15 hours ago, Scar6 said:
I suggest to modify a few mods and weapons in order to make interceptor gameplay more enjoyable (again, excluding Taikin):
Tetroxide Injector (All ships exept elly):
I addition to increasing the ships acceleration, it will now also make the ship 50% resistant so slowing effects.
Piercing Missile/EM Missile (All Interceptors):
Increase the amount of missiles to 12, reduce reload to 2 sec
Small Missile (All Interceptors):
Increase the amount of missiles to 10
Nuke (Covert Ops):
reducecasette reload to 45s
System Hack (ECM):
reduce cooldown to 40s
Plasma Arc (Covert Ops):
Additionally increases the users shield resistances by 50pts while active
Reactor Overload (Covert Ops):
Doesn’t deal damage to the user
Microwarp Engine (Recon):
Increases main weapon damage by 20% for 7s after the jump.
Shield/Hull active resistances modules:
Reduce cooldown by 30%
New capacitor mod (Interceptors only):
Adrenaline Injector:
Increases manouverability (rotation and strafe), speed and main weapon damage by 20% when the hull has less than 33% durability remaining. Deactivates as soon as the hull is replenished to over 33%.
Discuss if you like some of these, all the values are subject to change according to balance. ”)
Imho no to many of your OP suggestions!
I find the interceptors right at the moment. Never felt it good, that a single interceptor could speed out to a frigate/dessy to kill it alone nearly with mediocre skills. Feeling the free kill experience with frigates for many ceptors was ugly, not to have proper counter measures to stand a chance.
They are tiny ships with strength from specials and speed. They should be played strategically and not as a super fast gunship replacement (for the ones with super ping and fps ) …
Ceptors can gain many points but there should always a risk be involved because they demand skills and are tiny…
53 minutes ago, g4borg said:
nope. interceptors are _better_ at objectives
but _all_ ships should do objectives
especially since an interceptor cannot do all objectives reliably
all interceptors also have modules designed to take down frigates, because that was their original role
with destros this shifted, as destros are now designed to take down frigates.
also the covert ops is specifically a combat ship.
and the ecm is indeed a ship that enters line of fire, as it usually still is the best ship to spearhead an attack (and also suffered the least from nerfs)
taking it as a “only do objectives” class is simply not viable game design.
nukes constantly shift between op and useless. i kinda miss the time they could be tossed.
* “interceptor cannot do all objectives reliably”: That goes with any ship class, for example my beauty engineer frigate Wazgot 'Mathilda" also “cannot do all objectives reliably” - and for the 4-set/docks/slots of ships I would love to own more than 1 Wazgot, to have different builds of my favorite frigate(s) available in battles (speed builds, heal builds, offensive builds, long range build), for I mostly play engineer frigates. Believe me, if I could get after-battle-points decently for support roles I would love that … for now I have a more offensive build.
* “a “only do objectives” class is simply not viable game design”: I agree - would be too narrow and could produce negative oscilative escalation (aufschaukeln) effects.
* “could be tossed” : 