Developer Blog entry from September, 3rd

I’m not overly concerned about the EM Torp. It’s always been a strong ordnance. People didn’t pick it up as often before simply because mines had more versatility on top of sharing essentially the same self-defense function. Now that mines are off the menu, we see more torps taking over it’s place.

 

Roles on the field have changed. Torps might have a part in that but definitely not the only underlying factor.

 

Fact is, Interceptors have been relegated away from frontline brawling down to almost a purely supportive role. Alot of things caused that not just the torp which; barring one buff, is still the same missile from ages ago. And the commitment of those who claim themselves to be dedicated interceptor pilots are put to the test. I’ve always found it ludicrous that a single Covert Ops could troll another ship 6 times bigger in HP three times in a row unabated. That provided balance back when you had ‘unbreakable’ frigballs. Now that it’s no longer possible nor needed, the balance of power have shifted towards Inty > Fighter > Frigate > Inty. Question is - what happens now?

 

Frig vs Frig is a stalemate. Fighters can bring about change in the status quo and interceptors are still the best ones to take on a flaky Gunship. This is the new game. Inties are not able to plasma arc - nuke - orbit frigates solo anymore. They need to double team just to kill off fighters even and unquestionably ignore any Frigates in normal cases. Citing not being able to easily kill a frigate = give up interceptor only points out why ppl picked to fly them in the first place. Easy win. I mean look at the moans in patch thread. Not enough energy etc. It’s utter BS. You can perma AB + manage activation if you wanted to but ppl blatantly refuse to make the trade-offs. Job functions have changed.

 

People giving up on inties not because they aren’t functional anymore. It’s because their purpose for flying them have shifted elsewhere.

 

It’s not the ship.

Not the missile.

But the motives.

Bullshit, and you know it (or should know it at your skill level). At the moment, the #1 counter to gunship is a guard frigate performing counter-fire with EM torpedoes and mortar/positron. #2 counter is engineer doing the same thing. #3 counter is LFR doing the same thing. #4 is the another gunship with assualt rails.

 

For last two patches, interceptors were hard countered by singularity gunships. They have been soft countered since the beginning of 0.9.0, and current changes changed it to absolute hard counter. As it stands now, a gunship can often go 1v2 against 2 interceptors of any kind other than full suiciders and win (and draw it or win against suiciders depending on luck with CR). This is because of changed energy/afterburning mechanics which mean that gunship under overdrive utterly shreds any light close range opposition that is choking on its lack of energy and speed. Additionally the huge nerf to interceptor weapons in this patch made the issue so bad, that 1v2 win is not exception but a rule at this point. Shrapnel cannon has severely reduced accuracy resulting in severely reduced damage on enemy. Other weapons barely scratch fighters.

 

Right now, frigates are hard countering fighters and interceptors, resulting in the current no skill necessary just spam EM torps frigate meta that is actually more boring then 0.8.0 patch. I’m saying this as someone who flew nothing but lightbringer in last couple of patches in PvP because for me, interceptors became half worthless in the last patch. This patch just featured a lot of beating on the still warm corpse of interceptor. Doesn’t really matter, it was killed in the previous patch and falling out massively out of T5 play as more and more people realized it. This patch just hastened the transition to “slow tanks in space”.

 

Frankly, at this point, anyone claiming interceptors are useful belongs in one of three following categories:

  1. Is utterly clueless about the game balance.

  2. Is lying because of having a hidden agenda.

  3. Is flying a low level tier, where all ships are functional as usual, as no one knows how to play and a pair of guns on any ship would be more then enough to be successful.

 

This is underscored by the fact that essentially all top interceptor players and squads flying with them largely abandoned interceptors with exception of using ECM+disintegrator combo to get the hilarious imperial LFR kills. Most followed my path and changed to gunships, as federation gunship is the closest thing to non-brick ship that has some utility in the game, while everyone else is using one of the frigate types or “light frigate” lightbringer build.

 

 

Finally, word on russian forums is that someone managed to finally build around 90k survivability T5 guard mainly on resists. No screenshots of that build as of yet (highest I’ve seen so far is only over 75k), but considering the levels of survivability that have been observable in T5 after this patch, it’s certainly within realm of possibility.

Interceptors have lost speed and maneuverability.  To keep those decent, imbalanced tuning has to be done.  I’m sure the next patch will balance things out some, because this was a major enough patch to know that everything isn’t balanced yet.  The lack of easier spread reduction is a major issue, shrapnel’s only viable on Kris AE to me.  If the weapons can’t be effective, and you’re more likely to die because of maneuverability then interceptors lose their in and out capabilities.

 

Energy changes aren’t bad, it’s just the tuning compromises aren’t balanced.

Interceptors are not useless, at all. It is all between the keyboard and chair…

I see very effective people with inties in T3 T4 and T5. 

There are no interceptor pilots in the game at the moment. There are a few hardcore people who still fly them, but you could not call them pilots. They’re suicidal maniacs at best, and just plan idiots at worst.

Love you too.  :wub:

#1 counter to gunship is a guard frigate performing counter-fire with EM torpedoes and mortar/positron.

This is assuming an out of context engagement. Guards suffer mobility issues and in maps / game modes where having to move anywhere, gunships can circumvent being forced into a disadvantageous position in the first place. In-fact, they’re the ones who is in a better position to influence the Guard

 

#2 counter is engineer doing the same thing.

More accurately Solo guard and Solo Engineer shares the same #2 spot. A Guard being actively healed by an Engineer is the counter for many of the other things in the game and stands at #1 spot proudly. Now this is not an interceptor issue. Not torp nor gunship. It’s still a heals mechanic problem whose fixes were abandoned in favour of lets-do-more-damage approach just prior to 0.9

 

Additionally the huge nerf to interceptor weapons in this patch made the issue so bad, that 1v2 win is not exception but a rule at this point.

They need to double team just to kill off fighters even and unquestionably ignore any Frigates in normal cases.

 

Not ‘additionally’. This is in-fact the core of the problem. Damage output from Interceptors are too low. And it began the moment new weapons were introduced. Inty’s weapon set is woeful.

 

Right now, frigates are hard countering fighters and interceptors, resulting in the current no skill necessary just spam EM torps frigate meta

We need to start to agree that generalizing it down to ‘Frigates’ is misleading. It’s the Guard+Engineer combo that’s still causing problems. One on one using either versus a Gunship - I’d put my money on the guy with better profile stats to come out on top. It’s when those 2 frigates move in pairs is when things bog down predictably for the worse.

 

I see utility in LRFs (namely Jericho’s due to better slot assignment possibilities) but without a good corp squad to explore that equation I personally won’t go around arguing it’s ‘frigwars again zomg1!’ LRFs are flyable in a squad. Gunships can out damage heals. Only need to find ways of isolating the heals from the tank and you’ve got yourself an anti heal squad. ECM has always been on top of my list just for that purpose which is why I’m adamantly against any nerfs to their actives.

Only need to find ways of isolating the heals from the tank and you’ve got yourself an anti heal squad. ECM has always been on top of my list just for that purpose which is why I’m adamantly against an nerf on their actives.

ECM is a counter to everything, which is the problem with that. The specific counter to heals are Recons.

The specific counter to heals are Recons.

 

That ship is too fragile. You need both actives to be on during the sequence but he can only deliver one if he intends on staying alive.

Mhe…as a Spectre Falcon you can perfecty stay alive…  if you are not dreaming to deal any kind of damage or to join the fight  offcourse !!!

 

But till you stay out of combat and just keep running here and there your survivability is huge! …

 

 

That ship is too fragile. You need both actives to be on during the sequence but he can only deliver one if he intends on staying alive.

I was referring to spy drones, you apply one from range and the target gets halved heals for 90 seconds. There is no other active that counters healing, although parasitic remodulator is certainly great for breaking Jericho guards or just for tanking a pulsar.

Mhe…as a Spectre Falcon you can perfecty stay alive…  if you are not dreaming to deal any kind of damage or to join the fight  offcourse !!!

which is not a problem in big FFA matches where you can settle for assists.

 

but in 3v3 games, 1 of your ships not contributing DPS is a big handicap

 

 

although parasitic remodulator is certainly great for breaking Jericho guards or just for tanking a pulsar.

remod saps 600 - 800 shields per second for 10 seconds. that cancels out AoE heals. Drone although lasts longer contributes little within the window of opportunity coz most regens aren’t all that high (unless it affects external heals as well… not sure on that)

remod saps 600 - 800 shields per second for 10 seconds. that cancels out AoE heals. Drone although lasts longer contributes little within the window of opportunity coz most regens aren’t all that high (unless it affects external heals as well… not sure on that)

drone affect external and internal healing to the target, so if you drone a guard it will half his active module heal. it will half his native shield regen and it will half all heals received from engineer.

Thanks Kostyan

which is not a problem in big FFA matches where you can settle for assists.

 

but in 3v3 games, 1 of your ships not contributing DPS is a big handicap

 

 

remod saps 600 - 800 shields per second for 10 seconds. that cancels out AoE heals. Drone although lasts longer contributes little within the window of opportunity coz most regens aren’t all that high (unless it affects external heals as well… not sure on that)

It reduces ALL heals by 50%

Take Frig v Frig one on one. The frig that does not have a Torp on has the advantage in the majority of possible matchups. Easy to overlook if you’re talking about a class you don’t often fly.

 

long range? what else are you going to use long range? octopus? too slow, considering frigs can hide behind rocks. anomaly generator does absolutely nothing… i’ve only been hit by 1 in about 50 attempts… so easy to dodge.

 

they’re good on offense and defense, but you have to ‘push’ with guard to use them on offense. obviously, it helps to have some teammates. by push i mean you fly into the enemy ranks by using evasive maneuvers, but flying forward with AB, dodging behind rocks when possible. the whole time firing guns and torps when appropriate. guards are most effective when used that way > to shock enemy formations and break them up. they work like buffer tanks to absorb enough damage for your team to take a key position.

 

It’s especially hilarious as a LR frigate, where you can prevent people from ever trying to cap the beacon, while consistently “bitchslapping” the enemy for over 10k damage firing jericho torps and EM torps at intervals at beacons. It’s hilarious, gives an awesome amount of kills and is largely a joke on the level of nuke+suicide.

 

people don’t expect LRF to make a headlong charge lmao. with the dps on those gun and em torps, if you use cover properly while pushing you can take out 1-3 enemies easily. ;o or while defending a beacon, same thing.

 

I’m not overly concerned about the EM Torp. It’s always been a strong ordnance. People didn’t pick it up as often before simply because mines had more versatility on top of sharing essentially the same self-defense function. Now that mines are off the menu, we see more torps taking over it’s place.

Fact is, Interceptors have been relegated away from frontline brawling down to almost a purely supportive role

Frig vs Frig is a stalemate.

dunno what mines were like vs torps before, but now torps win HANDS DOWN. mines are avoidable and at most will net 1 interceptor kill if they’re not very smart… a torp on the other hand is almost always a guaranteed kill with 1-2 extra shots on them. possibly even 2 kills. and it kills much faster than mines.

 

so have fighters… they’re pretty much interceptors 2.0 right now… and heavily abusable with bubble guns right now due to lower survivability. those blue balls on assault just rip through anything now at 5k+ damage a hit…

 

nah, i can’t count how many times i was able to 2v1 an engineer and guard, or some other combination of guard/fighter and still kill the guard, or the engineer and get the guard down to 1/4. just positioning, phase shield and em torps… if the guard has missile shield, just make sure you wait for it to shoot down some other missile before firing the torp :\ in those cases, you can’t just engage them 1v2, you need help. but if no missile shield it’s a piece of cake.

 

Hike in cruising speed (550 / 660 on sai) renders cap a non-issue. Arguments stating the compulsory need to perma AB is uninformed as changes in vector saves you not constant max speed where the former does best without having your finger glued to the shift key.

Energy management is a good thing. It was optional for some classes before while irrelevant for most others. Now it’s required across the board. Devs answered the dumbing down accusations.

 

All said - I do find inty vs inty dogfights as stupid as Engi vs Engi. Things aren’t dying fast enough in those.

 

nope, fighters and frigs need to AB… that’s the problem… not interceptors… they already have 500+ base speed…

 

in fact, to change momentum/vectors, using AB helps since it increases your acceleration. even for strafing. obviously, most useful on frigs/fighters but even inties benefit from using AB to strafe-dodge.

 

the problem is that energy management has become an exercise in fitting your entire ship with energy mods and hoping it has the slots… some ships are near impossible to balance. then you find out it doesn’t have the slot for another mod you technically need… like a proton wall… or emerg bar… it’s ridiculous.

 

This is assuming an out of context engagement. Guards suffer mobility issues and in maps / game modes where having to move anywhere, gunships can circumvent being forced into a disadvantageous position in the first place. In-fact, they’re the ones who is in a better position to influence the Guard

We need to start to agree that generalizing it down to ‘Frigates’ is misleading. It’s the Guard+Engineer combo that’s still causing problems. One on one using either versus a Gunship - I’d put my money on the guy with better profile stats to come out on top. It’s when those 2 frigates move in pairs is when things bog down predictably for the worse.

 

yup, that’s true. guards have a huge mobility disadvantage. especially now. they can’t support the battlefield when the battle is, they pretty much have to sit/move at snail’s pace.

 

it’s just because people have no idea how to attack engineers… you spy drone them, then have some people wear him down by sniping or actives, then finish them off with a covert. ecm’ing them helps too since they can’t heal then, but spy drones will already take off 50% of the heals.

Drone although lasts longer contributes little within the window of opportunity coz most regens aren’t all that high (unless it affects external heals as well… not sure on that)

It affects all heals of any kind, that’s the whole point. Cooldown is reasonably fast that you can keep an entire frig ball’s active tank at half speed as you focus fire through targets.

dunno what mines were like vs torps before, but now torps win HANDS DOWN. mines are avoidable and at most will net 1 interceptor kill if they’re not very smart… a torp on the other hand is almost always a guaranteed kill with 1-2 extra shots on them. possibly even 2 kills. and it kills much faster than mines.

Let me put it this way, you’d be playing beacon hunt, there’d be 20 seconds left on the beacon and they’d all move away from holding.  There would be three sets of minefields around the beacon.  Interceptors cannot tank it.  Fighters don’t bother.  Guards are too far away since they weren’t already holding it.  The enemy keeps the beacon with no one there.

Let me put it this way, you’d be playing beacon hunt, there’d be 20 seconds left on the beacon and they’d all move away from holding.  There would be three sets of minefields around the beacon.  Interceptors cannot tank it.  Fighters don’t bother.  Guards are too far away since they weren’t already holding it.  The enemy keeps the beacon with no one there.

3 mine fields were on a lucky day, back then EVERY ONE had mine fields :))

3 mine fields were on a lucky day, back then EVERY ONE had mine fields :))

It was easy to spot the beacons. Just look for the splotches of twinkling red lights…

It was easy to spot the beacons. Just look for the splotches of twinkling red lights…

 

For so long I wished for friendly mines to be green. Well it’s not much of an issue anymore.

 

Now it would be nice if there were some way to tell if a nuke is friendly or not other than losing a ship to find out.

Interceptors are not useless, at all. It is all between the keyboard and chair…

I see very effective people with inties in T3 T4 and T5. 

Visit an ophthalmologist, you appear to have serious problems with your eyesight.

 

Unless of course you mean they are very effective at feeding kills to your guard. In which case you are indeed correct, they are.