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…
LOL have you tried out running a pulsar on an interceptor that is orbiting a frig? especially one that has a propulsion inhibitor (which IMO is a must),
Here’s a simple solution for fatboats in your predicament, don’t try to 1v1 one an interceptor or fighter…
The random tips on the loading screen even tells us not to leave frigates alone or they become vulnerable, so as a fatboat try working with your team and stay with the group, if you get killed because you were alone then that is your own fault, don’t blame us because you would rather fly solo, in that case die solo.
If anyone has a problem with CC just use the jerico rank2 implant and proton wall ship mod, works wonders for me.
I kinda wish there where active modules for counteracting CC.
Like Flosshilde says, there is the Proton Wall & the R2 Jerico implant that work wonders but they are also pretty close to mandatory as things are. It would be nice with a few more alternatives, particularly ones that are “active” as opposed to passive to make ship fitting more diverse and interesting. Having things that are “best-in-slot” for most (or even all) situations/ships gets old and boring fast.
I realize that might make bomb-delivery in Detonation games way to easy if you stack CC counter measures, but maybe that could be offset some how? (by the de-buff you get when carrying the bomb, or maybe increasing the time it takes to plant, or something)
I kinda wish there where active modules for counteracting CC.
…alternatives, particularly ones that are “active”…
Try White noise generator. interceptor CC modules are targeted abilities => cannot be used under the influence of WNJ.
Interceptors are OP in 1v1? What world do we live in? There’s no way in hell a solo int can take down an imperial fighter 1v1 unless he gets a really lucky nuke off, and about the only way to take out frigates is to bring heavy plasma and snipe them for a long time until they fall.
I personally fly interceptors, imperial fighters and imperial frigates in T3 and T4. I can safely vouch that I would never be able to solo take out someone of my skill on a fighter or frigate using an interceptor. Not because I suck (feel free to look my stats up in the game, I’m far from being bad) but because interceptors just don’t have the firepower to bring down a heavily armoured target. Even using all available missiles just doesn’t bring the punch needed and in most cases you’ll have to reset the fight or just generally outplay the opponent to win.
Stuns work great when you expose a target to multiple teammates. Not for soloing something tougher then another interceptor/federation fighter. Unless they’re busy doing something else and you get a lot of free shots before or after of course, or they’re low already.
i think the mssile defence module for frigates should be buffed, with the intercepters constantly spamming rocket barrages on ur blind spot, there is no way u could turn and attack them fast enough.
Even if u do manage to get them in ur sight, they could either just fly around u, or use one of the disabling abilities to give them more time to launch rockets
i think the mssile defence module for frigates should be buffed, with the intercepters constantly spamming rocket barrages on ur blind spot, there is no way u could turn and attack them fast enough.
Even if u do manage to get them in ur sight, they could either just fly around u, or use one of the disabling abilities to give them more time to launch rockets
Has it ever occurred to you that you’re not supposed to turn fast enough, or that missiles are the only thing interceptors carry that can more then dent a frigate?
Its should be reworked so that it disables moment shooting, or mods but not all 3. That way the disable ship still has a chance to react, ie… flying away if weapons are down, trying to tank dmg but unable to shoot, or immobile but still able to shoot back. Taking down all of your defense and making you an easy target is too much.
Or get rid of hard disables in general. No one likes fighting against hard CC and this really isn’t the kind of game for coordination. Both CC protection and diminishing returns help.
Its should be reworked so that it disables moment shooting, or mods but not all 3. That way the disable ship still has a chance to react, ie… flying away if weapons are down, trying to tank dmg but unable to shoot, or immobile but still able to shoot back. Taking down all of your defense and making you an easy target is too much.
That is exactly how disables currently work. Stasis disables guns and movement but leaves your mods operational, while ion disables your weapons and mods but leaves your engines operational. I have no problems with getting a third interceptor shut down mod that would shut down engines and mods and leave weapons operational other then it would be OP as hell. For all bits and purposes this would be the strongest disable mod out of three by far, which is likely why it’s not implemented.
lol @ getting even more disables then there already are.
Let me do some MATHS for you!
3.3sec Ion Warhead
5.3sec Stasis
9.7sec Ion Beam
3.3sec Ion Warhead
And add Tachyon Cocoon on top of that if you wish, very balanced yes? And that is only a single Interceptor.
I think having stuns is fine, but currently it is problematic due to the fact that there are no diminishing returns like someone already said. This way 1 or multiple ceptors can stun lock someone. Stuns are specially OP in a coordianted team against a bomb carier or captain. The reduce implants n such are helpfull, but there needs to be a hard counter against stuns. For example a break stun module. This would be fair, as it is a whole module spot so a big sacrifice. Also stuns should have reduced returns as some other ppl here suggested. Making it impossible to stun lock someone. In the case of a Captain, the stun duration should be reduced by 75% or 50% imho. Another idea would be to not allow continues stuns, for example making a ship immune to stuns after being stunned for about 2-5 seconds in which it can react.
I think having stuns is fine, but currently it is problematic due to the fact that there are no diminishing returns like someone already said. This way 1 or multiple ceptors can stun lock someone. Stuns are specially OP in a coordianted team against a bomb carier or captain. The reduce implants n such are helpfull, but there needs to be a hard counter against stuns. For example a break stun module. This would be fair, as it is a whole module spot so a big sacrifice. Also stuns should have reduced returns as some other ppl here suggested. Making it impossible to stun lock someone. In the case of a Captain, the stun duration should be reduced by 75% or 50% imho. Another idea would be to not allow continues stuns, for example making a ship immune to stuns after being stunned for about 2-5 seconds in which it can react.
I’ll gladly give up a mod for a Jump-start mod to save myself from a Stun. its also based on the player’s skill to react quick enough to restart the system and react.
in my t3-frig i’m usually safe against single fighters or intis. mass propulsion inhibitor, healing, drones that do damage. i don’t mind if a single int disables my ship, after some seconds i can use my stuff again, start drones and modules and the int is dead (i only have the lvl9 fed-implant so i can fly 330m/s, most ints can’t escape without invisibility ô.o)
the module becomes a problem with more than 1 enemy. but: i would say if the players would play as a team, it wouldn’t be a problem. right now people are running away if someone is attacked. many players don’t help their “mates”. this has to change, people have to change, people have to play together and not just do their own thing. then this modules wouldn’t be a problem because a single disabled ship still could survive in a big battle
in my t3-frig i’m usually safe against single fighters or intis. mass propulsion inhibitor, healing, drones that do damage. i don’t mind if a single int disables my ship, after some seconds i can use my stuff again, start drones and modules and the int is dead (i only have the lvl9 fed-implant so i can fly 330m/s, most ints can’t escape without invisibility ô.o)
the module becomes a problem with more than 1 enemy. but: i would say if the players would play as a team, it wouldn’t be a problem. right now people are running away if someone is attacked. many players don’t help their “mates”. this has to change, people have to change, people have to play together and not just do their own thing. then this modules wouldn’t be a problem because a single disabled ship still could survive in a big battle
This is why squadding up is so important to effect of disables, and why most hardcore farm squads do not run more then one interceptor most of the time. Someone got locked down? Tear up into the enemy fighters who are coming to do the actual damage and force them to disengage. Pea shooter interceptor will not get the kill solo.
The T3-4 Chees was exactly what made T2 so popular.
T2 had cheese, too, but it was the right kind of chees, and in small amounts whit good whine.
Now you fracked over matchmaking system and the cheese if coming out of every hole. As EVE-online veteran, i can tell you that nothing frustrates people more than being cheesed to death. EvE, for its credits, had anti cheese modules and other atractions - SOMETHING THAT THIS GAME DOES NOT HAVE.
So, get the cheese under controll, fix the match making or this game might as well go pack its things and go to France - they need the cheese there.
Interceptors are downed quickly. This is a team based game, if teammates worked together interceptors are no problem.
but most people don’t play it as a team. they just think about theirselfes