We’ve had a bonus xp weekend, Neo. Did you factor that in?
’ Positronic Destructor TG-18’
Description please 
Description please
Stats please 
Stats please
Slightly better than Mk.4 (1-2%) as soon as I have complete prototype I will update the topic with screenshot.
Description please
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I want to level my T4 interceptors. Only two missions permit interceptors, the one that requires everyone to know what they’re doing and the one that’s so easy I only die if I get bored and relaxed.
Then go for the free synergy leveling… get your T3’s prems out of the garage and farm away (can take a long time).
We need custom games for T4. I would totally love to do that.
Also, about lower sinergy, you guys sure about it? I have not been getting anything else than more sinergy than before (up to 11k free sinergy with 1 prem ship, about 10k average compared to average 5k before, no daily bonus).
Right after the patch, i noticed about 30-40% less synergy gained from battles, this weekend everything was peachy because it was +50% synergy weekend, so the synergy was normal+. Now that things will end, we will start noticing more the synergy drop.
We’ve had a bonus xp weekend, Neo. Did you factor that in?
Not sure if that happened on friday or thursday. It may very likely be from the bonus.
We’ve had a bonus xp weekend, Neo. Did you factor that in?
In fact, I suppose the devs wanted to adjust the synergy gain on efficiency with the new system.
I think the new system is better than the previous one, they just have to fix the ammount of synergy you get and make a 30% increase or something, because now eff numbers are lower. But better players are always on top of the list, and assist farmers like engies and commands are also.
And I love getting 150 eff for a solo kill.
We need custom games for T4. I would totally love to do that.
Also, about lower sinergy, you guys sure about it? I have not been getting anything else than more sinergy than before (up to 11k free sinergy with 1 prem ship, about 10k average compared to average 5k before, no daily bonus).
We’ve had a bonus xp weekend, Neo. Did you factor that in?
As I said I don’t know how it was in 0.9.14 but right now I’m seeing on average 10k unbonused synergy on a rank 7 doing PVP whereas when we still had the hard cap a few patches ago I would get 6450 max.
Hum, no more +50% synergy, and for a t3, that’s nice !
But for the points… I’ve done EVERYTHING, even kill the enemy cap alone (+584 points) and survive as the cap (+750). Before the patch, I would have something around 4k-5k score.
By the way, I’ve always played gauss on fighters, even before this patch. (Got a purple one :D)
Now, that’s so easy to kill an inty. He just can’t react that he explosed. I didn’t screen, but on this match I made around 4 shots over 6 000
As I said I don’t know how it was in 0.9.14 but right now I’m seeing on average 10k unbonused synergy on a rank 7 doing PVP whereas when we still had the hard cap a few patches ago I would get 6450 max.
I’m getting 30k synergy with swarm in some matches, with license. The synergy cap was lifted some patches ago.
I’m getting 30k synergy with swarm in some matches, with license. The synergy cap was lifted some patches ago.
Yes that matches what I’m seeing, but I think the question was whether that is less than you were getting in 0.9.14.
Yes that matches what I’m seeing, but I think the question was whether that is less than you were getting in 0.9.14.
Yes it is less, devs are already aware of this, and are processing the logs. I expect them to increase the synergy gain accordingly so it matches the previous one with the current efficiency rules.
For example where before I was getting 28-32k syn for a good game, now I’m getting 22-26k average (not considering this last weekend bonus)
With the new screwed up efficiency system it is harder to get efficiency voucher.
Will the vouchers for efficiency be adjusted if the efficiency system stays this way?
With the new screwed up efficiency system it is harder to get efficiency voucher.
Will the vouchers for efficiency be adjusted if the efficiency system stays this way?
I think it will be changed. The Devblog from the New Year (the video) said that Contract System will be improved.
Critic charged shot. Most likely in a ship without resistances. I have achieved 12k criticals with positrons on guard shields out of Phase.
I don’t see a problem here. In my DE or Swarm, I’m having 800/900 damage reports from gauss, with some 1600/1700 criticals. But I have 120 kin resists in both.
Thing is, it is not a critical hit, yes it is against a hull with no extra kinetic resistances. Crit would’ve done >11000 dmg
My problem with such alpha strike in t3 (even only on a Captain, still possible to get close if stars align on non captain ship) is that there are plenty of ships that still can not use Emergency Barriers, Eagles and kites get one shotted even with 1 Adaptive shield activated, 2 Adaptives will require a missile to finish him off (but most of the time you can snipe them when Adaptives are off). It is like a disintegrator but with no negative sides - no laser marker giveaways, much faster projectile speed (half the range though) and equipped on relatively mobile ship that can easily change position without getting in harm ways. I understand that it is a sniper weapon, and it kinda suppose to work this way, but imho it is too effective in T3
It is kinda like Frigs are underpowered comparing to Fighters and Interceptors in T1-T2, this weapon coupled with nerf to healing in the same time might push interceptors to far.
Thing is, it is not a critical hit, yes it is against a hull with no extra kinetic resistances. Crit would’ve done >11000 dmg
9k non-crit without buffs or target painter? Shouldn’t be mathematically possible with that weapon even if every single implant and module are set for +main weapon damage, so might be a bug if true.
Crit does double damage btw, so >18k in your case.
PS: As to the weapon, the charged damage is really strong but the rate of fire very low. You end up with nearly 5 times higher dps from a coil mortar and due to the aoe damage you cannot escape that either, in particular if it’s fit for projectile speed.
9k non-crit without buffs or negative resistances? Shouldn’t be mathematically possible with that weapon even if every single implant and module are set for +main weapon damage, so would be a bug if true.
Crit does double damage btw, so >18k in your case.
Not exactly
Captain ahs a 75% Dmg buff, always had
so 1600 base projectile x0.75x3=8400 dmg, count in negative base kinetic resistance -> over 9000
Crit on gaus does not work the way you described it
Assume 1600 projectile dmg (zero resistances, no armadillo, no federation r6 for crit dmg) crit dmg value 50%:
total dmg = 1600x3+1600x0.5= 5600 in this particular example
Which brings me to another point, old forgotten Coprocessor modules (crit dmg value) still accessible to veteran players in T3, those modules work exceptionally well with Gauss.
For lolz i made a dragonfly into a gauss turret - 2x pulse discharges +2x Coprocessors + Valk, ship can’t do anything in a dogfight, but man can it deliver nails into interceptor coffins.
Captain ahs a 75% Dmg buff, always had
Oh? My mistake then, was not aware of that. Interesting.
You’re also right on the charged crits of course, sry am a bit rusty as to this game’s mechanics.
Which brings me to another point, old forgotten Coprocessor modules (crit dmg value) still accessible to veteran players in T3, those modules work exceptionally well with Gauss.
Yep, they’re nasty when you actually crit, but overall you’ll do more damage with +crit chance (and on a charged shot that you crit you’ll either one-hit kill an interceptor or trigger EB anyway, at least on a tackler with tp).
Oh? My mistake then, was not aware of that. Interesting.
Yep, they’re nasty when you actually crit, but overall you’ll do more damage with +crit chance (and on a charged shot that you crit you’ll either one-hit kill an interceptor or trigger EB anyway).
Yeh was using Ions with 2x horizons +1x flat reflectors for captain for god knows how long, ~5+k optimal range, 75% base dmg buff + ion resistance bypass +overcharge/overdrive + heatscan as a captain (don’t even have to have sensor range or locking on) with good situational awareness, no one could come close to you
Gauss(and positrons) multiplies base critical chance by amount of charges, I am not sure if there is still a critical chance hardcap (in my example i had <30% crit chance base)
