That is EXACTLY the kind of thing we DO want to hear. No spoilers, but saying “we have this or that undergoing tests to see what happens” is perfectly fine. It nullifies any and all secrecy bull and actually gets US, the community, to trust the devs a bit more.
Oryngton, you know as well as me what will happen if they say what they will do in the future to fix this.
A debate already started about this problem. And dropping informations will just transform it into a “*Censored*Storm”.
What we know is enough, they are aware of the problem and they are working to resolve it.
We will argue about the solution when they will put it in the patchnote/Devblogs/Forums.
First, I would say that engies SHOULDN’T have an incentive to shoot the enemy. It draws attention. The purpose of engineer and command is to be support. Only shoot when you need to. Support your team with firepower and heals, and you’ll be doing your team a great service. Dying would cripple your team, so don’t overdo it.
They decreased the effectiveness of heals (if no frigs are on your team besides you), unfortunately, so if you’re overly concerned with your points at the end of a round, then sure…go kill some things. Either that, or make sure you’re constantly with your team to maximize your assist count.
Keep in mind, though, that you only get synergy for damage dealt plus 50% for the kill. The best way for a frig to get points this way IS to deal the most damage. So I guess it really depends on what type of frig pilot you are. If you care about points versus support, then it would benefit you if you get more kills. However, if you care about the team’s overall score, you’d be wary of even shooting.
I, personally, play very defensive as frigate…I’m in a styx, so it works well. Never put yourself out of position, and you’ll find that you don’t need to shoot very much to get a decent score.
You misunderstand me, or yourself, i don’t know anymore. You say you should support with firepower while saying you shouldn’t shoot? So rely on drones entirely? I think you mean kills, but i didn’t say kills. I’m perfectly fine with assists, never said otherwise, but now if you shoot someone, you get less points than if you don’t => bad system.
And Why the AMS do not reward the pilote? Using this module save players/beacons/Drones but no reward…
AFAIK the engine inhibitor doesn’t give assists either (or i suck even harder with Guards than i thought).
@Antibus: your statistics in all honor, but I do hope you don’t try to press down numbers and only avoid exploit farming - because most of us would probably not mind, if the rewards in this game would rise. It would definitely not hurt.
While I love the new system, and I can get my rewards as ever, it is noticable how gameplay changes just because of the synergy gain.
Anyone assisting in the downing of the last 100% of a player should get probably a flat kill assist bonus synergy extra or similar, and things would be perfect.
Killstealing is one thing - but the other one is risking to keep an enemy from escaping, which often gives you almost no points, since even if you were the only person being able to actually do damage, your last damage does not count much.
Atm. it feels as if weak players got weaker, and strong players therefore got stronger. Only because people mind their points, which they should not do, they should be assured, that if they do their thing, they will get rewards for it.
Funnily, I even see a problem between score and synergy here: score should be lower if you just fired the last couple shots, but it should not hurt your synergy gain, because you did assist in a kill.
However very nice of you guys to make a synergy weekend, so you can gather the stats better.
Gauss Cannon : Don’t really see a lot of difference before the patch and now in the use of the gauss. It’s still an interresting alphastrike weapon. Just more people use them due to the patchnote.
Gauss Cannon : We can still oneshot bad fitted Ceptor with it on a tackler
Gauss Cannon : The crit Nerf has been compensed by the +47% base dammages up.
Assault Railgun : Good Up / This buff was really needed
Assault Railgun : Finally, we have a good alternative to other weapons
Assault Railgun : Change nothing about it now !
@Beam Cannon change
The change are pretty welcome against the Campfest, it’s also a good thing for the T1/T2 for the Positionning learning phase for Frigates.
Still not perfect but it’s a good start
@Positron Cannon
Good change on the spread and the First charge
@Heavy Blaster :
I’m sceptical about the +5% dammages. This weapon don’t need more Dammage with the RoF it can reach.
A Barrel rotation speed bonus / Spread reduction could be a better thing than boosting the dammage.
@Coil Mortar :
I know the patchnote do not speak about the mortar but 1 Change affected them better than a lot of patch. I’m speaking about the +10% projectile speed that made the mortar Viable again.
Before the patch Jericho R6 Implant / Uranium shell / Acceleration coil were needed to have Projectile Speed = Max Range but Armadillo was still an hard Counter.
Now Acceleration Coil + Uranium shell are enough and you can use the “Ox Implant” (Fed R6 Implant) to reduce a lot the effect of the Armadillo.
You misunderstand me, or yourself, i don’t know anymore. You say you should support with firepower while saying you shouldn’t shoot? So rely on drones entirely? I think you mean kills, but i didn’t say kills. I’m perfectly fine with assists, never said otherwise, but now if you shoot someone, you get less points than if you don’t => bad system.
Sure, I mention both because they are both important. It’s always good to know when to shoot…not just pew pew.
But yes, I suppose I misunderstood you. I apologize. However, all I was really saying was that engie should be played with great care. Since they’re so much larger than other ships, their speed makes them immensely vulnerable. Being able to stay in position without giving away your position could be quite useful to your team. Sometimes that means not shooting, as this adds you to the radar. Sometimes you’re forced to shoot, which is what you were saying. It all depends on the situation.
Improved shield restoration and hull repair mechanics
New mechanics are meant to remove the unfair advantage from fighters and interceptors when they are being repaired by allies.
The amount restored now depends on the size of the object being repaired
Interceptors receive 50% of the base value
Fighters receive 75% of the base value
Frigates receive 100% of the base value
These changes concern the following modules:
‘Autonomous Repair Station’
‘Autonomous Charging Station’
‘Mass Shield Generator’
‘Nanodrone Cloud’
THANK YOU! Goodness, it’s only been… 6 months since this problem was first brought to your attention!
I am not sure i like the way Sector Conquest map turns out, amount of Influence points injected into the game now is through the roof, there really has to be some kind of influence points sink, minimum bid on sectors is obviously meaningless, and I don’t think simply inflating prices or increasing amount of sectors is the way to go. Currently I do not see or feel any “competition” for sectors on the map, they just get swarmed.
Obviously it has been only 2 days after the patch, it is not the time to start burning villages in rage, but the sooner Devs start looking towards it, the better.
I am not sure i like the way Sector Conquest map turns out, amount of Influence points injected into the game now is through the roof, there really has to be some kind of influence points sink, minimum bid on sectors is obviously meaningless, and I don’t think simply inflating prices or increasing amount of sectors is the way to go. Currently I do not see or feel any “competition” for sectors on the map, they just get swarmed.
Obviously it has been only 2 days after the patch, it is not the time to start burning villages in rage, but the sooner Devs start looking towards it, the better.
I saw an ESB stream today and they had over 1700 points, I can’t imagine how many points the zerg corps carried by them and other top corps will have… the system should be changed indeed.
I am not sure i like the way Sector Conquest map turns out, amount of Influence points injected into the game now is through the roof, there really has to be some kind of influence points sink, minimum bid on sectors is obviously meaningless, and I don’t think simply inflating prices or increasing amount of sectors is the way to go. Currently I do not see or feel any “competition” for sectors on the map, they just get swarmed.
Obviously it has been only 2 days after the patch, it is not the time to start burning villages in rage, but the sooner Devs start looking towards it, the better.
Many sectors are unclaimed regularly. It creates a bad view. Maybe it’s just a perception for 1.0 release. I don’t have the liberty of seeing the bidding details, but before half of all sectors were empty, now almost all are full. Bidding can have a relevance even if IMHO the wipeout mechanism is flawed.
I saw an ESB stream today and they had over 1700 points, I can’t imagine how many points the zerg corps carried by them and other top corps will have… the system should be changed indeed.
Hey, also I’m not sure how CEO assistant fits in the Russian language, but in English, it’s not really the greatest of titles. Something like Director or Vice President would probably be more fitting than CEO assistant.
Effectiveness and synergy for destroying ships increased to 150 points Effectiveness and synergy for assisting with damage increased to 100 points Effectiveness for assisting by buffing an ally reduced to 20 points"
This is defintily not working this way. I for myself in T3 on an engeener get sometimes like 1 Eff. point for the Kill, not for an assist but for a kill
I dunno if its why a drone killed it, while i was fireing on it, but nevertheless, i think this is not working this way at all.
If u look at the total Efficeny points people get in normal T1-T3 matches (i don’t play T3+) the efficency table after a fight is like 50 % as of last time. If u do a simple math and say you reward damage more, fine, but u boosted kills like in the quoted message, there muss be more Effectiveness in the tables as before. In fact as i said its like 50 %…
The in game poll must be rigged. I refuse to believe so many people like earning LESS synergy than before.
The change also encouragea alpha strikes over continuous damage, which in turn encourages Long Range Fethwits. ANY patch that makes the LR desirable to use is a bad patch.
The in game poll must be rigged. I refuse to believe so many people like earning LESS synergy than before.
The change also encouragea alpha strikes over continuous damage, which in turn encourages Long Range Fethwits. ANY patch that makes the LR desirable to use is a bad patch.
The new system is more interesteting, because there is now a difference between putting effort into killing an enemy and just shooting a ship or standing there and farming assists.
We are still collecting the feedback on grind times.
The in game poll must be rigged. I refuse to believe so many people like earning LESS synergy than before.
The change also encouragea alpha strikes over continuous damage, which in turn encourages Long Range Fethwits. ANY patch that makes the LR desirable to use is a bad patch.
Poor LRFs. Why does everyone hates LRFs? :’(
Jokes aside: I do agree with you, there must be something hiccupy with the poll…
And this hard-hitter favoring synergy change… nah, thx.
Also.
WHY, is the Tomrentors’ icon STILL the same as the Crusaders? God dammit, I know it’s a very subtle thing but it is ANNOYING as hell. I’m like checking the teamcops, and “ah okay, they are only T3s too. keep cool, we’re so win this… AAAAARGH TORMENTORS IN DEH FACE!”
the other thing is: please raise the bosses’ efficiency value in PvEs. It’s just so frustrating, to shoot them for hours and get like 10 points for it. or 20…
The new system is more interesteting, because there is now a difference between putting effort into killing an enemy and just shooting a ship or standing there and farming assists.
We are still collecting the feedback on grind times.
I think the supports are hardly disagree with this. (comms, engies, ECMs)
you assist with all you buffs - thts usually more than 2 - but since you dont have any dps you get waaaaay less points if you “try tp put effort” into killing someone. You simply can’t pump out enough dmg to compensation with your buffs.
This encourages to just buff/debuff and “stand aside farming assists”…