Developer Blog entry from September, 3rd

T3 experimentals should be reimbursed like last time, not moved up a tier. Otherwise you greatly increase the amount of experimentals in circulation in T4, widening the gap to those that come after yet again.

 

I stand to gain so I wholeheartedly support upgrading T3 rare mods up to T4.

 

 

but claiming that its dumbing down the gameplay at this stage is not wise, is it?

 

and to others advocating more diversity etc.

 

= no

 

when you place hardcaps you cut down diversification not widen it.

 

example

 

3 types of modules in existence:

1 hull

1 shield

1 misc

4 passive slots

possible combinations = 15

 

3 types of modules in existence

1 hull

1 shield

1 misc

1 hull slot 1 shield slot

possible combinations = 1

 

Dumbing down? - yes and no

 

Yes - because - the gap between extreme fits and ‘expected’ fits has been closed. So highly situational fits some hardcore pilots use to great effect is no longer possible. Like heavy plasma supernova wolf-M setups pre 0.9 or more recently, Shield boosted purge fits.

 

Now everyone moves closer to the ‘expected average’ because diversification has been reduced.

 

This has to be true in order for the statement “Easier for Dev to balance” to be true

 

No - because - * optimism here - variety of available modules might be increased in the future (read: highly unlikely)

 

ie.

 

of modules * # of hardpoints

 

less options can be made up by increasing variety of modules

but if they reduce slot combination without increasing variety

= overall effect is reduced

I stand to gain so I wholeheartedly support upgrading T3 rare mods up to T4.

 

 

 

and to others advocating more diversity etc.

 

= no

 

when you place hardcaps you cut down diversification not widen it.

 

example

 

3 types of modules in existence:

1 hull

1 shield

1 misc

4 passive slots

possible combinations = 15

 

3 types of modules in existence

1 hull

1 shield

1 misc

1 hull slot 1 shield slot

possible combinations = 1

 

Dumbing down? - yes and no

 

Yes - because - the gap between extreme fits and ‘expected’ fits has been closed. So highly situational fits some hardcore pilots use to great effect is no longer possible. Like heavy plasma supernova wolf-M setups pre 0.9 or more recently, Shield boosted purge fits.

 

Now everyone moves closer to the ‘expected average’ because diversification has been reduced.

 

This has to be true in order for the statement “Easier for Dev to balance” to be true

 

No - because - * optimism here - variety of available modules might be increased in the future (read: highly unlikely)

 

ie.

 

of modules * # of hardpoints

 

less options can be made up by increasing variety of modules

but if they reduce slot combination without increasing variety

= overall effect is reduced

Atm we have 6 Types of passive modules, and 5 types are hard capped to 1 per modules.

Looking at the screenshots there will be at least 5 types of slots but they are not hard capper to 1 per type ( maybe CPU but its only 2 screens, god knows how it looks in t5) Plus it looks like more customization is pushed down to T2 (slot type wise)

I don’t personally care about a change in how ship fits are done. It’s too Eve Online.

 

I’m here because I have to fly my own ship to blow stuff up instead of RTS clicking.

 

I do care about all the problems synergy is causing the game though. Which have yet to be addressed. Doubt it’ll ever be.

PLEASE tell me they will change the conversion of GS. 

 

Come on. 1 GS to AT LEAST, MIN, 500.

 

Also, I feel this game is turning for 10 year olds…no skill or real thought into the game. 

 

Its feeling dumbed down to the point that teams dont matter, nor does modules, or flying techniques. Just kill, kill, kill. 

 

Moving on to the next part of our blog! We would like to explain synergy earning and how it works depending on the strength of the enemy you killed.

 

It is logical that the stronger your opponent, the higher should be the reward for his destruction - and indeed it is. As you can see in the table (under the spoiler), the level of the resulting synergy is higher when your opponent is stronger, and vice versa - the weaker your enemy, the less you get for its destruction!

 

Separate the tiers already… Extra synergy does not help us when the opponent has a huge advantage and it’s either very difficult or impossible to kill them. Now not all ships are a problem, but in the cases where the enemy team has a +1 tier difference in Engineer you’ll notice it’s a lot harder to beat that team.

PLEASE tell me they will change the conversion of GS. 

 

Come on. 1 GS to AT LEAST, MIN, 500.

 

Also, I feel this game is turning for 10 year olds…no skill or real thought into the game. 

 

Its feeling dumbed down to the point that teams dont matter, nor does modules, or flying techniques. Just kill, kill, kill. 

 

 

Why are you even offering to pay up for a second time ?

 

We’ve already paid for the ship which was designed so that we could use it to progress in a pay to grind less model

 

So where is the progress?

 

Or are we fine with every other captain picking his LRF coz he needs synergy to rank it up or that your team didn’t spawn any engineers coz it so happens no one needs synergy on theirs… ? Teamwork has gone down in matches because the game has converted from a team based shooter to a lets farm synergy action-puzzle.

Why are you even offering to pay up for a second time ?

 

I rather support a game where its reasonable. Not 15 dollars to transfer 750K synergy. 

 

 

We’ve already paid for the ship which was designed so that we could use it to progress in a pay to grind less model

 

So where is the progress?

 

There is none. 

 

 

Or are we fine with every other captain picking his LRF coz he needs synergy to rank it up or that your team didn’t spawn any engineers coz it so happens no one needs synergy on theirs… ? Teamwork has gone down in matches because the game has converted from a team based shooter to a lets farm synergy action-puzzle.

 

I only play in T4/5. LRF are nonexistent in most matches…

PLEASE tell me they will change the conversion of GS. 

 

Come on. 1 GS to AT LEAST, MIN, 500.

 

Also, I feel this game is turning for 10 year olds…no skill or real thought into the game. 

 

Its feeling dumbed down to the point that teams dont matter, nor does modules, or flying techniques. Just kill, kill, kill. 

GS exchange: never gonna happen.

 

And yes, the game is being dumbed down to the point where nothing more than clicking 2 buttons is necessary to win a game. Teamwork? The game IS supposed to promote teamwork, yes… But corporations cost a lot of GS to establish and grow. Not only that, squad size was reduced to three members. AND… Most, if not all, of the T4+ matches are always 3v3 with bots. Unless you have a squad. Then you’ll just have to wait an extra 6 minutes to get into a match. With bots.

 

The last patch was kind enough to provide us with the missile dumbing system, which forces ships into a more defensive position. This new patch will force people to turtle even further because of the limited slots. And don’t tell me they have the same slots, you just won’t have the same slots you used to have on a Gunship. On a Gunship, you focus for DPS, not tank. I can already see the usefulness of a tanky Imperial Gunship: NONE. Except the D-Eagle. Tanky Imperial Recons or Jericho ECM? YEAH, that’ll work magnificently, as well. And so forth…

GS exchange: never gonna happen.

 

 

There killing there own game then…*sigh*

 

You are right. Its feeling downright like COD, where everyone does what ever they want, and the dude that has the best score at the end of the match wins. 

 

No. NO. NO! 

No amount of “no”'s will dissuade them from anything… They do what they want, whenever they want, wherever they want to. And they don’t care.

 

edit:

 

Until 1.0 comes out, they’re in a development progression that’s tighter than a butt hole. And there’s nothing you or me or anyone else OTHER THAN THEM can do about it.

This really helped !!!       

 

 

 simplified table for clarity:

4559820d771facc7a04e6af0b1d6.png

 

 

 

Thus, in order to increase the effectiveness of using this type of weapon, you can use the implants and modules that modify critical hit rates.

 

Is there an explaination for the difference like working with a COIL that you would critical hit rate to 50% on the T4 Fed Guard but the T4 Jericho Guard only to 45% .      

 

Why the difference same weapon…different ship

Real ship customization in the game is disappearing, except for colors.

This is a bit strange, because the current frigball issue will be massively exacerbated if this change is what it appears to be - a permission to stack survivability modules en masse on some frigates and fighters.

 

At the same time this will nerf interceptors hard, as the tanky non-oneshottable builds will be removed completely. Not that it will make much difference to status quo. Fighters will probably be a bit weird, with federation gunships likely stepping in to fill the void left by interceptor class purged by the current situation and upcoming change as it already partially has, while imperial lightbringer will apparently get tanky enough to actually be able to survive more then one torpedo salvo.

 

If this is what it seems to be, the game will consist of supertanky empire engineers, supertanky jericho guards, tanky LR frigates, imperial tanky gunships, federation “I want to be an interceptor” gunships and victims of all the aforementioned classes.

 

Which technically isn’t that different from status quo, the only functional class to suffer if it does like that is command. Everyone else is already dysfunctional enough to be hit much in terms of viability. Can’t kill a dead horse, can’t make unviable ship unviable.

This is a bit strange, because the current frigball issue will be massively exacerbated if this change is what it appears to be - a permission to stack survivability modules en masse on some frigates and fighters.

I am not exactly sure where you coming from with this one, before it was possible to dedicate all of your modules to the tank, FOr example Styx - you put Hull modifier for HP pool and then add 2 modules for resists and 3d one for even more HP pool or resists making it 4 tanking slots for your most important stat (Hull), from these screen shots you will be able to invest only 2 modules into your hull tank, even if you stack Heavy armor for 90% HP pool boost, your resistances will be crap and total EHP will be even less than now, granted we have to see exact modules in t4+ especially on Guards, don’t forget that “Galvanizing armor” is moving to fighters so you can not get best of both world. At Least in T3 it looks like a survivability nerf for tanky ships

I am not exactly sure where you coming from with this one, before it was possible to dedicate all of your modules to the tank, FOr example Styx - you put Hull modifier for HP pool and then add 2 modules for resists and 3d one for even more HP pool or resists making it 4 tanking slots for your most important stat (Hull), from these screen shots you will be able to invest only 2 modules into your hull tank, even if you stack Heavy armor for 90% HP pool boost, your resistances will be crap and total EHP will be even less than now, granted we have to see exact modules in t4+ especially on Guards, don’t forget that “Galvanizing armor” is moving to fighters so you can not get best of both world. At Least in T3 it looks like a survivability nerf for tanky ships

From what I gather it will make tanky ships even tankier than before and non tanky ships even more squishy. Don’t know how that will play out, unless they also plan something else to compensate. Because as it stands, Jericho Guards and Empire Engineers are REALLY **** hard to kill. 

Frigates will be less tanky

 

028b468b98d85dcb7a811a05cc4d.png

 

q5QgViX.jpg

 

  1. I’m now forced to use BOTH Shield and Hull mods

 

  1. Without separate Passive slots (new) I assume there will be trade offs between Ship Mods and  Passive mods that now share the same slots. Purely guessing here… Shield Res, Shield Boost, Shield Ship Mods all use the new ‘Shield Slot’ for eg.

 

  1. Factional differences in slot assignments will exacerbate fitting trade offs even more judging by this picture here

 

fc0102089dd6561656655a963100.png

Tanky frigates will only be so if module values are altered

[edit]

In terms of balance, I think things will be better or atleast easier to correct. The real negatives is being forced to fit almost identical to everyone else.

It’s like the weapon changes where ability to mix and match main weapon modifiers getting replace with one ammo slot. Alot like that but now on your Ship and Passive slots.

From what I gather it will make tanky ships even tankier than before and non tanky ships even more squishy. Don’t know how that will play out, unless they also plan something else to compensate. Because as it stands, Jericho Guards and Empire Engineers are REALLY **** hard to kill.

Thats the thing, unless you were able to pull some info from “people in power with knowledge” i do not see “more tankier” scaling from information that we are allowed to know, or am i missing something?

or am i missing something?

 

lol I got that weird vibe as well … you guys know something different ?

 

coz original post clearly hints at a major nerfage.

Since you guys already know what’s going to happen will you please tell me the winning lottery numbers too?

PLEASE tell me they will change the conversion of GS. 

 

Come on. 1 GS to AT LEAST, MIN, 500.

 

Also, I feel this game is turning for 10 year olds…no skill or real thought into the game. 

 

Its feeling dumbed down to the point that teams dont matter, nor does modules, or flying techniques. Just kill, kill, kill.

!

Go try World of Tanks exchange rate. 1 piece gold gets you 25xp.