Main Weapon Balance

well it could be coz i’m using crit builds but positrons suck the hell to me lol and i’m rather a solo pilot

 

On fighters anyway looks like we all agree about singularity is the best one…so it’s OP

 

I got gauss so many times, but it doesn’t do that great like assault to me :wink: that’s why i talked about a littel buff but if u say it’s already good i thrust you :wink:

 

I agree about ion…but really sometime i got burned in 1-2 sec… i move a lot but sometime that lazer looks like it’s really syick on me. Realy weird

 Ion Emitters are fine, but their DPS should reflect the FULL heating damage, not starting dps.

You can not state its full dmg on stat sheet due to its mechanics.

I agree about ion…but really sometime i got burned in 1-2 sec… i move a lot but sometime that lazer looks like it’s really syick on me. Realy weird

zoom in + mouse DPI change  allows you for very precise target lead

 

[…]

I fly ceptor (covop) and fighters (gunship and tackler), i got a guard too…so i know waht i’m talking about…

Have u tried positron, coils blaster…could u say they r all the same…?

 

And do ypou like that bubbles stuff with huge damage, huge crit, and huge AoE? Sure everyone likes them…and i like them too lol. If u got a pretty decent fighter you can shot ints right in the face and one shot kill them…2-3 shots for other fighters…Yeah…that’s nice…but not balanced m8…Those singularities are supposed to be antifrigates weapons…so i’m sorry for you, but they must have the slow barrel on…just the way it was with heavy…plasma :wink:

If u u like to focus fire on interceptors go for gauss or something else…

 

And about ion…thrust me some guys can burn your xxxx in 1-2 secs…there’s something to be checked there too

I did try them and they are indeed not the same. I prefer coils over every other frigate weapon. Lasers are weak (both of them - the only way to make use of blasters is to face-shoot frigates that are close to you - or some dumb moron who doesn’t know the meaning of dodge). The positron, well, i like it a little, but then it’s the same mechanics as the blasters, only that you snipe with slower shots instead of auto-fire. Coil mortar atm is kinda OP imo, but i wouldn’t reduce it’s rate of fire because it partially solved the jamming problem (still jams tho).

 

About bubbles i do agree that they have a huge damage scale against smaller ships than frigates. But then if i compare them to my Gauss in the ‘smaller ships’ theme, the gauss is way better - higher range, bullseye shots, scalable damage. For bubbles i must bring the ‘dodging’ topic back: there are just too many people not even trying to dodge them. Most people think that if they orbit you you cannot track them. Wrong - bubbles can do that easily and the way to counter them is to move away chaotically strafing (that if you are faster than the enemy obviously - and this speed argument is applicable to all weapons put on gunships) and turn around and shoot while you keep strafing (it’s damn easy to dodge them when looking at the enemy).

Imo it’s a matter of how you play with and against it. Since it’s been implemented i’ve continuously seen people asking for even further nerfs on the gun, but haven’t almost at all seen a change in their playstyles regarding the gun - and it’s been a good while now since they appeared.

 

I didn’t really play ion, but i do know it’s optimal range is pretty small by nature compared to all other guns (same applies to assault lasers on frigs). I’m not having problems against it unless it’s a close to medium range engagement, where it is indeed very deadly. But even so i don’t really feel it to be much above the others each given their own proper engagement scenario - that’s another thing to consider, not just ‘OP at close range’ or ‘shoots across the map’. That’s what they were built for.

 

well it could be coz i’m using crit builds but positrons suck the hell to me lol and i’m rather a solo pilot

 

On fighters anyway looks like we all agree about singularity is the best one…so it’s OP

 

I got gauss so many times, but it doesn’t do that great like assault to me :wink: that’s why i talked about a littel buff but if u say it’s already good i thrust you :wink:

 

I agree about ion…but really sometime i got burned in 1-2 sec… i move a lot but sometime that lazer looks like it’s really syick on me. Realy weird

Tbh i don’t agree about singu, i prefer gauss at any time.

I would really love to see the old Stab Rails mechanics on them again too.

Ions, well mostly what i said above, but know this little trick: most people pick the empire 30% rotation in all axes implant at rank 5 which dictates that wherever they point their mouse to shoot at with lasers their ships will face that way. Asteroid and other object clutter engagements make it nearly impossible to hit anything with lasers, so use that to your advantage. If the enemy wants to kill you that bad, he HAS to crash in them. Those who pick strafing however will fry you pretty easily.

 

These are my thoughts so far.

Ions, well mostly what i said above, but know this little trick: most people pick the empire 30% rotation in all axes implant at rank 5 which dictates that wherever they point their mouse to shoot at with lasers their ships will face that way. Asteroid and other object clutter engagements make it nearly impossible to hit anything with lasers, so use that to your advantage. If the enemy wants to kill you that bad, he HAS to crash in them. Those who pick strafing however will fry you pretty easily.

I dont get it  :dntknw:

I guess he’s referring to over-movement while aiming the Ion Emitter, you know, since while aiming with the augmentation in the rotation speed, sometimes you roll more than what you wanted, or even without wanting to do it… is that, Astraal?

I guess he’s referring to over-movement while aiming the Ion Emitter, you know, since while aiming with the augmentation in the rotation speed, sometimes you roll more than what you wanted, or even without wanting to do it… is that, Astraal?

 What does it have to do with shooting? if your target some where out of your frontal arc it will make you turn towards it with all 4 turrets faster, and you can’t roll more than you wanted to affect your turrets, they are not hard tightened to your direction.

 And btw acceleration on strafes was nerfed long time ago (module layout overhaul patch) so having implant for strafes will only increase maximum strafe speed, but it will not make you dodge better because it is more dependent on your side acceleration rather than a maximum speed because you suppose to change your directions and not just strafe one way.

I dont get it  :dntknw:

It’s simple, but dunno how well i can explain it.

Imagine yourself chasing a ship around an asteroid and you try to keep your cursor on his ship at all times (let’s presume he’s moving only upwards of your ship, so you keep aiming at the top of your screen where the asteroid resides). Going in circles around that asteroid and the enemy being further in front your cursor’s direction will intersect with the asteroid if that happens, with the 30% rotation implant you have many more chances to fly in that part of the asteroid your cursor is pointing at since your ship spins crazy-fast in that direction. Now, if you fly with 75% bonus strafing speed, that won’t happen, because in addition to the rotation towards the enemy ship, you also move downwards very fast, avoiding the collision and possibly even enabling you a clear sight because now you are facing more towards the enemy. Rotation allows almost only forward movement, so where your cursor is, that’s where your ship has the highest chances to fly at. Strafing speed gives you the ability to ‘cheat’ over that, and your main movement direction is not 100% forward anymore, but any direction.

 

Forgot to add - you HAVE to keep your cursor over the enemy ship if you plan on hitting him with ions (which the main story was all about). Other guns you just hover the cursor over the enemy, shoot, then back to re-stabilize your ship and avoiding collision and repeat.

 

I guess he’s referring to over-movement while aiming the Ion Emitter, you know, since while aiming with the augmentation in the rotation speed, sometimes you roll more than what you wanted, or even without wanting to do it… is that, Astraal?

Yep.

 

 

I know all this because i’ve learnt over-extensive geometry at college (architecture) and that’s what it has to do with, you just add motion.

It’s simple, but dunno how well i can explain it.

Imagine yourself chasing a ship around an asteroid and you try to keep your cursor on his ship at all times (let’s presume he’s moving only upwards of your ship, so you keep aiming at the top of your screen where the asteroid resides). Going in circles around that asteroid and the enemy being further in front your cursor’s direction will intersect with the asteroid if that happens, with the 30% rotation implant you have many more chances to fly in that part of the asteroid your cursor is pointing at since your ship spins crazy-fast in that direction. Now, if you fly with 75% bonus strafing speed, that won’t happen, because in addition to the rotation towards the enemy ship, you also move downwards very fast, avoiding the collision and possibly even enabling you a clear sight because now you are facing more towards the enemy. Rotation allows almost only forward movement, so where your cursor is, that’s where your ship has the highest chances to fly at. Strafing speed gives you the ability to ‘cheat’ over that, and your main movement direction is not 100% forward anymore, but any direction.

 

Forgot to add - you HAVE to keep your cursor over the enemy ship if you plan on hitting him with ions (which the main story was all about). Other guns you just hover the cursor over the enemy, shoot, then back to re-stabilize your ship and avoiding collision and repeat.

 

Yep.

 

 

I know all this because i’ve learnt over-extensive geometry at college (architecture) and that’s what it has to do with, you just add motion.

but in this case your frontal speed will be lower and depending on your max speed and your enemy, there is a higher chance that he will be going faster then you, effectively gaining more and more of asteroid edge between you and him, negotiating your attack angle.

but in this case your frontal speed will be lower and depending on your max speed and your enemy, there is a higher chance that he will be going faster then you, effectively gaining more and more of asteroid edge between you and him, negotiating your attack angle.

Correct. You should know what your ship is capable of before doing anything. In that manner i prefer the strafing bonus. I like rotation bonus only in open space and close combat, not for asteroid gliding where strafing is the superior choice. Gotta consider the enemy ship in that count as well - it’s an inty? Low chances. It’s a fighter, but not a gunship? High chances.

ETC.

I choose rotation personally as my hanger currently is 1 int 1 frig 1 fighter, and it is better all around for what i do.

Singularity Cannon: Decrease AOE, Slightly Increase DPS, Slightly Increase Projectile Speed. Remove ability to go through objects.

 

Shrapnel Cannon: Slightly Decrease Spread, Increase Crit Chance

 

Gauss Cannon: Slightly Increase Charge Time, Increase DPS, Add Slight Barrel Rotation Delay

 

Positron Cannon: Decrease Spread, Slightly Increase DPS

 

Heavy Blaster: Change physics to mirror Coil Mortar. Instead of a wall of lasers, have the 4 or 6 barrels cycle like the Mortar, firing one turbolaser bolt per barrel, and increasing in fire-rate the longer the weapon is fired. Unlike Coil Mortar, there is no proximity detonation. Lessen slow barrel rotation.

 

Coil Mortar: Decrease DPS, Increase AOE, Slightly Decrease Range. Becomes more of a flak cannon than a focused-fire mortar barrage.

 

Plasma Repeater: Decrease Spread, Increase Rate of Fire

 

Assault Railgun: Increase Spread

 

Pulse Lasers: Increase Rate of Fire, Same DPS

 

Ion Emitter: Slightly Decrease Optimal Range, Slightly Increase duration before Overheat.

 

Assault Lasers: Decrease Max and Optimal Range

Singularity Cannon: Decrease AOE, Slightly Increase DPS, Slightly Increase Projectile Speed. Remove ability to go through objects.

Shrapnel Cannon: Slightly Decrease Spread, Increase Crit Chance

Gauss Cannon: Slightly Increase Charge Time, Increase DPS, Add Slight Barrel Rotation Delay

Positron Cannon: Decrease Spread, Slightly Increase DPS

Heavy Blaster: Change physics to mirror Coil Mortar. Instead of a wall of lasers, have the 4 or 6 barrels cycle like the Mortar, firing one turbolaser bolt per barrel, and increasing in fire-rate the longer the weapon is fired. Unlike Coil Mortar, there is no proximity detonation. Lessen slow barrel rotation.

Coil Mortar: Decrease DPS, Increase AOE, Slightly Decrease Range. Becomes more of a flak cannon than a focused-fire mortar barrage.

Plasma Repeater: Decrease Spread, Increase Rate of Fire

Assault Railgun: Increase Spread

Pulse Lasers: Increase Rate of Fire, Same DPS

Ion Emitter: Slightly Decrease Optimal Range, Slightly Increase duration before Overheat.

Assault Lasers: Decrease Max and Optimal Range

Singularity: It just needs a make-over…

 

Shrapnel: No and good lord, no, I already have 70% base crit on my CO’s, I do NOT want to see more.

 

Gauss: Remove Charges, increase damage, decrease RoF.

 

Positron Cannon: Spread is fine as is, no more DPS,

 

Hv. Blaster: Idk, I kinda like its mechanics, but it’s an utterly useless weapon, tbh…

 

Coil Mortar: Needs to go back to its old RoF & DPS.

 

RFB: No more RoF, can’t say I disagree with the spread decrease.

 

Assault Rails: Yes.

 

Pulse Lasers: The RoF & DPS is fine. I see no reason to change anything on this weapon.

 

Ion Emitter: It already has quite a large overheat timer.

 

Beam Lasers: No. Just no. Frigates can already shoot them at over 8km, there is absolutely NO reason to give them any more than that. I don’t appreciate getting shot at from 10km from a weapon that I can’t run away from on an Interceptor.

 

Beam Lasers: No. Just no. Frigates can already shoot them at over 8km, there is absolutely NO reason to give them any more than that. I don’t appreciate getting shot at from 10km from a weapon that I can’t run away from on an Interceptor.

 

Uh… I said _ decrease _ range. Not increase.

Hmm… Why did I read increase… Godamnit.

While I have only played ints at T2, my experience with the shrapnell cannons was that they were fun, but the spread is absolutly rediculous at start, and then proceeds to beyond ludicrus after a few shots.  Even with the spread reduction mod (which several T2 ints cant even equip).  You would think with the shotgun patern you would have a lot of partial hits, but no the spread ends that your whole shotgun patern is way off in the other direction regardless of were your cursers is.    maybe there t3 ships were you can counter this well enouph, but in t2 as much fun as i had shotguning frigates in the back, all the other weapons seamed to work just as well at that job and much better at any other.

 

 

So mayhap remove the spread increase as you fire.  The starting spread is fairly large as it is, just keep that the whole time.  Heck I personaly would be fine taking the spread down very low and loosening the shot pattern, so that assuming you are aiming proper, you are very likey to hit even at range (due to area saturation), but unless you are close up you will only be plinking with one or two flechettes.

 

 

I am flying with ions on my fighter right now and am a bit concerned they may be op, they have a higher base damage output than assault railguns, the debufe resitances, and they are hitscan and have no spread.  A bit shorter range sure, that hardly bothers me much.  I am flying a fed gunship at he moment so that may be scewing my perception, with gunships boosts to firepower and fed boost to speed.  I am not sure enouph of my experence with it to realy suggest any alterations though.

agree the shrapnel need a little boost but the most useless weapon in game atm is the rapid fire blaster… killing an int with that gun is nearly impossible :wink:

 

Still continuing the brutal singularity abuse all over the differebt tiers…Pls put the slow barrel back or brutally reduce that huge AoE…

 

working as intended

We complained that it needed spread reduction, and the devs increased spread because it was “OP.”  It was only close to OP before the module slot changes when we could fit two spread reductions on a Kris AE along with a Jericho R2 implant.  Right now the lowest spread is around 1.9-3.8 degrees.

agree the shrapnel need a little boost but the most useless weapon in game atm is the rapid fire blaster… killing an int with that gun is nearly impossible :wink:

 

Still continuing the brutal singularity abuse all over the differebt tiers…Pls put the slow barrel back or brutally reduce that huge AoE…

 

Heavy blasters are not meant for you to kill intys with. And it’s probably the most useful weapon for PvE Blackwood.

 

Singularities… I reserve comment because I’m not familiar with it.

Guss Cannon: Slightly Increase Charge Time, Increase DPS, Add Slight Barrel Rotation Delay

 

 

A sniping weapon with barrel rotation delay? hell no