Humble request to Developers

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.

Setup as posted was Armor plates Mk.III and Adaptive Shield Mk.I as well as Reinforced Beams Mk. III, Reactive Armor Mk. I, and Military EM-diffuser. Plus implants of course.

PS: If you fly solo and need survivability then emergency shield boost and liquid metal injector help quite a bit. I’ve also got Mk.III signature masking which is a huge step up from Mk.I (-21% incoming damage - doesn’t reflect in the survivability stat but helps loads in game).

Thanks for the fitting info guys! When I detect the target in time 4 out of 10 I win with CM, but when caught by surprise this gun doesn’t leave any margin to survival as I explained above. To counter it (when i see it) I try to stay out of SC range (used implants to extend my weapon range) and try to do enough damage before enemy gets in. Many ppl claim that intys are OP but I can deal with them np most of the times, unless I’m already too damaged, but with SC is impossible.

 

Regards.

 

M. 

Guards were buffed and interceptors nerfed, that changed the balance a bit. If you’re out alone I’ll still kill you by waiting our your pulsar and then flying into the blind spot of most of your turrets, but if you’re supported then a single interceptor has a hard time vs a coil mortar guard.

Winning 40% of your solo engagements versus gunships sounds pretty good to me btw considering your ship is not meant to go solo. I agree though that it’s always a problem having game mechanics that encourage teamwork when in reality that teamwork is hard to come by in randomly assembled teams. The bad chat system and the missing ingame voice chat don’t help.

What many people who moan about Singularity don’t get (or choose to ignore) is that it was made for the sole purpose of killing frigates.
 
Frigates refused to die before 0.9 due to a combination of OP heals, tanky ship attributes and inadequate DPS by most weapons.
 
Singularity is the final addition to a culmination of balancing efforts that took over 2-3 months that I personally feel has been successful. Although Luckyo reports that it’s making a small comeback in Tier 5.
 
So…
 

Suggestion: Make projectile size much smaller and make it loose DPS as it travels before vanishing

 
Sounds interesting. But ONLY if range on Singularity is alot higher than what it is now. At current range, Fighters are already exposed to optimal range max damage by frigate weapons. Without a range increase, I’d say NO to decreasing damage over distance.
 
 
 

Suggestion: nerf the DPS to the half, so that it takes longer than 5 shots to take out a 46k survivality ship.

As explained earlier - this overkill DPS is needed to counter frigate balls
 
 
 

Suggestion: 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.

Mobile barrier is already VERY useful. Warp Gates used to be compulsory fit on my Engineer. Now Barrier takes its’ place. Not blocking Singularity shots allow the weapon to do what it’s supposed to do. A module to mitigate Singularity damage …? It’s called EM resistance passive mods. One of many things already available to ships.