Adding a normalized hitbox open the door to calculate Spread “Soft/Hard cap” for weapons (Including Projectile Speed / RoF / Optimal Range).
If as they said, most of the ships now have a Smaller hitbox than before,
It’s mean that it’s a nerf for all weapons with Medium/high spread : Shrapnel/Heavy Blaster/Assault Railgun/Singularity/Pulse laser / RF Blaster AGAINST SMALL TARGETS !
Thanks Rakza, now I get what you mean. You are correct, or at least I don’t see any flaw in that logic in theoretical level.
In practice the difference isn’t big though: Hull is and has always been smaller than shield hit box, so those weapons already have had that same spread problem _ after _ the shield is gone and need to hit the hull.
It is difficult to calculate the percentage (%) effect of this change, but its not that big. Few projectiles miss now more often the shield than before (= killing shield takes longer), but then after the enemy shield is gone you need to hit the smaller hit box (hull), just like before, so the “weapon nerf” only affects for shield part of damage…
So yes, from min/max point of view, this does nerf certain weapons, but not by much.
Biggest effect I think will be in asteroid-peek-a-boo -games. Often it was easy to get a free shot to a Jerry frigate that backed back behind an asteroid as you were still able to hit the shield even if hull was already behind the rock. That might happen less from now on. And even that didn’t make a big difference, as most of the time the ship could just regenerate the damage received behind that rock.
Adding a normalized hitbox open the door to calculate Spread “Soft/Hard cap” for weapons (Including Projectile Speed / RoF / Optimal Range).
If as they said, most of the ships now have a Smaller hitbox than before,
It’s mean that it’s a nerf for all weapons with Medium/high spread : Shrapnel/Heavy Blaster/Assault Railgun/Singularity/Pulse laser / RF Blaster AGAINST SMALL TARGETS !
They are not balancing Shield and Hull tanking ! They are buffing Interceptors and Fighters !
But it’s not finish ! They are also buffing EMPIRE SHIPS with this patch when a Nerf is needed !
Will have to fly to know if it buffs more Inty (reduced hit size) that nerfs them (harder to hit something with my RF blaster or Shrapnel). Depends on your aiming skill I suppose (mine is low, damn).
I’m sure that, overall, it’s quite a nerf for Jerico frigs… Speak about balancing hull/shield tanking… (Even Empire Command resists better than Jericho Command :sad: )
Oh, wait… That’s what I fly (because of the look) when I am not enjoying Inties… :sad: :facepalm:
((oh, and by the way : "Yes Rakza, I’ve seen your Reaper yesterday… Too close, in fact, but not for long as that Pulsar of yours ended this nice encounter quickly… Pas de chance :)wt ))
_ Improved effectiveness visualization
Notification on effectiveness gain appears in the spot where the event happened
If the spot is out of sight, the notification appears on the edge of the screen
The notification moves to the usual place after a short time_
OMG!
Make it go away!!! Its more annoying than informative. Anyway: Who counts during the match all the Eff. Points he gathered so far. I see no reason to slap the points in our faces. Make it at least optional and please hurry, it fks with my vision.
The ECM weapon is pretty much useless. You still cant kill anything with it. ECMs overall effectiveness is only given in coordinated Squads.
The Engi weapon feels meh… altho I can imagine that many PPL like it.
The Tackler weapon seems to be OP, but I need more testing with it.
I think the changes in SecCon are good, at least they look that way. Lets see how they stand the test.
4.
About the shields: I havent noticed anything so far. Not sure if frigballing was a singular event or will come back in force now.
The ECM weapon is pretty much useless. You still cant kill anything with it. ECMs overall effectiveness is only given in coordinated Squads.
The weapon is a gamble. If your target has the Armadillo implant like probably most of them then it’s theoretically the lowest damage weapon available to ECMs. Even Plasma Guns have more DPS (exact numbers will depend on resists of course). If the target does not have the implant then you end up with the highest DPS weapon you could fit, even more so if you have built for crits.
The excellent range + projectile speed might make it worth the gamble but I’ve yet to test it.
Strike that, overlooked that the weapon mechanics work like the coil mortar so dps is actually half of what I was originally looking at, making the weapon sub par to anything out there. So I agree with you, it’s useless on paper. Still feels ok to me in actual T3 play though.
That freezing weapon is amazing, with some good team communication (with them frigs) interceptors won’t be much trouble in bombing run; also the eng one is a very good addition. Now, about the hull/shield compensation… we do need some more balancing, it will probbly not solve everything but we are working in the right direction.
The “baby mortar” is far more powerful than the “Daddy Mortar”.
Well it should be, because the ship you put it on has far less hitpoints (I was going to write survivability but choked on that because ECMs are fairly unkillable, in particular now that the Gauss was nerfed…).
Mmmm…not even the inquisitors will be able to take many pulsars if we are gonna lower thermal resistance in black wood…~ (Blargh can’t make text blue from my phone :3)