Developer blog from June 9th: upcoming balance fixes

[Gizmomac](< base_url >/index.php?/user/245787-gizmomac/)

thank u for explanation. comic was something. i hope we won’t repeat the drawbacks of the past.

we got ur point and i hope that after trying the patch u will get a positive impression.

Funny part that the mixed tiered MM created the most balanced games up to this day yet and those were the most fun times i ever had in this game

-you were able to find games really quickly as 4 mans

-pretty much every single game was a "close game"and not spawn roll

  • it counted in gear and progression of each pilot that made solo games way more balanced than what is now

I don’t think I was playing during this “black Friday” as you call it. However I remember the last time they mixed the tiers it was impossible to play t4 since you would automatically be put in a t5 match against full purple ships.

Aliskosan,

Other thing you might look at is the gunship’s module Particle Purge. No one is using it because it’s friggin suicidal to deplete all your gunship’s shield in exchange for so little reach and so little damage, so in most circunstances the interceptor you are chasing (the only use for this) escapes from your area in the last sec, you end up depleting your shield for nothing. 

 

So, it would be good if you consider increasing at least its area of effect, in order to make it worth such big exposure to enemy fire, not to speak that you run out of shield very fast once engaging them.

 

Who knows, maybe even paying hull instead of shield.

 

Thanks,

Javier

Aliskosan,

Other thing you might look at is the gunship’s module Particle Purge. No one is using it because it’s friggin suicidal to deplete all your gunship’s shield in exchange for so little reach and so little damage, so in most circunstances the interceptor you are chasing (the only use for this) escapes from your area in the last sec, you end up depleting your shield for nothing. 

 

So, it would be good if you consider increasing at least its area of effect, in order to make it worth such big exposure to enemy fire, not to speak that you run out of shield very fast once engaging them.

 

Who knows, maybe even paying hull instead of shield.

 

Thanks,

Javier

Hum. I find some people use it in creative and deadly manner. Interceptor chasing is far from it’s only use. But you need high level of skill and an engi mate not to far for that.

Aliskosan,

Other thing you might look at is the gunship’s module Particle Purge. No one is using it because it’s friggin suicidal to deplete all your gunship’s shield in exchange for so little reach and so little damage, so in most circunstances the interceptor you are chasing (the only use for this) escapes from your area in the last sec, you end up depleting your shield for nothing. 

 

So, it would be good if you consider increasing at least its area of effect, in order to make it worth such big exposure to enemy fire, not to speak that you run out of shield very fast once engaging them.

 

Who knows, maybe even paying hull instead of shield.

 

Thanks,

Javier

i totally disagree, the particule purge is very effective in its current state… improving the range would create a big denial area for all the interceptors!

however mayber reducing a bit the cooldown would make it a bit more competitive.

Aliskosan,

Other thing you might look at is the gunship’s module Particle Purge. No one is using it because it’s friggin suicidal to deplete all your gunship’s shield in exchange for so little reach and so little damage, so in most circunstances the interceptor you are chasing (the only use for this) escapes from your area in the last sec, you end up depleting your shield for nothing. 

 

So, it would be good if you consider increasing at least its area of effect, in order to make it worth such big exposure to enemy fire, not to speak that you run out of shield very fast once engaging them.

 

Who knows, maybe even paying hull instead of shield.

 

Thanks,

Javier

 

Shield is worthless compared to Hull, paying hull instead of shield would be the end of the module for sure.

While it certainly wouldn’t make much sense to sacrifice hull to use a module, I will make the argument that shield is in fact just as good as, if not better than, hull.

The gunships are mainly hull based or almost even. It’s not like you are a Jericho gunship so they sacrifice shields :slight_smile:

While it certainly wouldn’t make much sense to sacrifice hull to use a module, I will make the argument that shield is in fact just as good as, if not better than, hull.

The gunships are mainly hull based or almost even. It’s not like you are a Jericho gunship so they sacrifice shields :slight_smile:

 

Gunships are absolutely hull based, even Fed ones. They don’t tank with shields. 

 

In fact any gunship with shield slots use adaptive shields to buff hull more…

Aliskosan,

Other thing you might look at is the gunship’s module Particle Purge. No one is using it because it’s friggin suicidal to deplete all your gunship’s shield in exchange for so little reach and so little damage, so in most circunstances the interceptor you are chasing (the only use for this) escapes from your area in the last sec, you end up depleting your shield for nothing. 

 

So, it would be good if you consider increasing at least its area of effect, in order to make it worth such big exposure to enemy fire, not to speak that you run out of shield very fast once engaging them.

 

Who knows, maybe even paying hull instead of shield.

 

Thanks,

Javier

thank you. we will check the statistics of its usage. if you are right we will look for ways to adjust it

Funny part that the mixed tiered MM created the most balanced games up to this day …

No, it really didn’t.

 

Playing at that time felt like listening to a Tory party broadcast.

Don’t worry, you’ll never face enemies more than two ranks above you.

*posts screenshot of a guy three ranks above me*

That’ll get fixed after the patch.

*after patch, posts screenshot of a guy four ranks above me.*

That’s odd… but don’t worry, we definitely haven’t changed the matchmaking! It’s only ever two ranks above you!

*post screenshot of a guy SIX ranks abvoe me,*

That can’t happen! It’s only +2 difference!

 

Never knew as much bullshit as during that time. It took them far too long to open their ears and listen to what the community was telling them.

the Kintetic Supercharger and Scattergun buffs are a joke, the KS does (with purple crafted ammo at Mk 4, T3) just enough damage to make hull and shield loss actually visible, but as a weapon at Mk 1 with regular commercial Explosive Rounds (default credit ammo) the damage could easily be nullified by adaptives and multipurpose modules.

 

Scattergun has as similar effect, a reduction of spread down to 10.0 sounds nice with a bit more damage per shot… But the cooldown seems mildly reasonable.

thank you. we will check the statistics of its usage. if you are right we will look for ways to adjust it

 

Aw, crap. I was just looking over Particle Purge yesterday and had a wonderfully evil Tier 5 build in mind based around it. (I was just about to start grinding parts for the build too.)

 

I really hope the module’s overall function doesn’t change that much… it would seriously screw over my plans. But then again, I am being selfish by requesting it remain as is just for my own benefit.

 

If you do decide to change the way Particle Purge operates, perhaps consider making it completely deplete the ship’s capacitor instead of shields? Energy is faster to get back, so it would be easier to use frequently, but at the same time, that could mean it becomes too powerful. Then again, it would also give players a reason to bulk up on capacitor Volume, if they can dump more power into a Purge with greater effect.

No man don’t fool us, you clearly don’t listen to what community says. And looking to the last patch incoming you clearly don’t even listen to your testers. 

So please stop with this lie.

 

Well, still gonna post the feedback, even though we know

 

Few issues with the engineer changes:

  1. Mass Shield / Nanodone Cloud - Now it becomes a burst heal, it is hard to see people behind you need heal in PvP (non group)

  2. Passive heal is not enough (or the cooldown is too long).  Having difficult time in (T5) PvE, and I have been with groups running 2 - 3 engines (2 engines at least)

  3. Barrier, may not need multiple instance, it has enough HP to sustain at some point.  Or increase the cooldown slightly

  4. Energy Emitter is pretty much useless being a burst, as you cannot tell who needs energy.  It should be a passive.

  5. Multiphase Shield - Should increase the time or reduce charge time instead of resist, as it is already increased based on energy already.  And 4 seconds is really nothing, I don’t see any balancing with this, I doubt this is a popular module.

  6. Nanocomposite Coating - No change, perhaps it is good, but not surprised this is not popular.

  7. Warp gate - still crash into object and adding structure HP does not seem attractive

I think the burst heals are pretty competitive oriented, since you can communicate with your corp mates via voice chat and use your bursts properly. Something I don’t understand since the change was aimed to make the game more n00b friendly.

 

Honestly this will end in random Engi players using the burst heals just to heal themselves.

 

About Energy Emitter, I guess it’s more for self use than anything else.

The passive heals should be n00b friendly. Let the remotes be challenging to use and Corp focused.

The passive heals should be n00b friendly. Let the remotes be challenging to use and Corp focused.

 

There’s not much challenge though. The same challenge than using your defense drones to heal allies.

Then: “please turn on your heals”

Now: “please activate heal”

 

This change just makes healing better for big competitive squads. Pubs engi didn’t change… only our requests change - they’ll still only use the heal when they’re damaged (and still die anyway)

they’ll still only use the heal when they’re damaged (and still die anyway)

 

or not have heal modules at all…