Player Patch Note V0.9.2

Modules: (didnt care either way about the proposals except:)

 

Guided torpedos need to HIT their targets.  If they are too powerful (Which I havent seen any evidence to show they are), then nerf the damage.  Otherwise leave it alone, as they finally got fixed.  Up until 0.9.1 you were a determent to your team if you brought a Jericho LRF, when there was any guard ship present on the other team.  No class deserves to be rendered entirely useless by a common module that everyone will carry.

 

Again : Guided torpedos need to be able to HIT their targets.  Period.  Prior to 0.9.0 most often they could NOT HIT their targets.

 

 

Matchmaking:

 

Yeah, but this is a dream.  I would love a one rank spread, but I doubt it’ll happen.

 

Visuals:

 

This would be great, I wonder why its not already an option.  Of course, if they want gold standards then my paint jobs better be permanent, otherwise I dont care anyways.  Not paying permanent money for temporary colorings.

 

 

Progression:

 

Premium ships should generate more than 20%, I agree.  And loyalty is still too slow.  Way too slow.  A premium account isnt even enough to make loyalty bearable.  Something needs to be done about loyalty ASAP.

 

 

 

 

 

 

Guided torpedos need to HIT their targets.  If they are too powerful (Which I havent seen any evidence to show they are), then nerf the damage.  Otherwise leave it alone, as they finally got fixed.  Up until 0.9.1 you were a determent to your team if you brought a Jericho LRF, when there was any guard ship present on the other team.  No class deserves to be rendered entirely useless by a common module that everyone will carry.

 

Again : Guided torpedos need to be able to HIT their targets.  Period.  Prior to 0.9.0 most often they could NOT HIT their targets.

Their damage is very inferior to Imperial Disintegrators. The fact you can aim it behind obstacles (unlike Imperial LRFs) means they have the upper hand. However, my concern is that AMS ignores them when it should just have the same effect of Flares or just reduce their overall damage. Their current form is exactly what I feared the devs would do because :effort:

The only thing I don’t agree with is the Diffusion shield dropping the bomb. And the reason I say that is command ships are extremely lacking right now.

KEEP the 3 man squads!

 

And whatever about the Jericho LRF they have been UNDERpowered for along time it’s about time they got a buff.

Nerfing guided torp’s rate of fire could be an option. Came out of a game where I thought a nuke detonated and killed a bunch of interceptors by a beacon. Turned out to be an LRF guided missile lol.

 

I can imagine three of them taking turns at the active beacon in hunt mode would render it unplayable. I blame the game mode but still…

 

Is friendly fire on?

Like what you guys are doing here. Apparently they should hire you. More coherent and progressive ideas in 1 day than in 3 weeks. 

 

I would have to disagree with that.

Nerfing guided torp’s rate of fire could be an option. Came out of a game where I thought a nuke detonated and killed a bunch of interceptors by a beacon. Turned out to be an LRF guided missile lol.

 

I can imagine three of them taking turns at the active beacon in hunt mode would render it unplayable. I blame the game mode but still…

 

Is friendly fire on?

 Sounds like three easy kills to me and no one was paying attention.

Spy Drones

  • Reduced duration to 60 seconds.

Micro-locator

  • Reduced duration to 75 seconds.

I’d like to preface this by saying I consider myself first and foremost a recon pilot. That said, I don’t necessarily think duration is the limitation needed. We’re talking a drone and a beacon with strong battery packs simply transmitting their location or the signatures they detect. However, I would get behind a limitation to the range of the spy drones. It doesn’t make sense to me that a physical drone simply appears on an enemy ship 4500m away, regardless of line of site or obstacles. The drone would have to travel and attach itself. This means the drone is propelled by something, has a max speed and turning radius, etc. Perhaps the drone could be avoided with flares even.

 

And on the note of believable distance, the plasma arc for the covert ops could also use a limitation. We’re talking about a strong arc jumping from one ship to the other instantly - over 2000m. In a circuit, once the contacts are separated, it takes a very strong charge to jump the gap. Aside from a lightning strike, no arc would jump that far. I’d say 500m, and even that would be pushing it.

 

And as for the micro-locator, it’s a beacon dropped in space that simply scans and transmits a signal. No movement, just transmission. It seems ok to me that the duration is longer.

 

Diffusion Shield

  • The use of this module now forces the carrier to drop the bomb in detonation. This mechanic was easily abused before in order to get an easy plant.

If a slow command fighter can make it past your recon screen, past your fighter wall, past your ecm stasis generators, past your guard pulses and to your beacon - without even the ability to cloak himself, let him have his diffusion shield. The failure was not on the designers for allowing that fighter a strong shield, the failure was in your teamwork during the defense.

 

Visuals

 

Tiers 3, 4 and 5 now have painting options. Permanent colour option is enabled.

 

UI

 

Targeting reticule now has green highlights to help find its position on the screen.

Yes please.

 

-Lib

About the Jericho Guided Torpedo:

 

A few weeks ago, someone made a suggestion on the forums that the torpedo should have a hitpoints system. The torpedo when it is launched would have 2-3 hitpoints, and would still be vulnerable to the missile shield. When the torpedo comes in to range of the missile shield, it would be hit and lose a hit point. I think that 2 hitpoints seems reasonable (One guard wouldn’t be able to take out a torp; two with missile shields can).

 

The torpedo user would also have the remaining hitpoints of the torpedo on his HUD and there would be a visual effect and a sound to show that the torpedo has been hit by a missile shield.

The only thing I don’t agree with is the Diffusion shield dropping the bomb. And the reason I say that is command ships are extremely lacking right now.

I actually planted the bomb in a command fighter, with my diffusion shield on, today!  The first attempt at roundabout of the map got me met by three recons while solo.  You can imagine how that went.

 

The successful plant, I wasn’t able to capture the drop, but it was a mildly guarded beacon.  He died, and I was able to capture and plant before dieing.  I just sat there shooting at people shooting at me since I was surrounded.  I was almost stopped while capturing and planting.

 

I think there’s a misunderstanding about diffusion shield.  It uses your energy reserves, which get depleted horribly in at least my Katana type S from afterburners even with Fed R7 implant.  You have to go slow for diffusion to be useful.  It doesn’t work for running away or running in.  Commands are slow enough as is.  The thing is, once the energy reserves are gone from damage, modules, afterburners, or ECM, it’s down to shields and hull while waiting on a recharge.  If you’re extremely lucky, an engineer will give you a boost.  Most often you won’t.

 

KEEP the 3 man squads!

 

And whatever about the Jericho LRF they have been UNDERpowered for along time it’s about time they got a buff.

Everyone but Jericho’s gotten buffs recently.  Jericho LRF needed a buf more than any other ship.  After I finish leveling to R12, I’ll have to see how bad my T2 Templar will die in T3.

About the Jericho Guided Torpedo:

 

A few weeks ago, someone made a suggestion on the forums that the torpedo should have a hitpoints system. The torpedo when it is launched would have 2-3 hitpoints, and would still be vulnerable to the missile shield. When the torpedo comes in to range of the missile shield, it would be hit and lose a hit point. I think that 2 hitpoints seems reasonable (One guard wouldn’t be able to take out a torp; two with missile shields can).

 

The torpedo user would also have the remaining hitpoints of the torpedo on his HUD and there would be a visual effect and a sound to show that the torpedo has been hit by a missile shield.

This is a valid course of action in my opinion. Also, the ability to shoot at and destroy an incoming torpedo would be another sensible feature for the defense. You wouldn’t be able to lock onto it, and normal weapons wouldn’t be nearly as effective as a missile shield, but if you were a good shot and hit it multiple times, you could take it out. Be careful though, cause when you shoot it down it explodes. Don’t get too close.

 

-Lib

I’d like to preface this by saying I consider myself first and foremost a recon pilot. That said, I don’t necessarily think duration is the limitation needed. We’re talking a drone and a beacon with strong battery packs simply transmitting their location or the signatures they detect. However, I would get behind a limitation to the range of the spy drones. It doesn’t make sense to me that a physical drone simply appears on an enemy ship 4500m away, regardless of line of site or obstacles. The drone would have to travel and attach itself. This means the drone is propelled by something, has a max speed and turning radius, etc. Perhaps the drone could be avoided with flares even.

 

And on the note of believable distance, the plasma arc for the covert ops could also use a limitation. We’re talking about a strong arc jumping from one ship to the other instantly - over 2000m. In a circuit, once the contacts are separated, it takes a very strong charge to jump the gap. Aside from a lightning strike, no arc would jump that far. I’d say 500m, and even that would be pushing it.

 

And as for the micro-locator, it’s a beacon dropped in space that simply scans and transmits a signal. No movement, just transmission. It seems ok to me that the duration is longer.

 

If a slow command fighter can make it past your recon screen, past your fighter wall, past your ecm stasis generators, past your guard pulses and to your beacon - without even the ability to cloak himself, let him have his diffusion shield. The failure was not on the designers for allowing that fighter a strong shield, the failure was in your teamwork during the defense.

 

Yes please.

 

-Lib

The 90 and 120 durations is really too long, since there is no way to get rid of them exept waiting/dieing/very few implants or mods.

A reduced duration would help with that, since the module CD is quite low so you can still spam it to your wanting.

 

The plasma arc only got a ~250m range, the plasma WEB however, got a 2km range but does require LOS to be applied.

 

The duration is longer than the spy drones, but as with the spy drones, the duration is insanely long.

 

And the diffusion shield is an invulnerability, and thus should drop the bomb. If you didn’t need it in the past to plant it, why care? If you did, you were abusing the invulnerability of it and it should get nerfed.

because if you did that, commands can also join in on the points farming

However, I would get behind a limitation to the range of the spy drones. It doesn’t make sense to me that a physical drone simply appears on an enemy ship 4500m away, regardless of line of site or obstacles.

I’m typically deploying spy drones from behind an obstacle, making sure I cannot be spy droned myself before I’m done. Always found that strange. It’s not just spy drones though. I think no ability should work without line of sight.

Don’t think a range reduction would change terribly much though. A recon would get the drone on target regardless. The main impact of the drones is the heal debuff and that would remain unchanged.

 

The plasma arc only got a ~250m range,

300m

 

the plasma WEB however, got a 2km range but does require LOS to be applied.

 

The duration is longer than the spy drones, but as with the spy drones, the duration is insanely long.

The duration of what? Plasma web has a 10 sec. duration and ticks slow enough that while you’re in range of a friendly engineer it is completely negated.

 

And the diffusion shield is an invulnerability, and thus should drop the bomb. If you didn’t need it in the past to plant it, why care? If you did, you were abusing the invulnerability of it and it should get nerfed.

Diffusion shield is a tanking buff, not an invulnerability, you remain vulnerable to everything the enemy can throw at you but are tanking with your energy in addition to shields and hull. Nothing that needs to get nerfed here. If a slow command (that has an additional slow debuff from the bomb) made it through your team and still has energy left for diffusion shield tanking you deserve to lose a station.

My birthday is on the 21st. I believe another update the day after. Birthday money is going to either go into making another MTG deck (team-play scumbag support deck in the works), or if the devs finally start listening (not just simply hearing) and applying what the community has been so desperately been asking for on Thursday, even if by a reasonable amount, then I would be so happy to buy an Elite Pilot Pack to show some more support. I bought the Mercenary Pack to show support in the hopes that the game would get better, but with the way things are going, some other space games are looking mighty attractive…

I really want the Dragonfly. A lot. I refuse to pay for a lackluster product however.

I’m typically deploying spy drones from behind an obstacle, making sure I cannot be spy droned myself before I’m done. Always found that strange. It’s not just spy drones though. I think no ability should work without line of sight.

Don’t think a range reduction would change terribly much though. A recon would get the drone on target regardless. The main impact of the drones is the heal debuff and that would remain unchanged.

 

… The drone would have to travel and attach itself. This means the drone is propelled by something, has a max speed and turning radius, etc. Perhaps the drone could be avoided with flares even. …

 

Bump to the rest of the thought that followed the range reduction. And then you understand that that would impact the use of drones significantly.

 

-Lib

Not agreeing with that part though. No other ability can be outright avoided if there is line of sight, and given it’s the main ability of a recon being able to out-turn or flare it away is not a great idea. Maybe if it came with a significant cooldown and energy cost reduction, but that would create problems of its own.

This is brilliant stuff!

 

Any chance you can sneak in missile count/reload time persistence through death as well?

Not agreeing with that part though. No other ability can be outright avoided if there is line of sight, and given it’s the main ability of a recon being able to out-turn or flare it away is not a great idea. Maybe if it came with a significant cooldown and energy cost reduction, but that would create problems of its own.

And that’s why the recon is small and fast. It can get in close, lock on its target, launch the drone, turn on his cloak and if need-be, warp away. Same for the covert ops and the plasma arc. It’s small, fast, and can jump an arc at you that will slowly eat you away to nothing. It’s just one possible solution to unreasonable ranges on debuffs that are unavoidable.

 

-Lib

The hitpoint system is better than the “pre-0.9.1” system because it stops one guard ship from completely stopping an entire line of ships (jericho versions anyways).  But I still think the 0.9.1 system for guided torpedos is best.  Let them HIT their target (just like the disentigrators HIT their targets).  Balance damage from there.   You cant shoot down a disentigrator ray, you shouldnt be able to shoot down a torpedo.

 

If they bother ya, they are always thermal damage.  Feel free to harden vs thermal, and shrug’em off.  Its how I used to play low tiers when I first started… Back then I used to worry about getting hit by LRFs.  Haha