Just came out of a match in T3 with two [DNO] players. Game mode was Domination. First player had a Blood Tormentor, second player had a Styx.
There was no way to kill them. Common knowledge dictates that in the above scenario, one focuses on the Engineer first and then finishes off the Guard. Except the Styx was damn near invincible with the new burst healing mechanics. No sooner would we knock its hull down to half, it would activate a burst hull heal and be right back to full health. And this was with 3 smaller ships focusing their fire on it.
Breaking from conventional wisdom and attacking the Guard had a similarly fruitless result, as the Styx would simply burst heal its shield.
So we attempted to ignore them and capped beacons, thinking at least that would win us the game. Nope. They managed a triple-cap which ended the game. There was absolutely no way to contest the beacon they were sitting on, which left the rest of their team with an easy win as they only had to manage the capture of the remaining two beacons.
Maybe this happened simply because it was [DNO]. Maybe it was just a fluke game with an unorganized team. Maybe I’m biased because I’ve posted about nerfing the Styx before. But my suspicion is that a Styx with a maxed out Capacitor, Burst Heal, and other Hull healing modules is now much, much stronger than before. And the Styx was already very strong…
If this is the new meta, I’m very concerned.
If this is the new meta, I’m very concerned.
This is not any new meta, all games I’ve played in T3 recently with DNO players has been like that, one of them with a guard (Blood Tormentor or Anaconda-M) and the other with a Syx. Even with the old mechanics it would be impossible to take them down in the 6v6 games we played.
EDIT: I’d like to see how much a Minotaur (or even better a Grizzly-M) can heal with its 2 Capacitor 2 Shield (compact shield gen) layout.
Edit: nevermind, delete this.
This is not any new meta, all games I’ve played in T3 recently with DNO players has been like that
Ok, so it just took an old meta and made it even more powerful, is what you are saying?
The primary problem I’m seeing, is that instead of the trickle heal, a player can now supercharge the burst they produce by maxing their capacitor, which is far more effective than any normal self-heal hull module.
Ok, so it just took an old meta and made it even more powerful, is what you are saying?
That’s not what I’m saying, I didn’t have the chance to play yet (need to finish my finals first), but they’re using the same comp anyways.
I only remember YellowSubmarine[DNO] and his yellow Anaconda-M roflstomping small T3 games, don’t know who was the guy on the Styx.
In that match we had the same thing going on Beacon C and I don’t think you guys had an Engie on your side of the map. The triple cap happened because
my guard left me for the glorious death of a 4v1 instead of the warm embrace of my heals.
I think they were just more organized.
This is not any new meta, all games I’ve played in T3 recently with DNO players has been like that, one of them with a guard (Blood Tormentor or Anaconda-M) and the other with a Syx. Even with the old mechanics it would be impossible to take them down in the 6v6 games we played.
EDIT: I’d like to see how much a Minotaur (or even better a Grizzly-M) can heal with its 2 Capacitor 2 Shield (compact shield gen) layout.
Or an octopus that you can fit how you want 
OT : Maybe instead of a great “one time burst”, a hot mechanism could be better (on a 4 / 5 seconds), something like the shield booster active module. Or a charging animation with a small delay instead of the instant push, a bit like the anomaly generator. Maybe the passive heal need a small up, and the burst a small reduction. Those both suggested changes are not exclusive from each other.
Again, ecm can do wonder (and the energy drain get a nice boost with this new mechanics). An ecm can shut down permanently the healing burst of an engi. I find it a bit wrong that you need ecm that bad, but it’s the only counter I could find. Or a focused fire multi damage types LRF wall 
Again, ecm can do wonder (and the energy drain get a nice boost with this new mechanics).
So the overall theme I’m seeing here for balance boils down to: Keep Calm and ECM Everything
Back on topic: If a Styx pilot were selfish and equipped a Hull Egg, Hull Aura, and a Hull Repair at this point in time, that Styx would be almost untouchable. However, the Styx I am referencing seemed to be surviving just fine with it’s Hull Aura alone, simply due to the massive amount of health it was able to generate per burst thanks to a massive Capacitor size.
So the problem is, the limited healing rate of Engineer modules which made the Styx borderline balanced, has now be replaced with an instant heal button that can regenerate an entire hull’s worth of armor in the span of .1 second. That, in my mind, pushes the naturally tanky Styx over the line and makes it unbalanced. And if you don’t have the DPS necessary to chew through all that armor before the burst heal recharges, too bad!
So the overall theme I’m seeing here for balance boils down to: Keep Calm and ECM Everything
That’s why I said it feel wrong to base balance on this :012j:
Reacon is a good solution
i also use that insane burst healing so i won’t say nerf it. If it’s nerfed, it’s underpowered.
i also use that insane burst healing so i won’t say nerf it. If it’s nerfed, it’s underpowered.
But that’s a waste of your talent! Get your Bear and squeeze out those slow beams for me so I can hit with my rf blaster xD
On topic: it is annoying sometimes and I do see frigball of Styxs and guards, the key is to concentrate fire and break their line of defense.
But that’s a waste of your talent! Get your Bear and squeeze out those slow beams for me so I can hit with my rf blaster xD
On topic: it is annoying sometimes and I do see frigball of Styxs and guards, the key is to concentrate fire and break their line of defense.
ur fine hitting without me lol i remember sec con. sheesh. at least ur finally helping me get my win loss back up. haha.
im waiting for a tourny team of engis to spam drones and heals.
ur fine hitting without me lol i remember sec con. sheesh. at least ur finally helping me get my win loss back up. haha.
im waiting for a tourny team of engis to spam drones and heals.
That would be the day Star Conflict stopped.
That would be the day Star Conflict stopped.
lol no the day star conflict stopped would be when base flew a guard (in public) but he won’t cuz people would start talking.
his guard skills aren’t that bad actually. did pretty well in a 1v1. (fed guard of course) but you didn’t hear this from me.
lol no the day star conflict stopped would be when base flew a guard (in public) but he won’t cuz people would start talking.
his guard skills aren’t that bad actually. did pretty well in a 1v1. (fed guard of course) but you didn’t hear this from me.
1 vs 1 giards is easy you just need to know how to build that guard 
I’m still not sure what to think of the changes. On one hand, most old builds suck now and I’m not at all a fan of the heal mechanics. The passive heals are a joke at best and the active heals are too linear, forcing the same builds over and over to best take advantage of them. On the other hand, they may be stronger if you put emphasis on capacitor, allowing Engies to perform more effectively on the battlefield when on comms.
I’m looking at it from the stance of is it good for gameplay rather than is it balanced. It might be strong, but it’s not really fun if it ruins setups and forces others that aren’t strong to become the most played regardless of their actual effectiveness.
Forcing Engies, which are already made of the finest cardboardium alloys, to take compact shields to best use their heals is not a good thing for Engie gameplay. Dying fast was already easy to do. I’d rather it not happen 4.8% faster.
With more time, I’ll have a more informed opinion on the matter. As will we all. But my initial reaction is definitely negative.
It’s a sad state of affairs when regenerative hull plating is more effective than passive healing.
I’m not sure this new burst healing is that good, even with full mk4 modules styx only have 2346 en capacity
(even if u choose rank7 fortiss implant it’s still 2666) even with mk4 nanodrones it’s less then 4k heal every
40sec, a little better than the mk4 Repair kit large which heals 5168 hull every 65 sec.
of course burst heal can be a life saver when u r under heavy enemy fire or got hit by some high damage
missiles or something but think about this. maybe you wouldn’t have been in any danger in the first place
if u had your old +100 passive hull reapairs, maybe your teammates would have survived longer to support
u if u had healed them with your old superior heals and u might look good with your full hull once u activated
your nanodrones and repairkit but that’s your weakest moment since for 40~63 sec you would only have less
than 30 hull repair per sec. so yes u can be much tankier under short-term high damage enemy fire but
in a situation where your entire team is well organized, using cover wisely and support each other
(I think I hope too much but still XD)
u wouldn’t be under that situation in the first place unless your team’s ships r generally weaker than the other
team’s ships(or they’re just way better)
I’m not an experienced pilot and I haven’t spent much time on this new styx so my opinion must have many
loopholes but imho I don’t think I’m ready to choose this new styx over the old one