im going to quote the OP and type my own impression, saves time V:
also about my post in the 0.60 thread, i just didnt have time to elaborate and the changes were just overwhelming so i went for “an emotional post”
Movement - adding to what has been said already, its just too much all over the place.
the old movment system wasnt the problem with the interceptor, it was the huge exp difference which gave them 40% more speed and turning than other players, once the match maker is fixed that problem will be gone.
also a well aimed missile still takes down 90% of them.
this change wasnt needed, not by a long shot… the old movement system was 10 times better for all intended purposes and ships.
Edit:, an interesting bug, when you start the client go directly in a test fight, the camera will be the old 1, but with the new systems in place, it seems to fix itself when you go in a real fight though =
for what i tried so far, the new system with the old camera is pretty darn good.
Boost - this change was one of the “oh thats pretty nice” changes and tbh i support it, but theres a few problems:
A) adding to what everyone said, YES the energy consumption is a KILLER and should be reduces by about 25-50%
B)the boost strafing is realy… wierd?.. toy like?.. im not sure how to describe it…
seeing a frigate zigzaging like a cracked up snake is REALY stretching it lol, reducing the strafe speed seems like a good call to me.
C)the need to hold W while using boost, i get that the boost now works as an overdrive system and we get a full ship control(ASDW)
but having to hold the W or S buttons doesnt realy work, for me atleast…
Weapon system -oh boy.
a special note: im probably repeating myself and i hope you guys wont find me annoying for doing this:
sniping in this game was NEVER a good idea, it started with the endless rebalance of the lasers and empire frigates and it didnt stop.
sadly we got 2 more broken weapons now, marked with *.
this is ofcourse my opinion, so please go ahead and prove me wrong.
Railguns :
Assault - damage is a bit high, but it still perfect due to spread
Rapid-fire - * . well as drake said, it cant be called rapid anymore…this gun is to say the least… problematic, and to be frank… BROKEN.
an interceptor using this gun can decimate anything within seconds, so attack ships and frigates using it is just |:
the idea of charge shot is nice, but the damage is just ridiculus! even in T1 with absolutly NO weapon mods…
this needs fixing ASAP, using this is a safe bet on winning.
Stabilized - perfect, high velocity, incredibly high damage, huge spread and overheat so it cant be spammed
but it can be a bit OP vs interc so having a medium barrel cant hurt, but thats my opinion.
Heavy - cant try it due to lack of exp.
Plasma :
Assault - almost perfect, supporting drake on this. either less attack or faster overheat.
Rapid-fire - make it rain~ lol well it still the same gun but with a high spread, which is perfect IMO
Hail - * it used to be my favorite weapon… medium damage, high velocity and medium range made it perfect in chasing and frigate ganking
now its basicly more broken than the empire desintgrator. doing insane damage over insane distances with high velocity is not how this game should be
iv used it with the 90% velocity mod and it was beyond broken, tbh its only redemption is the slow barrel…but still, needs fixing ASAP…
this is an opinion, take it as you see it.
Heavy - lack of exp…
Lasers :
iv never used lasers to an extent that i can determine balance, so yeah.
Graphics -
Trails - pretty usefull, atleast now i can tell what im fighting before getting to a kissing distance or targeting it.
Target Window - mixed feelings on this 1, i mean… seeing the enemy ship is nice, but the lack of info is disturbing…
a possible way to please everyone will be to choose either 1 in the option menu or mixing them…
Module colouring - uneeded imo, especialy with screaming colours D:
Jericho
a new faction is in town and we need to talk about it.
overall jericho seems to be a good faction, but it still lacks alot of usability compared to other factions.
disccussing ships and their respective modules:
Interceptors - il be honest, the bubble EMP skill is by far one of the coolest and most usefull thing ever added and i can see a dozen scenarios where it can save the day, but theres a few problems:
Range - id say its about… 1000-1500? im not sure exactly, either way… thats easily escapable by most ships…
i get that we retain the momentum from flying while using the bubble for “chasing” but its just not good enough, hell somtimes its even crippling.
getting it to about 3000-4000 seems right to me and itl be actualy usefull outside of tight spots.
Actual activation time - self counting… about 8 seconds… thats a part of the problem, seeing a big pink bubble and having 8 seconds to fly away from it is rather easy… as of now its only effective vs low energy frigates that cant make it in time…
reducing it to about 4-5 seconds should make it much more usefull
Usability vs other factions abilities: 100% worth it if its your thing.
also, if i understand it correctly absorbing damage doesnt increase the time or range of the EMP bubble, therefore the EMP effect duration is set in stone. i chose techs for their various buffs and 1 of them was extra EMP time… 3-4 seconds is what i get,which isnt much at all. please confirm or deny this, thanks.
Attack ships - a delight, i realy cant add more than that… controlling the ship shield via modules is pretty darn nice
i have my concerns about the energy usage and the advanced modules(T2-2 and up)because stacking resistence might be OP… but i cant realy test it so \o/
Usability vs other factions abilities: this is where it gets hard, the federation can go invisible… the empire can go monkeys… well
i dont see how it balances out, for now… as a T1 pilot that can stack resistence yet… well its just a meh ability that doesnt compare to others.
Frigates - ._.;;
i hate the missile thingie, sue me. i hate it.
due to everyone testing Jericho out, some battles are pure bananas its like watching a tennis fight when noone wins,
some people actualy get sick of it and kill themselves so they can go interc/attack ship and never go frigate or atleast dont bother with the ability.
the ship itself is awsome, same as most frigates but the ability is useless when you can just pop it with anti missile module or just outturn it
i realy have no suggestions for this 1 due to being against long range derp damage modules and weapons. =
Usability vs other factions abilties: in combat, its meh at best… sure u can take out smaller ships with ease or a non carefull frigate
but then again you can do it with main weapons and modules with 100% less hassle and risk.
its effective vs drones and clearing out beacons but 1 frigate with an AM on and its useless \o/
please dont hate me for this :V
Module changes
the healing modules got some pretty radical changes, i realise that now that weapons dont take energy, modules take more energy to use but this changed the gamplay in a realy bad and radical way.theres nothing you can do to save yourself anymore, a few(very few…) hits and a missile and poof.
its pure ganking now due to no ability to dodge and heal at the same time, and even if you heal, its does absolutly nothing due to the module nerf.
strategies are pointless when you get 1shotted and artfull dodging is well, none existent.
wall of text, yes. but its important, and il gladly read anyone else`s. we need to change things before they disapear into the “meh” abyss.
I agree with pretty much all of this post, especially the last part about modules.
It seems we have taken a wrong direction at a fork in the road.
If I wanted to be one shot killed and unable to dodge or save myself, I would go play Lame Eve Online (which I don’t ever want to do again) - so take note Star Conflict. This is not the road we should be trodding down.