sniper weapons for attack ships

most attack ships with sniper weapons are just camping in one spot, and while railgun is simply to fast to avoid, they have killing spree. this is serious issue imo, especially when so many players with much higher lvl are using t2 ships.

sniper weapons shouldnt be able to mount on interceptors and attack ships.

I would add that there is a wider problem with the inequality of weapons including sniper railguns.

you have my vote there… everybody is (ab)using sniper railguns

what people fail to realise is that there is a common problem in these weapons:

SNIPING

i wonder how long itl take me to drill it in.

After a few more games played I am sure that there is something wrong with the weapon points overall. A opponent with the same weapon took 3 shots to kill my frigate with more shield and hull strength, while it took me AT LEAST 7 direct shots within range to kill his FIGHTER in the next round. Also, sometimes it takes me 1 shot to kill a T1 ship with full hull and shield (rail sniper mkIII). Is this ok? Do not think so.

After a few more games played I am sure that there is something wrong with the weapon points overall. A opponent with the same weapon took 3 shots to kill my frigate with more shield and hull strength, while it took me AT LEAST 7 direct shots within range to kill his FIGHTER in the next round. Also, sometimes it takes me 1 shot to kill a T1 ship with full hull and shield (rail sniper mkIII). Is this ok? Do not think so.

probably defensive modules

jerico fighter using anti thermal mode + thernal armor booster for shield = i can eat 4-5 direct torpedo hits before loosing my shield yet a rail gun can take me out in seconds, that being said your case looks like you just happend to fight someone going full def against your weapon.

probably defensive modules

jerico fighter using anti thermal mode + thernal armor booster for shield = i can eat 4-5 direct torpedo hits before loosing my shield yet a rail gun can take me out in seconds, that being said your case looks like you just happend to fight someone going full def against your weapon.

The defensive modules spare 20 points from each hit - when somebody takes you out in 4-5 hits, that is i.e. 6000 points in shield and another 5000 points hull. Does it make sense? 11.000 points are 20 or more hits with a sniper weapon hitting something like 500 points a shot.

attack ship gets a lot of hull points and shield from synergy (ship lvl), and its is really hard to kill especially when you are using interceptor :slight_smile:

about number of hits, some guys are rank 15 and got a lot of xp, so they are using weapons with higher dmg from skills, another thing is mk3 wep is much higher with dmg than mk2, tier of mk is goining liek that - mk1 -> mk2 -> rare -> mk3 -> epic. so guy with mk 3 may take a lot more of your hp. and last thing is DEF. you could not have a def for his attack.

so a high lvl of player + better weapon + better ship lvl + def (or minus) = you are fucked up :slight_smile:

The defensive modules spare 20 points from each hit - when somebody takes you out in 4-5 hits, that is i.e. 6000 points in shield and another 5000 points hull. Does it make sense? 11.000 points are 20 or more hits with a sniper weapon hitting something like 500 points a shot.

cant realy say, the ingame mechanics are far more complex than the numbers you can see, emp could have 150% dmg increase vs shield.

same for defensive, those 20 points dont mean you will get hitted for 20 less dmg.

by the way current anti thermal i am using is around 30 + jerico special wich i think is 50 + that pasive that enhace shield ressist vs all by 2000% (at least that is what the description says).

to sum it up i dont think even ERROR has a clue how this mechanics work, all we can do is wait for someone from the company to release the formulas.

cant realy say, the ingame mechanics are far more complex than the numbers you can see, emp could have 150% dmg increase vs shield.

same for defensive, those 20 points dont mean you will get hitted for 20 less dmg.

by the way current anti thermal i am using is around 30 + jerico special wich i think is 50 + that pasive that enhace shield ressist vs all by 2000% (at least that is what the description says).

to sum it up i dont think even ERROR has a clue how this mechanics work, all we can do is wait for someone from the company to release the formulas.

I already asked this question in Qestions to the Devs. The answer is in the russian part of the forum, but Error had no time to translate it. I asked him about this point the last days but he is very busy right now. It may take some time or someone else to translate it.

If lower lvl players are not able to play against high level players at all then the game loses its interest really…

It is impossible to beat a squad of lvl 9+ players being just lvl 4 or 5 with no chance to connect with your team players BEFORE the round is up

The problem is not with the weapons perse most of the weapons are fine, just need slight tuning to it.

I think the max range on any gun to hit should be 6-7k. a lot of people are sitting at 10-15k sniping, and this is causing lots of snipers to sit there.

Sniper gun on frigates, Missile (ship ability) All need a range nerf to max of 5k. plasma weapons should probly be dropped to 1800-2k max, rain to 2.4-2.8k and atril maybe to 2.6-3k. this will cause the game to be less camping and more combat, and it will give validity to plasma weapons (which most feel is not needed, likely because of plasma).

Some weapons also need a high reach as these barrels are either very slow and partially overheat quickly. The Railgunsniper was already weakened by the overheating and the ONLY 22 rounds per minute.

I can use the Heavy Laser currently do a lot more harm than the rail.

Some repair their shields faster than I can shoot it with the rail down … by the slow speed.

But I give you right … 10km range is a little to much