Rely on your team?
If you didn’t punish squads, we could. As it is, trying to rely on your team is rather like using a hand grenade to unblock your nose.
Rely on your team?
If you didn’t punish squads, we could. As it is, trying to rely on your team is rather like using a hand grenade to unblock your nose.
@Antibus : Why the Heavy Blaster is constantly buffed every Patch? (Not enough use by players?)
@Antibus : Why the Heavy Blaster is constantly buffed every Patch? (Not enough use by players?)
At the moment it needs some tweaking, yes.
Do you have additional feedback on the matter?
Spread and projectile speed is ridicolous. What is even the purpose of this gun? It is not fun and we already have Beam lasers for spamming, having a slower firing weapon that is accurate and deals more damage would be more fun to use. Like slower firing, more powerful, concentrated one-shot fast hitting laser shots. (fast barrel movements, projectile speed, but less damage than poistron, the bane of interceptors.) That would be fun. And I agree with the hose analogy. Change how the weapon works, it does not suit any niche at the moment and is just crap.
The damage from the Heavy Blaster is fine. It’s the weapon’s inability to hit anything that is the problem. It is too sluggish and it often becomes locked in one place while a ship is rotating.
If the nozzle on my garden hose was broken to the point where I couldn’t direct the water where I wanted it to go, I wouldn’t increase the water pressure to be more effective. I would replace the nozzle.
lasers need a lead indicator with lag prediction.
sometimes i have to aim 2 cm in front of a target sometimes 5 or more cm, depending on lag…
ie: either they are not hitscan or the server does not perform lag compensation (probably the latter).
so at least give the client cursor some prediction :\
btw, probably post this later but you do realize some of the DLC ships are OP as hell because they never had their ‘bonuses’ modified when the slot configurations were tweaked.
anyways, the dlc balance is simply an outcome of making the ships so diverse. you know have a bunch of inferior prems (only good for credit grinding), and some OP DLC ships…
not to mention there should be some osrt of rule that all interceptors have at least 1 CAP slot so they can fit either an EB or a voltage regulator or something.
lol. I think the premium ships are in a great spot. They are just a little different to offer a different playstyle, with some very minor, cool advantages. It does not make any of them OP, some of them are just a bit more interesting to use.
And dear betatrash, as long as you will keep warpgating straight into the emp bomb with your Styx to get the sprinter medal, no ammount of premium ships will help you with that. Well, maybe you would save on repairs. Just saying.
well game looks to be pretty well balanced now…I’m really happy abot the synergy/credits gain buff…it was really needed
recon were really OP.
Still got couple of questions anyway…
thanx
lasers need a lead indicator with lag prediction.
sometimes i have to aim 2 cm in front of a target sometimes 5 or more cm, depending on lag…
ie: either they are not hitscan or the server does not perform lag compensation (probably the latter).
so at least give the client cursor some prediction :\
btw, probably post this later but you do realize some of the DLC ships are OP as hell because they never had their ‘bonuses’ modified when the slot configurations were tweaked.
anyways, the dlc balance is simply an outcome of making the ships so diverse. you know have a bunch of inferior prems (only good for credit grinding), and some OP DLC ships…
not to mention there should be some osrt of rule that all interceptors have at least 1 CAP slot so they can fit either an EB or a voltage regulator or something.
What ships are you referring to, please, be more specific.
some of the T4 prems are inferior. only slightly though, so the only benefit is credit gain.
T3 prems are a bit better, but still… awkward configurations on some… and the DLC ships… also a mixed bag, some are in fact OP, most are just ‘better’. only a few are inferior.
What ships are you referring to, please, be more specific.
ill post at a later date. game is down now anyways.
lol. I think the premium ships are in a great spot. They are just a little different to offer a different playstyle, with some very minor, cool advantages. It does not make any of them OP, some of them are just a bit more interesting to use.
And yes, we are as always, trying to keep balance between the ships. Don’t forget: all premium ships are of the highest rank in their tier. So if you are comparing, say R7, R8 Ships to them (R9), don’t forget that you are actually comparing ships of different ranks.
Antibus, what about the poor Pirate R8 ships? Those could sure use that R9 implant bonus, they would be so much more useful with that, right now they are, well… bad.
Premium ships count as the middle rank when calculating matchmaking values. For instance, a T3 premium ship counts as a Rank 8, but is still capable of using Rank 9 implants. If they are OP for any reason, it is this one.
I don’t disagree with it. I’m just happy for the pilots who own them since they “get to have their cake and eat it, too.” I plan on buying some premium ships in the future. I don’t want to see them nerfed. If anyone thinks they are overpowered, just focus-fire on them until they are dead. They shouldn’t mind much. They aren’t paying for a repair bill.
Indeed. Also, most premium ships have a disadvantage that you cannot paint them, that is a huge minus to them as well.
Thanks for the nerf on Particle Purge… we will see if it is enough. Actually I hoped for a range nerf, too.
Also thanks for more income, i will put it to good use :yes_yes:
No thanks for recon nerfs: While I can live with them (the parasite nerf was really unnecessary), I still think that nerfing the recon to the ground is not the best Idea to balance it compared to the other Interceptors. In fact I think the other Ints need a buff.
Especially since I bet your statistics say that recon is the most used int-class atm.
At the moment it needs some tweaking, yes.
Do you have additional feedback on the matter?
Yes, the main problems (if I can call this"problems") are the weapon’s restrictions : Slow barrels + Rate of fire based on the overheating + Laser type.
_Slow barrels : Yeah, Slow rotation while firing, (Need little tweak)
_Progressive rate of Fire : The base RoF is a little bit too slow.
_Laser type : the Maximum range is not the OPTIMAL RANGE. farther is the target, worst are the dammages.
Now if we had all the others componants : Spread/Projectiles Speed.
Projectiles Speed + Laser : Hum wuut?
Spread + Laser = Hum double wuut?
About the spread : Once again, the natural ship’s Spread. Try on a Jericho Frigate then Try on an Empire/Fed Frigate (you will feel it).
In fact : Remove the “+15% dammages” made in this patch. Increase the Barrel speed rotation while/without firing, Reduce a little bit the spread, Increase the Projectiles Speed.
This is suppresion weapon, that should have average efficiency against everything, the kind of weapon that say : “Hello, I’m an Heavy blaster, if you stay here you gonna have troubles so please, start your evasive maneuver”.
And not “MUAHAHAH I’M AN HEAVY BLASTER, I’M GONNA MURDER ALL THE GALAXY”.
About the Premium ship : I hate the Strong, Try to synergise your Command with experimental modules when you have a “Strong” in your team (+20% efficiency on Command’s Modules)…
Some premium ships made me laugh (Aka the Scimitar), It’s supposed to be a guard : 3 CPU SLOTS + 10% critical chance in passiv bonus + Worst guard Design.
The Reaper/Phoenix and all the “Max Rank -1” pirates Ships should be max rank in their Tiers (Including the same amount of passives slots than the other ships with the same ranks).
All the Premium Ships should be matched as Max Rank Ships in their Tiers.
(I will complete this when the Maintenance will be finish, need some value ingame)
An Other thing that is bothering me for some time: Picking up Bombs and planting them gives no synergy at all. Can you confirm that?
I had a battle in my Nibelung with 0 kills 0 assists. The only thing I did was planting 2 bombs. We lost the battle, Synergy income: 808
Please explain.
I still think that nerfing the recon to the ground is not the best Idea to balance it compared to the other Interceptors. In fact I think the other Ints need a buff.
Especially since I bet your statistics say that recon is the most used int-class atm.
not sure about shield transfer, but spy drones were long considered to have too long a duration (dont even have to say this), and prox mines remained unchanged after the survivability nerf to ceptors (some have no CAP slots either for EB).
personally, i say give all ceptors a guaranteed CAP slot. so you can’t get 1-shot by a prox mine. (and that’s prob why theyre used more often now). even before the patches, prox mines were a really effective way of killing.
lowering clip size instead of damage on the other hand (as in this patch), might just makes mines unreliable, where you may hit only 1 out of 3… which would suck indeed. or 2/3, except vs fighter/frigs, and you gotta watch out around the frigs with their torps ;o
and then there’s the issue that unguided are unreliable vs other ceptors as well…
personally, i say give all ceptors a guaranteed CAP slot. so you can’t get 1-shot by a prox mine. (and that’s prob why theyre used more often now). even before the patches, prox mines were a really effective way of killing.
Well, the Devs fixed that for a lot Ints a few patches ago. But still poor Kite has no Capacitor slot i.e.
And yet I dont see the problem with spydrones itself, imo the problem is with the recent over-usage of recons. Other Ints must become more attractive again! And that should NOT happen by nerfing the recon to the ground.