Guys please make bug reports in the beta section and not in this post.
Well, I think this patch is not bad, but there some problems.
The graphic is awesome, so I can just congratulate for the team! The changes with the faction reputation bonus was not necessary, but it is okey too. My problem is the following: It is okey that the developers want more dog fighting and close combat actions, but the frigates with this patch start to become useless. It is okey that they nerfed the lasers, but with this, the frigates, especially the Federation frigates became an easy target, because the Federation frigates are the only one whose do not have any special long range “skill”. All frigates have to fly closer to the enemy, and in this way they are very vulnerable. So increase a little bit more the frigates hull and shield points, follow up, increase their speed and maneuverability, because in this shape, they are not more then a flying space crap, waiting for their killers. And one more thing, remove the federation speciel weapon with a new one, because it is still useless.
Hi today arrived a new update. Some good things are fixed, now the balance is pretty good, more information about the weapons…But… some bad things arrived too.
First i see that the overall range of weapons is reduced and that makes the game going into close combat, the problem is in this game the ships are not focused to be very faster except the “Interceptor”
and that turn the close combats into a lotery.
Since some hours of playing today, i feel the game diferent, the people fight slow, and matches becomes so long.
Slow ships + low range weapons + radar indicator that you can see where is most of the players = Crazy game experience.
I think the next step is change the radar style, but is just my opinion
Reputation Bonus’s are actually active regardless of ships now (so its an internal mechanic you don’t see)
because you gain rep with a full race now, you actually are getting an 800% Rep gain.
I am looking at ways to redesign the abilities and sniping itself, to make the game far better when it comes not only
to the use of abilities, but also to the uniqueness of sniping. Sniping to me has lost its flavor, and i am looking at
ways to give that back.
As for frigates, i think they still need other effects.
Federation need high shield resistance
Empire need more stable hull repairs
Jericho need 220-240 base resistance.
Lastly, i support the heavy weapons nerf, i believe their optimal should be 2-3k.
stay tuned for link to weapon changes.
the optimal nerf, was an excellent move, and i think you got the short end, should of been more! =/
As for frigates, i think they still need other effects.
Federation need high shield resistance
Empire need more stable hull repairs
Jericho need 220-240 base resistance.
Ever had so much Res on an ship? We had tests on the Testserver with T4 ships. 200 Thermal Res on Hull of my Ginger Centaur and im Immortal with some decent regeneration. Only a damage tuned frigate will be able to take me out. My lifetime run up to over 2 min in 1v1 not counting any sort of overheat. Inters wont kill me anymore and also Fighters wont take me down. Frigs can do it but only if build on full dmg.
If running calculations with resistances you can do it like that:
Every Unit will give you 1% of Max health as bonus. So 200 Units and you will have 300% of total health. Bunt only your base amount is displayed. Every incomming damage or dps will be calculated of the Theoretical health. So you have 1000 Shield and 200 res and you will end up with 3000 Theoretical hp. Same for Regnerations at all. They scale up with resistances.
This is proof! We tested it several times and also got info from the Devs about this.
In your example, it will lead to the fact that even with the base regneration, frigates will be immortal, no matter if it is a Fighter or a Frigate. You cant take them out 1v1 and not even 1v3. Tanking like it is now, is fine. Every further increase in resistances will simply lead to horrible long fights. Imagine how it will be if you need 3 min per ship but only having a battle time of 12 min total. Thats not fun thats simply boring if you cant kill anything anymore.
this is why we balance the game, no one is saying add more, I am saying they should have resistance.
To give guess-ta-mates
Empire (hull)Resistance should cap at
75-85% Em
55-75% Thermal
35-55% Kinetic
Federation (Shield) Resistance should cap at
75-85% Em
35-55% Thermal
55-65% Kinetic
Jericho (Shield) should cap at
45-65% Em
55-65% Thermal
55-65% Kinetic
(With higher shield regen)
Squadron of 3 member??? Not anymore???
Why the reduction of free squad.
The free squads have not been limited with Patch 0.7.7.
It was always possible to create free squads with 2 players, but for more players you need a license.
this really need to be fixed. ( as i told the devs/testers)
i adversely against the game having its most important mechanic limited. This is where the foundation of the game is built.
personally i think there should be a cap of 6 or 8 on a squad, and also no license.
I think, that there soon will be something like company battles in World of Tanks (where you form team of 15 players before you start the game searching, and then fight against other 15-players premade team). Squad system in random battles is made for those, who want to just play with friends. Squads of 6/8 or more players will make huge imbalance in random combat.
Yes Ardi, I am aware of the exact limit cap when the universe is released, But i am still against the limit right now. Its a bad design concept, and should be hot fixed right away. many of my corp members complain about this, and i agree with them
Minimun 3 person in a squad.
na no min size, that serves no real benefit, but a max size at this point is important, i think 8 is ideal. 1/2 a team is not enough to win a game with lazy team mates, but its enough to help.
8 organized people will kill everything on their Tier.
i really don’t believe that, and i want evidence to support it. this is really a cough out for people who dont want to actually do work to win.
4 players squads can already be a big advantage for your team if they are good organized and 8 man squads will break the matchmaking completly.
8 organized people will kill everything on their Tier.
4 players squads can already be a big advantage for your team if they are good organized and 8 man squads will break the matchmaking completly.
I completely agree with this
4 players squads can already be a big advantage for your team if they are good organized and 8 man squads will break the matchmaking completly.
With due respect, Opinions are not evidence, Where is the Evidence?
the game has an internal mechanic that will resolve unbalance of teams over time, KDA Ratio.
if the corp has high KDA ratio, they will make verse teams that are equally skilled. Creating a balance.
So the claim that higher player squads will break the game is not true.
also you dont find a lot of corps that have coordination to such a level that it will break amtches, in fact ESB
is really one of the only corps that will do this and its because of items.