You only don’t change it often because everybody can switch their weapon damage type without you being able to tell.That inability to tell the damage type hitting you affects nobody except Jeri fighters, whose ability it kinda wrecks. The fact that using the weapon mod to switch damage type has no energy cost, but switching the ability type does, also buggers it fairly thoroughly.
The ability is great for PvE but rubbish for PvP in its current state.
Raid type is ok but the techs version is lolbad too.
Ok, you have a good point that requires some discussion.
But how would it be possible to clearly define the kind of incoming damage? The quick and dirty solution is to color the incoming bolts of plasma (and the like) to the color of damage type. But that gives rail guns a hard visual to define. Another way is by changing the corners of your UI screen to reflect the incoming damage color. but that may be information overload to the new player or give him or her a seizure.
Yes, colouring any incoming projectiles would be a good start.
But really; with everybody having access to the type switching damage mods, which are instant and have no energy cost, the Jeri fighter ability will always be sub par. It’s not a certain weapon or ship type that can basically make the ability useless (spy drones vs fed, stasis/ion vs emp), it’s everybody with any fitting.
I do agree here, the Jericho’s shield are the only thing they have really, and it’s not terribly strong, barely better than a passive module, which is accessible to any ship.
Anyhow, a nice way would be to color the bolts indeed, and why not also make the shield’s reaction match the color too? Wait, do we see the reaction of our own shield?
But indeed the only thing the Jericho fighter has is its shield, and starting in T2, you just can not tell what people are shooting.
And because once the shield is depleted the fighter is as strong as a paper cup… it really need a good shield buff.
Or, but that will still be a problem for multiple enemies, instead of choosing the buff type ourselves, just make it a match last/next damage type. That could be an idea too.
Maybe better to match next damage type, like, you engage it, and the next incoming damage determines the buff type.
It depends on how much resis you have right now. But even 9% are worth it. You still take out a Weapon mod and some extra.
Ah, and how does that compare to 66% increased damage with overdrive? Hey, you, empire fighter, against me you only deal 57% increased damage, take that!
Hull in this game beats shields any day. The jericho fighters special is the worst of all, by far. Its so hilariously superficial, you might aswell take it out of the game and the difference would be nil.
It is also the only of all nine special abilities that becomes useless when you have zero shields.
The Jericho fighter special is the only one, which is rendered absolutely useless without shields. And shields go down fast.
If their strength should be their shields, then for crying out loud 9% damage reduction against one type of damage doesn’t help at all.
If 100 points is half damage, then 60 points is a 30% reduction, much more than 9%. It does have some problems though. Shields are so large that you take many more hits that would be misses on a ship with depleted shields. This is part of the reason why hull tanking is more effective. Maybe Jerico could do with some more base resistances for their shields across the board. Either that or some nerfs to empire, as I’ve noticed that at tier 2 the fox is pretty fragile as well, while the Deimos 2 can take fire from 3 or more ships and keep on trucking to plant the bomb.
If 100 points is half damage, then 60 points is a 30% reduction, much more than 9%. It does have some problems though. Shields are so large that you take many more hits that would be misses on a ship with depleted shields. This is part of the reason why hull tanking is more effective. Maybe Jerico could do with some more base resistances for their shields across the board. Either that or some nerfs to empire, as I’ve noticed that at tier 2 the fox is pretty fragile as well, while the Deimos 2 can take fire from 3 or more ships and keep on trucking to plant the bomb.
It’s called diminishing returns. It’s fairly common in computing how resistance mitigates incoming damage.
IE:
the first 10 resistance mitigates 9%
the first 20 resistance mitigates 16%
first 100 resistance mitigates 50%
so going from 0 => 10 resistance gives you 9% more.
whereas going from 100=>110 only gives you 2% more.
Again, this is very common in many games. It’s to prevent abuse of stacking resistances. it makes a good balance point between the cost of health/shields/resistance. Otherwise you would always just stack resistance.
IE: it’s not linear. 50 resistance is actually ~33% resistance
One major problem is that it’s so easy to get EM damage. the two most popular weapons are the plasma and lasers. which both provide EM damage. Railguns, which i rarely see, provide kinetic and thermal damage. both of which shields are fairly resistant to.
For the most part, i leave my phase shields on EM. mainly because all shields are weak to EM, and that’s most likely what my enemy is using. shields already have high kinetic resistance, and Okay thermal. so if i throw on EM/Thermal passives and an aegis toggle I’ve got some very beefy shields.