A pilot flies off with suicide module, you shoot at him somewhere in the middle, whenever (even after 5 minutes) he dies, he will loose some points and you will get some, as you have participated in his destruction (and should you be the last one to damage him, he will be ‘killed’ by you) .
a) Yes.
b) Yes.
c) Yes.
It’s as though a thousand kill farmers cried out in anguish, and then were silenced. I am now totally sold on this mechanics change!
Good thing you are removing self destruct SR reduction immunity, this will help to stop some SR trolls, but it could be a bit annoying when you just want to switch the ship when tides of battle change, I actually do that quite often.
Good thing you are removing self destruct SR reduction immunity, this will help to stop some SR trolls, but it could be a bit annoying when you just want to switch the ship when tides of battle change, I actually do that quite often.
If you are not damaged I suppose it doesn’t count as a kill. So far the “leave button” will serve its purpose, to change ship in case you did a mistake in the selection screen.
The synergy change seems like a massive Jericho LRF buf since the ship is poor at actual kills. Does parasitic remodulator count as damage dealt or a debuf?
The synergy change seems like a massive Jericho LRF buf since the ship is poor at actual kills. Does parasitic remodulator count as damage dealt or a debuf?
The joy of having tons of AMS
It’s also a good buff to the Tackler. They will be more rewarded if they are catching overextending Inty/Fighter
A pilot flies off with suicide module, you shoot at him somewhere in the middle, whenever (even after 5 minutes) he dies, he will loose some points and you will get some, as you have participated in his destruction (and should you be the last one to damage him, he will be ‘killed’ by you) .
a) Yes.
b) Yes.
c) Yes.
I have mixed feelings about this
On the plus side, there will be less SR trolls who run away and self-destruct after 10 seconds
But you can no longer ‘safely’ change ships mid-battle. I usually do that in realistic to fly an engineer… doing it after the patch will result in my team losing score. I suppose it will take some getting used to
On the plus side, there will be less SR trolls who run away and self-destruct after 10 seconds
But you can no longer ‘safely’ change ships mid-battle. I usually do that in realistic to fly an engineer… doing it after the patch will result in my team losing score. I suppose it will take some getting used to
A very valid concern. I don’t like this either. Maybe they could look into this a bit more, same for losing SR if you are legitemately out of battle for some time and want to switch tactics.
How this change will impact the Premium Ammunition?
With this change, Do not you fear that this leads to an imbalance in the distribution of weapons and promotes camping with long range weapons at the expense of close combat weapons?
How this change will impact the Premium Ammunition?
With this change, Do not you fear that this leads to an imbalance in the distribution of weapons and promotes camping with long range weapons at the expense of close combat weapons?
This will only affect synergy gain, not efficiency. Should you assisst in destroying the enemy (and we mean not just scratching him), you will get a x2 synergy boost.
On inner tests it was not entirely so, besides a team consisting only of LRF/using long-range weapons is crippling itself by default even without these changes.
We, as always, will keep observing the situation, and should there be any difficult moments, we will consider ways to fix them.
Looks like really good changes going forward. We will have to see how big the buffs to the general numbers are. I can easily see everyone running heavy weapons (singularity, blasters, etc) just to get the burst damage that will land them more synergy. Assault rails has 0 chance of being useful with these changes.
Will the damage done scale for ship or weapon type at all? An interceptor using plasma gun is not going to do much damage at all but still might be invaluable as an ecm debuff master. Beam cannon on a frigate will do very little damage but some long range ships, including engineers like to sit back safely and try to help (use positrons people). Just curious if weapon DPS will be taken into account.
Anyone else lol every time Kostyan posts a pic? :005j:
Is there a timer for debuffs? There are some AoE debuffs that are easy to use (effect field missiles, micro locator, guard auras) and some highly spammable debuffs (tackler TP/IB and ECM weapon inhibitor have almost no cooldown).
Alright. Well, that sucks. Understandable, but still… I mean, if there isn’t an Engineer on the team, we often self-destruct just to repair the ship. So now we can’t do that. I’m betting a LOT more people are just gonna fly willy-nilly, not doing much.
That means people who have engies in their lineup will need to fly them a lot more often.
The synergy change seems like a massive Jericho LRF buf since the ship is poor at actual kills.
It’s also a good buff to the Tackler. They will be more rewarded if they are catching overextending Inty/Fighter
Hurray! I also kinda need to synergize my Ira Deus, so this is definitely welcome. I do hope that we don’t see a surge in LRF numbers because of this…