Humble request to Developers

Hi All and thank you for reading this,

 

I’m a frigate pilot, first because my lag issues are so bad that an interceptor is out of discussion for me, and second because I like playing team support rather than becoming a fighter ace :slight_smile:

 

That being said, after playing this game several hours every day, I need to point out some things I consider unbalancing for the game.

 

  1. Singularity Cannons: This weapon has no way to counter it and its DPS is so strong that (i.e.) an Anaconda M, syngularity lvl 8 can only stand 5 shots before exploding. That is even before the Singularity Cannon reaches  overheating… Some ppl say this weapon has a so slow fire rate and projectile speed that balls can be dodged to stay alive… Unfortunately that’s not true as projectile size is too big and projectile speed is (added to attacker ship’s higher speed and maneuvrability) fast enough for any frigate maneuvrability and speed to dodge them. Furthermore, as the weapon is so strong it has became very popular and close support of teammates is nearly impossible.

 

Suggestion: Make projectile size much smaller and make it loose DPS as it travels before vanishing, or nerf the DPS to the half, so that it takes longer than 5 shots to take out a 46k survivality ship. Make static barriers work also for this weapon as it now passes through making that module nearly useless and/or give frigates the ability to carry a module that mitigates this weapon damage.

 

  1. Limit ship role types for every match so there are no abuse of strong abilities as ECM, LR Snipers, LR Torpedo launchers or frigate balls. This will encourage teamplay and bring balance to an already very unbalanced by +3/-3 matchmaking game.

 

Suggestion: allow player to choose ship type on battle load screen so all roles can be fullfilled regardless ship type each player has in his hangar.

 

  1. Fix matchmaking so that fights are within same tier only. We already have different levels within each tier and that has a strong effect on match outcome, go figure when you are flying T2 and get thrown vs mid/high level T4 ships. It’s so frustrating as it takes effort (and money) to grind synergy loyalty and credits to feel you have a decent ship, only to be wiped out in seconds by higher tier

ships. 

 

Suggestion: Make matchmaking +1/-1 lvl.

 

Thank you very much for your attention and sorry for my english.

 

M.

  1. Singularity Cannons: This weapon has no way to counter it and its DPS is so strong that (i.e.) an Anaconda M, syngularity lvl 8 can only stand 5 shots before exploding. That is even before the Singularity Cannon reaches  overheating…

Oh please, why do these posts always need to be so overboard?

Here’s my 3/9 Anaconda-M, Mk.I mods except for the hulls strength ones, which are blue:

rmfGNuI.jpg

And here’s my experimental Singularity Cannon:

a4MvxSX.jpg

So, since actual damage = nominal damage / (1 + damage resistance value/100), the best possible T3 singularity does per shot

shield damage = 2489 / 1.62 = 1,536

hull damage = 2489 / 1.7 = 1,464

So, to get through the shields you need 14,060 / 1,536 = 9.15 shots

For the hull you need 22,400 / 1,464 = 15.3 shots.

For a total of 25 shots needed to kill my half Mk.I 3/9 Anaconda-M with a purple singularity. That’s even ignoring shield recharge as well as heals received and of course I will have, for some reason, my phase shield set to something else than EM damage.

Even adding any possible ship bonus, Valkyrie bonus, ammo bonus and implants you will find nothing to increase the dps by 500% to get to your 5 shots (which do overheat a non heat-bonused fighter btw).

Now take a maxed out Anaconda-M with EM phase shield and consider that a purple singularity is somewhat rare and the time to kill goes up further, then add the incoming heals from a T3 engineer and it goes up even more. In other words, if you’re dying in 5 shots you’re probably trying to fly backwards by holding down the backspace key… :stuck_out_tongue:

 if you’re dying in 5 shots you’re probably trying to fly backwards by holding down the backspace key.

lolwtf hahhahaha

For a total of 25 shots needed to kill my half Mk.I 3/9 Anaconda-M with a purple singularity. That’s even ignoring shield recharge as well as heals received.

Your grasp on this weapon’s function is precisely zero. My Crus-S with roughly 160-200 EM resists (including Command resists) and it takes precisely 5-8 shots to drain its shields from that weapon. I get a facefull of 6-8k shots all the time.

I honestly have no idea how you guys are doing that though. Even my interceptors survive several shots, at least the hull tanked ones…

I honestly have no idea how you guys are doing that though. Even my interceptors survive several shots…

My speed driven paper thin Eagle-B can still take four before dieing.

Ya, singus aren’t that OP, just people standing in their way make them OP. If such troll balls head your way - GTFO. If you think hiding behind the beacon or the barrier you just spit out will save you because you ‘maybe’ have some allies around or the shooters will give up you’re dead wrong. Find an asteroid, go for cover, call for help. Or if you’re skilled take the shooter down yourself. I literally see 90% of the frigates being hit by them at beacons or in barrier turtles or anywhere else just sit there and say their final prayers like that’s gonna save them. MOVE for cover and ping the shooter if you don’t know how to shoot back.

Am i really the only guy thinking dodging them is easy or something or what’s wrong with these people?

Dodge beachballs? that’s insane impossible bro.

Dodge them? In Frigates?.. You are a terrible, terrible man.

Haven’t flown a frigate in a while but if i were there i definitely wouldn’t sit there to receive them. I’d bug off or fire back at least. Most people take cover behind the beacon or a barrier.

 

PS: that’s what i don’t understand, why don’t people react in any sort of way when being hit by them? Just sitting there and then complaining on the forums is not the way to go.

Most people take cover behind the beacon or a barrier.

Remember, they go through those.

Remember, they go through those.

I know that well enough and shoot people hiding behind every time. Very easy quad kills. Shot a single ball once in T2 and got insta triple kill.

The ‘prey’ doesn’t know apparently. Even if it takes them 10+ shots to die they simply won’t budge somewhere else to safety. They just sit there not letting go of the beacon: ‘this is MY beacon!’ - ‘pewpew, you’re dead, now hand it over’.

It’s funny anyway to rack up kills in that manner.

I suggest coil mortars. Someone mentioned on the patch discussion that a guard with coil mortars can demolish a gunship with beachballs.

Played my last session using Singularity as much as possible. I fail to kill as easy / many as people claim they are able to do. Gonna do more - but honestly - being a strictly anti-frigate weapon with the occasional accidental inty killer - I’d rather use Gauss or Rail. Much more utility from those. Singularity feels too case specific. I could be doing it wrong tho… 

Haven’t flown a frigate in a while but if i were there i definitely wouldn’t sit there to receive them. I’d bug off or fire back at least. Most people take cover behind the beacon or a barrier.

 

PS: that’s what i don’t understand, why don’t people react in any sort of way when being hit by them? Just sitting there and then complaining on the forums is not the way to go.

If you’re sitting still in ANY ship, you’re doing it wrong. This is triply true on Frigates. The amount of fire you can avoid by simply strafing back and forth is astounding.

 

I suggest coil mortars. Someone mentioned on the patch discussion that a guard with coil mortars can demolish a gunship with beachballs.

This is true even against D-Eagle pilots. However, that’s the only thing they’re good for. I still prefer the Positron Cannon because it hits more often.

Irpwk29.jpg

 

Singularity Command. It really is not overpowered … played 3 games. First two was 1 kill 5 or so assists. Then all of a sudden, Maniac … erm. Situational really. If it so happens that Reds are filled with solo frigates then yeah you can go nuts with them beachaballs. If not … then, you’re mostly snack for interceptors.

Hi All and thanks for the reply and opinions.

 

@Snib: regardless your well performed math analysis It takes 5-6 shots to kill my Anaconda-M with SC… 4 to take out all my shield and maybe 2 more for the hull… and no I’m no flying backwards I’m allways in constant movement trying to fly next to another guard or engi frigate so we can cover each other. Flying with friendly ceptors or fighters is useless as they tend to “fly away” leaving the juicy fat-arse frig to the enemy’s attention. That weapon ,as it is now, is OP and unbalancing imo and many, many other frigate pilots.

 

@Astraal: It might give the impression ppl “just sits there” but this is because of maneuvering times for frigates vs SC. As you try to turn around to defend or escape, 2 or 3 balls already got you. By the time you aligned your aim or enabled some defense vs the fighter, the other 2 or 3 arrive… booom! Pay attention or try it yourself by flying a frigate. Personally I try to keep cover behind asteroids or building structures (not beacons as if my Positron can hit a frig hidden behind it go figure SC).  

 

@Jacxis: I have coil mortar on my Anaconda and that weapon saves me most of the times when I’m able to detect a gunship equipped with SC. Infact those fighters are my priority when covering friendly frigates. Problem with CM is it’s overheat and cooldown times: overheat too fast and cooldown is too slow. I have Positron cannon on my Anaconda (Engi) and It works too. It has more range and firerate but is less precise because of spread, even if I have one accelleration and two spread reduction modules.

 

@Kine: Thanks for trying it by your self. Solo frigate scenario is given more often than not because of team behavior. Either because you are supporting but no one covers you or the frig flying next to you has been already destroyed and you are hauling your turtle to friendly side. But you have proven that a single frig vs SC is a very easy prey.

 

Thank you for tour attention.

 

M.

Oh please, why do these posts always need to be so overboard?

Here’s my 3/9 Anaconda-M, Mk.I mods except for the hulls strength ones, which are blue:

rmfGNuI.jpg

And here’s my experimental Singularity Cannon:

a4MvxSX.jpg

So, since actual damage = nominal damage / (1 + damage resistance value/100), the best possible T3 singularity does per shot

shield damage = 2489 / 1.62 = 1,536

hull damage = 2489 / 1.7 = 1,464

So, to get through the shields you need 14,060 / 1,536 = 9.15 shots

For the hull you need 22,400 / 1,464 = 15.3 shots.

For a total of 25 shots needed to kill my half Mk.I 3/9 Anaconda-M with a purple singularity. That’s even ignoring shield recharge as well as heals received and of course I will have, for some reason, my phase shield set to something else than EM damage.

Even adding any possible ship bonus, Valkyrie bonus, ammo bonus and implants you will find nothing to increase the dps by 500% to get to your 5 shots (which do overheat a non heat-bonused fighter btw).

Now take a maxed out Anaconda-M with EM phase shield and consider that a purple singularity is somewhat rare and the time to kill goes up further, then add the incoming heals from a T3 engineer and it goes up even more. In other words, if you’re dying in 5 shots you’re probably trying to fly backwards by holding down the backspace key… :stuck_out_tongue:

 

Can you please tell me what modules you have used to tank that Anaconda? 57200 surv on 3 synergy is great man. I only have 46270 on syn 8. Please let me know! thanks in advance.

 

M.

@Snib: regardless your well performed math analysis It takes 5-6 shots to kill my Anaconda-M with SC… 4 to take out all my shield and maybe 2 more for the hull…

I’ll have to take your word for it because I do not see how it is possible. Guess I’ll have to drag Kine into a custom battle again to test that out one day, he can try his Katana S vs my Anaconda-M. :wink:

@Jacxis: I have coil mortar on my Anaconda and that weapon saves me most of the times when I’m able to detect a gunship equipped with SC.

If you win most of the time vs singularity gunships - which are your specific counter - how can the singularity cannon be OP then?

Problem with CM is it’s overheat and cooldown times: overheat too fast and cooldown is too slow.

Overheats about as fast as the singularity actually, which is probably why they did it. The AOE weapons overheat faster. But given the peculiar round-robin shooting mechanic of the coil mortar along with the jam and heat bugs that are still not fixed I agree with you that the weapon isn’t quite what it should be. Best choice vs interceptors though. Certainly the most troublesome weapon system to face as an interceptor because of the high projectile speed and the proximity fused projectiles.

Looks like

 

Passive Hull Boost

Passive Thermal Shield Res

Passive EM Shield Res

Passive EM Shield Res

Ship Mod Shield Res

Ship Mod Hull Res

Ship Mod Shield Regen

Hull Boost Implant

Shield Implant … not too sure