Alright. That calmed me down. A lot. Now… First impressions.
>>>>> Economy
Price reduction on ships is good. It was awful seeing R12 ships cost 10mill and, for free accounts, it was frustrating.
It costs 280 GS or something for a full month of 3 colours on one ship. I’d still like to see colours to be purchasable, instead of “rented”. “Oh, you paid for a month’s coat of paint? That’s alright, we’ll just clear that right off for free.” It still doesn’t make sense. Options to buy for credits NEEDS to be added, as well.
>>>>> T5
Considering a mere 2% of the current total pilots actually fly T4 constantly, this was a bad move. No one is going to play it and everything will stay the way it is. Gotta say, some of the ships look ridiculous, whilst others look downright amazing.
I’d also love to know how a Fighter got to be a CovOps. If this is possible, I want one.
>>>>> Ship tree structure
I hope this follows to the rest of the tree and not just T5, because that’s how it should be.
>>>>> Engineer
> Shioeld
New health bar?
Also, yes, Engies needed this. Well done.
>>>>> Weaponry
These new damages are ludicrous. Their overheat timers are even worse. Gunships are just killing everything left and right. The BBB (Big Blue Balls) aren’t helping anything and are EXTREMELY overpowered. Frigates die in seconds, they don’t even need a Plasma Arc on their exhausts, the Singularity Cannon just rips them a new one. I haven’t tried out all of them, but it’s relatively bad.
Almost every Fighter can now kill Frigates FAR more easily due to how overpowered the Singularity Cannon is. Because that is the sole weapon they fit (that I’ve seen out of 10 matches).
>>>>> Missiles
Flares and Missile Shield = useless. I was in a match where I had a grand total of TEN missiles coming at me. Flares did nothing because 3 seconds later I had another 5 on me. I expect people to have the same problem with missiles being fired up the wazoo.
Missiles are meant to be a strategic asset in a match. Now it’s just a matter of locking a target and firing 2-3 at a time. “Oh, I’m out of missiles? That’s ok, they’ll return in a minute. I’ll just hang back and defend a Frigate or two. Missiles reloaded! LEROY JENKINS!”
This was a terrible change and you know it. Missiles used to be fun. Now… it’s broken.
CovOps pilots are committing suicide just to skip the 3min cooldown, as well (if it happens to my ships when I die, it damn well happens to theirs).
The extra damage on the missiles was really NOT necessary. Proximity Mines already did a lot of damage prior to this, they are now 1-shotting any Ceptor that goes near the blinking red light.
>>>>> Weapon Modules
It’s BAD that the Weapon Damage Modifiers got removed. As if Frigates weren’t hard enough to kill on a Ceptor, it’s now VERY hard for those little ships. Only CovOps can now effectively kill them, leaving Recons and ECM to hunt for other things. As to what those targets are, I’ve no idea because those weapons don’t really kill anything… The damage modifiers excelled on Ceptors because of that sole reason. They allowed them to kill stuff.
>>>>> Hangar
Empire is everything I thought it would be. They’re pompous xxxxxxxx, haha
Federation looks sleek and shiny, just perfect.
Jericho looks like something out of a bad CCCP themed movie.
>>>>> Implants
Rank 13: All of them. Overpowered. Empire one might be salvageable, depending on some module cooldown. If you’re on a CovOps or Tackler, it’s overpowered.
Rank 14: Once per battle will make these implants mostly obsolete due to how rare that occurrence is. If you’re in a Frigate or something in the rear, it’ll be a rare event but if you’re in the front lines… It’s gonna get wasted on your first run…
Rank 15: These should not be here. These should still be where they previously were.
>>>>> Synergy
This is probably the worst. Synergy required to purchase the next ship. I DON’T want to fly a Katana to get the Katana-S, I DON’T want to fly a Stiletto and Stiletto AE to get to the Ricasso FROM the Dagger-V… and so forth. Like I asked above, I do hope the changes that were made to the tree in T5 will be mirrored in the other 4 Tiers.
>>>>> Bug Fixes
This is good… Except now you have to turn away from the Beacon or rock you’re hugging to deploy those things. That’s annoying for Engineer heals, good for the Warp Gate. I’d suggest you just make that solely for the Gate and make it autonomous for the heals. Press the heal and it drops the heal beacon somewhere around you, randomly. Do the same for the Tackler Sentry Drones, I find it extremely frustrating to run away and deploy one only to die slamming into it.