Hey look, tharga's miniature, useless nerfs do nothing **ACTUAL SUGGESTIONS HERE, DEVS** also rants.. lol. rants are good. points get made, but they get taken out of proportion.

6 hours ago, Swifter43021 said:

They nerfed tons of things by a lot. Compare the old matter absorber with the new one :

It also gut buffs so now it can outrotate an inti who cares? Its still kills the game there is simply no tactic to counter it

4 hours ago, Swifter43021 said:

To be fair, Positron canon have the exact same damage output as Thar Kth. But peoples never complained about it

*Grab my mauler*

Because Targa is a gunship with dmg boosting modules duh

6 hours ago, Swifter43021 said:

In every single patches. 

They nerfed tons of things by a lot. Compare the old matter absorber with the new one :

 

5 hours ago, ORCA1911 said:

The nerfs were a nice attempt but didn’t quite help,…

I feel, he meant a real nerf not a ‘cosmetic’, ‘pretended’ nerf !! A real nerf that would make Tharga integrate in the old standard and premium ships in regard to powre and abilities.

I think the devs do not get it, that evolution comes with small changes and innovations and adaptions, summ of many small gains can do a lot. Also so even small advantages would make players buy a new ship, porrf: premium ships.

Tharga is a aimed project of its own  …  to start to change the game significantly, and evolve it in a great step, eventually …

14 minutes ago, gheni4 said:

It also gut buffs so now it can outrotate an inti who cares? Its still kills the game there is simply no tactic to counter it

You said “When is Thar ga nerf ?”. So I listed some.

They are trying. But it’s not easy to balance a game, especially a complex mechanic such as blood-magic. Thar ga is OP only because the side regen due to self-damage is too high.

 

21 minutes ago, Gizmomac said:

Mauler can’t fly like an interceptror. Ofc LRF has more DPS because it has more guns. but its a fat slow ship what can’t escape that easy.

So now it is OK if a LRF can one shot an inty by doing 15k damage at 4k5 KM away while being invisible and with 11k projectile speed with 0.2 spread.

But a fighter that can deal 13k damage at 1k3 range with 7deg spread is absurd ?

Inties, fighters, and frigates have the same DPS if you take crit chance into account. Only the range and mobility are different.

 

 

The problem with thar ga isn’t it’s damage. 

It’s the fact that it heals far too fast.

When a thar ga goes from 15% HP to 100% HP while 4 players are focusing it, there must be a problem with regen somewhere.

8 minutes ago, gheni4 said:

It also gut buffs so now it can outrotate an inti who cares? Its still kills the game there is simply no tactic to counter it

Exactly, and comes with an even bigger op in t5.

Our corp lost its t3 6GS sector in SecCon to another corps which managed to use t5 … Thargas,!!

Now, imagine to try to get a t3 sector back against t5 Tharga hackers?? Even t3 op super build Thargas would not help… I don’t see the fun or the challenge …

Its already like Indians (Aboriginals, … you name it)  with stone-spears and bow and arrow against Western gunmen and cannons … its mass-pilotcide

On 6.3.2017 at 4:39 PM, Swifter43021 said:

You said “When is Thar ga nerf ?”. So I listed some.

They are trying. But it’s not easy to balance a game, especially a complex mechanic such as blood-magic. Thar ga is OP only because the side regen due to self-damage is too high…

You know the children’s game rock-paper-scissors (rochambeau) ?

Its beauty lies in the chain of measures that would beat a second but would be beaten by a third , that would be beaten by the second (see graphic from WP ).

I do not get it why they did not introduce the Tharga gunship together with a new Ellydium interceptor and a new Ellydium frigate? In this way op Tharga would have had its capable rivals and the beta-phase could be concentrated…

I guess they wanted to get better, purer data for statistics … but could introduce a max rank limit in case three new ships would mean to many new modules to track statistically, say first phase all 3 new Elly ships can be researched until t2,t3 … to limit the number of statistically relevant factors… I don’t get it. They did it with destroyers, we are adapted to that scheme of release of new stuff already…

 

 

2 hours ago, Swifter43021 said:

You said “When is Thar ga nerf ?”. So I listed some.

Thar ga is OP only because the side regen due to self-damage is too high.

Don’t get me wrong thanks for listing them but I’m talking about the one that will bring some balance to the force not just change  the numbers… 

Thar ga is OP because of numerous reasons apart from regen. Its flash escape that even ECM can’t stop its scary damage that is combined with superior agility (on top of regent) and worst of all we don’t know what we are fighting against because it can be anything

Just fly a Targa yourself and the problem is solved. Perfect balance!

I’ve been playing this game since early open beta and I am now seroiusly loosing my interest in PvP. Every single battle feels the same. The ship diversity in T5 is completely nonexistant. Feels like I am only fighting Thar’Gas lately. ![:(](<fileStore.core_Emoticons>/emoticons/003j.png “:(”)

4 minutes ago, Scar6 said:

I’ve been playing this game since early open beta and I am now seroiusly loosing my interest in PvP. Every single battle feels the same. The ship diversity in T5 is completely nonexistant. Feels like I am only fighting Thar’Gas lately. ![:(](<fileStore.core_Emoticons>/emoticons/003j.png “:(”)

A big part of it is the xeno and Reaper/Pheonix missions. 

Xeno requires to play with some alien guns, and Broker missions to play guards.

 

Results : 40% of the ships are thar ga. 40% are guards. And the 10% remaining are just good for both of them

4 hours ago, Scar6 said:

I’ve been playing this game since early open beta and I am now seroiusly loosing my interest in PvP. Every single battle feels the same. The ship diversity in T5 is completely nonexistant. Feels like I am only fighting Thar’Gas lately. ![:(](<fileStore.core_Emoticons>/emoticons/003j.png “:(”)

Just do what I did and stop playing T5 PvP or just PvP in general till the Thar’Ga situation gets brought under control. T3 PvP still has the odd Thar’Ga present but they’re much more manageable than the r15 counterparts.

Okey, so no teleportation sphere during disables (seems like it was a bug). 

And charging Thar Kth actually REDUCE the damage.  ![:dntknw:](<fileStore.core_Emoticons>/emoticons/dntknw.gif “:dntknw:”)

Still goes like an inty, still insane regen, still insane damage output :confused: The shield regen of that thing can cancel out the damage from interceptors completely :c

3 minutes ago, Scar6 said:

Still goes like an inty, still insane regen, still insane damage output :confused: The shield regen of that thing can cancel out the damage from interceptors completely :c

Pretty much, yeah

 

There’s two modules that should no exist :

Combat shield regeneration

And Combat reconstructor

 

Get healed when taking damaged is an absurd mechanic. The “Shield regen when not doing anything for more then 5 seconds” is fine. But “The more damage you take, the more you’re healed” is stupid as hell.

And when i say the ship may be a bit over the top, thargas start hissing at meh xD

Mm yea after flying it a lot of time it’s not that fun to use, I prefer using a good old jag or a spark

On 06/03/2017 at 5:53 AM, Swifter43021 said:

To be fair, Positron canon have the exact same damage output as Thar Kth. But peoples never complained about it

 

*Grab my mauler*

because at least you’re slow and its hard to build damage and projectile speed/range evenly . meanwhile tharga is just an extra tanky guard frigate with intie speed equipped with positron cannons that have super projectile speed…

On 05/03/2017 at 9:32 PM, JCNB said:

They sound like paper planes being smooshed together, not well built ships. Ppl discussing the destroyers as it is much the same complaint as when they arrived.

I read your suggestions, did u read mine?

Its difficult as an outside observer to simply say ‘this needs fixed’ thats why i wrote my wall, still no proper discussion on balance it descends to nonesense and personal points.

Dont sell yourself short that is a decent wall.

  • Why specifically Jeri and Empire? Does it matter which?
  • 4k a hit from dess… at best, no.This 20k figure you throwing around also is the hallmark of gunships, rare but powerful attacks and consistanly highest dps for the ship size.
  • 8k as standard? To hell with resists and actual balancing, ‘here use this number’. If thats all nerf discussion takes then i’ll have the number 3.
  • I dont recall anyone trying to state otherwise
  • Its ugly, if i wanna use it in another rank i have to push a lot of buttons. Other thargas exist. The grind for it is immense and ppl will call you wallet warrior anyway. I got more but the u only asked for one.

Im not really seeing the good suggestions here.

Reference to being a p2w ship, nope. Other thargas and organised squads exist.

More numbers pulled out of… thin air. 2-3 hits ok wth ill go with it now. 300 dmg guns, wtf, no you lost me again. Tacklers have joke damage output!? Oh hell no. What are you making in that hanger?

Maybe you can start by offering a suggestion as much of this to me reads as “hurr durr”

Another reference to p2w *sigh

Not bad, a suggestion. Though when u insta heal a reconstructor tharga using reboot or emergency barrier you’ll be back wanting another condition. Also some of the numbers you quoted wouldnt make any difference if they were doubled with alien ammo.

 

Look at the upgrade ‘wheel’ or have someone show it to you, therin lies the problem with nerfing this ship. And probably why the haves and have nots will never agree on the correct course of action.

Standardised upgrades per ranks it is being levelled with a drastic reduction to all the additional nodes.

Altering the thark cannon to be a fighters shrapnel cannon rather than its current wierd and powerful mechanic.

Inhib swarm radius reduction.

That’d be a decent start.

I understands some numbers I explains were innacurate. but to be fair for some of these numbers: interceptors don’t do enough damage to keep pressure on a tharga. guard frigates do 500 dmg~ non crit if you dont wanna build it  on full damage potential. and tackler weapons I know I completely was innacurate on their damage output. but when every single player in the game builds a ship that holds a 50% damage resist tacklers have a hard time to actually reach over the 1k mark per hit without sacrificing something crucial.

tharga has no problem dealing hits passing over 2000 per hit.

I tried, for example, using a spark with the most assault railgun-focused build possible. sure I dropped frigates fairly fast and could skirmish other fighters. but that was at the cost of poor projectile speed making me unable to fight interceptors.

tharga? it can deal with everything. I haven’t seen a tharga have poor projectile speed, OR sacrifice mobility for more survivability. nor sacrifice energy for more damage or such. because all stats of the tharga are by default too good, or their health regen fill their flaws too well.

I can’t pull proper numbers as I haven’t played tharga myself. but by experience i’ve seen entire teams unable to keep the tharga under debuffs or under proper dps and most of the time they get out alive or pull 5 kills before going down. in our spawn. the supposedly “suicide” zone for an enemy. yet they can kill them in such zones.

21 minutes ago, Mauroghen said:

because at least you’re slow and its hard to build damage and projectile speed/range evenly . meanwhile tharga is just an extra tanky guard frigate with intie speed equipped with positron cannons that have super projectile speed…

What the hell. You’ve exaggerating A LOT.

Hard to build damage on a frigate, what the hell ? My mauler have 4k5 range 15k crit 11k projectile speed positron.

That decimate anything. Combined with the permanent invisibility (r13 cooldown implant for the win), and the 5km back warp, I fear nothing.

Thar gas die before they even see me. And I warp away whenever I’m spotted. Throwing a cruise missile + tachyoon torpedoe when they are coming at me, which they can’t dodge since they are moving toward the missile, therefore die.

 

And saying that a 20k survavibility (because that’s what thar ga has) is tankier then a 100k survavibility guard is just a joke.

9 minutes ago, Swifter43021 said:

What the hell. You’ve exaggerating A LOT.

Hard to build damage on a frigate, what the hell ? My mauler have 4k5 range 15k crit 11k projectile speed positron.

That decimate anything. Combined with the permanent invisibility (r13 cooldown implant for the win), and the 5km back warp, I fear nothing.

Thar gas die before they even see me. And I warp away whenever I’m spotted. Throwing a cruise missile + tachyoon torpedoe when they are coming at me, which they can’t dodge since they are moving toward the missile, therefore die.

 

And saying that a 20k survavibility (because that’s what thar ga has) is tankier then a 100k survavibility guard is just a joke.

the 20k survivability doesnt account the health regen. and yeah. I’ve been hit by thargas for 12-18k in a single hit (not in survival) which is about the same as positron. but the key problem is that positron’s kinda ok because its EM, not Kinetic. I can counter maulers easely with cloaked covertops or destroyers. but tharga has no true hard counter that I could think of, off the top of my head. (you’d have to make a specialized build on maybe another gunship or tackler)

I didn’t mean “hard to build damage” on the frigate. I meant hard to not sacrifice proper projectile speed or range to get efficient hits that actually hit.