Re-balance of the Destroyer's Black Hole.

No se ha realizado ningun cambio al modulo horizonte y los rangos del agujero negro. El rango del lanzador halo sin embargo fue reducido de 5km a 3,7km. Que bajes de 9km a 5,6km solo es posible realizando cambios en los implantes y modulos, el cambio al arma fue mucho menor a estos valores. Revisa bien. De todas maneras, el lanzador halo nunca fue pensado para disparar a 10km (ese es el rol de las fragatas de largo alcance)…lo unico que logras achuntar a esa distancia son objetos estaticos o que vuelan en linea recta.

They increased the range of the halo by 14% in 1.3.6 , Papi :smiley:

And thank you, I got a grasp what samael was talking about :smiley:

 

 

Also - they rebalanced the black hole - it’s buffed in comparison to 1.3.5

They increased the range of the halo by 14% in 1.3.6 , Papi :smiley:

And thank you, I got a grasp what samael was talking about :smiley:

 

 

Also - they rebalanced the black hole - it’s buffed in comparison to 1.3.5

Halo change sounds ok. But I am not happy about gravi lens buff.

Halo change sounds ok. But I am not happy about gravi lens buff.

I guess it will never be fine for everyone :slight_smile: Will see.

Summarizing my modules are as at the beginning!

But in the last update my range was very small

Of 9000km to 5600km

I see no advantage in a ship that weight and low speed, be required to approach larger ships.

 

Mis módulos están tan temprano, tenían un alcance de 9.000 kilometros, pero después de que la última actualización se ha realizado a 5.600 kilometros, no hicieron ningún cambio en los módulos, creo que voy a perder todas las batallas, ya que tenía un alcance más largo no había nececidade a ser más rápido, pero ahora que ha cambiado, tengo que llevar a mi mejor esfuerzo para ser capaz de golpear la colina kkkkkkk.

I guess it will never be fine for everyone :slight_smile: Will see.

 

Do more with in-game vote with 10 gold reward and this way you get more feedback from general public :stuck_out_tongue:

I guess it will never be fine for everyone :slight_smile: Will see.

Oh no, now it’s great, now every mor*** in game can spam it arround beacons & win battles. It’s great that now it’s even easyier to kill with it, stop ppl from caping beacons & that way win a match.

niripas don’t u dare say “use the ECM”

Oh no, now it’s great, now every mor*** in game can spam it arround beacons & win battles. It’s great that now it’s even easyier to kill with it, stop ppl from caping beacons & that way win a match.

niripas don’t u dare say “use the ECM”

 

Ok. Take Covops. Or ECM :stuck_out_tongue:

niripas don’t u dare say “use the ECM”

USE THE FORCE THE ECM. BECOME ONE WITH IT. ACCEPT IT INTO YOUR BODY.

Ok. Take Covops. Or ECM :stuck_out_tongue:

atta boy

Well to get back on topic. Destroyers just don’t fit in. They are to much for this game. If 1 team has a dessie & other doesen’t a team with destroyer has huge advantage. Still can’t realy say would it be best to nerf destroyers or just buff all other clases. Maybe just giving every class some anti destro buff. Maybe this:

Frigets:

  • guards shield has 10% more resist to destroyer wep & doesn’t let gravy lens dmg to get to hull.

  • engie has 20% more main wep dmg vs a destroyer

  • LRF spec mod does 15% more dmg to a dessie

Fighters:

  • Gunship aim over gives 80% crit ch vs a destro

  • tackler target painter does 15% more on a destro

  • command main wep does 10% more on destro

Ceptors:

-covert ops plasma arc does 15% more dmg vs destro

-ECM stasis lasts 5 sec more vs destro

  • recon main wep does 15 % more dmg vs destro

Or something like that… This is just an idea

Destroyers are just too durable. Their shield and hull volume could be reduced by 40% and they’d still be about twice as tough as guard frigates.

 

Also, limit of 1 per team at a time would be good.

Also, limit of 1 per team at a time would be good.

I agree with this. While 5 destroyers are not too much of a nuisance in coordinated team play, the average pug team will not stand a chance against a team that DD spams.

I would like to see a hard limit of 1-2 destroyers per team to prevent destroyerballs. They’re meant as suppressor ships that help the front lines, not the answer to everything.

I agree with this. While 5 destroyers are not too much of a nuisance in coordinated team play, the average pug team will not stand a chance against a team that DD spams.

I would like to see a hard limit of 1-2 destroyers per team to prevent destroyerballs. They’re meant as suppressor ships that help the front lines, not the answer to everything.

 

If you think they are the answer to everything you make something really false.

 

Pugs are every time the problem. Either as die hard-idiots or as no-clue-of-everything ones. A Ace in a destroyer is hardly more of an impact as in a non-destroyer ship.

IMO, one of the biggest destroyer problems is the ABNORMALLY INSANE amount of aim assist that meson and specifically coilgun have. In a normal match, with coilguns I can get 8+ fighters and even interceptor kills. Destroyer should have NO interceptor counters, and a very little amount of fighter counters. For example: Plasma turret projectile speed should be lowered, Pyro emitter effect should start 300-400 meters away from the destroyer and Photon Torp should act like normal EM Torpedoes, that don’t have proximity trigger in the first part of its flight.

 

A lone destroyer should die almost immediately from fighters and interceptors. Destroyers should be heavily guarded from the team in order to protect them. They should have very, very limited 1v1 capabilities (except with other destroyers, frigates and very slow fighters)

Implementing 1 destro per team could be a MM problem, when more ppl build them there wil be a lot of them in MM so no matches, big waiting zimes and so on…

Implementing 1 destro per team could be a MM problem, when more ppl build them there wil be a lot of them in MM so no matches, big waiting zimes and so on…

Destroyers should have a really bad drawback, but I just cannot think to one that wouldn’t destroy the class… I don’t know, maybe you can use your destroyer only once in a match, that would make destroyers some kind of ace in the hole, that you use only when your team really needs it. 

Implementing 1 destro per team could be a MM problem, when more ppl build them there wil be a lot of them in MM so no matches, big waiting zimes and so on…

Why would there be any bigger wait times? Rather than filtering people so that only one has destroyer(s) in their lineup, game just shouldn’t let more than one deploy with it; others would be delayed till they pick another ship.

Obviously there should also be requirement of having atleast 3 ships in the lineup and not all of them being destroyers before being allowed to enter the queue. I wonder why there is no such rule already?

 

Destroyers should have a really bad drawback, but I just cannot think to one that wouldn’t destroy the class… I don’t know, maybe you can use your destroyer only once in a match, that would make destroyers some kind of ace in the hole, that you use only when your team really needs it.

How would that really restrict anything? Unless operator is an idiot a single destroyer should usually last entire battle.

so u think about first pick get’s to fly it & the rest don’t. ppl will riot over that. I don’t see a fair way of balancing this, destroyers just don fit in these game modes, this game & that’s it. Maybe if pilots had more then 4 combat slots in which they could, by their main lineup, have 2 more ships (some would go anti destro builds-Inqie S has great potential 4 that IMO). And that destroyers take 3 combat slots and not 1.

Maybe spawn time of destroyers should last 20-30 sec more then the rest of ships so it can’t start at the same times at others, and when iz gets killed it gets penalized even more…

so u think about first pick get’s to fly it & the rest don’t. ppl will riot over that. I don’t see a fair way of balancing this, destroyers just don fit in these game modes, this game & that’s it. Maybe if pilots had more then 4 combat slots in which they could, by their main lineup, have 2 more ships (some would go anti destro builds-Inqie S has great potential 4 that IMO). And that destroyers take 3 combat slots and not 1.

Maybe spawn time of destroyers should last 20-30 sec more then the rest of ships so it can’t start at the same times at others, and when iz gets killed it gets penalized even more…

 

Yep like if it gets destroyed it has to be rebuilt from scratch.  :005j: 

Anything to stop the ‘tactic’ of stab at the enemy kill some die repeat. You might say thats valid for any ship class and it is but randoms cant do that in any old ship and get away with it.

 

As for the lens i couldnt care less how much dam it does right now its the shielding bypass that bugs me. Fed has speed to run from it, empire has tank. Jeri has nothing. Many of their ships are without hull slots or clearly have something else in mind when it comes to the hull slot. It comes down to what u where saying about anti destro ships. I dont want to have to protect all my jeri ships from one single module that would give limited benefit to begin with and otherwise hamper the ship from its actual role.

 

Jeri command for instance, compared to its empire counterpart is already lacking in damage. The removal of passive armour for kinetic resist and replacing the cap slots to compensate for loss of diffusion tank widens that gap even further, and ofc with shield tank u are already vulernable to the photon torp from dess.

 

Just one example im sure there are a ton of others, namely every jeri ship and ones that rely on adaptive.

Yep like if it gets destroyed it has to be rebuilt from scratch.  :005j: 

hmmm this could work.