Developer Blog entry from September, 3rd

I just hope i see you both in game, and prove how easily I can kill you with any weapon…

Huh? When did I say you couldn’t? Or that I couldn’t?

I am not gonna comment on t4 +, but in t3 all 4 intys weapons quite good, when they are focused on its advantages

I was one of those in pre 0.9 that used OP RFR on everything, than 0.9 hit and i really didn’t know what to do with weapons,i was forcing myself to make shrapnels work on everything again, sacrificing everything and getting some what frustrated, took me some time to manage get out of the box and understand and adopt at using other weapons , while i still rarely use pulse lazors, but that is mostly due to laser mechanics overall rather then that particular weapon. As soon as you realise and combine your game plan/build to the advantages of a weapon you will see the effectiveness of each in different aspects i have 3 interceptors equipped and i have 3 different weapons on them, unfortunately i had to generalise my implant build for all 3 of them, while i would use a little more specific implants with each weapon.

 since 0.9 there is no “Do it all” weapon for intys,( unless you sacrifice everything for spread reduction to make shrapnell to be that weapon, imho thats why its keep getting nerfed on spread side)

Again its about T3 but honestly, after getting use to and adopting these 3 types of weapons  (shrapnel/assault/rf plasmas) i can not see myself using shrapnel instead of assaults or using assaults instead of rf plasmas.

Int weapons:

 

Useful: sharpnel cannon with at least 3 part spread reduction. Works well against everything except frigates and singularity gunships at distances of 400m and below. Suicidal against frigates due to EM torpedoes. Almost as suicidal against singularity gunships due to instant bubble generation at effective ranges and lack of ability to out-turn gunship in overdrive.

Niche: Assault plasma as a long ranged poke and drone killer. Vastly insufficient damage to do more then poke and occasionally kill steal. Also functional as long range PvE weapon.

Niche: Rapid fire plasma works as optional low range high DPS weapon for pirate PvE.

Useless: Pulse laser with functionality only as kill stealing/tagging tool.

Int weapons:

 

Useful: sharpnel cannon with at least 3 part spread reduction. Works well against everything except frigates and singularity gunships at distances of 400m and below. Suicidal against frigates due to EM torpedoes. Almost as suicidal against singularity gunships due to instant bubble generation at effective ranges and lack of ability to out-turn gunship in overdrive.

Niche: Assault plasma as a long ranged poke and drone killer. Vastly insufficient damage to do more then poke and occasionally kill steal. Also functional as long range PvE weapon.

Niche: Rapid fire plasma works as optional low range high DPS weapon for pirate PvE.

Useless: Pulse laser with functionality only as kill stealing/tagging tool.

 

YUP, nailed that on the head. 

 

I stay AWAY from T3. I play mostly in T4, as I have to raise ranks of ships. 

 

usually all my comments are coming from the T4 aspect of the game. T3 is the new T2…

YUP, nailed that on the head. 

 

I stay AWAY from T3. I play mostly in T4, as I have to raise ranks of ships. 

 

usually all my comments are coming from the T4 aspect of the game. T3 is the new T2…

You have to agree that it’s quite a ways from a good balance perspective when you simply cannot fight frigates on anything like an even footing, right? God forbid you face 2 guards, then you are less than useless vs them. 

I just hope i see you both in game, and prove how easily I can kill you with any weapon…

 

Just check corp list for me so :P 

Int weapons:

 

Useful: sharpnel cannon with at least 3 part spread reduction. Works well against everything except frigates and singularity gunships at distances of 400m and below. Suicidal against frigates due to EM torpedoes. Almost as suicidal against singularity gunships due to instant bubble generation at effective ranges and lack of ability to out-turn gunship in overdrive.

Niche: Assault plasma as a long ranged poke and drone killer. Vastly insufficient damage to do more then poke and occasionally kill steal. Also functional as long range PvE weapon.

Niche: Rapid fire plasma works as optional low range high DPS weapon for pirate PvE.

Useless: Pulse laser with functionality only as kill stealing/tagging tool.

This.

 

YUP, nailed that on the head. 

 

I stay AWAY from T3. I play mostly in T4, as I have to raise ranks of ships. 

 

usually all my comments are coming from the T4 aspect of the game. T3 is the new T2…

 

I play t5 for the most. My considerations don’t chnage :wink:

5cSVG0u.jpg

 

Used 1 Hull - 1 Shield - 1 CPU - 1 Capacitor just to try and see how it’d feel like if module / ship numbers weren’t tweak

 

Again: just try it out.

 

Shrapnel has the worst spread of the bunch, nobody disagrees… If I had to… without any spread reduction at all I’d stop flying interceptors.

 

Kept getting double digit damage lol. I *can* hit but most of them partial. Unless if it’s a frigate then I’d be able to land almost all my slugs on target.

 

 

I just hope i see you both in game, and prove how easily I can kill you with any weapon…

 

… No you won’t (using shrapnel)

 

 

 

T3 is the new T2…

 

Irrelevant comment

 

Shrapnel spread is 3.9 - 7.7 on tiers 2/3/4/5 

 

If anything, higher tiers have it better what with projectile speed bonus

You have to agree that it’s quite a ways from a good balance perspective when you simply cannot fight frigates on anything like an even footing, right? God forbid you face 2 guards, then you are less than useless vs them. 

 

Well, I just pick another target or disable there missile shield my unguided rockets.

 

Just check corp list for me so :P 

 

wut you mean? explain. JP low on sweets…

 

This.

 

 

I play t5 for the most. My considerations don’t chnage :wink:

 

T5…ugh, I wish I was in T5.

 

5cSVG0u.jpg

 

Used 1 Hull - 1 Shield - 1 CPU - 1 Capacitor just to try and see how it’d feel like if module / ship numbers weren’t tweak

 

 

 

Kept getting double digit damage lol. I *can* hit but most of them partial. Unless if it’s a frigate then I’d be able to land almost all my slugs on target.

 

 

 

… No you won’t (using shrapnel)

 

 

 

 

Irrelevant comment

 

Shrapnel spread is 3.9 - 7.7 on tiers 2/3/4/5 

 

If anything, higher tiers have it better what with projectile speed bonus

 

Eh, you know what, no amount of arguing is gonna do anything good. 

 

But I think, that everyone agrees that the spread should be lowered. right? JUST THE SPREAD. 

yus … just the spread … doing multiple 20 something damage is kinda weird

I feel the need to re-iterate the initial point: anything less than three point spread reduction (i.e. any three mods, or any two mods and an implant) make shrapnel cannon very much useless. With those mods, you have tight enough grouping to land solid hits on interceptor hulls at around 400-500m with 100% of the shrapnel, making that gun quite deadly against non-frigate targets, provided you have the discipline to let go of the firing button for long enough for it to tighten the reticule between shots, unless you go into full melee under 200m.

 

You can do with two point reduction against frigates if frigates have no EM torpedoes, i.e. frigate pilot is clueless. Of course, you’ll still take ages as you slowly tickle him to death with pathetic damage that shrapnel does, but it will actually land hits. Against smaller ships, you’d have to stay in really close combat, or you will miss even initial shots.

 

P.S. Taking anything other than proton wall in CPU slot makes my inner little interceptor weep. Taking the infrared scanner on the other hand also makes it want to come and slap some sense into you. Even the scanner range mod is better on recon than crit ffs.

T5…ugh, I wish I was in T5.

 

It isn’t all that sunshine as some want you to believe :( 

#Edit: Though admittedly that is due to low amount of humans there. if there were 12 v 12 T5 battles going on, it would be much better

Oh well, I will leave the forums to all of you now and go to bed :stuck_out_tongue: Hope to hear good news tomorrow about what the patch includes and without too much rage-inducing changes. Have a good one!

I never got single-digit damage on that ship.

 

And weapons with a high spread (ie, Shrapnel Cannon, RFB) will take the nerfhammer, hard because you can no longer compensate that unless that Electronic thingamajiggy module (I forgot the full name) is boosted. Because just one of them wasn’t enough to make the large spread disappear and you know it.

I’ve seen double digits against interceptors, probably done single once or twice.  The spread is ridiculous.  I also forgot to put electronic guidance on my Kris AE to help spread, even though I had with JR2 implant, and Kris AE bonus.  With a fed CovOp, I feel more comfortable getting really close to dish out damage, plus “Orion” and 54% crits really helps tear hull.

 

Why do I feel yet again, that my possible choices get reduced? 

Its OK and completely understandable that some Mods are dependent on ship-classes. 

But dont limit our choices over and over again (this game should NOT be a second quake or counter strike). 

Trying new builds (even dumb ones) is one of my major fun-aspects in this game. 

Please consider to add some new modules, too. I like diversity in ship-building (and I guess a many others, too). 

Bring back long range lasers for interceptors!!!

 

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. 

 

 

 

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 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. 

I can get carried away when I see 1% hull remaining.  If you’re close enough to the target spread doesn’t matter, but at range you’re at least wanting to join the party.

 

I’ll still fly interceptor.  The ECM nerf didn’t make me stop playing ECM.

 

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

With what ship builds and at what range?

 

Int weapons:

 

Useful: sharpnel cannon with at least 3 part spread reduction. Works well against everything except frigates and singularity gunships at distances of 400m and below. Suicidal against frigates due to EM torpedoes. Almost as suicidal against singularity gunships due to instant bubble generation at effective ranges and lack of ability to out-turn gunship in overdrive.

Niche: Assault plasma as a long ranged poke and drone killer. Vastly insufficient damage to do more then poke and occasionally kill steal. Also functional as long range PvE weapon.

Niche: Rapid fire plasma works as optional low range high DPS weapon for pirate PvE.

Useless: Pulse laser with functionality only as kill stealing/tagging tool.

I think pulse laser’s worse than shrapnel for landing shots beyond point blank range.  I’ve only tried them a couple times, but I’ve seen other people put them on their interceptors.  Assault plasma’s good for range, not much else.  It works, it can get kills, and it’s the best for taking out drones without worrying too much about the four drones firing at you.  I like to keep my shields raised where possible.  I haven’t tried out the RFB in a while, I “should” equip it for a few matches.

I think pulse laser’s worse than shrapnel for landing shots beyond point blank range.  I’ve only tried them a couple times, but I’ve seen other people put them on their interceptors.

Try them again. They suck because of super quick overheat, but they are probably the most accurate interceptor weapon out there atm. Was using them recently for contracts, accuracy certainly isn’t one of their problems (anymore).

Shrapnel should have higher statistics, it is after all the primary weapon of choice to make final blows.

 

It’s not an Assist weapon, like plasmas, which only kill with crits, or are perfect for ships with other purposes, like ECMs.

 

Lasers do work out in bigger skirmishes, as disruption of beacon tagging, as making somebody nervous, or just randomly trolling people, but the small Lasers were always only effective on Frigates or Fighters, however I still find, they fit the clichée.

 

I really also hope, the statistics are also just taken as advisory, because they are usually only backing an interpretation.

 

Not really thrilled about the CPU thing either. Pimping the weapons on Fed frigates a bit too offensive is the only upside they have, the speed is helpful on them but only for a short time. It’s also very exciting to play.

 

I also hope the fidgety details of the fitting stay. Of course you can cookie cut some nice fits which are perfect, but usually in combination with team setup or implants, fitting can still individualize ships pretty much, and if the devs hope they can achieve that better, I am eager to see the present.

My condolences for the pilots who rely on their “accurate” shrapnel cannons-as much as I hate seeing the majority of slugs hitting my shields (120 kinetic shield resistance anyway though muhaha), this change goes both ways, so the potential for great disappointment is making me really nervous. I’m trying to stay on the positive spectrum on this and just take it as another opportunity to actually understand what ships I like to play are generally supposed to be fitted with (my Bear had the 120 kinetic resistance on shields).

Both ways meaning people targeted by shrapnel cannon improve while people using shrapnel cannon lose?  Those not exactly an equal trade.  As for kinetic weapons in general, even though they’re less likely to strip shields, they’re more likely to deal a kill shot.  When efficiency and DSR reflects this fact, weapons will be more balanced.

 

I can tank my hull on kinetic resists, but it will only affect my deaths, not my kills.

I wish I can just make my weapons colored. Imagine coating it green or red…

Then black lasers…

 

Seriously devs, lasers have an issue.  They’re too visible to opponents, and not for being OP.  The only good use of lasers is range, or flagging as a captain as far as I can tell, and every other weapon works for flagging.

 

I know it’s a tough egg to crack, I lack a suggestion sadly.

Both ways meaning people targeted by shrapnel cannon improve while people using shrapnel cannon lose?  Those not exactly an equal trade.  As for kinetic weapons in general, even though they’re less likely to strip shields, they’re more likely to deal a kill shot.  When efficiency and DSR reflects this fact, weapons will be more balanced.

 

I can tank my hull on kinetic resists, but it will only affect my deaths, not my kills.

I never said it was an equal or fair trade off, just merely upset that I probably won’t be able to have high shield resists on my Bear anymore since it is Federation. Shrapnel should definitely get a spread reduction to compensate for sure.