Disabled=instant death

That can not be that you are 3-4 times disabled from 1 damn ship and you can do nothing against that.

 

I play t2 and through the well thought out  Matchmaking i have t3 enemys:

1 enemys spottet me and same moment i can not do anything.

3 seconds later the negative buff ceases to act…ohh another buff…and i have no energy to do anything…

even if I should somehow survive…the last buff hits me and my ship is ashes.

 

WHY it gives for this no protection for ships like a “Firewall”…Example: enemy hits me but after this and for the case that I will survive… my ship has a firewall that me protectet for a few second. So i can flee or fight back.

 

At the moment I know that I can put the mouse out of hand when me hit such a module

 

 

 

yes I know that it is possible to weaken the effects of skill and modules BUT the time adds up anyway at the many buffs on a ship. and I myself need sometimes no more than 5-10 seconds to destroy a ship.

ALL buffs on 1 Ship is to strong. Before the big patch the fighter had 1 module and interceptor had the rest. That was a better balancing as now!

if he hits you first with an ECM missile you are dead, too

Yes with the number of disablein moduals …there must be a resistance to disableing

or a modual that counter acts diableing

and another thing that must be fixed is warp killing of the capt of the other team

ive been in 7 games today where some intercepter from Empire warped the capt dead in 30 secs after begining the game

this is stupid and must be removed or fixed ! to many players are exploiting this!

What exploit? Oo

If your team fails to protect the captain, that isn´t an exploit…

??? using warp to kill the captan in 10 sec has nothing to do with protecting your captan …

its exploiting a bug …it happens so offten i ve been in 30 matche today where it happend and a few were in 10 seconds both captas were dead from warping intercepters THIS is an EXPLOIT LOL

Could you explain that better please, because if you mean like warping with the interceptor to the captain (well, ramming his ship while warping that is) i think it is intended. Or do you mean something different?

there are in fact some methods to protect yourself against such players…

 

one is called situational awareness…

 

another stay mobile

I personally feel that

 

 

Stuns over powered. (Max 3 second stun if any)

Engine Stops are boarder line over powered. (Max 3 seconds If any)

Target lock out needs lower duration (Max 4 seconds)

Module Lock out needs longer duration (Max 6 seconds)

Weapons Lockout needs to be more prevalent  (Max 6 seconds)

 

 

Jericho EMP should be reworked, to do large amounts of damage (500 to each enemy it hits) to shields. It should heal the interceptor after 3 seconds for 20% of the damage done. (among many other changes)

How about an immunity to disable after the disable duration ends? Say, like a minute or so? Because, just in the last match, I’ve gotten disabled for 6 times in one life, 6 times. And even though I managed to stay alive through sheer luck, the 6th time I died. We should either take away all the disables, or give us an ability to be immune to it. Currently, a fast interceptor with ability to disable any target he chooses makes the class over powered.

??? using warp to kill the captan in 10 sec has nothing to do with protecting your captan …

its exploiting a bug …it happens so offten i ve been in 30 matche today where it happend and a few were in 10 seconds both captas were dead from warping intercepters THIS is an EXPLOIT LOL

Well, Its not a bug, THe capting should be ready for this and peope should be on the look out fo renmemys trying to sneak around. Its really not that easy with microwarp, The empire interceptor can be so slooowww and its really not that hard to kill it, And if you dont like de buff modules then if you cant beat them then join em ^^

I agree with this. I’ve encountered several players that feel the need to fit all the disabling mods. I think ships should only be able to fit different types of mods and not all ECM or Energy suppression etc… Though specialized ships could fit an extra one to fully take advantage of their bonus.

 

Example:

Dwarf-2 Imperial legion interceptor:
ECM energy consumption decrease 20%
Main Weapon damage increase 10%
Beacon capture speed increase 20%
Critical chance increase 30%
Can fit 1 additional ECM module

 

This would be the same with other ships but would reflect their specialization.

I rather think that the overall disable time of the modules is to high. Ion Beam mk3 has 6.8 seconds no modules; Stasis mk3 has 4.7 seconds snare and no modules. If combined you can get a total disable time of 11.5 seconds. This is more than enough time to get a ship down, while he cant do a thing against it. Inters might be fast enough to get away but all other ships are dead.

 

The problem here is simply the snare from the stasis. 3 seconds max disable would be enough for the mk3. Something like this maybe: mk1 = 2s; mk2 = 2.5s; mk3 = 3s. In excange for that the cooldown time should be lowerd about 10-15%.

I agree gentai, I believe the best solution is 

 

Reduction in All stun abilities to a max of 3 seconds (default 2)

Target jamming needs a counter module (ECCM)

 

Redesign of EMP

 

Now releases a large aoe emp, Damaging shields for 650 EM damage. Damage dealt heals the interceptor.

Instant charge release, 3.5km 45 secon cooldown.