Frigate Rebalance/Inteceptor NERF

  • Module “Nanodrone Cloud”:
    • Energy consumption increased to 30 pts./sec.at T1.
    • Active range reduced by 1km and is now at abot 2-3 km depending on the model.
  • “Mass Shield Generator”:
  • Efficiency reduced by 15%.
  • Energy consumption increased to 30 pts./sec. at T1
  • Active range reduced by 1km and is now at abot 2-3 km depending on the model.

 

  • Modules “Remote Shield Generator” and “Remote Hull Repair”: Active range reduced from 3 km to 2 km.
    • Duration reduced from 4 sec. to 3 sec.

 

Not only increased energy consumption, reduced the range and Made the efficiency lowered? are you kidding me. Frigate’s barely hold their own on 1v1 with a interceptor. get two on you and your good as toast now. Now it’s like i have to fly into the middle of the fight just to get people their healing buff’s, yet frigate’s going to close to a beacon is a very dead give away target. seriously need to rework something here. 

 

 

There seem’s to be no role for the T2 frigate’s now. they just get ate up too fast. and usually team’s do not support the frigate’s. VERY hard to try to play with a frigate when you guys are just nerfing. Honestly i’d rather have my 10% less armor and shields for feds then have some damn nerfs like this… 

 

Patch = bad balancing

 

 

so, because the Engineer is poorly balanced, you suggest to nerf Interceptors… ? 

 

*slow clap *

 

Now try T 3 and come back with experience reports :wink:

Frigate’s barely hold their own on 1v1 with a interceptor. get two on you and your good as toast now.

 

it’s a team game.

There seem’s to be no role for the T2 frigate’s now. they just get ate up too fast. and usually team’s do not support the frigate’s. VERY hard to try to play with a frigate when you guys are just nerfing. Honestly i’d rather have my 10% less armor and shields for feds then have some damn nerfs like this…

This is the fault of individual players and not a flaw of the game.

fair enough. maybe i just need to start finding decent squads. team’s that i join with on solo usually don’t always keep teamwork as their number 1. and tycz i am not saying nerf interceptors because of frigate’s dying so fast. i am saying they need a nerf because they are still very op for t2. even before this patch i have had the same views. Now maybe when we get a better income gain/lower ship prices i will try out t3. as of now the comments i read everybody is saying t3 is unbalanced and to expensive which doesn’t intrigue me to advance at all. Even with a license while playing it’s still a decently long grind for t3. 

 

And if anything increase the energy consumption and decrease healing values i can completely concur with. But at least leave it with the default range that was there. I enjoyed almost having range of buffs that my lasers had. now i mine as well fly a fighter if i have to get that close :stuck_out_tongue:

Probably one of the main reason they dropped the area of healing is because of two things the game consists of “Staying alive and Completing the objective”. There is also hidden objective in the game its called keep the healer alive or the one that everyone know kill the healer. This is what a lot of people don’t seem to know yet because they haven’t or won’t involve themselves in the team play aspect of the game. In the Pug world its much harder to have people play like a team just like any other team game.

/topic moved.

Probably one of the main reason they dropped the area of healing is because of two things the game consists of “Staying alive and Completing the objective”. There is also hidden objective in the game its called keep the healer alive or the one that everyone know kill the healer. This is what a lot of people don’t seem to know yet because they haven’t or won’t involve themselves in the team play aspect of the game. In the Pug world its much harder to have people play like a team just like any other team game.

 

The extent of the range decrease on mass heals is unfair to those who pilot engineers.

 

Engineers are the victims of pilots on the enemy team picking the wrong ships to counter them, not being able to do so, and then coming to the forums to complain about balance. That is not the fault of engineers but the judgment of individual pilots, so why should that be rewarded while the selfless play of Engineers get nerfed repeatedly?

 

As the game is now, it is very punishing to a pilot to fly an engineer, much more so than any other ship class, and even in a full squad it doesn’t guarantee that the Engineer stays alive. Engineers are a focal point of the enemy team, and now it is easier to kill them due to Engineers having to be closer to the frontlines to do anything meaningful at all.

 

It is not fun gameplay for an Engineer.

 

I find myself running away and trying to survive most of the time I fly one. If that is what my meaningful contribution is intended to be to the team, sooner or later I’m just going to stop flying it. I now fly one due to the fact no one ever seems to want to play them and I don’t blame people for that either. Who wants to play a ship that everyone is always trying to dogpile on and kill? Very few are willing to do it game after game.

 

The main defense an engineer had been the ability to hide or stay back behind the front lines to support the team. Now that has been taken away, engineers are forced to go in range of enemy guns to do their job, and only a stupid pilot would continue to shoot a fighter or interceptor when a sitting duck is gift wrapped into their laps.

 

It doesn’t even have to be restored to the prior patch’s limits of 4500m at mk3 for the mass heals. 3600m at Mk3 would be enough to restore some security to the Engineer while being able to effectively support the team and increase the diversity of ship builds and module use.

completely agree with you ELmustacho, 

And honestly if i wanted to be in a 2000m range with fighter’s and interceptors buzzing around i’d fly one of them. The only frigate’s i see useful in some way is the sniping frigs. I used to fly frigates non stop 24/7. my favorite class. and since this patch i haven’t touched them. i’ve actually dropped as much as i did on frigates, on interceptors and fighters now. But i still miss my good old frigate with it’s magical healing powers :frowning:

completely agree with you ELmustacho, 

And honestly if i wanted to be in a 2000m range with fighter’s and interceptors buzzing around i’d fly one of them. The only frigate’s i see useful in some way is the sniping frigs. I used to fly frigates non stop 24/7. my favorite class. and since this patch i haven’t touched them. i’ve actually dropped as much as i did on frigates, on interceptors and fighters now. But i still miss my good old frigate with it’s magical healing powers :frowning:

 

I agree as well: engineers are still an asset to their team, but it’s increasingly harder to help the team. Right now, the number of times I get blown to pieces makes me feel like a liability, as I spend more time staring at the respawn screen than actually contributing. 

 

I’m still flying a frigate at 2k range, but it’s a guard frigate now. My tactics hasn’t changed much: I used to stay close to the frontline/captain/beacon and make sure that I get my aura to cover my allies. Now I’m doing the same with guard modules to protect them and debuff/damage incoming enemies. And I feel that I’m actually doing something as opposed to dying every now and then, or fleeing with my war gate only to crawl back and flee again when my team needs me the most.

Yeah i might have to try using my guard frigate again. i Played engineer frigate with the healing shield and hull buffs. I’d personally just love to see the range increased just a tad. but keep the other variables the same and i’d be fine with it.