@sabre :
I was writting this on another post but i think that could interest you.
Before the 0.9.0 Frigball was super effective because of the Guard’s Debuff modules, the AMS and the healing system.
All the guard’s mod range has been nerf, the signature masking and the mass propulsion inhibitor now have 1300m as range. Making the Debuff zone really close to the frigs.
The AMS has been nerf too, with the new system of missile, the AMS loose a lot of efficiency.
During the “Great frigballz crusade”, Most of the player used the engineer’s heals to have enough survavibility. With the healing nerf, they can’t do this anymore.
The other fact that make Frigballs less powerfull is the new dps mechanics :
Before, we had to deal with a linear DPS, with some ships able to Burst (Aka Gunships/Covert Ops for the natural burst and the valkiry module for Team buff burst).
Now we have to deals with a lot more burst and less linear DPS and the actual tanking are outdated against this.
You will see less and less frig’s players because of this. What’s the point to play a tank ship and not be able to tank with it?
Do I really have to mention how devs *beep*-ed the guard’s tanking mechanics?
it’s still sad that the guards jericho (the main faction of the guards by the way) be weaker than those of the federation simply because mobility is higher than the resistance with new weapons.
The gaming experience for new players who decide to go see jericho Guards must be just disgusting.
They should appreciate the monstrous cooldwons on modules regen.
6 * beep * MINUTES on Metal injector mk1 … 6 MINUTES.
It’s just the biggest cooldown of the game! OP MODULE… they should put a 12 minutes cooldown.
The major problem of this patch is that devs changed the DPS mechanics, without adapting the Tanking and Healing mechanics too.
The mere fact of deleting spam minefield killed the frigballs.
And this is the best thing that comes out of this patch, no longer have minefield everywhere.