Increase the power of interceptors

Let’s say that most of the interceptor pilots are tired of having vehicles that are not capable of doing anything.

  1. Let’s talk about damage we can put any kind of weapons, but the fact is that damage is ridiculous soon as you meet an enemy you’re shooting for a long time before you kill it, it is very possible to die first because you will be hired by other players.
    tactical nuke radius and minimal damage is ridiculous to call it nuclear, because most of the time you do not do harm to anyone.
  2. talk about active modules on recon there are modules that are useless are more defensive and offensivi.per an interceptor that in itself does not do damage are useless.
  3. talk about Shield’s hull for an interceptor is normal to be weaker but if you do not do enough damage to the enemy think it is one triple disadvantage.
  4. we talk about speed. to you it seems normal that a frigate or a destroyer go as much or more of an interceptor?

 To put an interceptor? RIP my friend !!!

Lol, no.

 

Simply Git Gud.

i kill a long range frigate in 5 seconds  with covert ops… %100hp to 0

Inties are smaller than other ships and more maneuverables. They are hard to hit (not impossible) if they keep moving. My personal opinion they are the best to comply objectives, Giving them more damage will reduce the need to use frig/fighters.
Do you want games with mostly inties?
Btw, have you tried the new ellydium recon? Do you think it is weak?

ntboble

I have not tried the new interceptor then I do not know, but I’m sure a superpower too much.

 

wisealert I saw Santa Claus flying on an interceptor !!

 

cinnamon troll get a life !!

3 minutes ago, pacoXXI said:

wisealert I saw Santa Claus flying on an interceptor !!

thats why nobody belives him exist but we do

Hahaha most of my interceptor are more powerful than a destroyer xD

21 minuti fa, EndeavSTEEL ha detto:

Hahaha maggior parte della mia intercettore Sono Più potenti di un cacciatorpediniere xD

 

what you write does not correspond to reality, it is only the fear of seeing your destroyer to pieces

i wish there is a starter guide for you but you can read it and try to understand

 

Already been done, killed a dessie in less than 10s, happy now?

  1. Covops has very nice damage specially with plasma arc, recon and ECM also not weak. Tactical nukes are so dangerous with the range implant on survival gamemode.
  2. Recons has amazing modules, they are specially good against tacklers, but in survival they can take down anything, i usually hunt down the LRFS. ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) Recon can drain shield what is specially good against jeri commands (you can make damage during diffusion shield) Energy converter, because they can’t turn your damage agains you. Mines can defend beacons, or hit large enemies if you put directly on them. 
  3. Interceptors are small and fast so hard to hit. use that.
  4. Some fighters these days are way too fast I admit but they still less agile.

But interceptors need good ping, smart tactics, and good fits.

The only thing what I would increase at the ceptors thats the shooting angle, because during dogfighting with a Thar’Ga (funny isn’t) that ship has damage advantage and it can shoot even backward.

Otherwise Git gud. ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”)

6 hours ago, pacoXXI said:

Let’s say that most of the interceptor pilots are tired of having vehicles that are not capable of doing anything.

  1. Let’s talk about damage we can put any kind of weapons, but the fact is that damage is ridiculous soon as you meet an enemy you’re shooting for a long time before you kill it, it is very possible to die first because you will be hired by other players.
    tactical nuke radius and minimal damage is ridiculous to call it nuclear, because most of the time you do not do harm to anyone.
  2. talk about active modules on recon there are modules that are useless are more defensive and offensivi.per an interceptor that in itself does not do damage are useless.
  3. talk about Shield’s hull for an interceptor is normal to be weaker but if you do not do enough damage to the enemy think it is one triple disadvantage.
  4. we talk about speed. to you it seems normal that a frigate or a destroyer go as much or more of an interceptor?

 To put an interceptor? RIP my friend !!!

Inties used and abused their movement soo much they got nerfed with a improv-nerf such as weapon fire angle, still thy are good to fly even with it. I’m not a intie fan since that ship class is a bit stressful to me since it needs you to fly without actually resting one bit because it’s all about avoiding hits rather than tanking it.

Nuke has a huge radius and is ideal for groups and a waste for single targets. They are not destroyers to have most actives pose as some sort of an additional weapon to cause damage, tactical gameplay is in order with them, hull/shield ratios vary with factions and if a destroyer or frigate is faster than your intie, you must be doing something wrong then.

Interceptors don’t need buff. Frigates need it.

33 minutes ago, AKmatiAK said:

Interceptors don’t need buff. Frigates need it.

Nothing needs a buff, everything is op!

Nerf everything!

21 minutes ago, AKmatiAK said:

Interceptors don’t need buff.

That firing angle nerf might be a bit overdone.

21 minutes ago, AKmatiAK said:

Frigates need it.

Increasing sensor range to something between what interceptors and destroyers have would be nice. Faster target lock would be another.

10 minutes ago, Vohvelielain said:

That firing angle nerf might be a bit overdone.

that nerf made strafe-ceptors little bit useless. rotate-ceptors still ok with it

but imo that angle needs buff little bit yeah

19 minutes ago, Vohvelielain said:

That firing angle nerf might be a bit overdone.

Yes because it’s a lazy solution. I’m sure there will be a GS weapon avialable without that limitation. Just wait and grind.

1 hour ago, ORCA1911 said:

Inties used and abused their movement soo much they got nerfed with a improv-nerf such as weapon fire angle, still thy are good to fly even with it.

hm, removing the turning keys was actually the real nerf there, which made the other firing arc nerf just strange in the afterthought.

 

25 minutes ago, Oregyen said:

Yes because it’s a lazy solution.

By reducing the analog strength of the turnkey input, that abuse could have been stopped, and neither of those nerfs would have been neccessary. So I call both of those lazy.

Unfortunately, I think, it was simply easier, than rewriting the camera control code

I found it interesting, that the turn keys were in for years, with lots of people using it without abuse, until some ships got fitted to use permalooping bs - and back in the day, when CO t3 meta was dominant, the same abuse didn’t work, because there were simply so many pilots specializing in that role, looping like an idiot was suicide in a dogfight, except you had the low resolution superfast shrapnel aim of takamina - and he was far from looping around like that anyway.

But in any case, some nerf was neccessary after all.

Funnily, I miss the turning keys mostly on frigates, and also rather would have some firing arc back.

Well, tomayto/tomahtos, lazy devs and a abuse loving community, gotta live with that. Use some duct tape and wd40 and the inties are good as new ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

3 hours ago, WiseAlert said:

that nerf made strafe-ceptors little bit useless.

Have you ever _ Strafe-ECM _?