Imo damaging abilities like plasma arc, plasma web, guided torpedo, sentry drone etic should scale by tier. While ship toughness scale with tier, these modules do not. Something like plasma arc may be strong in T2, decent in T3, but useless in T4.
They all scale by tier. However their scaling is far weaker than survivability scaling.
The special weapons do scale by tier. The higher the tier the less damage they do :dntknw:
The Harpy does 5.85k damage with default weapon. Cerebus does 5.59k with default weapon. Both default weapon has same damage. Harpy is T1 Cerebus is T3.
Plasma web is in a similar situation. The swift does 2.074k damage while Kite does 1.984k damage.
The active modules do scale somewhat, but minimally.
Well desintegrator does scale by tier
Torpedo does too. Except Guards just swarm everything in T3, making your life very useless.
Don’t forget, once you managed to knock the Arc off, or I forget to deactivate my afterburners while crashing into the frig and bounce off, all that Arc is basicly doing is making the ceptor very hard to manouver.
Even if it is counter intuitive, you should try to move into the direction the ceptor is coming from, or make a 90 degree move, also if it comes from behind, raising or sinking the ship can be effective. You either evade, or try to knock the ceptor off balance, and you will live.
Take that from somebody who fries a lot with his arc and fails considerably in doing so.
Don’t forget, once you managed to knock the Arc off, or I forget to deactivate my afterburners while crashing into the frig and bounce off, all that Arc is basicly doing is making the ceptor very hard to manouver.
Even if it is counter intuitive, you should try to move into the direction the ceptor is coming from, or make a 90 degree move, also if it comes from behind, raising or sinking the ship can be effective. You either evade, or try to knock the ceptor off balance, and you will live.
Take that from somebody who fries a lot with his arc and fails considerably in doing so.
I think most people do. There aren’t enough easy chances to get good at the hard chances. Although, yesterday I think I got a kill because of a fat fingered plasma arc. I don’t know who I killed or how. Aiming that arc is tricky. Knowing I get 300m now will make it easier.
You either evade, or try to knock the ceptor off balance , and you will live.
You mean that’s actually possible? O_o Wow…
You mean that’s actually possible? O_o Wow…
Yes. You can bounce them off your ship too. ;]
In fact, you’ll find that due to extremely slow braking in this game, skilled inty pilots will sometimes attempt to collide with your ship to drop speed quicker, and rolling to give them wrong angle (as this is usually done from the top/bottom where frigate surface is widest and flattest) will send them bouncing in a random direction instead of slowing.
there’s just something wrong with covops… when they can take down any unit in the game, nevermind you plasma whatevers lolz… the simply speed and maneuverability of a covops makes them impossible to hit in close comabt. you can’t even turn fast enough to get your guns on them in a fighter… possible stand a chance in a tackler… possibly, but that’s about it… and honestly, nope… a covops will kill a tackler if he can cut the beam, not sure if breaking a lock on a tackler will cut the beam as well. in any case, ecm can also kill tacklers… kinda makes tacklers pointless except for the fact they can lower resists… assuming your team can focus fire…
i dont even understand how a ship that’s supposed to be agile and lightweight can carry nukes… don’t those thing weigh quite a bit? whole concept of this weapon seems utterly ridiculous to me.
there’s just something wrong with covops… when they can take down any unit in the game, nevermind you plasma whatevers lolz… the simply speed and maneuverability of a covops makes them impossible to hit in close comabt. you can’t even turn fast enough to get your guns on them in a fighter… possible stand a chance in a tackler… possibly, but that’s about it… and honestly, nope… a covops will kill a tackler if he can cut the beam, not sure if breaking a lock on a tackler will cut the beam as well. in any case, ecm can also kill tacklers… kinda makes tacklers pointless except for the fact they can lower resists… assuming your team can focus fire…
i dont even understand how a ship that’s supposed to be agile and lightweight can carry nukes… don’t those thing weigh quite a bit? whole concept of this weapon seems utterly ridiculous to me.
Keep in mind that it’s only in those tiers…things change a lot in T3 with other ships having more durability. I fly mostly command fighters and I have no problem with interceptors. The balance issues in the lower tiers (assuming they’re there) will probably be patched eventually.
Keep in mind that it’s only in those tiers…things change a lot in T3 with other ships having more durability. I fly mostly command fighters and I have no problem with interceptors. The balance issues in the lower tiers (assuming they’re there) will probably be patched eventually.
i think covops are secretly starcraft 2 ‘ghosts’… launch nukes? what’s next? a sniper rifle? lol 
Last 3 seconds, 300m infront, does a total of 21k at tier 3.
Sorry, unless they just stand there its useless. I can’t tell you how many times ive ran straight into a frig, used this, and unloaded and him just tank it all.
21k damage in 3 seconds, and you are not satisfied with it?
Frigates have their butts pounded more than enough to stack thermal resists.
21k damage in 3 seconds, and you are not satisfied with it?
Frigates have their butts pounded more than enough to stack thermal resists.
My T2 guard has 21k shields.
You won’t hit all 3 seconds, unless they sit dead the entire time.
And you think thats good at T3? Lol.
So you expect to kill a tanker class ship of the game with a lone active module? :crazy:
Guard is not really a good target for Cover ops.
So you expect to kill a tanker class ship of the game with a lone active module? :crazy:
Thread is complaining about plasma arc being “op”, it is clearly not.
I don’t expect to kill a tanker with a single ship, although for all balance purposes, it is a “buff class” as much as a tank.(frigates that is), and should be punished for being outside the group, it is still kind of silly that one pilot would be able too.(at least quickly).
Stop complaining.
PA is fine in T3.
T2 PA damage is not fun, unless you are build your frigate with frikin high thermal resist, you won’t survive.
Guard is clearly designed as tanker, or we will not have any tanker class in this game, and how Inty survive with their speed when 5+ ships are shooting at them without any obstacles, while other ships can’t, is kinda ridiculous.
PA is fine in T3.
T2 PA damage is not fun, unless you are build your frigate with frikin high thermal resist, you won’t survive.
Guard is clearly designed as tanker, or we will not have any tanker class in this game, and how Inty survive with their speed when 5+ ships are shooting at them without any obstacles, while other ships can’t, is kinda ridiculous.
T2 PA is still dodgeable.
I was only mentioning damage.
And if you manage to dodge more than half the damage of PA in T2 with a frigate, the CO pilot must sucks badly.
I was only mentioning damage.
And if you manage to dodge more than half the damage of PA in T2 with a frigate, the CO pilot must sucks badly.
Not really, its a small mark in a xyz axis. Its no op in T2 or 3.