Changes in patch 0.8.4

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

Altering the way the Missile Shield affects the Torpedo? No. 5mins, tops, depending on how they actually did the code. Then again, this might also affect Cruise Missiles, so they’d be more used than solely in T1 matches.

sorry to sound petty - but what will happen to my purple remote heal module that I have now?

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.

 

You could also nerv the missile-shield down to 300m and let the Jerry-Torp explode premature when hit by the missile-shield.

Speaking from only a T2 perspective.

 

Frig balls are pretty a natural occurrence and they promote teamwork, you don’t want to prevent balls from forming or even from being powerful, but they also need to be able to be broken up or countered, perhaps they are broken up by another opposing frig ball. But in a game mode like combat recon, this will never happen because each team only sends a handful of players to try to dispatch the captain, this is where the high burst DPS of CovOps ships is justified, because if skilled and coordinated enough you can snipe out the captain, thereby penetrating the defenses and taking out the objective. Other game modes such as domination for example, it can be much harder to break these frig balls. I think in these situations snipers should be key in weakening the frig balls, along with CovOps to back them up. The changes to the Engji should help with this as the snipers can now target immobile drones (are they immobile?) and weaken the healing aspects of the frig ball.I would like to see the sniper torpedo more effective vs frig balls rather than inty balls, but the anti-missile system of guard frigates makes that rather difficult, possibly make it so those torpedos can’t be shot down. It should also be noted that since they are now stationary drones, that frig balls won’t be as mobile. Should be interesting to try out.

 

I think the largest balance would be to further restrict what kind of weapons ships can equip- to further refine the roles, but I’ll keep that for another post.

yes, good detailed explanations everyone. Keep it up! 

 

Now you know whats scary? A ECM swarm. That is more deadly than any frigate ball. 

I am still kind of confused of how sector conquest mode works now. Also, where does realistic mode fit in all of this?

I am still kind of confused of how sector conquest mode works now. Also, where does realistic mode fit in all of this?

 

it means when you Q up to be in a match its part of the line up. 

Now you know whats scary? A ECM swarm. That is more deadly than any frigate ball. 

 

I already have enough time to go to the supermarket to buy coffe, come back, make my coffe and drink it when ECM decide to control me, so what is the next step? 

cook a meal

cook le omelette du fromage!

 

Meh 

it means when you Q up to be in a match its part of the line up. 

 

So there’s a chance we might land in a realistic game from queuing up in sector conquest?

 

Well, that’s certainly interesting and a change I welcome. Should help mix up the gameplay and strategies employed.

So there’s a chance we might land in a realistic game from queuing up in sector conquest?

 

Well, that’s certainly interesting and a change I welcome. Should help mix up the gameplay and strategies employed.

I imagine it will be a lot of people complaining because they didnt realize its a realistic game mode and they just blew up their main ship and then they lose the match and come here to cry about it

dont see it being a big deal. it’s like T1 combat recon all over again. cap dies within 15 seconds. GAME ON!

Kine,

 

Thats how I got my Cap on Cap medal!

2/4 engineer heals fixed (if the drone/generator are destructible) 2 to go and engineer wont always be the first ship to focus fire.

I wouldent mind if they flat out removed the massgenerator and dronecloud as long as they make replacements in form of utility module (no healing).

 

I still dont like that heals are flat and not % based.

 

And yes, PLEASE fix guards missile shields effect on jericho LR missiles.

Thats how I got my Cap on Cap medal!

why the hell didn’t i think of that before rawr

I just got my first cap on cap medal xD I intended to warp gate into the enemy captain, as the captain, because lol. but ended right behind him as he was flying away and killed him with my guns xD

-note, it was in a 3 v 3 battle…1 bot on each side…-

haha that is funny FunkyBacon

 

when I got mine it was me being bored and thought, hell why not try T1 again

I picked my Frig Guard and the silly capt came right to me

I ended up killing most of their team, I think the match only lasted like 1 1/2 minutes LOL w/ full teams on both sides

haha that is funny FunkyBacon

 

when I got mine it was me being bored and thought, hell why not try T1 again

I picked my Frig Guard and the silly capt came right to me

I ended up killing most of their team, I think the match only lasted like 1 1/2 minutes LOL w/ full teams on both sides

I ended a T3 captain match in 2 minute 12… o.O 

There was a question somewhere there, asking about what happens to modules if engi dies. Modules Stay.