How long before somebody says Coil Mortar is OP ?

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.

I have the exact opposite, I usually like a patch until I try it :| 

 

OnTopic: I haven’t played enough yet(~Burnout reached~), but did 1 battle with them in T3 PVP and felt they were atleast worth my time now, they didn’t feel OP but were far more effective than before.

Locking up was less of a problem as well due to it switching way faster between turrets instead of locking up on 1 turret and then not firing for 10 seconds.

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.

 

So even with 220 kinetic resist they blew your face? how did you have 220 resist in the first place? I know 100 is from the phase shield but the other 120?

So even with 220 kinetic resist they blew your face? how did you have 220 resist in the first place? I know 100 is from the phase shield but the other 120?

Base resist (70, iirc) + Phase Shield + Command buff.

I don’t see the problem with that though ory… 3 v 1 sounds like odds you should lose under.

I don’t see the problem with that though ory… 3 v 1 sounds like odds you should lose under.

 

^^^^ This because they were LRF with six turrets each = GTFO of there.

I don’t see the problem with that though ory… 3 v 1 sounds like odds you should lose under.

^^^^ This because they were LRF with six turrets each = GTFO of there.

 

Yeah… those are odds no ships should be able to survive, no matter how high their resists. I hope you at least screamed “BANZAI!” before you committed.

 

Speaking of which, you’ve just made me want to experiment to see if I can make a frigate into a dedicated and effective battering ram.

So thus far, Guards can expect the following:

 

  1. If flying against another frigate, switch to Thermal or Kenetic defense. (50/50 between Lasers/Coil Mortar)

  2. If flying against a fighter, switch to Thermal or Kenetic defense. (40/40 between Ion Emitter/Railguns; 20% chance of Singularity Cannon)

  3. If flying against an interceptor, switch to Thermal. (99% chance of Plasma Sword, Lasers, Mines)

 

So basically, in terms of ballance Frigates need buff to their Plasma weapon, Fighters are pretty good for now, and Interceptors need quite a bit of help in the Kenetic and Plasma department.

 

Right now, the best defense is thermal defense, because 75% of preferred weapons fall into that category.

I have the exact opposite, I usually like a patch until I try it :| 

 

OnTopic: I haven’t played enough yet(~Burnout reached~), but did 1 battle with them in T3 PVP and felt they were atleast worth my time now, they didn’t feel OP but were far more effective than before.

Locking up was less of a problem as well due to it switching way faster between turrets instead of locking up on 1 turret and then not firing for 10 seconds.

And what’s why I’m shocked people are so happy about patch notes and then rage, like they haven’t learned.  Module upgrades were a good idea, but I knew better than to praise because the prices would be huge.

 

Also, it’s nine seconds, which is still a long time in this game.  You just have to get really good at avoiding the cooldown phase with some weapons.

 

I don’t see the problem with that though ory… 3 v 1 sounds like odds you should lose under.

Yeah, in any circumstance 3v1 means GTFO and beg to not die.  A Jericho guard vs three Fed interceptors will die against decent opponents.

 

So thus far, Guards can expect the following:

 

  1. If flying against another frigate, switch to Thermal or Kenetic defense. (50/50 between Lasers/Coil Mortar)

  2. If flying against a fighter, switch to Thermal or Kenetic defense. (40/40 between Ion Emitter/Railguns; 20% chance of Singularity Cannon)

  3. If flying against an interceptor, switch to Thermal. (99% chance of Plasma Sword, Lasers, Mines)

 

So basically, in terms of ballance Frigates need buff to their Plasma weapon, Fighters are pretty good for now, and Interceptors need quite a bit of help in the Kenetic and Plasma department.

 

Right now, the best defense is thermal defense, because 75% of preferred weapons fall into that category.

Use the side combat scroll, and the color will tell you what damage type you’re being hit by.  Use that to decide phase shield.  Thermal’s best for all ships because most explosions and then drone strikes, pulsars, plasma arcs, etc are thermal.

Use the side combat scroll, and the color will tell you what damage type you’re being hit by.  Use that to decide phase shield.  Thermal’s best for all ships because most explosions and then drone strikes, pulsars, plasma arcs, etc are thermal.

 

Not really necessary anymore. Since they removed ammunition that can change damage type, you can easily identify what damage type you are being hit by just from the color of the weapon’s projectiles.

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.

We now know what it takes to defeat the God! Three LFRs going all out with coil mortars! That’s 18 barrels!

 

:lol:

I don’t see the problem with that though ory… 3 v 1 sounds like odds you should lose under.

 

 

^^^^ This because they were LRF with six turrets each = GTFO of there.

I also had a Bubble Gunship and a… Recon, I think right next to me, at the time. And an Engineer hidden behind the rock above me, healing me. The Gunship died almost instantly, he only fired off a couple rounds, at best, and the Recon, the shmuck, dove right into the minefields.

 

Yes, 3v1 is the normal way of killing stuff in this game, but the speed at which my shields dropped… Not even Bubble Gunships could do that, even if they turned on everything at once.

 

Is it OP because I got ganged on? Of course not, I got ganged on. But at 220 Kin resists, my shields just vanished into thin air. That’s 35k buffer. Gone.

beyond 150 it really makes hardly a difference… And I think that 3 singularity gunships would have killed you just as fast. Or 3 ion emitter gunships…

beyond 150 it really makes hardly a difference… And I think that 3 singularity gunships would have killed you just as fast. Or 3 ion emitter gunships…

I’ve been under the effect of 3 bubble gunships, before. It was barely survivable, but not as bad as this.

   Well at the moment … using the coil mortar and mines on LRF… the odds have risen considerably to where at least there’s a fighting chance during a direct one on one attack…

 

  You will still face on occasion that “experienced” pilot that knows exact timing of firing\range to fire\angle of attack… and you become one of those “gone in 60secs or less”. 

   Well at the moment … using the coil mortar and mines on LRF… the odds have risen considerably to where at least there’s a fighting chance during a direct one on one attack…

 

  You will still face on occasion that “experienced” pilot that knows exact timing of firing\range to fire\angle of attack… and you become one of those “gone in 60secs or less”. 

Have you tried EM torpedoes yet? I’ve leveled LFR line R7>R11 on those, and I’ve never had any problems with solo attackers. They melt.

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.

 

After change of mechanics damage output while firing back was already reduced. The amount of output damage remained almost the same. Should it prove to be OP, we will balance it out. 

 

The only problem I find is the Guard’s speed inhibitor, who makes coil mortar stupidly easy to abuse.

 

The situation with this module and guard ships is under our constant monitoring. There will most probably be a change this week. 

The situation with this module and guard ships is under our constant monitoring. There will most probably be a change this week. 

My only question is why was it even changed in the first place? Coil Mortars were just fine before this, save for the constant jamming.

My only question is why was it even changed in the first place? Coil Mortars were just fine before this, save for the constant jamming.

Most likely same reason why speeds on everything have been nerfed, frigates have been buffed, and aim assist was brought back. To nerf skill and allow unskilled players fight skilled players on as even terms as possible. Coil mortar was one of the most difficult weapons in game to use. It was also one of the most powerful.

 

Now it’s easy to use and still one of the more powerful, but since it’s a frigate weapon it maches the suggested goal of nerfing skill while buffing unskilled play.

"The only problem I find is the Guard’s speed inhibitor, who makes coil mortar stupidly easy to abuse."

 

What is considered abuse of the Coil Mortar ?    You still have to aim and hit that small little round circle.

 

The Coil motar has always been the weapon of choice on my frigates specially in the role of protecting the Capt. 

 

Unfortuantly up until now it was a HOPE and PRAY weapon.  Hope the it fires… and Pray that it doesn’t jam at the wrong time…  

 

So there were only a few ppl that stood fast and kept it… (like that love hate relationship or the date with that HOT chick you knew was WRONG) but you could not leave it alone.   

 

now that it is working better… your going to have more people using it… which means it may be a little bit harder now for some folks to find that EASY Prey they were use too.

"The only problem I find is the Guard’s speed inhibitor, who makes coil mortar stupidly easy to abuse."

 

What is considered abuse of the Coil Mortar ?    You still have to aim and hit that small little round circle.

 

The Coil motar has always been the weapon of choice on my frigates specially in the role of protecting the Capt. 

 

Unfortuantly up until now it was a HOPE and PRAY weapon.  Hope the it fires… and Pray that it doesn’t jam at the wrong time…  

 

So there were only a few ppl that stood fast and kept it… (like that love hate relationship or the date with that HOT chick you knew was WRONG) but you could not leave it alone.   

 

now that it is working better… your going to have more people using it… which means it may be a little bit harder now for some folks to find that EASY Prey they were use too.

Considering you can’t use your AB to strafe properly and the Coil Mortar has proximity detectors on its projectiles, it’s REALLY easy to abuse it because other ships don’t have a chance to avoid them, they just eat round after round of it.

 

CM, before these changes was already extremely easy to use. We really don’t need this game being dumbed down any further than it already is and these changes turned the CM into a no-brainer weapon.