Destroyers are "destroying" pvp game-play.

Workin on it, actually.

Dont forget to show the Destroyers build, we wouldn’t want to test on something with 3x lightweight hulls, would we.

They had no Hull modifiers equipped, so that takes that out of the equation. Here is the log of the scene and a screenie from just after I shot.

Notice the almost 24k damage crit just to shields.

Module build was: Wormhole+Pyro+Tempest+Shield along with the default capacitor and engines.

And the log may or may not have been clipped right, but I can tell you now that there was no previous damage dealt. (At least to the hull and mods)

post-242418-0-29987600-1455319048.jpg

[Immediatelog18236.txt](< base_url >/applications/core/interface/file/attachment.php?id=10566)

So rank 12 Loki (the command that is actually a gunship), vs r8 naked destroyer, with the crit chance of 25% so luckily if 1 out of 4 of those hit (so take into account how much time needed to actually deploy all bubbles for it to crit adn hit the destroyer in the middle of a fight in the right spot) and all of that with the gun that is not even available to the ships that are actually facing destroyers.

Good testing bud, you should apply to super test!

 

Here is how it actually happens in T3:

R11 destroyers be like.

And we have yet to find out how much white damage the new modules will do, so in reality it might do more against it’s own tier. Also, I have this lovely set of implants that give me a much higher crit-chance, so it was more like 1/2 shots critted. At least that’s what it was in the test match.

Also really? Naked destroyer? It was a full synergy archon that just happened to have no hull mods.(that affected EM resist)

Might I also mention that what mods it did have were purplee.

Once T4 destroyers come out I’d be happy to test it again just to see what comes of it.

Also, I have this lovely set of implants that give me a much higher crit-chance, so it was more like 1/2 shots critted. At least that’s what it was in the test match.

oh-please-tell-me-more.jpg

There is only 1 implant that gives you critical chance, you either have or you don’t that is 10% difference, if you are going for critical chance you’re going to suffer with critical dmg and vice versa.

 

Also really? Naked destroyer? It was a full synergy archon that just happened to have no hull mods.(that affected EM resist)

Might I also mention that what mods it did have were purplee.

Buddy 24000 to Archons shield means it is build like crap, hence i told you this:

 

Don’t forget to show the Destroyers build, we wouldn’t want to test on something with 3x lightweight hulls, would we.

which is a metaphor for a xxxx build

On top of that Archon has the lowest Hull volume out of them all, try that on properly built Invincible and be amazed.

Yeah Slow bubble clears all modules from the destroyer in one shot, but that is as usuful as plasma arc. And after flying destroyers for awhile, i can tell you this modules can be there or can not be, the most use out of modules is dealign with another destroyers - best thing to deal with fighters and interceptors? Mezon cannon, that can not be destroyed.

 

Once T4 destroyers come out I’d be happy to test it again just to see what comes of it.

R15 mk4 Phasers slow bubble, build for max dmg (pulse discharges, max crit/crit dmg, supernova) does about 5k crit dmg under valk to a properly built RXX destroyer. And for reference Invincible has about 180 000 of that

Then again, it wasn’t a test for damaging shields. Though thanks for your long-winded speech about that.

It was a test for damaging the hull via wiping out all onboard modules in one shot. It was successful. Got another speech for me? And neither images nor videos count as a speech. I want at least 3 pages next time.

yo Fox, you were with dmg buff from those red orbs…i can see how dmg can escalate that way: a flux phaser dealing 3887 per hit can go up to either: 1) 16.117,6 dmg (21% crit chance, 110,2% crit dmg + orb dmg and valkyrie), or 2) 15.115,2 dmg (31,5% crit chance, 96,4% crit dmg + orb dmg and valkyrie). This would the dmg applied to a 0% resistance target…i can see how a negative EM resist archon can get seriously fucked up with one of those lucky crit shots, recieving more than 20k dmg to active modules.

Note: i checked my math is correct, specially when applying valkyrie and dmg orb bonifications.

Those 10k white damage from phaser orbs is module damage, not hull/shield. Normally it deal around 5k.

Also, you will notice that the hull has decent resist by default to EM damage.

Plus, if you would direct your attention to my last comment, this was not a test for shield damage, but hull damage.

Those 10k white damage from phaser orbs is module damage, not hull/shield. Normally it deal around 5k.

 

Also, you will notice that the hull has decent resist by default to EM damage.

Plus, if you would direct your attention to my last comment, this was not a test for shield damage, but hull damage.

Hull took no EM dmg. Shields were up and flux only dealt dmg to shields, that EM dmg had enough blast radious to hit active modules, active modules dealt white dmg to hulls. Hull EM resistance has nothing to do here, instead shield EM resistance affected active modules dmg recieved.

In other words, flux phaser wouldve been less effective dealing a clear shot to hulls.

Yeah, no. Sorry that’s not how it works. Modules have their own independent health and resists.

Yeah, no. Sorry that’s not how it works. Modules have their own independent health and resists.

 

Especially in the case of flying into the destroyer’s shield. How will the shield resistance be applied in such a scenario? Sometimes guys don’t accept the facts…

about my damage penalty statement: we tested it with a LRF friend against my Archon. he normally does 1070 damage with coils. i have %47.5 resistance to kinetic. He should do 561.25 dmg. But we ended up as he doing 1186 dmg. When crits kicks in he does 2111 dmg Q_Q

 

Idk why but quoting doesnt work for me it seems :frowning:

about my damage penalty statement: we tested it with a LRF friend against my Archon. he normally does 1070 damage with coils. i have %47.5 resistance to kinetic. He should do 561.25 dmg. But we ended up as he doing 1186 dmg. When crits kicks in he does 2111 dmg Q_Q

Idk why but quoting doesnt work for me it seems :frowning:

Destroyers have either equal or higher damage multiplier as frigates, so they will always take more damage.

Destroyers take 150% of explosions dmg, frigates take 125%. And no, 1-2 is not a good idea, even on destroyers.

Hull took no EM dmg. Shields were up and flux only dealt dmg to shields, that EM dmg had enough blast radius to hit active modules, active modules dealt white dmg to hulls. Hull EM resistance has nothing to do here, instead shield EM resistance affected active modules dmg received.

In other words, flux phaser would’ve been less effective dealing a clear shot to hulls.

What happens here is that Plux slow ball 1st does dmg to the shield, and after that it dmg every module independently, taking each of them off, probably it shares some properties with plasma arch somewhere, or old time fix for bubbles to do only 1 instance of dmg was not applied to the phasers bubble, and it is possibly a bug.

In any case, any good destroyer pilot knows 80% of power comes from Static shield+Mezon cannons, modules are not essential to wipe the enemy frigates/fighter/interceptors at all, for the most part modules are targeted at dealing with enemy destroyers. So while 1 slow bubble does take off all modules, even Archon with least amount of Hull there, will be having at least 110 000 hull hp, so that wide dmg be meh, but thing is after that initial blow to modules, command hardly can do anything since then all the resistances will kick in to its normal dmg, and slow bubble hardly does much dps to be as threatening to destroyers as Fox make them to be.

To be honest this looks more like a bug rather than a feature.

It’s devastating power comes from the module damage and not the actual weapon damage. You shoot, destroy all the modules, hide and wait 45s, then do it again. Massive damage for ever shot and there’s nearly nothing they can do about it because of shield thing.

***though this does only apply to destroyers only moving in a straight line+pilots with good bubble aim***

lol i made all the math for FLUX phaser instead of Phaser…raw dmg for phaser would be something like 24k.

:01414:

I was wondering why you said flux. XD

I think that in theory, the idea of having only 1-2 destroyers per team is a good idea (I guess), but I haven’t yet seen one real proposal as to how to make this happen.  All I’ve seen are minor ideas that were ever expanded upon, and that makes me think that there is no real solution involving a limitation to destroyers.

 

If someone can present me an actual idea for limiting them besides saying “limit them” maybe you’d be taken more seriously.  However, from the very few solutions I have seen, they are all easily shut down for a number of reasons.  So what does this mean?   Sponge was actually right from the first post.   Remove these things from PvP.  There is no argument to the fact that they are ruining game play, and clearly something needs to be done.  The only solution I see to solving this problem is to remove them from PvP entirely.  

 

Unless someone can provide a whole plan to solve this issue in a different way.  What that means is not saying “limit them” or “increase respawn time” or “make them cost more” because those are little fixes that will NOT last and no one will be happy with them.

 

 

 

 

~X