why do you think I only use heavy blasters or other thermal weapons with curved reflector?
it brings the damage to bare-able levels.
The fact that for other weapons you absolutely require damage boosting capacitor slots (for a very small and negligible boost in dps) and crit chance from the cpu slots is saying something for those weapons. even for heavy blasters with curved reflector with 4k dps, the damage boost from capacitor slots will only be about 500dps. not much. and not even enough to cover for my 500+ true shield regeneration volume per second if I were fighting me.
the only thing helping then is the critical chance and damage which brings certain guns to bare-able levels for their types. long range should already be doing 3k dps without those modifiers. while close range weapons should be doing much higher, 4-5k.
If you wouldn’t have a problem flying them you wouldn’t want to buff their dmg output. Guards already have great survivability, high kill potential, and great area denial if used in right situations.
If you use them when it is appropriate you gonna easily top the leaderboard with most kills and assists, and when you build them poorly and use without thinking what guard is actually is, well you ended up on forums asking to buff their dmg.
without using any damage buffs through capacitor or cpu, everything but the heavy blasters is a terrible gun.
afterall, even 4k dps from the heavy blasters on my Ronin, you yourself said that it’s “terrible damage and does just about nothing” 
without using any damage buffs through capacitor or cpu, everything but the heavy blasters is a terrible gun.
afterall, even 4k dps from the heavy blasters, you yourself said that it’s “terrible damage and does just about nothing” 
way to take it out of context. It is a terrible damage when put on a very slow frame. Put Curved Hwy blaster on a T-Rex and it is awesome. Hwy blaster on a Jericho will be way more useful with a spread reduction + crit ammo
spread reduction makes almost no difference within 2500m. you’ll hit the enemy especially since they usually come within 1500m.
many guards on the Jericho side come with a speed boost when using the special module, ensuring that it’s not slow getting from battle to battle.
That being said, yes, it could do with some more dps. that being said, it’s best to have the enemy come to you, which is able to be done in many modes and maps with proper positioning.
offensive play must have positioning ability on the approach.
focusing on crit chance will only reduce the range of heavy blasters + curved reflector further than need-be reducing the overall dps ability, even if it is increased in closer ranges.
focusing on T-Rex MK.II guard speed reduces the need for positioning strategy so it’s less thought on by pilots who only fly the T-Rex MK.II because they have an easier time getting around. it’s a good ship, but reduces the thought processes needed for proper Jericho guard play.
many guards on the Jericho side come with a speed boost when using the special module, ensuring that it’s not slow getting from battle to battle.
And by many, you mean every guard in the game?
14 minutes ago, WolfKhanGeneral said:
spread reduction makes almost no difference within 2500m. you’ll hit the enemy especially since they usually come within 1500m.
focusing on crit chance will only reduce the range of heavy blasters + curved reflector further than need-be reducing the overall dps ability, even if it is increased in closer ranges.
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I don’t think you have read it right. I said crit AMMO + Spread reduction since Jericho is to slow for in combat repositioning to use any weapons with a curved reflector. The only 2 maps I can think off where curved would work is the Monolith remains + Domination and Eastern Mining station + BeaconHunt/Domination. In pretty much all other maps+game mode combinations curved on a Jericho is just a bad choice, resulting in a lower dmg output through the game, consequently making it less of a threat to the enemy, aka dead weight.
And as for adding 2 extra turrets but matching it to the same stats as when it was before the change or close to it makes the whole idea kinda silly, why would anyone change it knowing one has to go through the designs of dozens of ships to add 2 turret mounts on each, resulting in the exact same thing as it was before = nothing changed in essence but time and resources were spent.
Do you understand the logistical nightmare of this idea?
And as for plain adding 2 turret mounts to get more damage for guards or engies, im against it, their role is not killing, its something else, killing may come as secondary ability only. Lets not elly them.
Then, you against the skins too, developers spend time and resources for this.
Then, you against the skins too, developers spend time and resources for this.
Difference between designing a skin and changing ship models, adding hardpoints etc?
skin: take a template, define a pattern, release
models: take dozens of ships, think where hardpoints should be located, define blind zones for each of them (if you moved the original 4 hardpoints - repeat 6 times for each model), start to balance all of them
I think you got the idea ”)
But skins can be at least monetized and are easier to make vs changing ships designs because someone wants 6 instead of 4 guns with the same stats + cant make profit from it.
So, we can expect a new Ellydium Command with seven weapons released by developers. Now, i got the idea ”)
Difference between designing a skin and changing ship models, adding hardpoints etc?
skin: take a template, define a pattern, release
models: take dozens of ships, think where hardpoints should be located, define blind zones for each of them (if you moved the original 4 hardpoints - repeat 6 times for each model), start to balance all of them
I think you got the idea ”)
The ship designs already have the hardpoints in place for the turrets placement on all frigates.
They don’t need to be redesigned for this and thus it won’t cost much.
The only problem that i see is because this broke the game logic. I would like see all frigates with a fixed number of weapons or all frigates with irregular number of weapons, not just the LRFs. I alredy suggest this before without encrease the dps but if you guys want more dps, for me is ok.
Other solution is, make LRFs with 4 weapons, but with more 50% damage bonus. I can accept this. And this will be make less work for developers for next LRF ships.
alder, that’s a solution for making ships look decent, however, there are hardpoints on the ships that show that they’re meant to have 6 guns. your concept is somewhat flawed in that if you want a perfect way for ships to look, the designs would have to be re-made to look like they only carry 4 guns.
by far the cheapest solution is to add the 2 turrets on their already existing hardpoint slots on all frigates for both making ships look how they’re meant to look but also how much damage they should be doing. most frigate guns can constantly hit a well made interceptor without the interceptor even moving and their shields may never falter within 15 seconds.
Other solution is, make LRFs with 4 weapons, but with more 50% damage bonus. I can accept this. And this will be make less work for developers for next LRF ships.
Due to how dmg bonuses calculated, this is actually a nerf LRF dmg output
29 minutes ago, WolfKhanGeneral said:
by far the cheapest solution is to add the 2 turrets on their already existing hardpoint slots on all frigates for both making ships look how they’re meant to look but also how much damage they should be doing. most frigate guns can constantly hit a well made interceptor without the interceptor even moving and their shields may never falter within 15 seconds.
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If you hitting an interceptor for 15 seconds and you can’t go through its shields you are doing something really really wrong.
That’s the base damage of most guns on frigates, even with critical damage.
Destructor on Inquisitor S, which is the guard with the LOWEST main weapon dmg output in T5, has about 5 000 dps with 3500 maximum range, dmg fluctuates based on how well you can attune your resistance to incoming dmg, lock on target and 12-1 and 13-1 vs 13-3 implants, plus it will burn all of the energy in a matter of seconds as long as you can aim lasers. Show me a single interceptor that will withhold its shields for 15 seconds.
Patriarch and Ronin are doing almost LRF level of dmg with proper setup.