Interceptors are too strong now...

Nerfing the current modules won’t make it better, peoples stick with a meta when other modules or weapons are or feel underpowered. Buff those to equal level and you’ll see tons of different builds

3 hours ago, SunnySweet said:

[very educated and informative post]

 

1G5EOk2.jpg

3 hours ago, xKostyan said:

1G5EOk2.jpg

 

 

 

Oh, you made selfie for us  ![:good:](<fileStore.core_Emoticons>/emoticons/good.gif “:good:”)_ GG _

5 hours ago, Scar6 said:

It is kind of sad. There is this huge potential variety of ship builds, a massive amount of modules and weapons… And yet? Only a handful of completely over the top and annoying to fight meta builds seem to be around due to only a handful of modules/weapons being utterly broken.

 

We still have the wiggle Taikin with autoaim weapons, we have the 8k range Focusing Laser Orelus and we obviously have the uber dps Front Blaster dipsht. It feels like 90% of the effective builds are one of these, which can make pvp very frustrating, since none of them have an effecive counter (that doesnt cripple you vs everything else).

This is frustrating indeed. We seem to be moving from one OP thing to another… 

Tried playing guard again today and It felt underwhelming in most modes. (On top of that I think they’ve changed positron… not doing nearly as much damage as it used to) Being forced to fly waki nearly every game

 

Sadly this is by design, seeing how long it takes to fix the most blatant balance I$$UE$. Queue another round of new items that’ll benefit premium and DLC ships more than everything else

53 minutes ago, SunnySweet said:

 

Oh, you made selfie for us  ![:good:](<fileStore.core_Emoticons>/emoticons/good.gif “:good:”)_ GG _

Yep, no shame in being beautiful

 

11 hours ago, Scar6 said:

It is kind of sad. There is this huge potential variety of ship builds, a massive amount of modules and weapons… And yet? Only a handful of completely over the top and annoying to fight meta builds seem to be around due to only a handful of modules/weapons being utterly broken.

 

We still have the wiggle Taikin with autoaim weapons, we have the 8k range Focusing Laser Orelus and we obviously have the uber dps Front Blaster dipsht. It feels like 90% of the effective builds are one of these, which can make pvp very frustrating, since none of them have an effecive counter (that doesnt cripple you vs everything else).

Yes – I hoped (after last patches, espec. after 1.5. 1 ) that the retirement of further super-op Ellydium (‘alien’) ships would have taught some laesson, namely that introduction of super-op ships for the sake of buying of that isn’t a good long term strategy?!

 

5 hours ago, _terrorblade said:

This is frustrating indeed. We seem to be moving from one OP thing to another… 

Sadly this is by design, seeing how long it takes to fix the most blatant balance I$$UE$. Queue another round of new items that’ll benefit premium and DLC ships more than everything else

Indeed it is.

“how long it takes” : my thinking here is development at least sticks to something, meaning they rely on stats and will go on adjust it due to enough income stats about the op weapons; not saying that maybe the introduction of the op weapons (deconstructor, frontal blaster) did not occure on purpose, surely it did, there’s no question. 

there is nothing you can “do” “against” frontal blaster as long as that gun has aimbot.

 

adding an aimbot to it was totally unneeded, it is extremely easy to make a hit&run on someone and deliver 40k damage in a few seconds - even if it can be suicide

 

once they stack and attack from multiple vectors, nothing can be done, you lost.

 

43 minutes ago, avarshina said:

namely that introduction of super-op ships for the sake of buying of that isn’t a good long term strategy?!

but there were no super op ships introduced, these issues are weapon balancing issues.

 

the thermal blaster wasn’t a ship issue, the loki wasn’t suddenly op, the thermal blaster was op. same as thi’es. and both of them actually were not as op, you could counter a loki or thi’es spark.

the orelus is a good gunship, but it has access to the 8km laser. without that access, its not specially op. the laser is. because you can use anything that laser can be fitted on for the same task.

frontal blaster: its a weapon. the choice of ships is just where you can fit that weapon. together with the module making you unhittable with main guns for 7 (!!) sec, you can camo in, kill, phase out.

 

only the taikin is still a ship issue. wazgot has been nerfed into an okay state, as well as tharga, but both are still useful ships.

 

what i mean is wolfhound and granite dont seem to be op.

i do agree however, it takes them really long to hotfix such issues, and sorry but, adding an aimbot to frontal blaster was a foreseeable desaster with a 10% damage increase. that comes if you can’t read your own statistics. of course it was underused and underperforming, with the op deconstructor still in the meta. the frontal blaster was fine as it was at release.

the aim-bot on main weapons, is it easy to spot/recognize?

i really do not use these guns (due to not flying intys)

… but what about other weapons?

which have aim bot? do frigate weapons have it?

I like weapons like [Eclipse launcher] (due to no spread mainly, not wasting a cpu modifier slot) - found it easier to hit targets with it even close range like circling intys - than with, say [Waz’Dum] (kinetic)

  • has Eclipse an aim bot, or Proximity mortar?

 

what about the game >options >Game: Aim assistence and Ping-aware prediction, how do they fit in here?

 

i thought that some weapons are easier to use because of the explosion cubically surrounding the projectile, triggering it even if only near the object, so that no highly precise shoot would be necessary to hit … hope I found the right words…

1 minute ago, avarshina said:

the aim-bot on main weapons, is it easy to spot/recognize?

i really do not use these guns (due to not flying intys)

… but what about other weapons?

which have aim bot? do frigate weapons have it?

3

 

Wazgot healing laser is aim bot weapon

 

1 minute ago, avarshina said:

i thought that some weapons are easier to use because of the explosion cubically surrounding the projectile, triggering it even if only near the object, so that no highly precise shoot would be necessary to hit … hope I found the right words…

 

6 hours ago, xKostyan said:

Yep, no shame

 

 

sure sure  ![:good:](<fileStore.core_Emoticons>/emoticons/good.gif “:good:”)

 

6 hours ago, xKostyan said:

 

in being beautiful

 

 

  ![:secret:](<fileStore.core_Emoticons>/emoticons/secret.gif “:secret:”) they have been lying to you 

or judge was Stevie Wonder  ![:yes_yes_yes:](<fileStore.core_Emoticons>/emoticons/yes_yes_yes.gif “:yes_yes_yes:”)

10 minutes ago, SunnySweet said:

Wazgot healing laser is aim bot weapon

  • yes that’s a weapon i don’t like, i prefer the eclipse launcher (sadly no upgrade will come here).

  • this arbitrary behavior of the Wazgot’s healing laser [WL 13-EL Emitter]  if you want to shoot enemies near allies … flipping oscillating from damage to heal … annoying

  • but its aim bot is acting only on healing not on damaging enemy ships - not?!

2 hours ago, avarshina said:

… but what about other weapons?

which have aim bot?

it depends on the weapon. (I suspect) “aiming help” is existant for many weapons, but thats a miniscule impact. then there is the HUD markers, which in a way are also aiming help.

thats valid for most weapons. obviously nobody complained about gauss or positron not being somewhat skill dependant tho.

 

then there are homing weapons, or weapons which have some significant aim assist, that feel like an aimbot.

but those weapons have one in common: their dps is subpar.

 

i do not have the wazgot healing gun, but i dont think having aim assist on a healing weapon is that bad. eclipse has no such feature as far as i know.

 

front blaster on release a fixed weapon, that needed you to fly towards your target, but you had the highest dps available if you managed to hit. that was fine but hard to use, especially with ping.

it is however one of the most fun interceptor weapons, and only partial amounts of your dps will actually be effective - without aim assist - and forces the ceptor to do real hit and run attacks, which is actually cool

 

2 hours ago, avarshina said:

the aim-bot on main weapons, is it easy to spot/recognize?

front blaster aim is pretty easy to recognize yes. you will see the nose-crosshair snap to your enemy. it does require you to aim once at him, but after that, it will stay in that direction, and not be disturbed by micromovements with your mouse.

its a nice mechanic to be honest in theory. only that the gun has wayyyy to much dps for it.

i personally prefered the non-snapping high dps variant, but with snapping it should not have the 30-50k damage salvos it can deliver.

 

on the other hand, the more sensible aiming behaviour (its not completely fixed now, or at least, the ship allows microturns) is an improvement that could stay. i liked that change. only the snapping should go.

 

it would still be a weapon that if someone should have a real aimbot (so an illegal automation) becomes quite a problem.

 

22 minutes ago, avarshina said:

  • yes that’s a weapon i don’t like, i prefer the eclipse launcher (sadly no upgrade will come here).

  • this arbitrary behavior of the Wazgot’s healing laser [WL 13-EL Emitter]  if you want to shoot enemies near allies … flipping oscillating from damage to heal … annoying

4

 

I kind of like this flipping so also bad engineer is doing what he suppose to do  ![:576a55a9bca5d_):](<fileStore.core_Emoticons>/emoticons/576a55a9bca5d_).png “:576a55a9bca5d_):”)

 

22 minutes ago, avarshina said:

  • but its aim bot is acting only on healing not on damaging enemy ships - not?!

 

yes I think so, aimbot is healing only

6 hours ago, avarshina said:

the aim-bot on main weapons, is it easy to spot/recognize?

i really do not use these guns (due to not flying intys)

… but what about other weapons?

which have aim bot? do frigate weapons have it?

I like weapons like [Eclipse launcher] (due to no spread mainly, not wasting a cpu modifier slot) - found it easier to hit targets with it even close range like circling intys - than with, say [Waz’Dum] (kinetic)

  • has Eclipse an aim bot, or Proximity mortar?

 

what about the game >options >Game: Aim assistence and Ping-aware prediction, how do they fit in here?

 

i thought that some weapons are easier to use because of the explosion cubically surrounding the projectile, triggering it even if only near the object, so that no highly precise shoot would be necessary to hit … hope I found the right words…

 

The round circle is my mouse and the cross is the weapons cross hair. You can see how it snaps towards the aim prediction circle if I get close to one with my mouse.

 

Maybe people should remember that Interceptors have a Hidden bonus reducing the damage taken from “EXPLOSION and EXPLOSIVE DAMAGE”.

1 hour ago, Rakza said:

Maybe people should remember that Interceptors have a Hidden bonus reducing the damage taken from “EXPLOSION and EXPLOSIVE DAMAGE”.

Maybe that bonus should be removed, since plasma missiles seem to be the only damn thing that can hit a max wiggle taikin sometimes ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”)

33 minutes ago, Scar6 said:

Maybe that bonus should be removed, since plasma missiles seem to be the only damn thing that can hit a max wiggle taikin sometimes ![:p](<fileStore.core_Emoticons>/emoticons/004.png “:p”)

Wouldn’t help much with Taikin unless its hitbox is enlarged. It’s smaller than other intys 

They could simply do to interceptors what they did to the “Destructor” aka “Rework it to death”.

14 hours ago, g4borg said:

it depends on the weapon. (I suspect) “aiming help” is existant for many weapons, but thats a miniscule impact. then there is the HUD markers, which in a way are also aiming help.

thats valid for most weapons. obviously nobody complained about gauss or positron not being somewhat skill dependant tho.

 

then there are homing weapons, or weapons which have some significant aim assist, that feel like an aimbot.

but those weapons have one in common: their dps is subpar.

 

i do not have the wazgot healing gun, but i dont think having aim assist on a healing weapon is that bad. eclipse has no such feature as far as i know.

 

front blaster on release a fixed weapon, that needed you to fly towards your target, but you had the highest dps available if you managed to hit. that was fine but hard to use, especially with ping.

it is however one of the most fun interceptor weapons, and only partial amounts of your dps will actually be effective - without aim assist - and forces the ceptor to do real hit and run attacks, which is actually cool

 

front blaster aim is pretty easy to recognize yes. you will see the nose-crosshair snap to your enemy. it does require you to aim once at him, but after that, it will stay in that direction, and not be disturbed by micromovements with your mouse.

its a nice mechanic to be honest in theory. only that the gun has wayyyy to much dps for it.

i personally prefered the non-snapping high dps variant, but with snapping it should not have the 30-50k damage salvos it can deliver.

 

on the other hand, the more sensible aiming behaviour (its not completely fixed now, or at least, the ship allows microturns) is an improvement that could stay. i liked that change. only the snapping should go.

 

it would still be a weapon that if someone should have a real aimbot (so an illegal automation) becomes quite a problem.

 

indeed , informative! ty!

 

10 hours ago, John161 said:

 

The round circle is my mouse and the cross is the weapons cross hair. You can see how it snaps towards the aim prediction circle if I get close to one with my mouse.

 

ah - yes i see it.

i believe the ‘snap in’ aim assistance is only active on the Front blaster main gun?

why would the devs introduce this ‘snap in’ aim assistance with a interceptor weapon?

  • it could be of use for some weapons, e.g. frigates & fighters esp. against super fast interceptors, too, so why for intys … ?

 

9 hours ago, Rakza said:

Maybe people should remember that Interceptors have a Hidden bonus reducing the damage taken from “EXPLOSION and EXPLOSIVE DAMAGE”.

Ah yes we had this topic some weeks ago, you mean this:

"Interceptors - only take 66% from explosion damage sources (x0.66) " (from the Wiki: Damage - Niripas pointed this out - the Wiki is making progress)

One would like to add that :

frigates and destroyers have a hidden malus increasing the damage taken from “EXPLOSION and EXPLOSIVE DAMAGE” plus a malus on missile maneuverability in comparison to interceptor missiles (only missile that are really dangerous for good interceptor pilots are homing missiles from interceptors)