Unfair that Jericho would get such a buff. Plus 10k is still reasonable
I kinda disagree with that, very simple why: as long as the torpedo is flying, the ship is just a seating duck, so, why not make it have an infinite range? Well, kidding on that last part of course, but I think it’s not “unfair” as such. In spite that I play Jericho, I still think it’s a good thing to keep the longer range to keep the pilot busy for a longer time, therefore opening the frig to damage.
Also, is it safe to assume that ANY missile related implant now doesn’t apply to torpedoes anymore?
I kinda disagree with that, very simple why: as long as the torpedo is flying, the ship is just a seating duck, so, why not make it have an infinite range? Well, kidding on that last part of course, but I think it’s not “unfair” as such. In spite that I play Jericho, I still think it’s a good thing to keep the longer range to keep the pilot busy for a longer time, therefore opening the frig to damage.
Also, is it safe to assume that ANY missile related implant now doesn’t apply to torpedoes anymore?
I see your point, but this is my reasoning. In bigger maps, with better players on the front line, 2-3 Jericho frigs can spawn camp the hell out of the other team, and be safe.
Also, I assume no missile implants work on those guided missiles, but that is just my guess. I agree if 1 skill doesn’t work, none should.
This was a needed change. Having an implant affect one and only one special ability isn’t very practical. You can argue that all missiles benefit from this implant, but I have yet to hit anything with a homing missile fired at maximum range. As for dumbfires, I don’t think anyone has ever hit anything (ever ever ever) with those from maximum range +75%. Even asteroids will ponderously wobble away before impact.
Given this change, perhaps it is time to also change the Jericho implant? Missile speed, area of effect, chance of not depleting the stock, shield regen on hit (for the aggressor), 1-3 seconds of weapon lockout, bypassing percentage of resist? Any of those would be more useful, and more impactful on gamestyle than the current version.
The implants at this rank feel like they were all designed around adjusting the way guided torpedoes work. More range on your torpedo, more maneuverability on your torpedo, or more damage on it.
For regular missiles:
Range - The increase in range is completely useless, you can’t use them at such long ranges because of the debris on the field
Maneuverability - It’s so-so. There aren’t very many times where I can go “Yeah, that missile definitely only hit because of this ability” 90% of the time you’re firing the missile on a nearly straight trajectory
Damage - About the most useful, but a 10% increase isn’t very significant when you only get maybe 5 shots for the entire round.
I very very much enjoyed using the 40% increase in speed and maneuverability on my guided missiles, they feel horribly nerfed without that. Couldn’t care less about the range, only ace pilots like the kind sitting at spawn every match ever put it to use. Most combat I was ever engaged in was within 6km’s, and the damage over time of the guided missile is so low that you could never actually kill an enemy ship across the map unless they were running without any reps at all, or were engaged in another fight and someone else was doing the hard work.
I don’t know/care what you change the implants at this rank to, but basically absolutely anything is better than what it is now that they don’t influence the guided missile.