Ships disabling OP

x2 fighters can keep a ship fully disabled from full health to 0 health, unable to turn shoot defend.#

 

I am finding this somewhat overpowered and getting somewhat frustrated by this ability. In actual fact it is completely ruining the game for me.

Yeah, this is something I’ve seen a couple times, it gets more apparent with squads.

 

There’s a missile/rocket that disables a ship for 2 seconds, and there’s an ability that does it for 6 or 10 seconds.

 

With a friend, two fighters can stunlock an opponent so that he cannot do anything, using these missiles and abilities. You can’t shoot, move, target, nothing.

 

So you go 20+ seconds being helpless, making you an easy target to focus and kill.

Yeah, this is something I’ve seen a couple times, it gets more apparent with squads.

 

There’s a missile/rocket that disables a ship for 2 seconds, and there’s an ability that does it for 6 or 10 seconds.

 

With a friend, two fighters can stunlock an opponent so that he cannot do anything, using these missiles and abilities. You can’t shoot, move, target, nothing.

 

So you go 20+ seconds being helpless, making you an easy target to focus and kill.

 This was one of my points I keep saying about Frigates and why they need a serious Buff to protect them from Solo fighters and Inties that use this specific tactic with heavy plasma.

Well just did captain had 2 figters come over brow of asteroid.

 

Not 1 shot fired. Just sat there and died :confused:

 

Really starting to Piss me off

Yeah, because fighters have the stasis module, and the jericho fighter has the cocoon.

/sarcasm off

I agree that the amount of CC a single/group of interceptors has is simply ridiculous. In T3+, it’s not uncommon for me to be entirely CC’ed for the duration of a dogfight. 

 

That being said, you guys are crazy if you think fighters have options for CC. The only thing fighters get that even comes close to CC is a missile in T3+ that anyone can use if they wanted to. The only ships that need to be looked at to reduce chain-CC effects are interceptors.

It gets even worse when you consider glorious interceptors such as the mighty Elf 2, which get a 30% bonus to ion/stasis.

 

Yes I enjoy flying my Elf 2, but I do think the stuns (especially the stasis) are just hilariously OP.

 

I think the problem isnt so much with the interceptors as it is with the stasis module though. I would be ok with a nerf to it, such that someone stasised can still rotate, fire weapons, and use mods, but not use thrusters, or use them at 30% effectiveness or something (kinda like how EVE stasis webs work, they just reduce mobility, not shut down everything).

Well the glorious nerf of 10% stasis duration surely didnt help at all. 

Its the most OP skill in the game and makes all other interceptor skills just look weak.

 

Who has no stasis on his interceptor? 

I agree that the amount of CC a single/group of interceptors has is simply ridiculous. In T3+, it’s not uncommon for me to be entirely CC’ed for the duration of a dogfight. 

 

That being said, you guys are crazy if you think fighters have options for CC. The only thing fighters get that even comes close to CC is a missile in T3+ that anyone can use if they wanted to. The only ships that need to be looked at to reduce chain-CC effects are interceptors.

 

I might be wrong here, but dont fighters have the module to make you unable to target stuff for 15-20sec or how long it lasts? I know you specifically said CC but trying to hit someone circling around you in a frig when you cant target something is usually = death. Especially if they use overdrive at the same time.

I dont mind people flying circles around me i have a 50 50 chance to kill them as i have pulsar and rapid fire Plasma.

and as BosnieanHitman has stated in this thread the best way to describe the problem is

 

Chain effects.

 

the ability isnt the problem, The duration and Ability to completely disable the ship for the entire confrontation through multiple use is the issue.

 

 

Would love to get an official viewpoint on this please.

The stun spam in T3 (and probably up) is why I’m not hurrying to go from T2 to T3. At least in T2 dogfights are largely won with moves and aim, due to having less stuns. Way more fun.

 

I would personally prefer stasis and most similar effects would be removed or replaced with an Ion Beam effect, so that you can still perform evasive maneuvers as last line of defense. Or alternatively make stasis only stop ship from using thrusters, nothing more. Then, if you want a full stun, you need both Ion Beam AND Stasis. Or something similar.

 

One module blocking everything is just so… no-skill.

The stun spam in T3 (and probably up) is why I’m not hurrying to go from T2 to T3. At least in T2 dogfights are largely won with moves and aim, due to having less stuns. Way more fun.

 

I would personally prefer stasis and most similar effects would be removed or replaced with an Ion Beam effect, so that you can still perform evasive maneuvers as last line of defense. Or alternatively make stasis only stop ship from using thrusters, nothing more. Then, if you want a full stun, you need both Ion Beam AND Stasis. Or something similar.

 

One module blocking everything is just so… no-skill.

 

T2 does still have the status module for interceptor, but you can’t buy it, its purely a drop only, I know coz I have it

T2 does still have the status module for interceptor, but you can’t buy it, its purely a drop only, I know coz I have it

Yup, same with missile defense system.

T2 does still have the status module for interceptor, but you can’t buy it, its purely a drop only, I know coz I have it

 

Yes, and that’s why there’s much less stunning going on. It’s still annoying and ridiculous, but the stuns aren’t being spammed all the time, because only some people have stasis.

does Proton wall system help at all? I’ll try flying with one now.

I think the solution to this could be pretty easy. Adding a modifier so that after something is stunned they gain a reduction to the next debuff applied.

 

eg.

 

Fighter a disables Fighter 1 for 2 seconds

Fighter b disables Fighter 1 for 1.5 seconds (same module)

 

 

Essentially each time your ship is debuffed, it gains a bit of a ‘resistance’ status effects. I guess there could be a system implemented where each time you’re debuffed you gain a buff for 2.5 seconds that reduces incoming status effects by 20-25%. Can stack until resistance reaches 100% (at which you can’t be debuffed).

 

Following the implementation of this I believe you should be able to see buffs/debuffs of targeted ships (so you’re not wasting your modules on ships that completely immune).

I think the solution to this could be pretty easy. Adding a modifier so that after something is stunned they gain a reduction to the next debuff applied.

 

eg.

 

Fighter a disables Fighter 1 for 2 seconds

Fighter b disables Fighter 1 for 1.5 seconds (same module)

 

 

Essentially each time your ship is debuffed, it gains a bit of a ‘resistance’ status effects. I guess there could be a system implemented where each time you’re debuffed you gain a buff for 2.5 seconds that reduces incoming status effects by 20-25%. Can stack until resistance reaches 100% (at which you can’t be debuffed).

 

Following the implementation of this I believe you should be able to see buffs/debuffs of targeted ships (so you’re not wasting your modules on ships that completely immune).

 

Starwars TOR had this vary system. it works, but it adds head aches to uncoordinated teams that spam stuns. just playing devil’s advocate here. dont mind me

Starwars TOR had this vary system. it works, but it adds head aches to uncoordinated teams that spam stuns. just playing devil’s advocate here. dont mind me

 

The game’s in Beta, it’s best that everyone has different sides of each discussion. Glad you put your two cents in. Forcing co-ordinated combat is a good thing, not a bad thing :wink:

As much as I agree that stasis is a long CC, it still takes more than one person to stun lock anyone. Meaning that there is coordination needed to pull this off. Also, interceptors have neglectable damage when facing Friggs (in my experience). I’ve had assult railguns MKIII and shot a 100% still frigg with all my missiles and the wep up to overheat 3 times, only to FINALY get past his shield. And thats not even jericho shield, but federation.

 

It is fun playing interceptor, they just fall short on dogfighting but are excellent assits for bigger ships.

I just want to “vote up” this topic by agreeing that Interceptors really have waaay to much Crowd Control atm. They’re super hard to hit and kill, their damage output (with their heaps of missiles and critical hits) is not bad at all, and if they attack you you’re screwed: half the time you don’t even know where they are and you can’t aim at them, while the rest of the time you just spend locked in CC uable to do anything.

Aaand if something goes wrong for them, they can easily escape, leaving you with a super-lucky missile as the only chance for revenge…

 

I pretty much think that for interceptors it already is a great weapon that they’re super fast and you cant hit them, they don’t need so much CC as well… They could be left with modules like energy drain, maybe shield drain and stuff like that, but the fact that they can completely stun-lock you is ridiculous…

 

Just start listening to it, it’s easy especially now with the ship markers:

Whenever you respawn and see a big group of ships fighting over something, just check which side is the one having mainly interceptors involved… If it’s the opponent’s team, don’t even bother going there, because by the time you reach your destination there won’t be any friendlies left to help to… (Only exception might be a big group of friendly Frigates, will all of them having Pulsars)

 

Interceptors are already OP in 1v1, but the main problem with them is that their strength exponentially grows if they move in groups, while the strenght of the other classes does not. 3-4 interceptors can lay off so much CC, and with their quick manuevering around can cause so much confusion that the only way to win against them is by using very heavy AoE… You can’t out-dogfight them.

 

Problem is, that below T3 (with the active module limitations) you just cant expect your team to carry Pulsars around, and starting from T3 (where you can find room for a Pulsar with 4 active module slots) the Interceptors are so incredibly fast that they can very easily disengage and come back 10-20seconds later when you’re all vulnerable…