some passive module Balancing issue

  • Regenerative Coating: 

other passive modules those Increase resistance and some of em increase xx %age of hull/shield which is universal for all ships. 

But this RC repairs hull with a constant number same to all types of ships.

you can not compare resistance points to hull regen points, because resistance same for all ships(except guard) but not hull points.

In case of shield ASP module increase xx %age of shield regen speed.

 

How Imbalance ?   Considering a mk5 t5 RC module repairs 50 points hull to any ship.

In case interceptors get ~1.25% hull regen , while frigates gets ~0.30% hull regen  which is unfair! 

In this case an interceptor need less than 2 minutes to complete regen while frigates needs not less than ~5 minutes.

Don’t forget the hull hitbox size of frigates. which is biggest penalty for em also.

 

Suggestion : it should regenerate 1.25% hull per second. not 50 points per sec.

 

  • Energy-neutralizing missile:

This missile drains 85 energy points from ships. but compare to slowing/field missile they have xx %age value.

Interceptors lost all energy in less than 5 seconds while frigates need more than 12 seconds to loss all energy. In this case Interceptors suffers more.

 

Suggestion : Make this drain 15%~20% energy drain per second from ships.

> MASSIVE buff to Fighters/Frigates

 

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Regenerative coating is already one of the least used hull modules, and it is used mainly in interceptors (mostly because, as you said, it is pointless to use in frigates)

 

The main problem here with your suggestion is that shield regen rate is also fixed no matter the class. So it could happen that you could build an empire frigate with more hull regen than shield, which will be unfair.

Regenerative coating is already one of the least used hull modules, and it is used mainly in interceptors (mostly because, as you said, it is pointless to use in frigates)

 

The main problem here with your suggestion is that shield regen rate is also fixed no matter the class. So it could happen that you could build an empire frigate with more hull regen than shield, which will be unfair.

Why any universal passive hull module only give bonus for interceptors ?

 

In case Empire frigate if use more hull regen Then it’ll have lack of resistance which will make it squishy to incoming damages. (everyone knows resistance is better)

And dont forget the hull hitbox size of frigates. 

Its hard to think a frigate with only stock resistances.

Switch the module to Capacitor slot and we have a deal.
I do not want styx with huge resists and double/triple regeneration for example. 

I dare you to kill Styx with 50%+ reduction due to resists, regeneration from auras and repair station.  The RC alone will regenerate more than the aura. Imagine you put 2 + galvanized.

Why any universal passive hull module only give bonus for interceptors ?

 

Because apparently, it’s acceptable to have interceptor swarms with massive crit bonuses and resistance to explosion damage, that can also self-heal. But not frigates. Because that would be OP. [/sarcasm]

Because apparently, it’s acceptable to have interceptor swarms with massive crit bonuses and resistance to explosion damage, that can also self-heal. But not frigates. Because that would be OP. [/sarcasm]

No, it is because interceptors should be always in the move and thus, low on energy, so the regen coating is a choice between staying still and doing nothing while you regen, or moving and helping but regen very little (if any)

 

In a frigate on the other way, you are most of the time stationary or under cover but you are still helping thanks to your superior range. So regen would be always active.

 

That is the main reason.

 

If interceptors are so OP (no, they are not) then why is the frigball the most feared tactic in any game? A well executed frigball is the answer to any interceptor swarm.

No, it is because interceptors should be always in the move and thus, low on energy, so the regen coating is a choice between staying still and doing nothing while you regen, or moving and helping but regen very little (if any)

No, it’s because Interceptors cried to be able to mix All-In gameplay with DogFight Gameplay, leading to unbalanced change in the game mechanics and Stats.

Interceptors are supposed to intercept something, not be able to dogfight, tank, objective rush, perma-fight ectect.

That’s also limiting the Fighter’s dogfight ability, and leaded to the start of the Turret Fighter and Hit&Run fighters, when it was supposed to be an Interceptors Gameplay.

 

 

 

In a frigate on the other way, you are most of the time stationary or under cover but you are still helping thanks to your superior range.

T1 :

  • Interceptor Sensor Range = 3600m
  • Fighter Sensor Range = 3000 m
  • Frigate Sensor Range = 2400 m

T2 :

  • Interceptor Sensor Range = 3900m
  • Fighter Sensor Range = 3250 m
  • Frigate Sensor Range = 2800 m

T3 :

  • Interceptor Sensor Range = 4200m
  • Fighter Sensor Range = 3500 m
  • Frigate Sensor Range = 2800 m

T4/5:

  • Interceptor Sensor Range = 4500m
  • Fighter Sensor Range = 3750 m
  • Frigate Sensor Range = 3000 m

 

Superior Sensor Range. Let me laugh please, we have no “Superior Sensor Range”.

 

 

 

If interceptors are so OP (no, they are not) then why is the frigball the most feared tactic in any game?

They are.

What has been said regarding the old frigballs was the fact they were imposing their own dynamics to the game. 

Interceptors are actually doing exactly the same things, they are forcing certains game’s dynamics that other ships can’t follow.

What has been said regarding the old frigballs was the fact they were imposing their own dynamics to the game. 

Interceptors are actually doing exactly the same things, they are forcing certains game’s dynamics that other ships can’t follow.

The point is that an organized Frigball CANNOT be broken, even by an organized Ceptor ball (which would be the natural counter).

The point is that an organized Frigball CANNOT be broken, even by an organized Ceptor ball (which would be the natural counter).

 

The natural counter of frigates is not interceptors but Fighters because they have the tools for this.

the only counter to an organised frigball is an organised crit gunship ball on overdrive with a tackler thrown in

The natural counter of frigates is not interceptors but Fighters because they have the tools for this.

T4/5 Pulse Laser.

 

the only counter to an organised frigball is an organised crit gunship ball on overdrive with a tackler thrown in

That’s a way too specific fit to be used in general matches.

 

 

T4/5 Pulse Laser.

Nope.

Superior Sensor Range. Let me laugh please, we have no “Superior Sensor Range”.

I said superior range. So far all the frigate weapons are over 4000 m range (I have a LRF with 8500 m range positrons, and I can get over 11k)

 

To be able to kill something with an interceptor (except kinetic ecms) you need to be so close you can see the eyes of the frigate pilot.

 

But with a frigate you can one shot an interceptor with a nice placed positron shot or coil mortar barrage.

 

Even 1v1 the frigate can just facetorp or minelaying and have defences against interceptors.

 

And how is that interceptors are not suposed to dogfight? with the best roll rate in the game and plenty of engine slots, what are they supposed to do?

 

Most fighters cannot dogfight because they lack engine slots, but some others are pretty good at dogfighting. You should see the Sword with rotation fit, it is hilarious, or the Nukem/Wolf M. The main problem with the fighters is that only the bubbles are a good weapon for dogfighting. Rails, ions and gauss are better for medium range fighting.

Nope.

Yep. All of my yep. Have you seen that thing on Recons and CovOps?.. It’s somewhere between “byebye shields” and “wtf just happened to my armour”.

Because apparently, it’s acceptable to have interceptor swarms with massive crit bonuses and resistance to explosion damage, that can also self-heal. But not frigates. Because that would be OP. [/sarcasm]

Due to incorrect taging, your sarcasm is lost to most browsers.

 

the only counter to an organised frigball is an organised crit gunship ball on overdrive with a tackler thrown in

You know it depends on the idea of counter.

It is possible for a long range interceptor to ping friggates to prevent them from taking a beacon.

While the rest of your team takes their beacons…

I’ve been stuck doing that more than once.

 

 

  • Regenerative Coating: 

other passive modules those Increase resistance and some of em increase xx %age of hull/shield which is universal for all ships. 

But this RC repairs hull with a constant number same to all types of ships.

you can not compare resistance points to hull regen points, because resistance same for all ships(except guard) but not hull points.

In case of shield ASP module increase xx %age of shield regen speed.

 

How Imbalance ?   Considering a mk5 t5 RC module repairs 50 points hull to any ship.

In case interceptors get ~1.25% hull regen , while frigates gets ~0.30% hull regen  which is unfair! 

In this case an interceptor need less than 2 minutes to complete regen while frigates needs not less than ~5 minutes.

Don’t forget the hull hitbox size of frigates. which is biggest penalty for em also.

 

Suggestion : it should regenerate 1.25% hull per second. not 50 points per sec.

 

  • Energy-neutralizing missile:

This missile drains 85 energy points from ships. but compare to slowing/field missile they have xx %age value.

Interceptors lost all energy in less than 5 seconds while frigates need more than 12 seconds to loss all energy. In this case Interceptors suffers more.

 

Suggestion : Make this drain 15%~20% energy drain per second from ships.

 

Working as intended. Regenerative coating is good for recon only. Somewhat on CO.

At present, there is an Interceptor role that counters anything else in the game. Combined with their massive maneuverability, speed, ridiculous critical damage bonus, and explosive damage resistance (missiles being one of the only things that could have reliably taken them down), they have no weaknesses.

 

Tacklers can’t even counter them because every good Inty-ball has a Recon, which will micro-locate every objective, rendering their ambush or escape ineffective.

 

Guards can’t counter an inty-ball because their Pulsar will either be deactivated by an ECM, or they’ll be Plasma Arc’d by a Covert Ops. So their only defense is to try to EM torp one when they get close. Which, as I found out recently, won’t kill a full-health interceptor even on a direct hit because of that hidden explosive resistance.

 

So essentially, if the enemy team all rolls interceptors on any objective-based game, you’re screwed.

 

 

I said superior range. So far all the frigate weapons are over 4000 m range

Beam Cannon ~ 3000-3700m -33% Optimal range

Heavy Blaster 4000m - 33% Optimal Range + 2.5° Spread + Projectile speed

Coil Mortar 3650m -34% Damage against Interceptors, Barrel Rotation mechanics, Low Projectile speed

Positron 4650m -33% optimal Range Slow barrel, Charging mechanics

 

Each one have inner weakness preventing the use at max range without a complete optimization that only Premium Guard(Sacrifying tanking capacity) and Standard/premium LRF can have.

 

3 of them require the Prediction marker to be used at max efficiency

3 of them require to be at optimal range to be used at max efficiency, Coil Mortar does not have Optimal Range

1 of them need to be charged to be used at max efficiency

1 of them need to reach its max RoF to be used at max efficiency

 

 

 

But with a frigate you can one shot an interceptor with a nice placed positron shot or coil mortar barrage.

Only LRF can do that.

Don’t mix all the frigates together, Engineers and Guards only 4 CANNONS, and it’s changing a lot (especially on the Positron and the Coil Mortar).

Because your well placed Positron Shot will just remain the interceptors to not AFK Straight line fly and the Coil Mortar Barrage will be pretty limited with 84 rounds/Min.

Beam Cannon ~ 3000-3700m -33% Optimal range

Heavy Blaster 4000m - 33% Optimal Range + 2.5° Spread + Projectile speed

Coil Mortar 3650m -34% Damage against Interceptors, Barrel Rotation mechanics, Low Projectile speed

Positron 4650m -33% optimal Range Slow barrel, Charging mechanics

 

Each one have inner weakness preventing the use at max range without a complete optimization that only Premium Guard(Sacrifying tanking capacity) and Standard/premium LRF can have.

 

3 of them require the Prediction marker to be used at max efficiency

3 of them require to be at optimal range to be used at max efficiency, Coil Mortar does not have Optimal Range

1 of them need to be charged to be used at max efficiency

1 of them need to reach its max RoF to be used at max efficiency

 

Only LRF can do that.

Don’t mix all the frigates together, Engineers and Guards only 4 CANNONS, and it’s changing a lot (especially on the Positron and the Coil Mortar).

Because your well placed Positron Shot will just remain the interceptors to not AFK Straight line fly and the Coil Mortar Barrage will be pretty limited with 84 rounds/Min.

Let’s do the same with interceptor weapons shall we?

 

Pulse laser ~ 1750 m -33% Optimal range, random hit scan on the spread.

RF Blaster 1600m - 33% Optimal Range. 3.1 spread after 1 sec firing. Only useful with supernova slow projectile.

Sharpnel cannon 1600m - 33% Optimal range. 5 spread, only useful with expensive invasion ammo.

Plasma gun 3200m -33% optimal Range. Heating mechanics, ridiculous low damage.

 

3 of them require the Prediction marker to be used at max efficiency

All of them require to be at optimal range to be used at max efficiency. That is under 1000 m in 3 of them.

1 of them need to be heated to be used at max efficiency

 

And all of this in a ship that must be always on the move in order to not die, and must be at knife distance to try to kill anything.

Pulses with no Curved Reflector, hardly even tickle a frigate, and when you have it your optimal is ~900m, Same for RFB, with no supernova, it hardly tickles hwy tanked ships. Inties a bit on strong side though, but they are no where near blatantly OP how a lot of people trying to make them look like.