On 4/9/2018 at 1:55 PM, Rakza said:
When they introduced “Roles”, because before this, there was no role.
Only Classes and differents special modules, as exemple Federation Frigates used to have 2 Differents kind of drones around them. One like the engineers have and One Anti-Missile drones.
Frigates were able to use “Stabilized Railgun” that was the ancestor of “Gauss”, you could even see Jericho Frigates with Pulse Laser or Shrapnel Cannon.
So, when Devs introduced the “ROLES” (Recon, Covert Ops, ECM, Gunship, Tackler, Command, Long Range, Engineer, Guards), they decided to rebalance the Weapons and adjust ships regarding their respectives roles.
Guards were given 4 Cannon Slots because they were extremly resilient. Modules were also extremly differents, Mass Propulsion Inhibitor was preventing passivly the use of Afterburner in a 3.2Km Radius / Signature Masking was reducing all damage by a huge percent in a 3km Radius / Missile Shield was perma-Active and was shooting down missile every 10 seconds.
At this time Engineers and Long Range were still having 6 Cannon Slots.
And one of the most massive Shitstorm started on the forum “The Great Frigball”. Engineers were much more resilient than now and they had 6 Cannons and Devs took a looooong time to realize that they were the cause of the Frigballs, they instead focused on Guards because that what people were taking in the face in first place.
So after nerf after nerf on Guards, Some players ( And I was one of them) started to be pissed as hell and we started our own shitstorm about Engineer being able to heal interceptors in 3 seconds and having 6 cannon slot.
Devs enventually removed 2 cannon Slots on Engineers and made the game more or less balanced.
That’s what we asked when they introduced Barrel Rotation Mechanics while removing the “Heavy Weapon” which had “Slow Barrel” mechanics.
But this weapons were still not properly balanced (aka the Coil Mortar with 48 RPM able to One Shot Interceptors). I don’t know if they considered the idea but they didn’t work on it or talked about it.
I don’t think so.
They seems to be back on the “We don’t care about Frigates”.
Look what they have given to LRF
Look at the diversity of tools Guards got.
And Look what Engineers are going to get.
While they give New Damage/Escape/Control mechanics to fighters and interceptors, frigates can slowly die under the carpet.
Better start learning how to play Interceptors and Long Range Fighters.
Object NY18 is the perfect exemple of P2W Ship that have access to broken mechanics while having no penalty.
No blind Spot, no Rotation or Strafe difficulties, access to modules way stronger than standard Guards, able to remove Debuff by itself.
You want to know what message they are sending to frigates players?
“You should better play Frigates with max Rang 10 if you are not playing fighters or Interceptors because at least you will have a better choice of tools and better resistance and we absolutly don’t care about it”
[@CinnamonFake](< base_url >/index.php?/profile/257821-cinnamonfake/)The last part is exactly the kind of message you are sending to the Frigate Players.
Bring back the great age of frigates, also dessies were balanced without the close range debuff. The only thing that really needs adjusting is how strong the missile shield module is and how often it can be deployed. I’m all for even removing the shield missile module in exchange for removing the close range debuff to increase the fun factor of the class. Also, it shouldn’t matter how large the ship is. Taking down the shield of a ship first must be done before being able to hit up the hull and modules, no matter how close you are. Same goes for frigates cause even their shield gets shotted through straight for hull damage when the enemy gets close enough.