game with no way to counter it. With all due respect, what is your point? 

yeah that was because you couldn’t see or find the stealthed ship resulting in a quick game with no way to counter it. With all due respect, what is your point? 

his point is that programming it might take longer than you think.

To me its a just a quick, 5 minute change to code which will make LRF useful in the battle field

 

I would argue about that 5 minutes

Is my english language really that bad? I were simply disagreeing with you, nothing more.

his point is that programming it might take longer than you think.

 

Touche’

 

Okay then. you made your point. I grant you a sweet roll. 

 

But, would that fix the issue? I think in all aspects it will help and make LRF useful to provide artillery fire when necessary.

Is my english language really that bad? I were simply disagreeing with you, nothing more.

 

LOL, okay thats fine. 

Touche’

 

Okay then. you made your point. I grant you a sweet roll. 

 

But, would that fix the issue? I think in all aspects it will help and make LRF useful to provide artillery fire when necessary.

 

I think the best way to fix jericho LRF is to give “normal” missiles, a health of 1, and the jericho torps a health of 2. And that Missile shields did 1 damage each. 

It would still make you able to counter it, but it would be far harder.

Would it make Jer LRF usefull, Yes it would!

They might even become too usefull, but can’t say that for sure without actually testing that in action.

Actually a simple solution to provide a counter to F balls is to remove the fact that Jericho Missiles can be shot down by a missile shield. Then we have a suppressing fire against frigate balls. To me its a just a quick, 5 minute change to code which will make LRF useful in the battle field. 

 

This will actually make the engineers more useful as anyone thats an engineer has everyones life, so to speak, in their hands with those modules. 

 

Do this For the normal torpedo too ! (And Up it !) This little underated Torpedo have a powerfull capacity to shut down Frigballz ! 

This is the only thing able to do same dammage as nuke or Anomaly generator but it’s super hard cause of the super slow move and the super small radius ! (And unguided) *blahblahblah*

 

 

No, they replace the remote heals.

So, Guardgineers with this module, will be able to say *Bip* to all controls if they put this drone before be controlled?

Just add proton wall and Jericho implant R2 and /frigballz godmod or they will be consider as active module and be shut down by Warhead and ECM?

 

*Evil tactics incoming* (TACTIC ! Not TACTICIAN ! i saw you coming !)

 

@Jokellus : Stop read my mind !

I sense ugliness and evil intent. 

like you do with the indestructible mobile barriers?

 

Turtle Mode activated !

Regarding the Jericho Torpedo, this is my idea:

Jericho Torps have additional plating that makes them immune to the lower-power laser used in the Guard’s missile shield. However, what the devs could do is scale up the hitbox slightly and give it 300 hull points. If you deplete its hull, it will explode for thr normal blast radius (hitting the explosives inside that things with highly charged energy weaponry or bullets going at mach twenty-something-or-other will make them go boom. I guarantee it). Any weapon can destroy a torpedo, but as assault lasers and LRLs are more suited for this then if a Guard wants to stop those missiles then they are restricted to pretty much 2 weapons. It’s a trade-off: you either have to use lasers or get hit by a torpedo. Your choice.

Engineers will now be able to install some of their modules in space! You read that right, now two modules, “Remote Shield Generator” and “Remote Hull Repair” will act as separate devices installed in space.

 

Okay, so please correct me if I’m reading this wrong, but here’s how I’m interpreting this: Engineers will retain their current “Cloud” modules (Shield and Nanodrones), allowing us to still heal on the run and stick with the group. However, when we stumble into T3, instead of getting the massive AoE heals we did before, they’ve been replaced with these two new abilities, the Healing Turrets, if you will?

 

Moreover, if I’m incorrect, how is healing going to work in T2? Are we getting the new healing turrets moved down to the lower tiers, or did I interpret this correctly?

I can see already, bunch of engies around the team captain in recon mode, each1 spamming mobile barriers, building a fortress made of blue awesomeness and keeping those healing beacons behind the barriers…

Oh yea add few guards to take down nukes/jericho LR missiles, oh joy!

 

Recipe for Optimised Frigzballz.

  • In a random Map
  • Add 2 Guards with Signature masking and Missile shield
  • Add 4 Engineers with mobile barrier and Passive heal + Drones
  • Add 2 Commands with all the buffs
  • Add 2 Covert Ops with nukes and Plasma Arc

 

cook 12 minutes on low heat.

 

Enjoy :smiley:

 

 

Edit : I forgot the Ion warhead ! Of course, as medium missile slot, add Ion warhead for every ship :smiley: