I’ve been using RFRs for a while, and they are quite hard to use. Short range, long time between bursts, big spread. I would argue that like long range rails and hail plasma, people think they are OP because they get hit a handful of times and die. Unlike spread laser and plasma, which spray out continuously and have a much smaller spike. You don’t notice your shield is down or how much damage you’ve taken and then you get popped and complain they are OP.
Because of the extra difficulty, I’ve always maintained that RFRs should do more DPS then the other two. Before the patch, RFRs did less damage then assault rails and were well behind their counterparts. Clearly they were in need of a buff.
RFRs aren’t hard to use. Just wait for it to reach full charge, then fire. Ceptor insta-gib and Guard Frigates die in a handful of shots. If you don’t accomplish this, you’re not using them right. RFR with 1 or 2 charges hit nothing and, in fact, hit for far less than Assault Rails. THREE charges, however… good lord. As it is now, it’s OP as all hell in the right hands. RFRs were in need of a buff to put them on par with Pulse Lasers or Rapid-Fire Plasmas, but this is overkill.
Notably Katana type S like most ships that show no bonus actually has a hidden bonus that can’t be displayed with the current system. For example, Katana type S has +10% speed.
Source: http://forum.star-conflict.ru/index.php?/topic/35167-%D1%81%D0%BA%D1%80%D1%8B%D1%82%D1%8B%D0%B5-%D0%BC%D0%BE%D0%B4%D0%B8%D1%84%D0%B8%D0%BA%D0%B0%D1%82%D0%BE%D1%80%D1%8B-%D0%BF%D0%B0%D1%80%D0%B0%D0%BC%D0%B5%D1%82%D1%80%D0%BE%D0%B2-%D0%BA%D0%BE%D1%80%D0%B0%D0%B1%D0%BB%D0%B5%D0%B9/
As for rapid fire rails, I’ve used them for a long time (before the current roles and after), and I currently find them to be great on gunships and covert ops ints. I think they were fine the way they were and last buff was too much - taking 2/3 chunks out of other interceptors under orion module with crits is too powerful imho. About 1/2 which is what I was doing before was fine. I tend to agree that sustained DPS was a bit too low for the negatives of the weapon (spread, range, low-ish fire rate). Perhaps they should have buffed only DPS, but leave reduced the fully charged damage to somehow match the old one?
Invisible bonuses or not, they SHOULD be listed so people know what they’re getting into. No rookie is even going to look at the differences between a Katana and a Katana-S other than that it’s 2 ranks higher. And comparing the Katana-S with the Strong… They will obviously pick the strong because Minefieldspam.
Yeah well, I can tell you they work magnificently on all Ceptors, now (though I don’t like to fly CovOps). Gunships to benefit a lot from them, as well, especially Empire Gunships due to the reduced Railgun spread bonus. Tacklers do as well, due to the massive speed reduction you’re applying. Frigates just die in droves if you manage to hit them 1v1 with RFR fitted, more so if you have stacked crit bonuses.
Negative scaling on resists is a VERY bad idea because people will stack hull/shield amount instead of resists instead.
Short version: Negative scaling on the positive stat makes the stat undesirable for players and makes alternative stats much better.
Huh… hate to break it to ya… but since the ship revamp on… what was it, 0.7? Since then, most of the ships have been fitted for buffer, leaving only 1 passive resist module (EM for shields, Kinetic for armor) and you’d fill whatever else with buffer and you’d be more than fine. This is also more than true on Ceptors. My Stiletto now has MORE hp than a Sniper Frigate. And I’m only using 2 tank mods on it.
they should stop nerfing frigates of ALL tiers, they should only nerf the t3 frigates which are the problem and leave the t2 frigs alone
Yes, because T2 Frigates aren’t op’d at all. /sarcasm
My Dwarf 2 [Recon] has three module slots. As such, I have to choose which of the following to take; Spy Drones (epic de-buffer), Parasitic Remodulator (steals enemy shields and gives them to me), Phase Modulator (5 second cloak) and Micro-locator (stops enemies in a certain radius from cloaking).
I don’t take the micro-locator, and nor do most people in Tier 2. Why? Because if I did then I would have to lose another module, meaning I either couldn’t debuff, couldn’t steal shields or couldn’t cloak - all of which are liable to get me killed. The ability to stop others cloaking is a very useful one, but it’s not useful enough.
In tier 3 I don’t have to make that choice - I can have all four.
However it’s done, the Interceptor issue of Tier 2 must be addressed. If it isn’t, then Tier 2 is going to be throwing a lot of skewed data about how powerful or not the Engineer is. And please, don’t claim that simply giving Engi’s balanced healing will solve the matter - Interceptor All-Ins are so common in Tier 2 that it is now expected for most / all of any given team to be Interceptors. T2 Inty is not broken because of Engi Healing - that’s a T3 issue. T2 inty is broken because there is no counter to T2 inty.
Friggin love the Dwarf 2. Though, lately, I’ve been using the cloak solely to avoid missiles instead of… actually cloaking… It works fine until I have a swarm of 15 missiles coming at me…
Yes and no to your Ceptor issue in T2s… Because I’ve been seeing a LOT of Ceptor Balls and Frig Balls. And both tactics work magnificently, might I add, if used appropriately.
HOWEVER… What I’ve been seeing even a lot more is Guard/Engie swarms. Yesterday, I came across not one, but 5 corps on 4-man squads all using the same tactic: 2 Engies, 2 Guards. This is a near impossible group to take out if they all stick together. Syncing Pulsars means death to any ceptors coming close to these 2 and Fighters tend to die in the Minefield masses that spawn from here.
In the end… It doesn’t matter how the devs change the game. Someone will ALWAYS find a way to utterly abuse the system and rack up massive amounts of kills and victories.