I believe it's safe to say that frigates(engineers, guards) should have their extra 2 guns back

On 12/7/2017 at 2:22 AM, Scar6 said:

How to deal damage in ronin:

 

  1. get rid of all the unnecessary passive regen and make room for useful mods. That will reduce your effective tank by about 0.5%.

 

  1. use appropriate weapons. curved Heavy Blasters are borderline useless on slow ships.

 

  1. boost the weapon with appropriate mods (crit for Posi and Proxy)

 

  1. consider equipping Pylons for more Torps

 

heavy blaster usage regardless of range depends on a decent amount of skill to utilize. 

when used right with curved reflector to increase damage and not wasting the slots for meager increases in damage and simply increasing the tankability of the ship and the number of fights the ship may take part in within a shorter amount of time per shield charge without higher odds of dying per encounter is invaluable. the usage of close range brawler types takes a good deal of observational skill to know where and when you need to be somewhere, and further skill is needed within the fight itself. positioning is everything with these types of builds and a good amount of know-how around the battlefield. when to engage, when not to. which objects to use to your advantage, etc. slow ships are not the bane of curved heavy blasters, pilots who have no idea what to do while using them are. when used right, most of the time the enemy will come to you.

 

Allot of what high regeneration is alongide high resists, is to reduce the likelihood that an enemy who constantly hit and runs will ever reduce your health consistently enough to kill you over time. which is the bane of almost every frigate that utilizes just resists or volume without a healer nearby while the latter is likely to die in either situation rather easily.

On 12/6/2017 at 7:52 PM, xKostyan said:

Your basis for a drastic dmg buff is that guns have low numbers, yet frigates (not lrfs) flown by better pilots consistantly get high scores and good dmg support for their team, aka you should start from buffing your game views 

good pilots will always have better scores and overall damage ability than the general populace regardless of their weapon’s dps levels. what I’m suggesting will improve the damage levels of the general populace to be quicker in killing veteran ships. while yes, it is still a buff for veteran players, those same veteran players will have less time to make decisions against a higher dps general populace. who will gain more dps against a single ship. in the long run, this is a debuff against my builds since I regularly get focus fired when charging the enemy, reducing my likelyhood of getting a kill if i were to simply try to brute force a kill against wary enemies while alone. not my only way of fighting of course but just me when I’m lazy. food for thought.

1 hour ago, WolfKhanGeneral said:

what I’m suggesting will improve the damage levels of the general populace to be quicker in killing veteran ships. while yes, it is still a buff for veteran players, those same veteran players will have less time to make decisions against a higher dps general populace. who will gain more dps against a single ship.

Wrong, this will be the opposite, those that know how to build ships will have even easier time farming. Games should not be balanced around worst players, that can’t adopt by not knowing or own ignorance

remember that this won’t be buffing a veteran favorite, the gunship and will even out the playing field.

Good players use what most effective.

 

2 hours ago, WolfKhanGeneral said:

remember that this won’t be buffing a veteran favorite, the gunship and will even out the playing field.

And what about not good players flying gunships? What are they supposed to do, switch to frigates too?

 

 

yes wazgot neeeeeds 6 guns

31 minutes ago, g4borg said:

yes wazgot neeeeeds 6 guns

Why stop there, lets make it 12 ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”) haha

On 12/8/2017 at 9:10 PM, MathModelSim said:

@Wolfkhan

fck no!!! frig players already do damage and kills despite having no fly skill at all and some do not even have a proper aim skill. They simply press a area of effect skill…

 

Also since the beginning i greatly disliked several frigate properties like LRF moving without losing cloak, guard with huge aoe are of effect skills that noone sees therefore none can avoid it, and fcking engineer drones which shoot at invisible targets too. And i could continue …

Smaller ships win by avoiding damage, hence fly and aim skill. And Skill always has to beat Class or Ship type! Just make the area of effect xxxx visible or remove them! Not to start talking of auto aim …

 

Flying interceptors used to be so much fun, but nowadays its just a pain in the xxxx. There are so many noobish area of effect skills, manovrability debuffs or auto aim. waaaaa… its crazy

interceptors exist as objective specialists, their job is to capture beacons, fly bombs, flank, if an interceptor is in a straight fight, then it isn’t doing its job right

1 hour ago, evo888 said:

interceptors exist as objective specialists, their job is to capture beacons, fly bombs, flank, if an interceptor is in a straight fight, then it isn’t doing its job right

do have to add tho, thats the job of ONE interceptor role, mainly the recon, and it should actually be more a group effort for any of these objectives, so the whole ceptors do all the objectives thing is just a bit the niche they were left over; if you ask me, and i play other arena shooters / teamgames aswell, it did not really help overall teamplay, and less and less effort is given by ships to actually help taking beacons, etc.

 

they had a larger impact on overall gameplay, and were a bit overnerfed imho, with the covert ops clearly having the most losing straw

at the same time the back then almost useless role of tacklers were buffed again and again (to deal with op interceptors) ending up in this weird contemporary scenery, where they even became a kind of a plague for a while.

 

so if you played the game in 2013 or even 2014, interceptors were a lot more fun to play, and even if some nerfs were needed, they went a bit too far on too many fronts

and imho it is one of the greatest balancing mistakes that kinda came from the gunship biased then-old-school beta vets not speaking up, and simply short sighted mechanical changes, to not keep the interceptors a bit more vital and interesting to fly

 

e.g. turn keys could have been solved with slower turning arcs, weapon damage could have been scaled instead of totally focusing frontal attacks, weapons could have been overworked, turn vs. speed vs. strafe could have been overworked, tacklers could have gotten even more mobility control, adaptive nerf could have been solved in a lot of different ways, and so on.

instead they were mostly reduced and cut out, even if they had a revival as destro killers.

 

and again i am not saying, some of these changes were not because the mechanics didn’t need change, they did. It just totally erased them from the overall picture for the most part. And that, while actually the usual competitive team equipped exactly one ECM most of the time, for the longest time of this game - and all other interceptors were not considered “meta”.

 

a lot of the “sexyness” of starconflict came from interceptors. being the “objective specialist” is kinda just an excuse for bad teamplay vs. bad balancing.

removing the 6 guns to 4 guns was another example of bad balancing in response to further bad balancing. 

18 minutes ago, WolfKhanGeneral said:

removing the 6 guns to 4 guns was another example of bad balancing in response to further bad balancing. 

As much as i like my posi Ronin, giving it Mauler-level damage potential would be massively overpowered.

19 minutes ago, WolfKhanGeneral said:

removing the 6 guns to 4 guns was another example of bad balancing in response to further bad balancing. 

what is wrong with having 4 guns?

than I suppose you would consider reducing the damage output of fighters and interceptors.

both do about as much damage as most frigate guns and much more coming from the fighters themselves.

51 minutes ago, WolfKhanGeneral said:

than I suppose you would consider reducing the damage output of fighters and interceptors.

both do about as much damage as most frigate guns and much more coming from the fighters themselves.

Frigates have enough dmg.

On 12/9/2017 at 2:59 PM, xKostyan said:

Games should not be balanced around worst players, that can’t adopt by not knowing or own ignorance

that’s exactly what happened when they ‘balanced’ frigate dps by bringing their base dps down from 6 to 4 guns.

not enough people putting on proper resistances. 

too much balance around the worst player decisions. 

8 minutes ago, xKostyan said:

Frigates have enough dmg.

than I’m saying fighters have too much. 

same goes for interceptors. 

If they want to balance lower tiers by removing 2 valuable turrets from frigates fine.

leave that so called ‘balance’ outside of ranks 13-15 where higher dps base levels are needed. 

51 minutes ago, WolfKhanGeneral said:

than I’m saying fighters have too much. 

same goes for interceptors. 

If they want to balance lower tiers by removing 2 valuable turrets from frigates fine.

leave that so called ‘balance’ outside of ranks 13-15 where higher dps base levels are needed. 

Nope

3 hours ago, xKostyan said:

Nope

nope

But why not 6 gun mounts on frigates with same DPS as 4? Do not understand your objections here. Its about firepower distribution 360° around the sluggish ship?

Or is it about grant 50% more power DPS for frigates? That I wouldn’t want.

Basically in my frig I want the feeling of control, some reasonablke measures against circling pescy interceptors and the choice to build it speed/tank (notwithstanding the general choice of frigate subclasses: engineers, guards, long range)

P.S.: Ah forgot: some reasonable main gun choices, could be better

 

 

On 9.12.2017 at 3:10 AM, MathModelSim said:

… frig players already do damage and kills despite having no fly skill at all and some do not even have a proper aim skill. They simply press a area of effect skill…

But that isn’t a fault in itself… Just an other role to play in the game …

 

 

On 10.12.2017 at 1:46 AM, xKostyan said:

, and what about not good players flying gunships? What are they supposed to do, switch to frigates too?

hope not, they make the game interesting (out of my view as a frig player)

 

 

On 10.12.2017 at 3:15 AM, g4borg said:

yes wazgot neeeeeds 6 guns

well, maybe not! But with less dps per single main gun maybe.

 

 

On 10.12.2017 at 6:09 PM, g4borg said:

…  ceptors … had a larger impact on overall gameplay, and were a bit overnerfed imho, with the covert ops clearly having the most losing straw

at the same time the back then almost useless role of tacklers were buffed again and again (to deal with op interceptors) ending up in this weird contemporary scenery, where they even became a kind of a plague for a while.

… 

one of the greatest balancing mistakes that kinda came from the gunship biased then-old-school beta vets not speaking up, and simply short sighted mechanical changes, to not keep the interceptors a bit more vital and interesting to fly

 

e.g. turn keys could have been solved with slower turning arcs, weapon damage could have been scaled instead of totally focusing frontal attacks, weapons could have been overworked, turn vs. speed vs. strafe could have been overworked, tacklers could have gotten even more mobility control, adaptive nerf could have been solved in a lot of different ways, and so on.

instead they were mostly reduced and cut out, even if they had a revival as destro killers.

  • good points/analysis

Instead of “focusing frontal attacks” it would’ve made sense if in frigate roles for example dps would have been exchanged against tank or specials area of effect (aoe) – in so maxing out the supportive roles (with less dmg output) even more. But that would require also an adjusted rewards calculation policy…

Your prayers were answered. Developers bring to us Object NY18 with 6 guns a guard frigate!