Due technical issues one part of the patchnotes was missing.
We apologize for this.
Patch notes have been updated.
Due technical issues one part of the patchnotes was missing.
We apologize for this.
Patch notes have been updated.
Disagree.
You hardly see any engy in a T2 match, and the number of frigate in general is low compared to other ships in T2, with some exceptions of LRF, which cativates new players.
The game modes in T2 and T3 are the same, so that deduction has a big hole in it.
So, what do you think is the reason, why there are so few frigs in T2?
Several squads have shown that detonation is easily winnable even with small frig balls. You can either occupy the bomb spawn, take both bombs and blow two stations by slowly crawling to them, then warp back for the third, or grab both bombs and sit at your spawn. Not hard and essentially a guaranteed win.
Yes, this happens, on the other hand, there are most of the time 2 bombs in the game. I notice very few frigballs in Detonation.
That was one of the reasons they started to eat nerfs this patch. There were apparently several tests that were recorded and presented to devs of some seriously dumb stuff, like gunships with heavy weapons under overdrive unable to kill afk engineers that just activate their modules and do nothing in any reasonable amount of time and other similar silliness.
I use heavy rails on my wolf-m and never had problems with this…
I can just testify that I couldn’t even dent SHIELDS in previous patch, as in could not cause damage that would not be instantly overhealed to full with ECM using two +10% weapon buffs and purple assault plasma.
So the point is that the player base is not shrinking in T2. At the same time it contracted HARD over last week in T3. And the reason being that most people do not like playing against immortals which is what teams flying mass engineers currently are. This is missing in T2 due to much lower survivability of ships coupled with missing key modules on engineers, which removes these problems at T2.
I dont see pure engy-frigballs actually its more like (2 guards + 1 engy) times x
I dream of days when interceptors and fighters learn to work together…and instead of everyone going to Covert Ops and then complaining “if I can’t solo it it is op”, ECM, recon and cover Ops working together… Oh, the command ship and gunship duos, the tacklers…how sexy all these ships are, yet everyone plays them like lone wolfs.
The real problem with t2 is it holds everyone’s hands too much and doesn’t really require people to work AS A TEAM to win.
Very true!
As it was stated somewhere else: T2 is for single-heroism, while T3 is all about squads.
Btw.: It doesnt feel much harder to solo a Cerberus 2 with a Kite than solo a Hydra 2 with a Swift Mk III, assuming its a 1v1 ofc.
Due technical issues one part of the patchnotes was missing.
We apologize for this.
Patch notes have been updated.
Is that really every change? You know, aside from changes noticed by pilots on this thread?..
Due technical issues one part of the patchnotes was missing.
We apologize for this.
Patch notes have been updated.
Uhm, I may be wrong here, but intresting stealth-buff to warp gates. It was 360 on the mk1 version when I looked after the patch as far as I remember, and now it’s 240…
But you said the CD would get placed back at the old times next patch? Or will the new times keep?
* Combat Drones : drone launch time increased to 30 sec.
this is 35, not 30 according to the in-game text.
We also can’t see the range of the health-regen ability of the drones, this would help greatly since the range appears to be smaller than 1900m.
And ZapBrannigan, the few amount of engies in T2 is their survivability. I tried(With EvilTactician & squad) to play T2 yesterday, and oh my god… My hydra 2(nearly 40k EHP) died in seconds the moment someone went onto me…It was really sad to see…
The 60k EHP on the Cerb 2 coupled with the reduced percentage increase from t2 to t3 is one of the components in frigballs. Engies should really have no more than about 50k EHP.
I have to stack ( Kinetic and Thermal resist MK II and MK III modules for Hull) and (hull resistance increase active module), I think I did a good job at surviving in my Hydra 2.
Make me doubt myself sometime for my own role though, sometime I work as a tanker.
So with this new patch…
If we buy the colors for a week, does that mean we keep them permanently, but have to re-apply them each week, or we have to buy them again each week? If the latter is the case, I am not spending 300 galactic standards a week to look pretty. I would rather see those used to “buy” the better chance to find rare drops after a battle. (I think that the standard for the drops should be 30% and the galactic standards be the instant buy, 100% success).
If you Admin guys could make a poll for us to vote on, you might see that I am not alone. Ask where we spend, or would spend, our galactic standards, 1) Colors and stickers, 2) Ships, 3) Premium upgrades, 4) Rare drops after a battle. I would vote 1 if the stickers and colors were permanent, otherwise, I would spend them on the Rare drops (those few that I really really want).
As for the engineering nerf… Q_Q (I cry) Really?.. The engineer was one of the biggest boons for the federation! Jerico have shields that regen and stack really high with guards that kick your face in. Empire have the best, durability and dps, gunships and intercepters. The overpowered engineer was the saving grace for the feds ships with the lowest survivability (in the game). We could dogfight and count on the fact that the engineer had our backs (heal us before that empire or jerico long range unit picked us off). Now…, we better be the best pilots out there, otherwise the Feds are going to get torn apart…
And part of the problem with T3 is too often there’s no sense of communication in the team. All the corps and squads are sharing with eachother and not the whole team. There are exceptions, like cloud’s near spam of “eyes on anything I’m targetting.” Many games, there’s nothing, then I have to look for two people dogfighting, or look at the fire lines to find an enemy being hit. It’s harder to gang up on someone when you don’t know they’re already being targetted. Maybe I have a weakened guard right behind me that I don’t see.
In the key binding option, you can bind a target allys target button. I use this as my standad targeting button since you HAVE to focus fire in T3 or stuff wont die.
I dream of days when interceptors and fighters learn to work together…and instead of everyone going to Covert Ops and then complaining “if I can’t solo it it is op”, ECM, recon and cover Ops working together… Oh, the command ship and gunship duos, the tacklers…how sexy all these ships are, yet everyone plays them like lone wolfs.
The real problem with t2 is it holds everyone’s hands too much and doesn’t really require people to work AS A TEAM to win.
Current russian meta is “ECM + gunship + guard + engy” after the patch (T3 and T4).
That and “4x ECM” of SYN’s, but that’s a different story. You’ll probably get introduced to both in the tourney unless another upheaval of balance at T3 occurs in the next patch. CO will be likely absent completely or exist only in limited niche capacity.
CO is something to fly solo, or in a squad with no communication because it actually packs a punch enough to kill stragglers solo without help. They are very gimp against good people who know what they are doing at the moment. That’s why they’re generally flown in small numbers or not at all when facing skilled squads and actually going for them.
As for “I am imba gunship with heavy rails and I have no problems with frigs trololol” people, you may wish to talk to the guys from ESB. They did the legwork, and it was basically confirmed in the russian patch thread that the reason for this engineer nerf was their extensive testing of actual damage done vs healing and survivability, which was judged as utterly broken. Specifically, they used premium imperial gunships (+10% more more damage then your crap-M) and heavy rails. They could not kill an afk engineer with mods on in enough time to get the beacon in beacon hunt. This in optimal scenario where enemy was doing nothing on purpose just sitting and not shooting back. In real life, it usually takes about 3-4 dead fighters and interceptors to drop one engineer in a frigball. You’ll run out of people before they even notice that they are taking losses.
If you have evidence to suggest that they are lying, you may wish to present this evidence to the devs. If you wish to go down that route, I would suggest that quality of evidence at least match theirs, that means videos with game logs attached.
P.S. Pretty much all top russian corps clearly stated that if engineers didn’t eat massive nerfs, their tourney comps would be frigballs and nothing but frigballs. For ALL top corps. Even with current nerfs, many said that they are still on the fence if frigballs can be dismantled effectively enough in organized play when frigball is equally organized. I guess the tourney will show. That may also tell you something about the current state of the game.
Is that really every change? You know, aside from changes noticed by pilots on this thread?..
They added things like warp gate CD and guard nerfs to the notes. They were missing originally. Nothing we didn’t already know about.
They added things like warp gate CD and guard nerfs to the notes. They were missing originally. Nothing we didn’t already know about.
True, but I’d rather be VERY sure of it. Besides, almost all of the “missing info” were details noticed by the community. Full patch notes helps THEM keep track of things and help US give them proper feedback.
So I finally got a T3 game with decent amount of people. 4th game since the patch. CR.
End results:
I did NOT do anything special in that game and I queued for it solo. It’s just that people are clearly so used to being able to tank through everything, they flew in straight lines or sat still. I killed at least 4 interceptors in that game full to zero with plasma arc. I think I got more actually. I also got at least twice as many fighters with plasma arc in that game.
It shows what happens to average play skill when people are given a reasonable period of time of virtual invulnerability. Notably the #2 guy was a healer healing me back to full after I returned from another strafing run.
This was my first game in about two weeks that did not feature at least one cohesive frigate ball. Both teams had frigates, but they were actually spread out. It really added fun to the game, as I had several moments of “xxxx my frontline engy is getting pummeled by multiple enemy strike craft, must kill them faster!”. Usually that’s the job that is handled by other frigates in the frigball but since we didn’t have one, just a wide frontline of several frigates doing the full map push, it was really fun to actually do what you’re supposed to do on an interceptor - counter enemy fast strike craft with your own strike craft as they are trying to kill your support.
But seriously, people will need to relearn how to actually dogfight now it seems. Farming light strike craft with plasma arc is something that should NOT happen unless target is CCd.
Detonation: If both teams have equal destroyed stations, the team with the most kills wins.
In the key binding option, you can bind a target allys target button. I use this as my standad targeting button since you HAVE to focus fire in T3 or stuff wont die.
I’ve thought of that, but unsure of which ally it is, if it’s just a random lock or they’re actually targetting, etc. The ping works. I’ve noticed some groups actively use it, some just don’t care. I get more assists when there’s pinging, I’m sure the pinger gets more kills also. Most of the ESB squads seem to, but not all. If two thirds of your team isn’t on your squad, just getting two more people to join in the kill is a 50% damage increase possibility.
So I finally got a T3 game with decent amount of people. 4th game since the patch. CR.
I did NOT do anything special in that game and I queued for it solo. It’s just that people are clearly so used to being able to tank through everything, they flew in straight lines or sat still. I killed at least 4 interceptors in that game full to zero with plasma arc. I think I got more actually. I also got at least twice as many fighters with plasma arc in that game.
It shows what happens to average play skill when people are given a reasonable period of time of virtual invulnerability. Notably the #2 guy was a healer healing me back to full after I returned from another strafing run.
This was my first game in about two weeks that did not feature at least one cohesive frigate ball. Both teams had frigates, but they were actually spread out. It really added fun to the game, as I had several moments of “xxxx my frontline engy is getting pummeled by multiple enemy strike craft, must kill them faster!”. Usually that’s the job that is handled by other frigates in the frigball but since we didn’t have one, just a wide frontline of several frigates doing the full map push, it was really fun to actually do what you’re supposed to do on an interceptor - counter enemy fast strike craft with your own strike craft as they are trying to kill your support.
But seriously, people will need to relearn how to actually dogfight now it seems. Farming light strike craft with plasma arc is something that should NOT happen unless target is CCd.
I was in that game with you, I even got some kills in besides the nuke. The games are much more fun without frigballs. When it’s more spread out, you can also more clearly see who to target when you see an ally targetted. When it’s a whole team around a beacon, it’s trickier. I hadn’t seen that map in a while, I kind of liked it, good blocking, but open enough to fly. And it was light!
One catch is plasma arc, for most players I imagine, there aren’t a lot of easy times to practice so people can get good. I’ve only gone back to CO for about a week now, but I’ve gotten a couple kills and some damage. That 130m range makes it harder, since I also have a habit of veering off to avoid the crash, or going too fast and overrunning. Like I said, there aren’t a lot of easy times to practice.
Yes, this happens, on the other hand, there are most of the time 2 bombs in the game. I notice very few frigballs in Detonation.
They show up when there’s one station left, they’re winning on kills, and the other team’s winning on stations. Then you end up with the bomb in an interceptor and see mines, and mines, and mines, and a clock running out. If a frigate gets the bomb it has a better chance with a whole team push.
As for “I am imba gunship with heavy rails and I have no problems with frigs trololol” people, you may wish to talk to the guys from ESB. They did the legwork, and it was basically confirmed in the russian patch thread that the reason for this engineer nerf was their extensive testing of actual damage done vs healing and survivability, which was judged as utterly broken. Specifically, they used premium imperial gunships (+10% more more damage then your crap-M) and heavy rails. They could not kill an afk engineer with mods on in enough time to get the beacon in beacon hunt. This in optimal scenario where enemy was doing nothing on purpose just sitting and not shooting back. In real life, it usually takes about 3-4 dead fighters and interceptors to drop one engineer in a frigball. You’ll run out of people before they even notice that they are taking losses.
If you have evidence to suggest that they are lying, you may wish to present this evidence to the devs. If you wish to go down that route, I would suggest that quality of evidence at least match theirs, that means videos with game logs attached.
P.S. Pretty much all top russian corps clearly stated that if engineers didn’t eat massive nerfs, their tourney comps would be frigballs and nothing but frigballs. For ALL top corps. Even with current nerfs, many said that they are still on the fence if frigballs can be dismantled effectively enough in organized play when frigball is equally organized. I guess the tourney will show. That may also tell you something about the current state of the game.
Links? It could be a good read if google translate doesn’t ruin it.
Essentially entire 0.8.4 and 0.8.5 patch discussion threads on russian forums. They’re really long, running 26 pages for previous patch, and over 30 pages for this one as of typing this:
As for “I am imba gunship with heavy rails and I have no problems with frigs trololol” people, you may wish to talk to the guys from ESB. They did the legwork, and it was basically confirmed in the russian patch thread that the reason for this engineer nerf was their extensive testing of actual damage done vs healing and survivability, which was judged as utterly broken. Specifically, they used premium imperial gunships (+10% more more damage then your crap-M) and heavy rails. They could not kill an afk engineer with mods on in enough time to get the beacon in beacon hunt. This in optimal scenario where enemy was doing nothing on purpose just sitting and not shooting back. In real life, it usually takes about 3-4 dead fighters and interceptors to drop one engineer in a frigball. You’ll run out of people before they even notice that they are taking losses.
You really get pissed if someone disagrees with you, dont you?
Sure, Top-Corps have better builds and equipment and know what they are doing.
BUT: The casual T3-Player dont know those builds and has not the equipment, also they act not very clever sometimes.
So, are we talking about Tournament-Squads, or are we talking about a random match with a frigball?
In the latter case my point stands valid: I can kill a engy with my “crap-m” and this without much trouble, but hell, 1 engy is not a frigball, right?
You really get pissed if someone disagrees with you, dont you?
Sure, Top-Corps have better builds and equipment and know what they are doing.
BUT: The casual T3-Player dont know those builds and has not the equipment, also they act not very clever sometimes.
So, are we talking about Tournament-Squads, or are we talking about a random match with a frigball?
In the latter case my point stands valid: I can kill a engy with my “crap-m” and this without much trouble, but hell, 1 engy is not a frigball, right?
Let’s stop pretending to be dumb when we’re not. Everyone knows that even a recon can kill a solo engineer. The entire point of frigate ball is in being a BALL. As in its blind spots are covered, it cannot be shut down because others will provide aura heals and suppression and because rest of the balls will inflict massive amounts of damage on anyone trying to engage it.
As a result, crap-M is trash tier for anti frigate operations of any kind, other then 1v1. Desert eagle/nukem are passable because they do more damage, which is the primary task of gunship, and can actually tank through damage inflicted on them during firing phase of the engagement, which crap-M in general cannot due to being federation ship with hilariously low survivability. Unlike DE/Nukem which have imperial racials of increased main weapon damage and increased hull durability.
Regardless, in previous patch, they tested that heavy rails with nukem did not do enough damage to destroy a frigate occupying a beacon to be able to secure it and get points before next beacon is activated. If you disagree - I’m not the one you’re disagreeing with. As a result, I would point that you’re at very best a pot calling kettle black here.
dam you devs… i just buy the new coulurs and add my old pin op2 grils…its all on cooldown also the pin up even thow i buy the perminant one. sadly i see you remove the perminant buy in the coulers ant paint jobs. thast so you can suck more GC out of us…worst thing i buy a couler the change to old one for a sec… then the new bought coulour is gone plz buy again…let me tell you this: dont mix bad programing with real monies u dimwits. if i lose my 300gc perminant pin up paint job to this $$$ robbing pach then im done whit the game and will spent houers polightly bad moutthing ya on the forum…sad that you devs are greety. i still haven got more than 1 expermernty (epic) item since your (funny) salvege loot trip…COMEN ON!! this sucks!
So I finally got a T3 game with decent amount of people. 4th game since the patch. CR.
End results:
I did NOT do anything special in that game and I queued for it solo. It’s just that people are clearly so used to being able to tank through everything, they flew in straight lines or sat still. I killed at least 4 interceptors in that game full to zero with plasma arc. I think I got more actually. I also got at least twice as many fighters with plasma arc in that game.
It shows what happens to average play skill when people are given a reasonable period of time of virtual invulnerability. Notably the #2 guy was a healer healing me back to full after I returned from another strafing run.
This was my first game in about two weeks that did not feature at least one cohesive frigate ball. Both teams had frigates, but they were actually spread out. It really added fun to the game, as I had several moments of “xxxx my frontline engy is getting pummeled by multiple enemy strike craft, must kill them faster!”. Usually that’s the job that is handled by other frigates in the frigball but since we didn’t have one, just a wide frontline of several frigates doing the full map push, it was really fun to actually do what you’re supposed to do on an interceptor - counter enemy fast strike craft with your own strike craft as they are trying to kill your support.
But seriously, people will need to relearn how to actually dogfight now it seems. Farming light strike craft with plasma arc is something that should NOT happen unless target is CCd.
This is more a case of bad pilots than bad gameplay actually.
Good players don’t sit still, and are always on the move(In intys and fighters anyway)
and like the other person said a lot of people use crap-fits that i honestly laugh at. They die in mere seconds in their cerberus 2.
There are some people however that know how to fit and they can tank.