I have been progressing through the Jericho guard frigate line, and noticed something tonight while playing–while having all of the Jericho-based implants up to rank 9, they seem to not be counted in the resists to my ships. between using a Mark 2 EM-diffuser and the +20, and then the +10 implants I should move from a -30 base to a total of +49.6, but I am sitting at +9.6, I’ve made absolutely sure that my correct crew is assigned to the ship, to remove chance of human negligence… and I’m lost. Is this a common or well-known bug, is this visual only (still getting correct resists even if not showing), or something that’s new?
If anyone else has this issue, or has had it and fixed it, please let me know, so that either I know I’m not alone in this, or so that I may learn how to fix it if it can be fixed clientside. I’ve attached some images, to show what I’m dealing with, using the Crusader frigate as an example.
That’s not the problem Error. OP just doesn’t know that Guard Frigates have lower base shield resistances than the rest of the ships.
Nonono, I’m well aware of the difference in base resists, actually. I did not, however, know that implant bonuses only apply to ships of the same rank or higher.
I’ve had some lengthy discussions with my corp mates about how Guard frigs have lower resists. On one hand, it makes little sense, or at least seems counter intuitive since the entire purpose of a Guard frig is to enter the field and yell I AM BRICK, WATCH ME SIT while pulsar’ing strike craft and laser pointing guided torpedoes. But on the other hand, it makes perfect sense for balance. I mean, could you imagine how ludicrously broken a ship would be if it had the modules of a Guard, round-the-board positive resists (+10 or more), and the brick-wrapped-in-armor-layered in cement-coated-with-chobham-plates hp?
Implants only count for ships of the same rank or higher.
If that is the case, wouldn’t I still have a higher EM resist, from the Neurocontroller SR Mark 2 (rank 3 implant)? That gives 30 of the 40 resists I’m missing.
I have been progressing through the Jericho guard frigate line, and noticed something tonight while playing–while having all of the Jericho-based implants up to rank 9, they seem to not be counted in the resists to my ships. between using a Mark 2 EM-diffuser and the +20, and then the +10 implants I should move from a -30 base to a total of +49.6, but I am sitting at +9.6, I’ve made absolutely sure that my correct crew is assigned to the ship, to remove chance of human negligence… and I’m lost. Is this a common or well-known bug, is this visual only (still getting correct resists even if not showing), or something that’s new?
If anyone else has this issue, or has had it and fixed it, please let me know, so that either I know I’m not alone in this, or so that I may learn how to fix it if it can be fixed clientside. I’ve attached some images, to show what I’m dealing with, using the Crusader frigate as an example.
-60 (guard base EM shield resist) + 30 (J3 implant resist) + 39.6 (green EM diffuser resist) = 9.6
Nonono, I’m well aware of the difference in base resists, actually. I did not, however, know that implant bonuses only apply to ships of the same rank or higher.
I’ve had some lengthy discussions with my corp mates about how Guard frigs have lower resists. On one hand, it makes little sense, or at least seems counter intuitive since the entire purpose of a Guard frig is to enter the field and yell I AM BRICK, WATCH ME SIT while pulsar’ing strike craft and laser pointing guided torpedoes. But on the other hand, it makes perfect sense for balance. I mean, could you imagine how ludicrously broken a ship would be if it had the modules of a Guard, round-the-board positive resists (+10 or more), and the brick-wrapped-in-armor-layered in cement-coated-with-chobham-plates hp?
belive us we do know, because that is exactly how it use to be
-60 (guard base EM shield resist) + 30 (J3 implant resist) + 39.6 (green EM diffuser resist) = 9.6
I’m failing to see any discrepancy.
Aaaaah, okay. I hadn’t started guards till after I had the implants so I never saw that the base is -60, I assumed it was -30. That clears it up for me. Thanks!
Aaaaah, okay. I hadn’t started guards till after I had the implants so I never saw that the base is -60, I assumed it was -30. That clears it up for me. Thanks!
's what Residente meant by “lower base shield resistances”
And a tip on the build – I’d change the kinetic resist module for another EM resist module. That way, you’ll have nearly equal resistances across the board, making it easier to use phase shield without leaving a gaping hole in your resistances.
You can also do some really interesting adaptive builds with Crusader and Crus S, but that’s neither here nor there.
Or there’s always the nice 2 thermal 1 kinetic build. Then you just leave your phase shield on EM and you have really nice tank for all 3 damage types.
Or there’s always the nice 2 thermal 1 kinetic build. Then you just leave your phase shield on EM and you have really nice tank for all 3 damage types.
Ah, but then if you’re taking fire from heavy blasters and/or coil mortars…
… You don’t get bonus resists from phase shield, and thus take ~30% more damage than you would otherwise, or…
… You do get bonus resists from phase shield, but you get shot by a charged positron sniper for 10k crits.
Not that it isn’t a valid build. It is, it’s just very vulnerable at times. Personal taste, let’s call it.
Thank you all for the advice and assistance on this issue. I think I’ve got a clear grasp of what to do now, and I appreciate all the help. I think I’ll try that dual EM/1therm resist build, and minmax a little more. I’m gearing for the Crus S, then after maxing that synergy and getting Mk4 items I’ll likely be shifting to command fighters, LRF’s, and interceptors on the Jericho side. I LIKE the tier 5 ships but I’m absolutely certain after seeing how I failed to gather that GF’s get a base -60, that I would be walked all over by the far-more experienced players in Tier 4 and 5.
As a fresh topic… Coil Mortars vs Heavy Blasters. Discuss?
Thank you all for the advice and assistance on this issue. I think I’ve got a clear grasp of what to do now, and I appreciate all the help. I think I’ll try that dual EM/1therm resist build, and minmax a little more. I’m gearing for the Crus S, then after maxing that synergy and getting Mk4 items I’ll likely be shifting to command fighters, LRF’s, and interceptors on the Jericho side. I LIKE the tier 5 ships but I’m absolutely certain after seeing how I failed to gather that GF’s get a base -60, that I would be walked all over by the far-more experienced players in Tier 4 and 5.
As a fresh topic… Coil Mortars vs Heavy Blasters. Discuss?
This is a bug report thread, so discussion doesn’t really belong.
This is a bug report thread, so discussion doesn’t really belong.
#heavyblaster
I would like to report a bug in which people need to discuss the merits and flaws of Coil Mortars vs Heavy Blasters. The bug is that I can’t decide which to use for my Crus S, but have usually used Coil Mortars.