Well there seems to have been a major step towards progress\correction on something that has been a pain in the rear… when using the Coil Mortar… jams and quick overheat…
It working great…!!! unfortunately I was on the receiving end… as I getting hit… at first thought it was the octopus missile …but when I counted passed 5 hits… i said what the blank…
as I looked at my death log… saw it was the Coil mortar… I said wow !
Sure enough the first chance as I brought out my Guard equip with it … aimed it at a oncoming ship pressed fire… and fire and fire and fire… whoa… you can actually fire and hit a fast moving interceptor
Big thumbs up !
I suspect it wont be long before there is a complaint that the coil mortar is OP!
I don’t know, it used to suck (due to the jamming and the slow movement of the turrets). Now that it’s rate of fire is better, but only that, it still overheats quickly.
They have drastically reduced the learning curve for using the Coil mortar. Before, you could knock interceptors out of the sky with one or two shots. I spoke to someone (he only flies frigates) who used Coil Mortar all the time before the patch. Now he hates it and has been experimenting with Positron Cannons instead.
The new Coil Mortar allows new users to spread their damage out more evenly, as well as have better control over the weapon’s heating characteristics. I personally love the Coil Mortar now, but I find it is still limited by its short range. That’s the drawback to using it, but that was always the drawback so it’s not a big deal.
I dig it. I got into an all frigate war last night and everybody had guards with Coil Mortars equipped. We didn’t manage to damage each other very much, but the spectacle was amazing. It was akin to being in an airship while a fireworks show blazes all around you.
I actually like Coil Mortar better now. Not only did the old version jam, its damage per shot values were high enough that even an Imperial Engineer using it at close/point-blank range risked blowing himself up as much as he was likely to destroy the enemy, especially with a crit build. The damage reduction is very much a welcome change for me, in that sense.
When I saw a bunch of frigs with the new Coil Mortars gang up on one ship, it was quite the spectacle.
Coil mortar was OP in good hands for a while now. It’s just that it was balanced out by a steep learning curve and high minimum skill. You effectively needed to know the order in which barrels fire and adjust your targeting not to jam it.
Now that is fires much faster, skill ceiling collapsed and everyone can use it, while it remained just as powerful. Devs will probably have to weaken it unless they want it to become the “correct” weapon for all frigates.
It depends on the ship class and how one plays it.
To me, the Coil Mortar is the best weapon for Guard Frigates because they are supposed to be on the front lines slugging it out. I don’t see it as being overpowered. A pilot using proper tactics should never get close to a Guard Frigate unless it is about to be destroyed anyway. Getting within its kill zone is only your fault. The way the Coil Mortar works now, there is more margin for error on both sides. If you suddenly find yourself under attack from a Coil Mortar wielding Guard, you should evade like crazy and try to escape. Then you can come back later with your buddies and show him what you really think of him.
As a Guard, you can bring a weapon that is capable of hitting at long range. What’s the point of that, though? If a Guard Frigate wants to hang back and snipe, I believe it is doing its team a disservice as it is not putting itself in position to utilize all of its most effective modules (i.e Pulsar, Signature Masking, Mass Propulsion Inhibitor). If the Coil Mortar gets nerfed, I’m going to resort to Beam Cannons instead. They would be more flexible and dish out DPS over a greater physical area, but probably wouldn’t enhance the Guard’s close range area denial role.
As for Engineer, I always take the Positron Cannon outfitted with a booster circuit to increase projectile speed and ensure more hits. It works well at medium to long range, but is terrible at short distances. Again, that is how the ship class is supposed to be played. IMO Engineers should stay back and increase the longevity of their teams’ ships without putting themselves in harm’s way. If an Engineer has a death wish, all he has to do is get close to the other team and they will focus fire him to death in no time.
On my Long Range, It’s Beam Cannon all day every day. The flat reflector coupled with a horizon module to increase overall range is outstanding for long range harassment. That’s just how I play the class.
TL;DR: The Coil Mortar is more balanced now than it was before. The learning curve has dropped in order to use it as well as to defend against it. If it gets nerfed at this point, I’m going to be disappointed.
I’m leaning towards OP, it’ll get nerfed, but when it was changed the DPS was boosted as well. Increasing DPS and ROF at the same time can easily make a weapon OP. All we wanted before was no jamming.
I’m leaning towards OP, it’ll get nerfed, but when it was changed the DPS was boosted as well. Increasing DPS and ROF at the same time can easily make a weapon OP. All we wanted before was no jamming.
right now i love to be enginieer because coil morta is realy fun, its not OP on Engi,
but on guard with slowfield its maybe abit op because its hard to miss when enemy cant boost :facepalm:
just decrease slowfield by another 15% then its fine at all:)
I heard a rumor that Mass Propulsion Inhibitor is going to change from a constantly active module to a module that has a duration and a cooldown. This would allow the Guard to keep its effectiveness, but not prolong it. I think it would be a good change, if in fact that is what happens.
**EDIT** I just noticed that i should have quoted residente as well. Whoops. Unfortunately I have exhausted my quota of positive votes for the day. In other news TIL: that positive vote quota is a thing.
I heard a rumor that Mass Propulsion Inhibitor is going to change from a constantly active module to a module that has a duration and a cooldown. This would allow the Guard to keep its effectiveness, but not prolong it. I think it would be a good change, if in fact that is what happens.
Antibus said this in the patch discussion thread somewhere.
Antibus said this in the patch discussion thread somewhere.
So that’s why I missed it. I drop in to those things from time to time, but I rarely have time to sift through 10 pages of anti-developer rants. Some of the people in those things don’t even play the patch before they trash it.
not yet, but guards and engies were able to make mortars rain, i don’t wanna se it but with lrfs
I had a Guard when I faced 3 LRFs head on. Usually, they’re easy to beat. Usually, they’d die even if they had Torpedoes. They did not die. 220 Kin resist. That did precisely jack xxxx as Mortars just exploded all around me.