Developer Blog from December 10th: Destroyers!

Omega gave you a pretty good answer, I can add just about this

 

It’s a start.

 

But… But… He didn’t answer my most important question!!! Can you?

But… But… He didn’t answer my most important question!!! Can you?

This one?

-will we see destroyers balls?

 

NO

 

If you mean this

-and most importantly, are they customisable? I want a pink one!! :smiley:

 

The opposite form of NO

Doombot even WITH restrictions it  WILL  be overpowered.

This kind of ship does not belong to PVP!!

interceptors got enough nerfing and now you want to make then useless.WHY?!

 

 

developers of SCs:frigballs are not enough good according to our statistics,lets add even bigger ships with even more firepower!

interceptors got enough nerfing and now you want to make then useless.WHY?!

Well, it’s a very-very controversial statement. 

Well, it’s a very-very controversial statement. 

i have nothing more to talk about destroyers you will see for you’r self when they get released if many will leave SC or stay and enjoy Brick Conflict.

Why a tenth currency? Are nine currencies plus monocrystals not enough, gotta add an eleventh bottleneck in the grind?

 

And here’s the part that bothers me the most about it: Why call it neodium, rather than neodymium (an actual element on the periodic table, much like iridium)?

Will destroyers be forward-facing like the other classes, or will they pivot around freely seperate from movement, or something of the sort?

(Also not sure why you guys are so intensely opposed to this, let it happen, let the bugs and imbalance be corrected, and it is just Rank 8 for now so it wont influence the other tiers until the dust has settled. As for the additional resource being added, I presume it is so that new player and veteran have equal chance to get the destroyers, veterans who have played for years wont be able to instantly build one)

 

 

interceptors got enough nerfing and now you want to make then useless.WHY?!

 

 

Well, it’s a very-very controversial statement. 

I’m always amazed when players make statement without all the informations and/or judge stuff based on a “Preview”.

 

I’m also always amazed when I see players complaining about Nerf on Interceptors while the Subject is about a new classe.

 

In what, Destroyers, will make Interceptors useless?

I’m extremly curious to know how, regarding the informations displayed in this Devblog, you can make this kind of Statement.

 

 

 

developers of SCs:frigballs are not enough good according to our statistics,lets add even bigger ships with even more firepower!

And as far as I see on the forum, the actual problematic is not the frigball but the IntySwarm.

Since the Frigates were nerfed much more harder than Interceptors due the accumulation of little change/nerf over the last 2 years, I don’t see any logic or arguments in your post based on all the informatons offered by this post.

 

 

Will destroyers be forward-facing like the other classes, or will they pivot around freely seperate from movement, or something of the sort?

Due to the size, Destroyers have their own specifics flyings mechanics :slight_smile:

Actually there is no problem with frigs or ceptors. They are strangely quite well balanced now. The real problems atm is about cruise fighters. 

 

Btw i too fear that the new ships will bring some “balance” problem, and i also doubt that vets will not be able to craft them sooner than new players (i have enough monos, gs and iridium waiting in my hangar…). 

 

But let’s see what will happen.

They are not. 

 

welp you’ve more or less killed all of my immediate concerns. Now the real question is do I set out to build the R8 one or do I wait and see.

Also, on the topic of cruise fighters, while the apollo series gunships look like they were born to go really fast, the most common combination is bubbles and cruise because bubbles need the least amount of slot catering to do damage leaving you able to augment your ship to better accomodate the cruise giving you a very impressive freedom of movement to damage ratio compared to other weapon combinations. I feel like it really limits the level of creativity you can have with a build.  I’ve coped and found an alternative that works, but I see a lot of fotm cruise and bubble fighters these days that are only strong because the pilot has the opportunity to run for it at any time or insert at any time unless a tackler is present and in my opinion that just makes them a larger interceptor and robs interceptors of a part of their usefulness.

That seems to be a nice addition, seriously now, I’ve been playing SC for almost a year and apart from the Dreadnoughts [and again a feature around the ex-Tier3] haven’t seen anything exciting. Altho it was stated that they won’t cost as much as SPs, I seriously hope that the cost [mainly in maaterials] will not be high. Many players are already complaining [a lot left already because of it] about the boring grind and the last thing I want to see is grind and grind and more grind.

What do you guys mean by “frigballs” or “destroyer balls” ???

~ 3 Guards and ~ 2 Engis? Standard tank and heal setup but in bigger scale. They should be killed by other frig ball and finish the rest using fighters/interceptors imo.

~ 3 Guards and ~ 2 Engis? Standard tank and heal setup but in bigger scale. They should be killed by other frig ball and finish the rest using fighters/interceptors imo.

Makes sense.

Yes but… ehh… there is so little team work in pvp with random players. I hope destroyers will change it.

What do you guys mean by “frigballs” or “destroyer balls” ???

A bit more than 2 years ago, when the game was still in beta, the Frigates mechanics were differents.

 

Engineers had 6 cannons slot, Healing mechanics were much stronger (no reduced rates depending of the size of the ships, the stations were regenerating around 1500 pts/sec for hull or shield ectect)

Guards had a stronger Phase Sield (no penaltie) and modules were much more stronger (MPI was always active with more range, Signature Masking had more range, Pulsar was able to hit throught object, Missile shield was perma-actif destroying 1 missile every 10 seconds).

 

Minelayers and EM torpedoes were differents (as well as a lot of stuff).

Heavy Weapons (with slow barrel and specifics mechanics) were giving to frigates a lot of firepower.

 

Due to the accumulation of this mechanics, it leaded to games with TONS OF frigates in each game. Sometimes more frigates. Beacons were flooded by Minelayers, Torpedoes and a group of frigates was invincible.

 

In other terms, imagine a battle, with between 10 and 15 frigates for a total of 24 players. With Perma active Auras preventing you from using Afterburners, reducing your damages and preventing you to use missiles (at this time, missiles were not reloading in battle, you had a limited amount of them per ship for a whole battle).

 

 

What people call now frigballs is nothing compared to what it used to be.

-snip-

I see, thanks for explaining! :o

I see, thanks for explaining! :o

I still have this :

 

 

This is summarizing pretty much the whole problematic about frigates during this era :smiley:

A bit more than 2 years ago, when the game was still in beta, the Frigates mechanics were differents.

Engineers had 6 cannons slot, Healing mechanics were much stronger (no reduced rates depending of the size of the ships, the stations were regenerating around 1500 pts/sec for hull or shield ectect)

Guards had a stronger Phase Sield (no penaltie) and modules were much more stronger (MPI was always active with more range, Signature Masking had more range, Pulsar was able to hit throught object, Missile shield was perma-actif destroying 1 missile every 10 seconds).

Minelayers and EM torpedoes were differents (as well as a lot of stuff).

Heavy Weapons (with slow barrel and specifics mechanics) were giving to frigates a lot of firepower.

Due to the accumulation of this mechanics, it leaded to games with TONS OF frigates in each game. Sometimes more frigates. Beacons were flooded by Minelayers, Torpedoes and a group of frigates was invincible.

In other terms, imagine a battle, with between 10 and 15 frigates for a total of 24 players. With Perma active Auras preventing you from using Afterburners, reducing your damages and preventing you to use missiles (at this time, missiles were not reloading in battle, you had a limited amount of them per ship for a whole battle).

What people call now frigballs is nothing compared to what it used to be.

Oh my… and they still complaining about frigs?

Oh it will be amazing!

Just like WoT! Perfect CampFest game!

 

I can’t wait to test it!  :012j: