How long before somebody says Coil Mortar is OP ?

Does Coil Mortar in 1v1 really make more damage than e.g. lasers? IMO the only gain is the splash damage, if enemies are way too close to each other (rare).

 

CM in my opinion needed a boost. Not sure if it was boosted too much, but I still fear more lasers than Coil Mortar when I am in the receiving end.

Does Coil Mortar in 1v1 really make more damage than e.g. lasers? IMO the only gain is the splash damage, if enemies are way too close to each other (rare).

 

CM in my opinion needed a boost. Not sure if it was boosted too much, but I still fear more lasers than Coil Mortar when I am in the receiving end.

It has:

  1. Highest DPS of all frigate weapons before overheat and can fire for a long time before overheat.

  2. Lowest aiming requirements of all frigate weapons after last buff, except lasers at long range, due to proximity fuse.

  3. Does kinetic damage (everyone was/is stacking either EM resist against singularity or thermal against guided torps and lasers)

  4. Can hit multiple targets with every shot.

 

It used to be OP in good pilots’ hands and underpowered in average hands due to high skill ceiling. Now it’s just plain OP in everyone’s hands, displacing the old favorite of skilled players, positron cannon.

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.

 

You’re telling me it doesn’t take an ounce of skill to fly the one class of ship that is the easiest recognizable threat on the battlefield, that gets multiple lock-ons the moment it breaks cover, is seen as an “easy kill” by 99% of interceptor and bubble-gun fighter pilots, has the largest silhouette and hitbox for snipers to aim for, and has the agility of a drunk armadillo to boot? And incidentally, the only class that actually has healers (which are probably the favorite target of Covert Ops)?

 

Mate, you clearly haven’t flown very many frigates other than LRF. And those were probably at the very far edge of the hot zone. It does take skill, just a different kind than what you consider valuable. Instead of reflexes, one has to know how much damage they can afford to take before they reach the point of no-return. One has to know the exact capabilities of their ships acceleration, rotation, and strafe if they even hope to shake a fighter that has grabbed their tail. You have to continually keep an eye on enemy movements to make sure you aren’t ambushed by Covert Ops/Recon/Gunship/Tackler frig-hunters. You are forced to use cover to hide from the three or four LRFs that are tracking your movements. You have to know, in a worst case scenario, how to beat the odds by doing something crazy and possibly suicidal.

 

Are there pure damage tank builds? Yes. Can anyone fly one of those decently well? Eh, maybe. But take one of those out into the middle of a firefight? It’ll be toast from focus fire within seconds.

 

Don’t be so quick to call the guys healing your butt from behind a rock “unskilled” when they are easily the most vulnerable unit on the battlefield if caught alone or out in the open.

It has:

  1. Highest DPS of all frigate weapons before overheat and can fire for a long time before overheat.

  2. Lowest aiming requirements of all frigate weapons after last buff, except lasers at long range, due to proximity fuse.

  3. Does kinetic damage (everyone was/is stacking either EM resist against singularity or thermal against guided torps and lasers)

  4. Can hit multiple targets with every shot.

 

It used to be OP in good pilots’ hands and underpowered in average hands due to high skill ceiling. Now it’s just plain OP in everyone’s hands, displacing the old favorite of skilled players, positron cannon.

 

Checked also, yep, it definitely seems so as you say DPS vice.

 

I agree with the topic title, Coil Mortar is a bit OP. I still wouldn’t rule the change they made to CM totally stupid though; tuning needed. I think it is good for the game that there are more “easy” weapons than just lasers, also forcing people to rethink resistances. (Too much thermal damage around, still).

 

I also think that even in skilled hands (which I do not claim myself to be), previous CM was still highly situational, and those same skilled hands could have gotten more value from skilled use of different weapon. And player likely had to compromise too much other ship stats to boost the damage / projectile speed / spread / other, while other weapon choices would have given room for making ship tankier as not that many modules to boost the weapon would have been automatically required.

it doesnt have the highest dps though, heavy blaster has higher dps, and it think positron may have higher as well, or at least very similar values. 

 

In t2 they are very easy to dodge due to slow projectile velocity and weapon spread, even with the proximity fuse.  I am told that changes in T3 though with ammo/modules/implants to increase velocity.   I am almost there, I am finishing synergizing up some T2 stuff for fleet strength, which of course means i spend a lot of time fighting t3 ships in my t2 ones.

 

kenetic damage is a major boon though, in my experence fighters tend to prefer bubbles or ion (though there is a decent amount that run railguns they are not a majority), and interceptors rarely use their shotgun, pretty much every damage dealing module does thermal, so the only real kenetic damage you tend to take is from missiles, and only a few types of missiles at that, which means its almost always wiser to stack thermal or EM resitance.  kenetic is just under defended against in my experence. 

 

its the main reason i use the mortar on my guards and LRFs, pulsar, mines, cruise missiles, disintigrator/guided torp all do thermal damage, so by keeping my main weapon kenetic or EM I ensure a varity of damage types and make it so enemy guards cant use their phase sheild against all my damage.  I still run blasters on my engy though, i find they work very well at the ranges i try to stay at with the engy.

Mortar is honestly meh imho, positron and heavy blaster far outmatch it in generalist and anti frigate respectively

Charged positron pops inties nicely from distance, even HB. But you are doomed on short range, thats where coil and beam shines.

Depends on the pilot, i can hit with positrons against ceptors at point blank

I have been doing some testing with Level 6 (T2) Frigates and Level 9 (T3) Frigates  switching between HB, Beam, Positrons and HB.  

 

Long Distance …   in T3 with modules and implants you can get Beam to reach out over 11K  -   I have been told that after about 8K you have a termendous drop off in DPS so may be wasted effort.  

                               in T3 with Modules and implants you can get HB to reach over 9K.    Works great on targets not moving alot.

                               in T3 with Modules and implants you can get Positrons to reach over 9K and get there rather quickly with the right modules (accleration coil module and 30% plasma speed implant)

                               makes it quite potent.  

 

 

HB doesn’t work well on targets that have quick and irregular moves.   The closer the target gets and the larger degree in movement you have to take … your aiming circle takes longer to sync.  10 + Degrees your sunk.  

 

Coil Mortar works great in medium and short distance against fast moving targets but you do have to anticipate.    It also becomes more potent with the right combination of modules (accleration coil module and rail speed implant) as well

 

 

Not sure why but if you use the Beam and even slightly hit the target and get an assist where as with any of the others it seems to take a bit more effort.  

 

 

T2 with its lack of slots … there is not much that can be done…but to use whatever the individual may feel like is comfortable to them in a situation…  

 

 

 

I came away from all the testing wth mixed results with the HB… at times I would be just killing things right and left…   other times wish i was using something else…

 

Anyway … all said and done…  For ME  Coil Mortars is one I will rely on… with Positrons a close second.

must be because i cant hit the broadside of a barn with coil mortars on a good day. im just different i guess

Ill keep using Positrons no matter how strong mortar is. Charging weapons are just awesome.

Ill keep using Positrons no matter how strong mortar is. Charging weapons are just awesome.

CM excels in LRFs. But considering how LRFs are, once again, useless, CM are essentially worthless. They are, however, good in Frigballs. You just create an area denial to anything coming at you.

For the moment, in T2, I find only Coil mortars and beam being reliable for both killing and Area suppression.

 

Positron, I don’t feel good with it, but I’ll try with accelerated coil module to see (looted a purple kit, so why not)

 

HB - I’d only use it on FED frigates due to their superior turn / spin speeds, to help barrels keep aligned with the ship…

 

Maybe T3 will change my mind (300K left before getting Alligator MK3 :)wt ) 

Hb is on my anaconda m