15 hours ago, xKostyan said:
- No penalty on stacking passive modules
- No dmg penalties on Horizons
Truth, just -30% now
15 hours ago, xKostyan said:
- No tier overlapping equipment, everything is locked into 3 ranks in a tier
Yes and no it was much easier to get green and purple modules than now don’t forget upgrade kits, and you could do that on multiple modules now we are just forced to do research on one thing.
15 hours ago, xKostyan said:
- Painfully slow vertical progression
Lie, two days to R12 four day to R15 done multiple times by me.
15 hours ago, xKostyan said:
- Implants locked behind faction ranks
Explain please, before I comment this
15 hours ago, xKostyan said:
- Even slower loyalty progression, getting past mk2 equipment was a nightmare
Lie, upgrade kits were regular drop in loot only thing that was needed was playing game. It doesn’t matter if PvE or PvP
15 hours ago, xKostyan said:
- Craft Doomsday missiles and Drones were equipable on T1 ships
Now do to the damage boost on low-rank ships each missile feel like doomsday before.
15 hours ago, xKostyan said:
- Stack Missile pylons letting you spam Doomsdays like small missiles with a 30-second cartridge
Taikin 3 sec reload of Doomsday missile and instantly reload of missiles do to active module, same is possible on Tharga.
15 hours ago, xKostyan said:
- Nukes on every single ships
Now is not much better if you play dreads, cov ops with nukes and 7 sec immunity module …
15 hours ago, xKostyan said:
- Face nuking (nukes were flying forward and could have been detonated instantly like torpedos into an obstacle)
I didn’t see that.
15 hours ago, xKostyan said:
- Face torping (EM-torps have no arming timer)
That was broken yes
15 hours ago, xKostyan said:
- 8KM Beam LRFs suppressing stuff harder than focusing lasers
And now; 9km+ Focusing laser with instant damage no need to have it 1.5sec on target + magnetic disruptor
15 hours ago, xKostyan said:
- 5km+ Ion beams with 120 resistance ignore
It still says that ion emitters ignore resistance in weapon description
15 hours ago, xKostyan said:
- 13-1 resets all cooldowns in 5 assists, including missiles
That was broken, but fun to use in PvE
15 hours ago, xKostyan said:
- lololo-press one turn Key interceptors
You have same now, oh sorry, you have to press two times in row now to turn in any direction
15 hours ago, xKostyan said:
- 3x engine interceptors/fighters with higher strafe acceleration than initially released Tharga
Lie, Targa raped all ships when it came out, same as Taikin, Stevie wonder Dev-Tester let them out
15 hours ago, xKostyan said:
- 25000m/s Massdrivers at 5-6km range
This was not an original weapon it was implemented much later, Stevie Wonder balance again on realise
15 hours ago, xKostyan said:
- 7km Destructor beam with AOE dmg cloud, which transformed into someone hit burn all energy in AOE beam
You are full od bad examples, not original weapon again bad balanced do to 500m secondary damage, Stevie Wonder Dev and testers
15 hours ago, xKostyan said:
- Ridiculous energy drain from ECM
11km module range now is much better I guess and 9 sec reload time since module duration is 15 sec.
Also new modules and weapons on ECMs, especially on R9 + Low Rank bonuses, make them EXTRA OP, I can give you screen to confirm this since I play this game.
15 hours ago, xKostyan said:
- Interceptors completely ignoring slows with 6 second 8-2 implants
another joke from you,
cov ops with 7 seconds immortality to almost all damage, Taikin that is perma invisible, ECMs with super speed boost and ignoring all enemy effects module???
15 hours ago, xKostyan said:
- 1-2 implant making crit hits do LESS dmg than non critical hits
developers fault
15 hours ago, xKostyan said:
- Singularity 4 shooting em tanked guards
Explain this before I comment
15 hours ago, xKostyan said:
- White dmg scatterguns on CovOps
Again New Year quest weapon it was not an original one and like all new weapons here Stevie Wonder was balancing it
15 hours ago, xKostyan said:
- Flux Phaser 3 shooting fighters
Lie + read upper line, also 3 shots were needed on Survival mode
15 hours ago, xKostyan said:
- 12 000 dmg 3x Charged Gauss in T3
Some good aiming was needed to hit an enemy with it, now weapons have secondary damage even if you miss you make damage.
15 hours ago, xKostyan said:
?
15 hours ago, xKostyan said:
- Locked tiers where different ranks within a tier had more power difference than current joined ranks
Lie R9-R7 was less difference then R9-R15 now since R9 have all extra boosts
15 hours ago, xKostyan said:
- 3x Adaptive federation guards with ridiculous regen
that I don’t know since I didn’t play them
15 hours ago, xKostyan said:
- 12v12 Team battles with 2 kills in total, due to uber healing and tanking
Not nice but better than now when 3 sec are needed to kill an enemy.
15 hours ago, xKostyan said:
- t4 games giving you negative income with 1 death
Stevie Wonder on work again?
Rewards are still shame full.
15 hours ago, xKostyan said:
- Interceptors capable of one-shot ramming Jerico frigates
Taikin can still do it with JUMP main module and no EB can prevent it.
Was killed by it multiple times. Broken as before.
15 hours ago, xKostyan said:
- Pulse lasers with 12 second overheat time on covops
Stevie Wonder again but it is balanced now.
15 hours ago, xKostyan said:
- Reverse thrusters + perma cloak, shorter cd, no resist debuffs on activation, almost instant warp
YEP LRF was most broken ship before all Destroyers. Even now is not much better with that new drone that have 90% hit ratio.
15 hours ago, xKostyan said:
For what exactly?
For PvE perhaps for PvP not really.
15 hours ago, xKostyan said:
- ridiculously slow progress towards craft ships
5 days to get to R15 level, of course then you needed to grind for monos like you need to grind for Electrum now. Not much different.
15 hours ago, xKostyan said:
- every team content dominated by fed gunships with singularities
Yes, truth.
On another hand since Destroyers were introduced we had that with each new ship that we got.
Tharga, Dart, …
Now is same only we have new ships that dominate
15 hours ago, xKostyan said:
Quest ships bad balanced but not so bad like Tharga and Taikin or some ships now and modules-weapons that they use
15 hours ago, xKostyan said:
- Better players with 40 frags in a Combat recon in a gunships
Must have been on US server or Millf abusing immortal Tharga.
Have some screenshots of that too and what happened when I got it and it wasn’t immortal like on release
15 hours ago, xKostyan said:
You still have that on R8 Recon + all buffs that it get for because it is R8.
Or it have just two, well not much different.
15 hours ago, xKostyan said:
- unremovable spy drones by collision
that was not so bad.
15 hours ago, xKostyan said:
- 15k shield drain on recons
yes for 10 sec and actually not so broken like some things now.
15 hours ago, xKostyan said:
- much higher base projectile speed on disintegrators
I don’t know that, but I get hit much more recently then before because of that new drone, so I wonder what was more broken?
Since we had like you said better strafe like we do now…
15 hours ago, xKostyan said:
Yes it was game mode
We have it in each game now…3 - 5 sec needed for kill with Taikin, not to mention Deconstructor, Focusing laser, Auto aim Front Blaster.
15 hours ago, xKostyan said:
you repeat yourself, I guess to make it look more…
15 hours ago, xKostyan said:
PvE…. people play PvE because thay can’t win in PvP due to bad balance MM or because they are forced to do it do to some grinding quests.
15 hours ago, xKostyan said:
- much longer PvE maps with less credit returns
read upper line
15 hours ago, xKostyan said:
- Cruise engines everywhere
why use it if you can jump with passive module
Ships that can jump from recons-gunships-engineers-LRFs,
15 hours ago, xKostyan said:
- No diminishing returns on consecutive control effects
? explain, please ?
15 hours ago, xKostyan said:
4000 auras??
15 hours ago, xKostyan said:
- auto-charging shrapnel cannon
More broken weapons now
15 hours ago, xKostyan said:
- 3 point kills on the respawn
yes, it was bad,
but why was that?
Because of bad MM and we still have it BAD MM
15 hours ago, xKostyan said:
- incremental respawn timer on consecutive deaths
actually, that was better.
now you kill guy and he is faster on next beacon than I and I were on way to it when I killed him.
15 hours ago, xKostyan said:
???
15 hours ago, xKostyan said:
…and more…
??? We have more unbalanced thing than before…just that ….I understand Stevie Wonder is balancing tester.