New Healing Mechanics and the Styx

Styx is actually less tanky now, from what i saw.

Apparently nuke already did that math for that. 4.8%(?)

 

Burst healing is low in t3 due to lack of implants and modifier slots. And the cooldown is 40 seconds which remains 40 seconds, unlike in t5

  1. Equip Destructor

  2. Equip random modules on the rest of the guard

  3. Win

Destructor? U wot m8?

Styx is actually less tanky now, from what i saw.

 

Nice

I’m with Nuke on this one. My initial reactions are negative. The passive healing of the engies now is a joke. Like seriously, a regen coating does more healing, and normal shield regen does more. 

 

I miss the old healing auras. They weren’t overpowered, nor did they need to change. Plus, Ion Diffusing an engie would shut the heals off, making the team easier to kill. The current auras make frigballing sooo easy. Just wait for the enemy team to charge in, once your team’s shields are going down, burst the shield, same with hull. That burst of health is all you need to ensure your frigball stays together, instead of falling apart under focus fire like it should.

 

This new system of healing is also forcing pilots to fly their engies with similar, if not the exact same builds, in order to maximize healing. Unlike with the old auras, that let pilots fly their ships in a variety of ways, but still have the same healing output, the new auras force pilots to build up capacitor volume if they want to have the best healing possible. I for one am a fan of build diversity, I hate fighting the same builds over and over, it gets boring and repetetive.

with burst heals more engies = more heals. Frigball profit

I caught a glimpse of the potential power of the Engi-ball in a game today. 2-3 Engineers and a Guard all pushing on a beacon. Both engineers were taking fire from what I could see, and so both used their own heals a little out of sync. The result? Two Styx and a Crus S that just would not die and damn near rolled the final beacon, with only some last minute focus firing and a suicidal ECM stopping them from doing so.

 

If Engineers can now ACCIDENTALLY produce uber-buffed frigballs, imagine what damage a 3-4 man squad with teamspeak and Mk IV modules can accomplish.

 

Again, I am not saying we need to discourage teamwork, but I am saying that we need to make sure solo pilots and less able squads can still make a difference, rather than creating huge disparities of power between the mob and the killsquad.

Also, this new setup is revealing something important about the n00b engineer - it’s not that they didn’t turn on their heals; it’s that they never brought any to begin with! Again, over half a dozen matches I saw time and again that I would at best get hull OR shield restoration from randoms. Now an Alligator MK II is almost understandable for only having a single passive… but an Anaconda? Four active slots and they put in ONE passive? Madness!

 

So this has really not fixed the problem it set out to fix - it’s just proven that people are not being given proper tutorials in game.

Styx is actually less tanky now, from what i saw.

Apparently nuke already did that math for that. 4.8%(?)

 

Burst healing is low in t3 due to lack of implants and modifier slots. And the cooldown is 40 seconds which remains 40 seconds, unlike in t5

I think he was refering to the loss of shield volume from using the +100% cap on shields. You also lose whatever else you would have used that shield slot for in the first place ;p

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.

 

Coordinated nuke strikes seem to be the best option for this now :>, i was killed yesterday in a styx when 3 nukes exploded in succession as i was under stasis.