Developer Blog entry from September, 3rd

 

Shrapnel’s spread is so bad, my Kris AE with spread reduction has too much spread!  Not many weapons in this game can get single digit damage.

 

A good pilot relises that the srapnel cannon is only good when you land a hit. Only shoot when you are 100% sure your gonna hit your target. My canon in T4 can hit up to 2500 damage in well timed shots, especially to hull. 

 

 

  • Interceptors Now Explode every 15 sec even if none hit them.

 

 

I will not be surpreized if we ll read something similar sooner or later. Couse it looks like they are doing everyting for descourage ppl from playing ceptors :stuck_out_tongue:

 

I probably will be the ONLY ceptor guy left after this patch. I shall be known as the White Shadow…gone in a flash and now your dead thanks to my 700M/s speed. 

 

I use Shrapnel a lot, as well. Except, as a Support role pilot, I rarely have those modules fitted. And on the Kris-AE, it shows. A single passive spread reduction is not that much of a help, despite the inherent spread reduction it already has. For even the Kris-AE to be effective with the Shrapnel, you’d need 2 of those, tbh…

 

As for the Omni-slot… It’s a good idea, but I’m a bit worried people’d use it to further increase their massive tank (read: Guards/Engies) or already maxed speed (Federate CovOps) and so forth.

 

I dunno about you, but I dont have a single modifier with my shrapnel to reduce spread. Not really necessary when your only 1000 meters from your target.

 

Omni-slot? Interesting. 

A good pilot relises that the srapnel cannon is only good when you land a hit.

So unfair when all the other guns are awesome even when not hitting… SCNR!

So unfair when all the other guns are awesome even when not hitting… SCNR!

 

Lol, of course. But, I feel that I rely on speed WAY to much for my own good. I mean, I actually start shedding a tear when my speed drops down below 500M/s. 

 

though, with this patch, and the new modules, something tells me I might be able to take my fighters up to 550M/s. 

 

Whats the point of survivability when nobody can land a hit on you? lol. 

To facilitate this, perhaps a ‘wildcard’ slot, e.g. slots which allow the fitting of 2 or 3 different 'types/categories’

 

this wildcard slot,

 

it used to be called Passive Slots.

 

+1 anyway in the hopes that we do get atleast one on some ships.

I will also continue to fly my Interceptors after the patch so don’t be too afraid :slight_smile:

Lol, of course. But, I feel that I rely on speed WAY to much for my own good. I mean, I actually start shedding a tear when my speed drops down below 500M/s. 

 

though, with this patch, and the new modules, something tells me I might be able to take my fighters up to 550M/s. 

 

Whats the point of survivability when nobody can land a hit on you? lol. 

 

Yeah but mate point is you need “anti-ecm” module for sure in your cpu slot if you don’t want implode and can’t move form your main group.

 

So at the moment i was just stacking 2 Electronic Guidance in passives … and still sprad is very very hight. 

 

Now if i can’t even use 2 of them well… the effective range will be so short with srapnel that i could consider to direclty hit opponent with my own ship as a viable alternative for damaging.

I wonder if they changed the stats on some modules, to compensate for the un-ability to fit more of them.

But I guess we’ll see…I just hope they didn’t ruin the game again…

It was mentioned quite a few times that modules were tweaked =)

I will also continue to fly my Interceptors after the patch so don’t be too afraid :slight_smile:

 

You will!? Thank god! I thought I was the only one! 

 

Yeah but mate point is you need “anti-ecm” module for sure in your cpu slot if you don’t want implode and can’t move form your main group.

 

So at the moment i was just stacking 2 Electronic Guidance in passives … and still sprad is very very hight. 

 

Now if i can’t even use 2 of them well… the effective range will be so short with srapnel that i could consider to direclty hit opponent with my own ship as a viable alternative for damaging.

 

you dont need electronic, just defence against ECMs. 

 

It was mentioned quite a few times that modules were tweaked =)

 

YAY! but, I’m gonna step away from the fan. Actually, are you gonna tweak loyalty gain as well?

YAY! but, I’m gonna step away from the fan. Actually, are you gonna tweak loyalty gain as well?

 

We are working on various changes, not all of them can be implemented momentarily, but as we are moving closer to 1.0. things will change.

I will also continue to fly my Interceptors after the patch so don’t be too afraid :slight_smile:

 

Or alternatively, be very afraid. Error’s a maniac in his 'ceptors.

 

Really though - stop panicking guys. Just wait for the patch to go live and play around with your ship builds. Not all change is bad, ya know. Some changes have very positive long-term effects.

While were at it: Tweak shrapnel-spread, too. 

Otherwise it´ll become not viable anymore. 

While were at it: Tweak shrapnel-spread, too. 

Otherwise it´ll become not viable anymore. 

 

At the moment statistics shows that it is even a bit too much effective. 

At the moment statistics shows that it is even a bit too much effective. 

 

Yes, because everyone uses at least 2 Spread-Reduction-Mods. 

This was regarding the upcoming changes, since:

If they cant be equipped/stacked anymore this will change drastically to a point where it will become ineffective. 

At the moment statistics shows that it is even a bit too much effective. 

 

 

Yes, because everyone uses at least 2 Spread-Reduction-Mods. 

This was regarding the upcoming changes, since:

If they cant be equipped/stacked anymore this will change drastically to a point where it will become ineffective. 

 

Antibus, is this referring to the current stats? Or the changed stats on the internal test server? If you mean currently, I disagree. If you mean on the test server, I can’t say anything about it.

At the moment statistics shows that it is even a bit too much effective. 

 

Those statistics can be slightly misleading. Due to the hit-mechanics involved with the other weapons (in particular the ‘gets more accurate the longer you shoot’ plasma mechanic as well as the pulse laser), it is much harder to ‘kill-secure’ with those. The shrapnel is highly effective in the right hands, but requires a large investment in spread reduction to be viable at a competitive level.

 

For example, pulse lasers do more dps than the shrapnel, but actually landing most of the damage they do is pretty difficult against an experienced pilot, whilst being hit by a shrapnel shot is definitely noticeable.

 

Point being, I’d rather see that the other weapons are made more viable than the shrapnel less viable. It’s already not the easiest weapon to fit without a significant investment in modules to support it. The plasma on the other hand, you can fit without a single supporting module and it will still be viable as a weapon. Just a lot of people don’t like the lack of alpha damage and it’s more difficult to secure kills with it - and the game unfortunately only rewards killing blows in a significant manner.

While were at it: Tweak shrapnel-spread, too. 

Otherwise it´ll become not viable anymore. 

 

+1

Those statistics can be slightly misleading. Due to the hit-mechanics involved with the other weapons (in particular the ‘gets more accurate the longer you shoot’ plasma mechanic as well as the pulse laser), it is much harder to ‘kill-secure’ with those. The shrapnel is highly effective in the right hands, but requires a large investment in spread reduction to be viable at a competitive level.

 

For example, pulse lasers do more dps than the shrapnel, but actually landing most of the damage they do is pretty difficult against an experienced pilot, whilst being hit by a shrapnel shot is definitely noticeable.

 

Point being, I’d rather see that the other weapons are made more viable than the shrapnel less viable. It’s already not the easiest weapon to fit without a significant investment in modules to support it. The plasma on the other hand, you can fit without a single supporting module and it will still be viable as a weapon. Just a lot of people don’t like the lack of alpha damage and it’s more difficult to secure kills with it - and the game unfortunately only rewards killing blows in a significant manner.

 

+2

We are working on various changes, not all of them can be implemented momentarily, but as we are moving closer to 1.0. things will change.

For the love of everything holy… Tell them to NOT release 1.0 without THOROUGHLY balancing the game to the point where every issue is fixed.

For the love of everything holy… Tell them to NOT release 1.0 without THOROUGHLY balancing the game to the point where every issue is fixed.

 

I think they are aware of that. But as the game also currently stands, it will NOT make any money with the way GS and Premiums are the way they are now if they released. 

Sounds interesting. I like that it should diversify ships, though a good player would already play to his ship’s strengths, such as speed fitting fed ships, without being forced to.

I’m a little concerned that the distribution of DPS modules between the slots might cause unintentional weirdness, for example acceleration coils being on Engine making Fed frigs capable of fitting for interceptor sniping in a way that Jericho and Empire couldn’t match.

 

 

Moreover, modules that were moved higher in tier will still be availible to those players who have and use them now!

I’ll just echo others’ concerns that one rule for vets and another for newcomers will definitely end in tears in the long run. If you can’t buy a module it should be force-sold from everyone that has one.